Update to ImGui 1.79

This commit is contained in:
Michael Theall 2020-11-16 07:19:04 +01:00
parent 691c98e956
commit c7bbb93fd5
11 changed files with 3688 additions and 2163 deletions

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@ -71,7 +71,8 @@ CFLAGS := -g -Wall $(OPTIMIZE) -mword-relocations \
CFLAGS += $(INCLUDE) -DARM11 -D_3DS \ CFLAGS += $(INCLUDE) -DARM11 -D_3DS \
-DSTATUS_STRING="\"ftpd v$(VERSION)\"" \ -DSTATUS_STRING="\"ftpd v$(VERSION)\"" \
-DIMGUI_DISABLE_INCLUDE_IMCONFIG_H=1 \ -DIMGUI_DISABLE_INCLUDE_IMCONFIG_H=1 \
-DNO_IPV6 -DFTPDCONFIG="\"/config/ftpd/ftpd.cfg\"" -DNO_IPV6 -DFTPDCONFIG="\"/config/ftpd/ftpd.cfg\"" \
-DANTI_ALIAS=1
CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++17 CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions -std=gnu++17

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@ -1,17 +1,17 @@
// dear imgui, v1.76 // dear imgui, v1.79
// (headers) // (headers)
// Help: // Help:
// - Read FAQ at http://dearimgui.org/faq // - Read FAQ at http://dearimgui.org/faq
// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. // - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. All applications in examples/ are doing that. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
// Read imgui.cpp for details, links and comments. // Read imgui.cpp for details, links and comments.
// Resources: // Resources:
// - FAQ http://dearimgui.org/faq // - FAQ http://dearimgui.org/faq
// - Homepage & latest https://github.com/ocornut/imgui // - Homepage & latest https://github.com/ocornut/imgui
// - Releases & changelog https://github.com/ocornut/imgui/releases // - Releases & changelog https://github.com/ocornut/imgui/releases
// - Gallery https://github.com/ocornut/imgui/issues/3075 (please post your screenshots/video there!) // - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Wiki https://github.com/ocornut/imgui/wiki // - Wiki https://github.com/ocornut/imgui/wiki
// - Issues & support https://github.com/ocornut/imgui/issues // - Issues & support https://github.com/ocornut/imgui/issues
@ -59,8 +59,8 @@ Index of this file:
// Version // Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.76" #define IMGUI_VERSION "1.79"
#define IMGUI_VERSION_NUM 17600 #define IMGUI_VERSION_NUM 17900
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
// Define attributes of all API symbols declarations (e.g. for DLL under Windows) // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
@ -85,8 +85,8 @@ Index of this file:
#define IM_FMTARGS(FMT) #define IM_FMTARGS(FMT)
#define IM_FMTLIST(FMT) #define IM_FMTLIST(FMT)
#endif #endif
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
#if (__cplusplus >= 201100) #if (__cplusplus >= 201100)
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
#else #else
@ -151,8 +151,9 @@ typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A
typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc. typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc.
typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList
typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
@ -161,7 +162,9 @@ typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: f
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
@ -172,7 +175,7 @@ typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: f
typedef void* ImTextureID; // User data for rendering back-end to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details. typedef void* ImTextureID; // User data for rendering back-end to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details.
#endif #endif
typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string. typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string.
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data); typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
// Decoded character types // Decoded character types
@ -268,9 +271,10 @@ namespace ImGui
// Windows // Windows
// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. // - 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.
// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
// which clicking will set the boolean to false when clicked. // which clicking will set the boolean to false when clicked.
// - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
// Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
// [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
@ -285,8 +289,8 @@ namespace ImGui
// - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
// Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().] // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().]
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
IMGUI_API void EndChild(); IMGUI_API void EndChild();
// Windows Utilities // Windows Utilities
@ -302,7 +306,7 @@ namespace ImGui
IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
// Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
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. 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.
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() 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()
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. 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.
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
@ -310,7 +314,7 @@ namespace ImGui
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
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. 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.
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
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(). 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().
@ -330,8 +334,8 @@ namespace ImGui
// Windows Scrolling // Windows Scrolling
IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x
IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y
IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
@ -371,7 +375,7 @@ namespace ImGui
// Cursor / Layout // Cursor / Layout
// - By "cursor" we mean the current output position. // - By "cursor" we mean the current output position.
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget. // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
// Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
// Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
@ -433,18 +437,18 @@ namespace ImGui
// Widgets: Main // Widgets: Main
// - Most widgets return true when the value has been changed or when pressed/selected // - Most widgets return true when the value has been changed or when pressed/selected
// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
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)); 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));
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
IMGUI_API bool Checkbox(const char* label, bool* v); IMGUI_API bool Checkbox(const char* label, bool* v);
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL); IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1, 0), const char* overlay = NULL);
IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
// Widgets: Combo Box // Widgets: Combo Box
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
@ -455,50 +459,56 @@ namespace ImGui
IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
// Widgets: Drags // Widgets: Drag Sliders
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds. // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits. // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
// - Use v_min > v_max to lock edits. // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, float power = 1.0f); IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); // If v_min >= v_max we have no bound IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d"); IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL); IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f); IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f); IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
// Widgets: Sliders // Widgets: Regular Sliders
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders // - Format string may also be set to NULL or use the default format ("%f" or "%d").
IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg"); IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d"); IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d"); IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d"); IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d"); IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f); IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f); IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f); IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d"); IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f); IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
// Widgets: Input with Keyboard // Widgets: Input with Keyboard
// - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
@ -519,7 +529,7 @@ namespace ImGui
IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0)); // display a colored square/button, hover for details, return true when pressed. IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a colored square/button, hover for details, return true when pressed.
IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
// Widgets: Trees // Widgets: Trees
@ -545,14 +555,14 @@ namespace ImGui
// Widgets: Selectables // Widgets: Selectables
// - A selectable highlights when hovered, and can display another color when selected. // - A selectable highlights when hovered, and can display another color when selected.
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
// Widgets: List Boxes // Widgets: List Boxes
// - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them. // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards. IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // " IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true! IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
@ -590,24 +600,41 @@ namespace ImGui
IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
// Popups, Modals // Popups, Modals
// The properties of popups windows are: // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
// - They block normal mouse hovering detection outside them. (*) // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
// - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls. // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
// User can manipulate the visibility state by calling OpenPopup(). // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
// - We default to use the right mouse (ImGuiMouseButton_Right=1) for the Popup Context functions. // - 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.
// (*) You can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. // This is sometimes leading to confusing mistakes. May rework this in the future.
// Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. // Popups: begin/end functions
IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true! // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. 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! 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.
IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window. 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.
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows).
IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened. // Popups: open/close functions
IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack. // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
// Popups: open+begin combined functions helpers
// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
// - They are convenient to easily create context menus, hence the name.
// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
// - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. 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!
IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
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).
// Popups: test function
// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
// Columns // Columns
// - You can also use SameLine(pos_x) to mimic simplified columns. // - You can also use SameLine(pos_x) to mimic simplified columns.
@ -626,8 +653,9 @@ namespace ImGui
// Tab Bars, Tabs // Tab Bars, Tabs
IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected. IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
// Logging/Capture // Logging/Capture
@ -641,6 +669,7 @@ namespace ImGui
// Drag and Drop // Drag and Drop
// - [BETA API] API may evolve! // - [BETA API] API may evolve!
// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip as replacement)
IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource() IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
@ -704,7 +733,7 @@ namespace ImGui
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
// Inputs Utilities: Keyboard // Inputs Utilities: Keyboard
// - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[]. // - For 'int user_key_index' you can use your own indices/enums according to how your back-end/engine stored them in io.KeysDown[].
// - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index. // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index].
@ -720,7 +749,7 @@ namespace ImGui
IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down) IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down)
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true)
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
IMGUI_API bool IsAnyMouseDown(); // is any mouse button held? IMGUI_API bool IsAnyMouseDown(); // is any mouse button held?
@ -826,6 +855,7 @@ enum ImGuiInputTextFlags_
ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
// [Internal] // [Internal]
ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline()
ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data
@ -853,6 +883,29 @@ enum ImGuiTreeNodeFlags_
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
}; };
// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat
// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
// and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag.
// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
enum ImGuiPopupFlags_
{
ImGuiPopupFlags_None = 0,
ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
ImGuiPopupFlags_MouseButtonDefault_ = 1,
ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel
};
// Flags for ImGui::Selectable() // Flags for ImGui::Selectable()
enum ImGuiSelectableFlags_ enum ImGuiSelectableFlags_
{ {
@ -901,7 +954,11 @@ enum ImGuiTabItemFlags_
ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
}; };
// Flags for ImGui::IsWindowFocused() // Flags for ImGui::IsWindowFocused()
@ -1181,6 +1238,19 @@ enum ImGuiStyleVar_
#endif #endif
}; };
// Flags for InvisibleButton() [extended in imgui_internal.h]
enum ImGuiButtonFlags_
{
ImGuiButtonFlags_None = 0,
ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button
// [Internal]
ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft
};
// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
enum ImGuiColorEditFlags_ enum ImGuiColorEditFlags_
{ {
@ -1213,13 +1283,13 @@ enum ImGuiColorEditFlags_
// Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
// override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_PickerHueBar, ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
// [Internal] Masks // [Internal] Masks
ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_DisplayHSV|ImGuiColorEditFlags_DisplayHex, ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float, ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar, ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_InputHSV ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV
// Obsolete names (will be removed) // Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
@ -1227,6 +1297,23 @@ enum ImGuiColorEditFlags_
#endif #endif
}; };
// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
enum ImGuiSliderFlags_
{
ImGuiSliderFlags_None = 0,
ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)
ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79]
#endif
};
// Identify a mouse button. // Identify a mouse button.
// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. // Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
enum ImGuiMouseButton_ enum ImGuiMouseButton_
@ -1264,8 +1351,9 @@ enum ImGuiMouseCursor_
// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
enum ImGuiCond_ enum ImGuiCond_
{ {
ImGuiCond_Always = 1 << 0, // Set the variable ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed) ImGuiCond_Always = 1 << 0, // No condition (always set the variable)
ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) 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) ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
}; };
@ -1274,16 +1362,16 @@ enum ImGuiCond_
// Helpers: Memory allocations macros // Helpers: Memory allocations macros
// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions. // Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
struct ImNewDummy {}; struct ImNewWrapper {};
inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; } inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new() inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) #define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
#define IM_FREE(_PTR) ImGui::MemFree(_PTR) #define IM_FREE(_PTR) ImGui::MemFree(_PTR)
#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR) #define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE #define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -1318,9 +1406,10 @@ struct ImVector
inline bool empty() const { return Size == 0; } inline bool empty() const { return Size == 0; }
inline int size() const { return Size; } inline int size() const { return Size; }
inline int size_in_bytes() const { return Size * (int)sizeof(T); } inline int size_in_bytes() const { return Size * (int)sizeof(T); }
inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
inline int capacity() const { return Capacity; } inline int capacity() const { return Capacity; }
inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; } inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; } inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }
inline T* begin() { return Data; } inline T* begin() { return Data; }
@ -1333,7 +1422,7 @@ struct ImVector
inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } inline const T& 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; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } 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; T* 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 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) { 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++) memcpy(&Data[n], &v, sizeof(v)); 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++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
@ -1343,10 +1432,10 @@ struct ImVector
inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } inline void push_back(const T& 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 pop_back() { IM_ASSERT(Size > 0); Size--; }
inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
inline T* erase(const T* 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(T)); Size--; return Data + off; } inline T* erase(const T* 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(T)); Size--; return Data + off; }
inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; } inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; }
inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
@ -1366,7 +1455,7 @@ struct ImGuiStyle
{ {
float Alpha; // Global alpha applies to everything in Dear ImGui. float Alpha; // Global alpha applies to everything in Dear ImGui.
ImVec2 WindowPadding; // Padding within a window. ImVec2 WindowPadding; // Padding within a window.
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
@ -1387,16 +1476,19 @@ struct ImGuiStyle
float ScrollbarRounding; // Radius of grab corners for scrollbar. float ScrollbarRounding; // Radius of grab corners for scrollbar.
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
float TabBorderSize; // Thickness of border around tabs. float TabBorderSize; // Thickness of border around tabs.
float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU. bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require back-end to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
float CircleSegmentMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. float CircleSegmentMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
ImVec4 Colors[ImGuiCol_COUNT]; ImVec4 Colors[ImGuiCol_COUNT];
@ -1482,8 +1574,8 @@ struct ImGuiIO
// Input - Fill before calling NewFrame() // Input - Fill before calling NewFrame()
//------------------------------------------------------------------ //------------------------------------------------------------------
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.) ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends. float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
bool KeyCtrl; // Keyboard modifier pressed: Control bool KeyCtrl; // Keyboard modifier pressed: Control
@ -1541,6 +1633,7 @@ struct ImGuiIO
float KeysDownDurationPrev[512]; // Previous duration the key has been down float KeysDownDurationPrev[512]; // Previous duration the key has been down
float NavInputsDownDuration[ImGuiNavInput_COUNT]; float NavInputsDownDuration[ImGuiNavInput_COUNT];
float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
@ -1554,9 +1647,10 @@ struct ImGuiIO
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
// The callback function should return 0 by default. // The callback function should return 0 by default.
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) // Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
struct ImGuiInputTextCallbackData struct ImGuiInputTextCallbackData
@ -1583,6 +1677,8 @@ struct ImGuiInputTextCallbackData
IMGUI_API ImGuiInputTextCallbackData(); IMGUI_API ImGuiInputTextCallbackData();
IMGUI_API void DeleteChars(int pos, int bytes_count); IMGUI_API void DeleteChars(int pos, int bytes_count);
IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
bool HasSelection() const { return SelectionStart != SelectionEnd; } bool HasSelection() const { return SelectionStart != SelectionEnd; }
}; };
@ -1607,7 +1703,7 @@ struct ImGuiPayload
ImGuiID SourceId; // Source item id ImGuiID SourceId; // Source item id
ImGuiID SourceParentId; // Source parent id (if available) ImGuiID SourceParentId; // Source parent id (if available)
int DataFrameCount; // Data timestamp int DataFrameCount; // Data timestamp
char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max) char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max)
bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
@ -1626,7 +1722,26 @@ struct ImGuiPayload
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui namespace ImGui
{ {
// OBSOLETED in 1.72 (from July 2019) // OBSOLETED in 1.79 (from August 2020)
static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
// OBSOLETED in 1.78 (from June 2020)
// Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags.
// For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }
static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); }
static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); }
static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); }
IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power);
IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power);
static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }
static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }
static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }
static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }
// OBSOLETED in 1.77 (from June 2020)
static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }
// OBSOLETED in 1.72 (from April 2019)
static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
// OBSOLETED in 1.71 (from June 2019) // OBSOLETED in 1.71 (from June 2019)
static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
@ -1646,7 +1761,6 @@ namespace ImGui
// OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; }
} }
typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent
typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
@ -1772,37 +1886,45 @@ struct ImGuiStorage
}; };
// Helper: Manually clip large list of items. // Helper: Manually clip large list of items.
// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all. // If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse
// clipping based on visibility to save yourself from processing those items at all.
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null. // (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null)
// Usage: // Usage:
// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced. // ImGuiListClipper clipper;
// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
// while (clipper.Step()) // while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// ImGui::Text("line number %d", i); // ImGui::Text("line number %d", i);
// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor). // Generally what happens is:
// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. // - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.) // - User code submit one element.
// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop. // - Clipper can measure the height of the first element
// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
// - User code submit visible elements.
struct ImGuiListClipper struct ImGuiListClipper
{ {
int DisplayStart, DisplayEnd; int DisplayStart;
int ItemsCount; int DisplayEnd;
// [Internal] // [Internal]
int ItemsCount;
int StepNo; int StepNo;
float ItemsHeight; float ItemsHeight;
float StartPosY; float StartPosY;
// items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step). IMGUI_API ImGuiListClipper();
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). IMGUI_API ~ImGuiListClipper();
// If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step)
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1. IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
#endif
}; };
// Helpers macros to generate 32-bit encoded colors // Helpers macros to generate 32-bit encoded colors
@ -1833,8 +1955,8 @@ struct ImColor
ImVec4 Value; ImVec4 Value;
ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; } ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; } ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f / 255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * sc; } ImColor(ImU32 rgba) { float sc = 1.0f / 255.0f; Value.x = (float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; }
ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
ImColor(const ImVec4& col) { Value = col; } ImColor(const ImVec4& col) { Value = col; }
inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
@ -1842,7 +1964,7 @@ struct ImColor
// FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }
static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); } static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); }
}; };
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -1850,6 +1972,11 @@ struct ImColor
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63)
#endif
// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] // ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, // 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 may be useful for example to: // you can poke into the draw list for that! Draw callback may be useful for example to:
@ -1868,19 +1995,21 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
// Typically, 1 command = 1 GPU draw call (unless command is a callback) // Typically, 1 command = 1 GPU draw call (unless command is a callback)
// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' // - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. // those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
// Pre-1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields.
// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
struct ImDrawCmd struct ImDrawCmd
{ {
unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bit indices. unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void* UserCallbackData; // The draw callback code can access this. void* UserCallbackData; // 4-8 // The draw callback code can access this.
ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; } ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
}; };
// Vertex index, default to 16-bit // Vertex index, default to 16-bit
@ -1944,12 +2073,15 @@ enum ImDrawCornerFlags_
ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
}; };
// Flags for ImDrawList. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
enum ImDrawListFlags_ enum ImDrawListFlags_
{ {
ImDrawListFlags_None = 0, ImDrawListFlags_None = 0,
ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles) ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices) ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require back-end to render with bilinear filtering.
ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
}; };
// Draw command list // Draw command list
@ -1971,18 +2103,19 @@ struct ImDrawList
// [Internal, used while building lists] // [Internal, used while building lists]
const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) 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 const char* _OwnerName; // Pointer to owner window's name for debugging
unsigned int _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'.
unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImVector<ImVec4> _ClipRectStack; // [Internal] ImVector<ImVec4> _ClipRectStack; // [Internal]
ImVector<ImTextureID> _TextureIdStack; // [Internal] ImVector<ImTextureID> _TextureIdStack; // [Internal]
ImVector<ImVec2> _Path; // [Internal] current path building ImVector<ImVec2> _Path; // [Internal] current path building
ImDrawListSplitter _Splitter; // [Internal] for channels api ImDrawCmd _CmdHeader; // [Internal] Template of active commands. Fields should match those of CmdBuffer.back().
ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); } ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _OwnerName = NULL; }
~ImDrawList() { ClearFreeMemory(); }
~ImDrawList() { _ClearFreeMemory(); }
IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRectFullScreen(); IMGUI_API void PushClipRectFullScreen();
IMGUI_API void PopClipRect(); IMGUI_API void PopClipRect();
@ -1994,6 +2127,7 @@ struct ImDrawList
// Primitives // Primitives
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
// In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
// In future versions we will use textures to provide cheaper and higher-quality circles. // In future versions we will use textures to provide cheaper and higher-quality circles.
// Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides. // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.
IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
@ -2004,8 +2138,8 @@ struct ImDrawList
IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f); IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12); IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
@ -2025,7 +2159,7 @@ struct ImDrawList
// Stateful path API, add points then finish with PathFillConvex() or PathStroke() // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
inline void PathClear() { _Path.Size = 0; } inline void PathClear() { _Path.Size = 0; }
inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); } inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.
inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10); IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
@ -2042,26 +2176,31 @@ struct ImDrawList
// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
// - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place! // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
// Prefer using your own persistent copy of ImDrawListSplitter as you can stack them. // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
inline void ChannelsMerge() { _Splitter.Merge(this); } inline void ChannelsMerge() { _Splitter.Merge(this); }
inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
// Internal helpers // Advanced: Primitives allocations
// NB: all primitives needs to be reserved via PrimReserve() beforehand! // - We render triangles (three vertices)
IMGUI_API void Clear(); // - All primitives needs to be reserved via PrimReserve() beforehand.
IMGUI_API void ClearFreeMemory();
IMGUI_API void PrimReserve(int idx_count, int vtx_count); IMGUI_API void PrimReserve(int idx_count, int vtx_count);
IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
IMGUI_API void UpdateClipRect();
IMGUI_API void UpdateTextureID(); // [Internal helpers]
IMGUI_API void _ResetForNewFrame();
IMGUI_API void _ClearFreeMemory();
IMGUI_API void _PopUnusedDrawCmd();
IMGUI_API void _OnChangedClipRect();
IMGUI_API void _OnChangedTextureID();
IMGUI_API void _OnChangedVtxOffset();
}; };
// All draw data to render a Dear ImGui frame // All draw data to render a Dear ImGui frame
@ -2147,21 +2286,23 @@ struct ImFontGlyphRangesBuilder
// See ImFontAtlas::AddCustomRectXXX functions. // See ImFontAtlas::AddCustomRectXXX functions.
struct ImFontAtlasCustomRect struct ImFontAtlasCustomRect
{ {
unsigned int ID; // Input // User ID. Use < 0x110000 to map into a font glyph, >= 0x110000 for other/internal/custom texture data.
unsigned short Width, Height; // Input // Desired rectangle dimension unsigned short Width, Height; // Input // Desired rectangle dimension
unsigned short X, Y; // Output // Packed position in Atlas unsigned short X, Y; // Output // Packed position in Atlas
float GlyphAdvanceX; // Input // For custom font glyphs only (ID < 0x110000): glyph xadvance unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID < 0x110000): glyph display offset float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
ImFont* Font; // Input // For custom font glyphs only (ID < 0x110000): target font ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } ImFont* Font; // Input // For custom font glyphs only: target font
ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
bool IsPacked() const { return X != 0xFFFF; } bool IsPacked() const { return X != 0xFFFF; }
}; };
// Flags for ImFontAtlas build
enum ImFontAtlasFlags_ enum ImFontAtlasFlags_
{ {
ImFontAtlasFlags_None = 0, ImFontAtlasFlags_None = 0,
ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
ImFontAtlasFlags_NoMouseCursors = 1 << 1 // Don't build software mouse cursors into the atlas ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
}; };
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
@ -2231,10 +2372,11 @@ struct ImFontAtlas
// After calling Build(), you can query the rectangle position and render your pixels. // After calling Build(), you can query the rectangle position and render your pixels.
// You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
// so you can render e.g. custom colorful icons and use them as regular glyphs. // so you can render e.g. custom colorful icons and use them as regular glyphs.
// Read docs/FONTS.txt for more details about using colorful icons. // Read docs/FONTS.md for more details about using colorful icons.
IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x110000. Id >= 0x80000000 are reserved for ImGui and ImDrawList // Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x110000 to register a rectangle to map into a specific font. IMGUI_API int AddCustomRectRegular(int width, int height);
const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
// [Internal] // [Internal]
IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
@ -2260,8 +2402,12 @@ struct ImFontAtlas
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas. ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
ImVector<ImFontConfig> ConfigData; // Internal data ImVector<ImFontConfig> ConfigData; // Configuration data
int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
// [Internal] Packing data
int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
@ -2278,11 +2424,10 @@ struct ImFont
float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
// Members: Hot ~36/48 bytes (for CalcTextSize + render loop) // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs. ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels
// Members: Cold ~32/40 bytes // Members: Cold ~32/40 bytes
ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
@ -2294,7 +2439,7 @@ struct ImFont
float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations accross all used codepoints. ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
// Methods // Methods
IMGUI_API ImFont(); IMGUI_API ImFont();
@ -2316,7 +2461,7 @@ struct ImFont
IMGUI_API void BuildLookupTable(); IMGUI_API void BuildLookupTable();
IMGUI_API void ClearOutputData(); IMGUI_API void ClearOutputData();
IMGUI_API void GrowIndex(int new_size); IMGUI_API void GrowIndex(int new_size);
IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
IMGUI_API void SetFallbackChar(ImWchar c); IMGUI_API void SetFallbackChar(ImWchar c);

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@ -331,7 +331,7 @@ void imgui::citro3d::init ()
config.OversampleV = 1; config.OversampleV = 1;
config.PixelSnapH = false; config.PixelSnapH = false;
config.GlyphExtraSpacing = ImVec2 (0.0f, 0.0f); config.GlyphExtraSpacing = ImVec2 (0.0f, 0.0f);
config.GlyphOffset = ImVec2 (0.0f, 0.0f); config.GlyphOffset = ImVec2 (0.0f, fontInfo->ascent);
config.GlyphRanges = s_fontRanges.data (); config.GlyphRanges = s_fontRanges.data ();
config.GlyphMinAdvanceX = 0.0f; config.GlyphMinAdvanceX = 0.0f;
config.GlyphMaxAdvanceX = std::numeric_limits<float>::max (); config.GlyphMaxAdvanceX = std::numeric_limits<float>::max ();
@ -353,8 +353,6 @@ void imgui::citro3d::init ()
// initialize font // initialize font
imFont->FallbackAdvanceX = fontInfo->defaultWidth.charWidth; imFont->FallbackAdvanceX = fontInfo->defaultWidth.charWidth;
imFont->FontSize = fontInfo->lineFeed; imFont->FontSize = fontInfo->lineFeed;
imFont->DisplayOffset.x = 0.0f;
imFont->DisplayOffset.y = fontInfo->ascent * 0.5f;
imFont->ContainerAtlas = atlas; imFont->ContainerAtlas = atlas;
imFont->ConfigData = &atlas->ConfigData[0]; imFont->ConfigData = &atlas->ConfigData[0];
imFont->ConfigDataCount = 1; imFont->ConfigDataCount = 1;
@ -384,11 +382,12 @@ void imgui::citro3d::init ()
assert (static_cast<std::size_t> (glyphPos.sheetIndex) < s_fontTextures.size ()); assert (static_cast<std::size_t> (glyphPos.sheetIndex) < s_fontTextures.size ());
// add glyph to font // add glyph to font
imFont->AddGlyph (code, imFont->AddGlyph (&config,
code,
glyphPos.vtxcoord.left, glyphPos.vtxcoord.left,
glyphPos.vtxcoord.top, glyphPos.vtxcoord.top + fontInfo->ascent,
glyphPos.vtxcoord.right, glyphPos.vtxcoord.right,
glyphPos.vtxcoord.bottom, glyphPos.vtxcoord.bottom + fontInfo->ascent,
glyphPos.texcoord.left, glyphPos.texcoord.left,
glyphPos.sheetIndex + glyphPos.texcoord.top, glyphPos.sheetIndex + glyphPos.texcoord.top,
glyphPos.texcoord.right, glyphPos.texcoord.right,

View File

@ -90,9 +90,6 @@ constexpr auto SCREEN_WIDTH = 400.0f;
/// \brief Screen height /// \brief Screen height
constexpr auto SCREEN_HEIGHT = 480.0f; constexpr auto SCREEN_HEIGHT = 480.0f;
/// \brief Whether to use anti-aliasing
#define ANTI_ALIAS 1
#if ANTI_ALIAS #if ANTI_ALIAS
/// \brief Display transfer scaling /// \brief Display transfer scaling
constexpr auto TRANSFER_SCALING = GX_TRANSFER_SCALE_XY; constexpr auto TRANSFER_SCALING = GX_TRANSFER_SCALE_XY;

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@ -2242,7 +2242,8 @@ void FtpSession::PASV (char const *args_)
} }
m_pasv = true; m_pasv = true;
sendResponse ("227 Entering Passive Mode (%s,%u,%u).\r\n", name.c_str (), port >> 8, port & 0xFF); sendResponse (
"227 Entering Passive Mode (%s,%u,%u).\r\n", name.c_str (), port >> 8, port & 0xFF);
} }
void FtpSession::PORT (char const *args_) void FtpSession::PORT (char const *args_)

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@ -148,6 +148,8 @@
// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right // STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right
// STB_TEXTEDIT_K_UP keyboard input to move cursor up // STB_TEXTEDIT_K_UP keyboard input to move cursor up
// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down // STB_TEXTEDIT_K_DOWN keyboard input to move cursor down
// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page
// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page
// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME // STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME
// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END // STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END
// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME // STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME
@ -170,14 +172,10 @@
// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text // STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text
// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text // STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text
// //
// Todo:
// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page
// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page
//
// Keyboard input must be encoded as a single integer value; e.g. a character code // Keyboard input must be encoded as a single integer value; e.g. a character code
// and some bitflags that represent shift states. to simplify the interface, SHIFT must // and some bitflags that represent shift states. to simplify the interface, SHIFT must
// be a bitflag, so we can test the shifted state of cursor movements to allow selection, // be a bitflag, so we can test the shifted state of cursor movements to allow selection,
// i.e. (STB_TEXTED_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. // i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.
// //
// You can encode other things, such as CONTROL or ALT, in additional bits, and // You can encode other things, such as CONTROL or ALT, in additional bits, and
// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, // then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example,
@ -337,6 +335,10 @@ typedef struct
// each textfield keeps its own insert mode state. to keep an app-wide // each textfield keeps its own insert mode state. to keep an app-wide
// insert mode, copy this value in/out of the app state // insert mode, copy this value in/out of the app state
int row_count_per_page;
// page size in number of row.
// this value MUST be set to >0 for pageup or pagedown in multilines documents.
///////////////////// /////////////////////
// //
// private data // private data
@ -855,12 +857,16 @@ retry:
break; break;
case STB_TEXTEDIT_K_DOWN: case STB_TEXTEDIT_K_DOWN:
case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: { case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT:
case STB_TEXTEDIT_K_PGDOWN:
case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: {
StbFindState find; StbFindState find;
StbTexteditRow row; StbTexteditRow row;
int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN;
int row_count = is_page ? state->row_count_per_page : 1;
if (state->single_line) { if (!is_page && state->single_line) {
// on windows, up&down in single-line behave like left&right // on windows, up&down in single-line behave like left&right
key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT);
goto retry; goto retry;
@ -869,17 +875,25 @@ retry:
if (sel) if (sel)
stb_textedit_prep_selection_at_cursor(state); stb_textedit_prep_selection_at_cursor(state);
else if (STB_TEXT_HAS_SELECTION(state)) else if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_move_to_last(str,state); stb_textedit_move_to_last(str, state);
// compute current position of cursor point // compute current position of cursor point
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
// now find character position down a row for (j = 0; j < row_count; ++j) {
if (find.length) { float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;
float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
float x;
int start = find.first_char + find.length; int start = find.first_char + find.length;
if (find.length == 0)
break;
// [DEAR IMGUI]
// going down while being on the last line shouldn't bring us to that line end
if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE)
break;
// now find character position down a row
state->cursor = start; state->cursor = start;
STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
x = row.x0; x = row.x0;
@ -901,17 +915,25 @@ retry:
if (sel) if (sel)
state->select_end = state->cursor; state->select_end = state->cursor;
// go to next line
find.first_char = find.first_char + find.length;
find.length = row.num_chars;
} }
break; break;
} }
case STB_TEXTEDIT_K_UP: case STB_TEXTEDIT_K_UP:
case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: { case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT:
case STB_TEXTEDIT_K_PGUP:
case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: {
StbFindState find; StbFindState find;
StbTexteditRow row; StbTexteditRow row;
int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP;
int row_count = is_page ? state->row_count_per_page : 1;
if (state->single_line) { if (!is_page && state->single_line) {
// on windows, up&down become left&right // on windows, up&down become left&right
key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT);
goto retry; goto retry;
@ -926,11 +948,14 @@ retry:
stb_textedit_clamp(str, state); stb_textedit_clamp(str, state);
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
for (j = 0; j < row_count; ++j) {
float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;
// can only go up if there's a previous row // can only go up if there's a previous row
if (find.prev_first != find.first_char) { if (find.prev_first == find.first_char)
break;
// now find character position up a row // now find character position up a row
float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
float x;
state->cursor = find.prev_first; state->cursor = find.prev_first;
STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
x = row.x0; x = row.x0;
@ -952,6 +977,14 @@ retry:
if (sel) if (sel)
state->select_end = state->cursor; state->select_end = state->cursor;
// go to previous line
// (we need to scan previous line the hard way. maybe we could expose this as a new API function?)
prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0;
while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE)
--prev_scan;
find.first_char = find.prev_first;
find.prev_first = prev_scan;
} }
break; break;
} }
@ -1075,10 +1108,6 @@ retry:
state->has_preferred_x = 0; state->has_preferred_x = 0;
break; break;
} }
// @TODO:
// STB_TEXTEDIT_K_PGUP - move cursor up a page
// STB_TEXTEDIT_K_PGDOWN - move cursor down a page
} }
} }
@ -1134,7 +1163,7 @@ static void stb_textedit_discard_redo(StbUndoState *state)
state->undo_rec[i].char_storage += n; state->undo_rec[i].char_storage += n;
} }
// now move all the redo records towards the end of the buffer; the first one is at 'redo_point' // now move all the redo records towards the end of the buffer; the first one is at 'redo_point'
// {DEAR IMGUI] // [DEAR IMGUI]
size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0]));
const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; const char* buf_begin = (char*)state->undo_rec; (void)buf_begin;
const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end;
@ -1350,6 +1379,7 @@ static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_lin
state->initialized = 1; state->initialized = 1;
state->single_line = (unsigned char) is_single_line; state->single_line = (unsigned char) is_single_line;
state->insert_mode = 0; state->insert_mode = 0;
state->row_count_per_page = 0;
} }
// API initialize // API initialize

View File

@ -31,7 +31,7 @@
#endif #endif
char const *const g_dearImGuiVersion = "Dear ImGui " IMGUI_VERSION; char const *const g_dearImGuiVersion = "Dear ImGui " IMGUI_VERSION;
char const *const g_dearImGuiCopyright = "Copyright (c) 2014-2020 Omar Cornut"; char const *const g_dearImGuiCopyright = "Copyright (C) 2014-2020 Omar Cornut";
char const *const g_mitLicense = char const *const g_mitLicense =
"The MIT License (MIT)\n" "The MIT License (MIT)\n"
@ -56,7 +56,7 @@ char const *const g_mitLicense =
char const *const g_libctruVersion = "libctru"; char const *const g_libctruVersion = "libctru";
char const *const g_citro3dVersion = "citro3d"; char const *const g_citro3dVersion = "citro3d";
char const *const g_citro3dCopyright = "Copyright (C) 2014-2018 fincs"; char const *const g_citro3dCopyright = "Copyright (C) 2014-2020 fincs";
#endif #endif
#ifdef __SWITCH__ #ifdef __SWITCH__
@ -64,10 +64,10 @@ char const *const g_libnxVersion = "libnx";
char const *const g_deko3dVersion = "deko3d"; char const *const g_deko3dVersion = "deko3d";
char const *const g_zstdVersion = "zStandard " ZSTD_VERSION_STRING; char const *const g_zstdVersion = "zStandard " ZSTD_VERSION_STRING;
char const *const g_libnxCopyright = "Copyright 2017-2018 libnx Authors"; char const *const g_libnxCopyright = "Copyright (C) 2017-2020 libnx Authors";
char const *const g_deko3dCopyright = "Copyright (C) 2018-2020 fincs\n"; char const *const g_deko3dCopyright = "Copyright (C) 2018-2020 fincs\n";
char const *const g_zstdCopyright = char const *const g_zstdCopyright =
"Copyright (c) 2016-present, Facebook, Inc. All rights reserved."; "Copyright (C) 2016-present, Facebook, Inc. All rights reserved.";
char const *const g_libnxLicense = char const *const g_libnxLicense =
"Permission to use, copy, modify, and/or distribute this software for any purpose with or " "Permission to use, copy, modify, and/or distribute this software for any purpose with or "
@ -132,6 +132,6 @@ char const *const g_zlibLicense =
XSTR (GLFW_VERSION_MAJOR) "." XSTR (GLFW_VERSION_MINOR) "." XSTR (GLFW_VERSION_REVISION) XSTR (GLFW_VERSION_MAJOR) "." XSTR (GLFW_VERSION_MINOR) "." XSTR (GLFW_VERSION_REVISION)
char const *const g_glfwVersion = "glfw " GLFW_VERSION_STRING; char const *const g_glfwVersion = "glfw " GLFW_VERSION_STRING;
char const *const g_glfwCopyright = "Copyright (c) 2002-2006 Marcus Geelnard\n" char const *const g_glfwCopyright = "Copyright (C) 2002-2006 Marcus Geelnard\n"
"Copyright (c) 2006-2019 Camilla Löwy"; "Copyright (C) 2006-2019 Camilla Löwy";
#endif #endif