mirror of
https://github.com/bkaradzic/bgfx.git
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Updated ImGui.
This commit is contained in:
624
3rdparty/dear-imgui/imgui.cpp
vendored
624
3rdparty/dear-imgui/imgui.cpp
vendored
@@ -1,4 +1,4 @@
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// dear imgui, v1.86
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// dear imgui, v1.87 WIP
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// (main code and documentation)
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// Help:
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@@ -70,6 +70,7 @@ CODE
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// [SECTION] STYLING
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// [SECTION] RENDER HELPERS
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] INPUTS
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// [SECTION] ERROR CHECKING
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// [SECTION] LAYOUT
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// [SECTION] SCROLLING
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@@ -294,6 +295,7 @@ CODE
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// TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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// TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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// TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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ImVec2 clip_off = draw_data->DisplayPos;
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for (int n = 0; n < draw_data->CmdListsCount; n++)
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{
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const ImDrawList* cmd_list = draw_data->CmdLists[n];
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@@ -308,9 +310,11 @@ CODE
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}
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else
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{
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// The texture for the draw call is specified by pcmd->GetTexID().
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// The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
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MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
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// Project scissor/clipping rectangles into framebuffer space
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ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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continue;
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// We are using scissoring to clip some objects. All low-level graphics API should support it.
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// - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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@@ -321,14 +325,16 @@ CODE
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// - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
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// always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
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// - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
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ImVec2 pos = draw_data->DisplayPos;
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MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y));
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MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
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// The texture for the draw call is specified by pcmd->GetTexID().
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// The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
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MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
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// Render 'pcmd->ElemCount/3' indexed triangles.
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// By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
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MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer);
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MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
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}
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idx_buffer += pcmd->ElemCount;
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}
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}
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}
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@@ -380,6 +386,14 @@ CODE
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When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
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- 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
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- 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
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- ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
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- ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
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- ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
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- ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect
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- ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
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- 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
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- 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
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- 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
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@@ -909,7 +923,7 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSetti
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// Platform Dependents default implementation for IO functions
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static const char* GetClipboardTextFn_DefaultImpl(void* user_data);
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static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);
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static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
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static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
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namespace ImGui
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{
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@@ -1126,8 +1140,7 @@ ImGuiIO::ImGuiIO()
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GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations
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SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
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ClipboardUserData = NULL;
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ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
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ImeWindowHandle = NULL;
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SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
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// Input (NB: we already have memset zero the entire structure!)
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MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
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@@ -3743,62 +3756,60 @@ static bool IsWindowActiveAndVisible(ImGuiWindow* window)
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static void ImGui::UpdateMouseInputs()
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{
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ImGuiContext& g = *GImGui;
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ImGuiIO& io = g.IO;
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// Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
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if (IsMousePosValid(&g.IO.MousePos))
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g.IO.MousePos = g.MouseLastValidPos = ImFloor(g.IO.MousePos);
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if (IsMousePosValid(&io.MousePos))
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io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos);
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// If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
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if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev))
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g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
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if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
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io.MouseDelta = io.MousePos - io.MousePosPrev;
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else
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g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
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io.MouseDelta = ImVec2(0.0f, 0.0f);
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// If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
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if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f)
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if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
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g.NavDisableMouseHover = false;
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g.IO.MousePosPrev = g.IO.MousePos;
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for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
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io.MousePosPrev = io.MousePos;
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for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
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{
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g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f;
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g.IO.MouseClickedCount[i] = 0; // Will be filled below
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g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f;
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g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i];
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g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f;
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if (g.IO.MouseClicked[i])
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io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
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io.MouseClickedCount[i] = 0; // Will be filled below
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io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
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io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
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io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
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if (io.MouseClicked[i])
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{
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bool is_repeated_click = false;
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if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime)
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if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
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{
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ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
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if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
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ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
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if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
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is_repeated_click = true;
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}
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if (is_repeated_click)
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g.IO.MouseClickedLastCount[i]++;
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io.MouseClickedLastCount[i]++;
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else
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g.IO.MouseClickedLastCount[i] = 1;
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g.IO.MouseClickedTime[i] = g.Time;
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g.IO.MouseClickedPos[i] = g.IO.MousePos;
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g.IO.MouseClickedCount[i] = g.IO.MouseClickedLastCount[i];
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g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
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g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
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io.MouseClickedLastCount[i] = 1;
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io.MouseClickedTime[i] = g.Time;
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io.MouseClickedPos[i] = io.MousePos;
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io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
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io.MouseDragMaxDistanceSqr[i] = 0.0f;
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}
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else if (g.IO.MouseDown[i])
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else if (io.MouseDown[i])
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{
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// Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
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ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
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g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
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g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
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g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
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float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f;
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io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos);
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}
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// We provide io.MouseDoubleClicked[] as a legacy service
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g.IO.MouseDoubleClicked[i] = (g.IO.MouseClickedCount[i] == 2);
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io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
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// Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
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if (g.IO.MouseClicked[i])
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if (io.MouseClicked[i])
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g.NavDisableMouseHover = false;
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}
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}
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@@ -4138,7 +4149,10 @@ void ImGui::NewFrame()
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g.MouseCursor = ImGuiMouseCursor_Arrow;
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g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
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g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
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// Platform IME data: reset for the frame
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g.PlatformImeDataPrev = g.PlatformImeData;
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g.PlatformImeData.WantVisible = false;
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// Mouse wheel scrolling, scale
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UpdateMouseWheel();
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@@ -4471,6 +4485,7 @@ static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32
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draw_list->CmdBuffer.pop_back();
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draw_list->CmdBuffer.push_front(cmd);
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draw_list->PopClipRect();
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draw_list->_PopUnusedDrawCmd(); // Since are past the calls to AddDrawListToDrawData() we don't have a _PopUnusedDrawCmd() running on commands.
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}
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}
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@@ -4524,6 +4539,7 @@ static void ImGui::RenderDimmedBackgrounds()
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window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
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window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
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window->DrawList->PopClipRect();
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window->DrawList->_PopUnusedDrawCmd(); // Since are past the calls to AddDrawListToDrawData() we don't have a _PopUnusedDrawCmd() running on commands.
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}
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}
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@@ -4542,12 +4558,9 @@ void ImGui::EndFrame()
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ErrorCheckEndFrameSanityChecks();
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// Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
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if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f))
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{
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g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y);
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g.PlatformImeLastPos = g.PlatformImePos;
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}
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// Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
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if (g.IO.SetPlatformImeDataFn && memcmp(&g.PlatformImeData, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
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g.IO.SetPlatformImeDataFn(GetMainViewport(), &g.PlatformImeData);
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// Hide implicit/fallback "Debug" window if it hasn't been used
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g.WithinFrameScopeWithImplicitWindow = false;
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@@ -4763,238 +4776,6 @@ static void FindHoveredWindow()
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g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
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}
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// Test if mouse cursor is hovering given rectangle
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// NB- Rectangle is clipped by our current clip setting
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// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
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bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
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{
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ImGuiContext& g = *GImGui;
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// Clip
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ImRect rect_clipped(r_min, r_max);
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if (clip)
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rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
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// Expand for touch input
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const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
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if (!rect_for_touch.Contains(g.IO.MousePos))
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return false;
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return true;
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}
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int ImGui::GetKeyIndex(ImGuiKey imgui_key)
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{
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IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
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ImGuiContext& g = *GImGui;
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return g.IO.KeyMap[imgui_key];
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}
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// Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]!
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||||
// Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
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||||
bool ImGui::IsKeyDown(int user_key_index)
|
||||
{
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if (user_key_index < 0)
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return false;
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||||
ImGuiContext& g = *GImGui;
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IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
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return g.IO.KeysDown[user_key_index];
|
||||
}
|
||||
|
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// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
|
||||
// t1 = current time (e.g.: g.Time)
|
||||
// An event is triggered at:
|
||||
// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N
|
||||
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
|
||||
{
|
||||
if (t1 == 0.0f)
|
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return 1;
|
||||
if (t0 >= t1)
|
||||
return 0;
|
||||
if (repeat_rate <= 0.0f)
|
||||
return (t0 < repeat_delay) && (t1 >= repeat_delay);
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||||
const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
|
||||
const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
|
||||
const int count = count_t1 - count_t0;
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return count;
|
||||
}
|
||||
|
||||
int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (key_index < 0)
|
||||
return 0;
|
||||
IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
|
||||
const float t = g.IO.KeysDownDuration[key_index];
|
||||
return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
|
||||
}
|
||||
|
||||
bool ImGui::IsKeyPressed(int user_key_index, bool repeat)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (user_key_index < 0)
|
||||
return false;
|
||||
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
|
||||
const float t = g.IO.KeysDownDuration[user_key_index];
|
||||
if (t == 0.0f)
|
||||
return true;
|
||||
if (repeat && t > g.IO.KeyRepeatDelay)
|
||||
return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ImGui::IsKeyReleased(int user_key_index)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (user_key_index < 0) return false;
|
||||
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
|
||||
return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index];
|
||||
}
|
||||
|
||||
bool ImGui::IsMouseDown(ImGuiMouseButton button)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
return g.IO.MouseDown[button];
|
||||
}
|
||||
|
||||
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
const float t = g.IO.MouseDownDuration[button];
|
||||
if (t == 0.0f)
|
||||
return true;
|
||||
|
||||
if (repeat && t > g.IO.KeyRepeatDelay)
|
||||
{
|
||||
// FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold.
|
||||
int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f);
|
||||
if (amount > 0)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
return g.IO.MouseReleased[button];
|
||||
}
|
||||
|
||||
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
return g.IO.MouseClickedCount[button] == 2;
|
||||
}
|
||||
|
||||
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
return g.IO.MouseClickedCount[button];
|
||||
}
|
||||
|
||||
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
|
||||
// [Internal] This doesn't test if the button is pressed
|
||||
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
if (lock_threshold < 0.0f)
|
||||
lock_threshold = g.IO.MouseDragThreshold;
|
||||
return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
|
||||
}
|
||||
|
||||
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
if (!g.IO.MouseDown[button])
|
||||
return false;
|
||||
return IsMouseDragPastThreshold(button, lock_threshold);
|
||||
}
|
||||
|
||||
ImVec2 ImGui::GetMousePos()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
return g.IO.MousePos;
|
||||
}
|
||||
|
||||
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
|
||||
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.BeginPopupStack.Size > 0)
|
||||
return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
|
||||
return g.IO.MousePos;
|
||||
}
|
||||
|
||||
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
|
||||
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
|
||||
{
|
||||
// The assert is only to silence a false-positive in XCode Static Analysis.
|
||||
// Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
|
||||
IM_ASSERT(GImGui != NULL);
|
||||
const float MOUSE_INVALID = -256000.0f;
|
||||
ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
|
||||
return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
|
||||
}
|
||||
|
||||
bool ImGui::IsAnyMouseDown()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
|
||||
if (g.IO.MouseDown[n])
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
|
||||
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
|
||||
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
|
||||
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
if (lock_threshold < 0.0f)
|
||||
lock_threshold = g.IO.MouseDragThreshold;
|
||||
if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
|
||||
if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
|
||||
if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
|
||||
return g.IO.MousePos - g.IO.MouseClickedPos[button];
|
||||
return ImVec2(0.0f, 0.0f);
|
||||
}
|
||||
|
||||
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
// NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
|
||||
g.IO.MouseClickedPos[button] = g.IO.MousePos;
|
||||
}
|
||||
|
||||
ImGuiMouseCursor ImGui::GetMouseCursor()
|
||||
{
|
||||
return GImGui->MouseCursor;
|
||||
}
|
||||
|
||||
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
|
||||
{
|
||||
GImGui->MouseCursor = cursor_type;
|
||||
}
|
||||
|
||||
void ImGui::CaptureKeyboardFromApp(bool capture)
|
||||
{
|
||||
GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0;
|
||||
}
|
||||
|
||||
void ImGui::CaptureMouseFromApp(bool capture)
|
||||
{
|
||||
GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0;
|
||||
}
|
||||
|
||||
bool ImGui::IsItemActive()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@@ -7456,6 +7237,247 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] INPUTS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Test if mouse cursor is hovering given rectangle
|
||||
// NB- Rectangle is clipped by our current clip setting
|
||||
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
|
||||
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
||||
// Clip
|
||||
ImRect rect_clipped(r_min, r_max);
|
||||
if (clip)
|
||||
rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
|
||||
|
||||
// Expand for touch input
|
||||
const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
|
||||
if (!rect_for_touch.Contains(g.IO.MousePos))
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
int ImGui::GetKeyIndex(ImGuiKey imgui_key)
|
||||
{
|
||||
IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
|
||||
ImGuiContext& g = *GImGui;
|
||||
return g.IO.KeyMap[imgui_key];
|
||||
}
|
||||
|
||||
// Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]!
|
||||
// Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
|
||||
bool ImGui::IsKeyDown(int user_key_index)
|
||||
{
|
||||
if (user_key_index < 0)
|
||||
return false;
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
|
||||
return g.IO.KeysDown[user_key_index];
|
||||
}
|
||||
|
||||
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
|
||||
// t1 = current time (e.g.: g.Time)
|
||||
// An event is triggered at:
|
||||
// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N
|
||||
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
|
||||
{
|
||||
if (t1 == 0.0f)
|
||||
return 1;
|
||||
if (t0 >= t1)
|
||||
return 0;
|
||||
if (repeat_rate <= 0.0f)
|
||||
return (t0 < repeat_delay) && (t1 >= repeat_delay);
|
||||
const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
|
||||
const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
|
||||
const int count = count_t1 - count_t0;
|
||||
return count;
|
||||
}
|
||||
|
||||
int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (key_index < 0)
|
||||
return 0;
|
||||
IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
|
||||
const float t = g.IO.KeysDownDuration[key_index];
|
||||
return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
|
||||
}
|
||||
|
||||
bool ImGui::IsKeyPressed(int user_key_index, bool repeat)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (user_key_index < 0)
|
||||
return false;
|
||||
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
|
||||
const float t = g.IO.KeysDownDuration[user_key_index];
|
||||
if (t == 0.0f)
|
||||
return true;
|
||||
if (repeat && t > g.IO.KeyRepeatDelay)
|
||||
return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ImGui::IsKeyReleased(int user_key_index)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (user_key_index < 0) return false;
|
||||
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
|
||||
return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index];
|
||||
}
|
||||
|
||||
bool ImGui::IsMouseDown(ImGuiMouseButton button)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
return g.IO.MouseDown[button];
|
||||
}
|
||||
|
||||
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
const float t = g.IO.MouseDownDuration[button];
|
||||
if (t == 0.0f)
|
||||
return true;
|
||||
|
||||
if (repeat && t > g.IO.KeyRepeatDelay)
|
||||
{
|
||||
// FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold.
|
||||
int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f);
|
||||
if (amount > 0)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
return g.IO.MouseReleased[button];
|
||||
}
|
||||
|
||||
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
return g.IO.MouseClickedCount[button] == 2;
|
||||
}
|
||||
|
||||
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
return g.IO.MouseClickedCount[button];
|
||||
}
|
||||
|
||||
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
|
||||
// [Internal] This doesn't test if the button is pressed
|
||||
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
if (lock_threshold < 0.0f)
|
||||
lock_threshold = g.IO.MouseDragThreshold;
|
||||
return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
|
||||
}
|
||||
|
||||
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
if (!g.IO.MouseDown[button])
|
||||
return false;
|
||||
return IsMouseDragPastThreshold(button, lock_threshold);
|
||||
}
|
||||
|
||||
ImVec2 ImGui::GetMousePos()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
return g.IO.MousePos;
|
||||
}
|
||||
|
||||
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
|
||||
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.BeginPopupStack.Size > 0)
|
||||
return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
|
||||
return g.IO.MousePos;
|
||||
}
|
||||
|
||||
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
|
||||
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
|
||||
{
|
||||
// The assert is only to silence a false-positive in XCode Static Analysis.
|
||||
// Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
|
||||
IM_ASSERT(GImGui != NULL);
|
||||
const float MOUSE_INVALID = -256000.0f;
|
||||
ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
|
||||
return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
|
||||
}
|
||||
|
||||
bool ImGui::IsAnyMouseDown()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
|
||||
if (g.IO.MouseDown[n])
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
|
||||
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
|
||||
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
|
||||
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
if (lock_threshold < 0.0f)
|
||||
lock_threshold = g.IO.MouseDragThreshold;
|
||||
if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
|
||||
if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
|
||||
if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
|
||||
return g.IO.MousePos - g.IO.MouseClickedPos[button];
|
||||
return ImVec2(0.0f, 0.0f);
|
||||
}
|
||||
|
||||
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||
// NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
|
||||
g.IO.MouseClickedPos[button] = g.IO.MousePos;
|
||||
}
|
||||
|
||||
ImGuiMouseCursor ImGui::GetMouseCursor()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
return g.MouseCursor;
|
||||
}
|
||||
|
||||
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.MouseCursor = cursor_type;
|
||||
}
|
||||
|
||||
void ImGui::CaptureKeyboardFromApp(bool capture)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.WantCaptureKeyboardNextFrame = capture ? 1 : 0;
|
||||
}
|
||||
|
||||
void ImGui::CaptureMouseFromApp(bool capture)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
g.WantCaptureMouseNextFrame = capture ? 1 : 0;
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ERROR CHECKING
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -10624,6 +10646,7 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s
|
||||
}
|
||||
payload.DataFrameCount = g.FrameCount;
|
||||
|
||||
// Return whether the payload has been accepted
|
||||
return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
|
||||
}
|
||||
|
||||
@@ -11480,25 +11503,38 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
|
||||
#pragma comment(lib, "imm32")
|
||||
#endif
|
||||
|
||||
static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)
|
||||
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
|
||||
{
|
||||
// Notify OS Input Method Editor of text input position
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (HWND hwnd = (HWND)io.ImeWindowHandle)
|
||||
if (HIMC himc = ::ImmGetContext(hwnd))
|
||||
{
|
||||
COMPOSITIONFORM cf;
|
||||
cf.ptCurrentPos.x = x;
|
||||
cf.ptCurrentPos.y = y;
|
||||
cf.dwStyle = CFS_FORCE_POSITION;
|
||||
::ImmSetCompositionWindow(himc, &cf);
|
||||
::ImmReleaseContext(hwnd, himc);
|
||||
}
|
||||
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
if (hwnd == 0)
|
||||
hwnd = (HWND)ImGui::GetIO().ImeWindowHandle;
|
||||
#endif
|
||||
if (hwnd == 0)
|
||||
return;
|
||||
|
||||
::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
|
||||
|
||||
if (HIMC himc = ::ImmGetContext(hwnd))
|
||||
{
|
||||
COMPOSITIONFORM composition_form = {};
|
||||
composition_form.ptCurrentPos.x = (LONG)data->InputPos.x;
|
||||
composition_form.ptCurrentPos.y = (LONG)data->InputPos.y;
|
||||
composition_form.dwStyle = CFS_FORCE_POSITION;
|
||||
::ImmSetCompositionWindow(himc, &composition_form);
|
||||
CANDIDATEFORM candidate_form = {};
|
||||
candidate_form.dwStyle = CFS_CANDIDATEPOS;
|
||||
candidate_form.ptCurrentPos.x = (LONG)data->InputPos.x;
|
||||
candidate_form.ptCurrentPos.y = (LONG)data->InputPos.y;
|
||||
::ImmSetCandidateWindow(himc, &candidate_form);
|
||||
::ImmReleaseContext(hwnd, himc);
|
||||
}
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
|
||||
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
221
3rdparty/dear-imgui/imgui.h
vendored
221
3rdparty/dear-imgui/imgui.h
vendored
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.86
|
||||
// dear imgui, v1.87 WIP
|
||||
// (headers)
|
||||
|
||||
// Help:
|
||||
@@ -35,6 +35,7 @@ Index of this file:
|
||||
// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
|
||||
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
|
||||
// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
|
||||
// [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData)
|
||||
// [SECTION] Obsolete functions and types
|
||||
|
||||
*/
|
||||
@@ -63,8 +64,8 @@ Index of this file:
|
||||
|
||||
// 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)
|
||||
#define IMGUI_VERSION "1.86"
|
||||
#define IMGUI_VERSION_NUM 18600
|
||||
#define IMGUI_VERSION "1.87 WIP"
|
||||
#define IMGUI_VERSION_NUM 18603
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
#define IMGUI_HAS_TABLE
|
||||
|
||||
@@ -154,6 +155,7 @@ struct ImGuiInputTextCallbackData; // Shared state of InputText() when using cu
|
||||
struct ImGuiListClipper; // Helper to manually clip large list of items
|
||||
struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
|
||||
struct ImGuiPayload; // User data payload for drag and drop operations
|
||||
struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function.
|
||||
struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
|
||||
struct ImGuiStorage; // Helper for key->value storage
|
||||
struct ImGuiStyle; // Runtime data for styling/colors
|
||||
@@ -524,7 +526,8 @@ namespace ImGui
|
||||
|
||||
// Widgets: Drag Sliders
|
||||
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
|
||||
// - 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.
|
||||
// - 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).
|
||||
@@ -711,7 +714,6 @@ namespace ImGui
|
||||
IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
|
||||
|
||||
// Tables
|
||||
// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
|
||||
// - Full-featured replacement for old Columns API.
|
||||
// - See Demo->Tables for demo code.
|
||||
// - See top of imgui_tables.cpp for general commentary.
|
||||
@@ -807,7 +809,7 @@ namespace ImGui
|
||||
// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
|
||||
// - An item can be both drag source and drop target.
|
||||
IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when 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. Return true when payload has been accepted.
|
||||
IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
|
||||
IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
|
||||
IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
|
||||
@@ -980,9 +982,7 @@ enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
|
||||
ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
|
||||
ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
|
||||
|
||||
// [Obsolete]
|
||||
//ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
|
||||
//ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // [Obsolete] --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
|
||||
};
|
||||
|
||||
// Flags for ImGui::InputText()
|
||||
@@ -1117,8 +1117,7 @@ enum ImGuiTabItemFlags_
|
||||
};
|
||||
|
||||
// Flags for ImGui::BeginTable()
|
||||
// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out!
|
||||
// - Important! Sizing policies have complex and subtle side effects, more so than you would expect.
|
||||
// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
|
||||
// Read comments/demos carefully + experiment with live demos to get acquainted with them.
|
||||
// - The DEFAULT sizing policies are:
|
||||
// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
|
||||
@@ -1126,8 +1125,8 @@ enum ImGuiTabItemFlags_
|
||||
// - When ScrollX is off:
|
||||
// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
|
||||
// - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
|
||||
// - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all).
|
||||
// - Stretch Columns will share the remaining width.
|
||||
// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
|
||||
// - Stretch Columns will share the remaining width according to their respective weight.
|
||||
// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
|
||||
// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
|
||||
// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
|
||||
@@ -1241,7 +1240,7 @@ enum ImGuiTableColumnFlags_
|
||||
enum ImGuiTableRowFlags_
|
||||
{
|
||||
ImGuiTableRowFlags_None = 0,
|
||||
ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted different for auto column width)
|
||||
ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted differently for auto column width)
|
||||
};
|
||||
|
||||
// Enum for ImGui::TableSetBgColor()
|
||||
@@ -1368,7 +1367,7 @@ enum ImGuiKey_
|
||||
ImGuiKey_Space,
|
||||
ImGuiKey_Enter,
|
||||
ImGuiKey_Escape,
|
||||
ImGuiKey_KeyPadEnter,
|
||||
ImGuiKey_KeypadEnter,
|
||||
ImGuiKey_A, // for text edit CTRL+A: select all
|
||||
ImGuiKey_C, // for text edit CTRL+C: copy
|
||||
ImGuiKey_V, // for text edit CTRL+V: paste
|
||||
@@ -1376,6 +1375,9 @@ enum ImGuiKey_
|
||||
ImGuiKey_Y, // for text edit CTRL+Y: redo
|
||||
ImGuiKey_Z, // for text edit CTRL+Z: undo
|
||||
ImGuiKey_COUNT
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
, ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter // Renamed in 1.87
|
||||
#endif
|
||||
};
|
||||
|
||||
// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend)
|
||||
@@ -1385,7 +1387,7 @@ enum ImGuiKeyModFlags_
|
||||
ImGuiKeyModFlags_Ctrl = 1 << 0,
|
||||
ImGuiKeyModFlags_Shift = 1 << 1,
|
||||
ImGuiKeyModFlags_Alt = 1 << 2,
|
||||
ImGuiKeyModFlags_Super = 1 << 3
|
||||
ImGuiKeyModFlags_Super = 1 << 3 // Cmd/Super/Windows key
|
||||
};
|
||||
|
||||
// Gamepad/Keyboard navigation
|
||||
@@ -1395,29 +1397,29 @@ enum ImGuiKeyModFlags_
|
||||
enum ImGuiNavInput_
|
||||
{
|
||||
// Gamepad Mapping
|
||||
ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
|
||||
ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
|
||||
ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
|
||||
ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
|
||||
ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
|
||||
ImGuiNavInput_Activate, // Activate / Open / Toggle / Tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
|
||||
ImGuiNavInput_Cancel, // Cancel / Close / Exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
|
||||
ImGuiNavInput_Input, // Text input / On-Screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
|
||||
ImGuiNavInput_Menu, // Tap: Toggle menu / Hold: Focus, Move, Resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
|
||||
ImGuiNavInput_DpadLeft, // Move / Tweak / Resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
|
||||
ImGuiNavInput_DpadRight, //
|
||||
ImGuiNavInput_DpadUp, //
|
||||
ImGuiNavInput_DpadDown, //
|
||||
ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
|
||||
ImGuiNavInput_LStickLeft, // Scroll / Move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
|
||||
ImGuiNavInput_LStickRight, //
|
||||
ImGuiNavInput_LStickUp, //
|
||||
ImGuiNavInput_LStickDown, //
|
||||
ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
|
||||
ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
|
||||
ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
|
||||
ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
|
||||
ImGuiNavInput_FocusPrev, // Focus Next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
|
||||
ImGuiNavInput_FocusNext, // Focus Prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
|
||||
ImGuiNavInput_TweakSlow, // Slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
|
||||
ImGuiNavInput_TweakFast, // Faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
|
||||
|
||||
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
|
||||
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
|
||||
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
|
||||
ImGuiNavInput_KeyRight_, // move right
|
||||
ImGuiNavInput_KeyUp_, // move up
|
||||
ImGuiNavInput_KeyDown_, // move down
|
||||
ImGuiNavInput_KeyLeft_, // Move left // = Arrow keys
|
||||
ImGuiNavInput_KeyRight_, // Move right
|
||||
ImGuiNavInput_KeyUp_, // Move up
|
||||
ImGuiNavInput_KeyDown_, // Move down
|
||||
ImGuiNavInput_COUNT,
|
||||
ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyLeft_
|
||||
};
|
||||
@@ -1599,9 +1601,7 @@ enum ImGuiColorEditFlags_
|
||||
ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
, ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
|
||||
#endif
|
||||
// ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
|
||||
};
|
||||
|
||||
// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
|
||||
@@ -1873,8 +1873,12 @@ struct ImGuiIO
|
||||
|
||||
// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
|
||||
// (default to use native imm32 api on Windows)
|
||||
void (*ImeSetInputScreenPosFn)(int x, int y);
|
||||
void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
|
||||
void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
void* ImeWindowHandle; // = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
|
||||
#else
|
||||
void* _UnusedPadding; // Unused field to keep data structure the same size.
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Input - Fill before calling NewFrame()
|
||||
@@ -1884,18 +1888,18 @@ struct ImGuiIO
|
||||
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 MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
|
||||
bool KeyCtrl; // Keyboard modifier pressed: Control
|
||||
bool KeyShift; // Keyboard modifier pressed: Shift
|
||||
bool KeyAlt; // Keyboard modifier pressed: Alt
|
||||
bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
|
||||
bool KeyCtrl; // Keyboard modifier down: Control
|
||||
bool KeyShift; // Keyboard modifier down: Shift
|
||||
bool KeyAlt; // Keyboard modifier down: Alt
|
||||
bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
|
||||
bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
|
||||
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
|
||||
|
||||
// Functions
|
||||
// Input Functions
|
||||
IMGUI_API void AddFocusEvent(bool focused); // Queue an hosting application/platform windows gain or loss of focus
|
||||
IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input
|
||||
IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate
|
||||
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
|
||||
IMGUI_API void AddFocusEvent(bool focused); // Notifies Dear ImGui when hosting platform windows lose or gain input focus
|
||||
IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually
|
||||
IMGUI_API void ClearInputKeys(); // [Internal] Release all keys
|
||||
|
||||
@@ -1905,50 +1909,50 @@ struct ImGuiIO
|
||||
// generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
|
||||
//------------------------------------------------------------------
|
||||
|
||||
bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
|
||||
bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
|
||||
bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
|
||||
bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
|
||||
bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
|
||||
bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
|
||||
bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
|
||||
float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
|
||||
int MetricsRenderVertices; // Vertices output during last call to Render()
|
||||
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
|
||||
int MetricsRenderWindows; // Number of visible windows
|
||||
int MetricsActiveWindows; // Number of active windows
|
||||
int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
|
||||
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
|
||||
bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
|
||||
bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
|
||||
bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
|
||||
bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
|
||||
bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
|
||||
bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
|
||||
bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
|
||||
float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
|
||||
int MetricsRenderVertices; // Vertices output during last call to Render()
|
||||
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
|
||||
int MetricsRenderWindows; // Number of visible windows
|
||||
int MetricsActiveWindows; // Number of active windows
|
||||
int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
|
||||
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
|
||||
//------------------------------------------------------------------
|
||||
|
||||
bool WantCaptureMouseUnlessPopupClose;// Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
|
||||
ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
|
||||
ImGuiKeyModFlags KeyModsPrev; // Previous key mods
|
||||
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
|
||||
ImVec2 MouseClickedPos[5]; // Position at time of clicking
|
||||
double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
|
||||
bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
|
||||
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
|
||||
ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
|
||||
ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
|
||||
bool MouseReleased[5]; // Mouse button went from Down to !Down
|
||||
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
|
||||
bool MouseDownOwnedUnlessPopupClose[5];//Track if button was clicked inside a dear imgui window.
|
||||
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
|
||||
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
|
||||
ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
|
||||
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
|
||||
float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
|
||||
float KeysDownDurationPrev[512]; // Previous duration the key has been down
|
||||
ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
|
||||
ImGuiKeyModFlags KeyModsPrev; // Key mods flags (from previous frame)
|
||||
float KeysDownDuration[512]; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
|
||||
float KeysDownDurationPrev[512]; // Duration the key has been down (from previous frame)
|
||||
|
||||
bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
|
||||
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
|
||||
ImVec2 MouseClickedPos[5]; // Position at time of clicking
|
||||
double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
|
||||
bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
|
||||
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
|
||||
ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
|
||||
ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
|
||||
bool MouseReleased[5]; // Mouse button went from Down to !Down
|
||||
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
|
||||
bool MouseDownOwnedUnlessPopupClose[5]; //Track if button was clicked inside a dear imgui window.
|
||||
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
|
||||
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
|
||||
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
|
||||
float NavInputsDownDuration[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.
|
||||
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.
|
||||
bool AppFocusLost;
|
||||
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
|
||||
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
|
||||
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
|
||||
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
|
||||
|
||||
IMGUI_API ImGuiIO();
|
||||
};
|
||||
@@ -2283,16 +2287,16 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
|
||||
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
|
||||
|
||||
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
|
||||
// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
|
||||
// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
|
||||
// Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields.
|
||||
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
|
||||
// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
|
||||
// Backends made for <1.71. will typically ignore the VtxOffset fields.
|
||||
// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
|
||||
struct ImDrawCmd
|
||||
{
|
||||
ImVec4 ClipRect; // 4*4 // 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.
|
||||
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 IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
|
||||
unsigned int IdxOffset; // 4 // Start offset in index buffer.
|
||||
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; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
|
||||
void* UserCallbackData; // 4-8 // The draw callback code can access this.
|
||||
@@ -2498,8 +2502,8 @@ struct ImDrawList
|
||||
inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); }
|
||||
inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); }
|
||||
inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
|
||||
inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
|
||||
#endif
|
||||
|
||||
// [Internal helpers]
|
||||
@@ -2728,10 +2732,9 @@ struct ImFontAtlas
|
||||
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
|
||||
typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
|
||||
// [Obsolete]
|
||||
//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
|
||||
//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
|
||||
#endif
|
||||
};
|
||||
|
||||
// Font runtime data and rendering
|
||||
@@ -2815,6 +2818,9 @@ struct ImGuiViewport
|
||||
ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
|
||||
ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
|
||||
|
||||
// Platform/Backend Dependent Data
|
||||
void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
|
||||
|
||||
ImGuiViewport() { memset(this, 0, sizeof(*this)); }
|
||||
|
||||
// Helpers
|
||||
@@ -2822,6 +2828,20 @@ struct ImGuiViewport
|
||||
ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Platform Dependent Interfaces
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function.
|
||||
struct ImGuiPlatformImeData
|
||||
{
|
||||
bool WantVisible; // A widget wants the IME to be visible
|
||||
ImVec2 InputPos; // Position of the input cursor
|
||||
float InputLineHeight; // Line height
|
||||
|
||||
ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Obsolete functions and types
|
||||
// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
|
||||
@@ -2858,24 +2878,21 @@ namespace ImGui
|
||||
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()); }
|
||||
// OBSOLETED in 1.71 (from June 2019)
|
||||
static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
|
||||
// OBSOLETED in 1.70 (from May 2019)
|
||||
static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; }
|
||||
|
||||
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
|
||||
//static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
|
||||
//static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
|
||||
//static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
|
||||
//static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
|
||||
//static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
|
||||
//static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
|
||||
//static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
|
||||
//static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
|
||||
//static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
|
||||
//static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
|
||||
//static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
|
||||
//static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
|
||||
//static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
|
||||
//static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
|
||||
//static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
|
||||
//static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
|
||||
//static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
|
||||
//static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
|
||||
//static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
|
||||
//static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
|
||||
//static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
|
||||
//static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
|
||||
//static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
|
||||
}
|
||||
|
||||
// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
|
||||
|
||||
2
3rdparty/dear-imgui/imgui_demo.cpp
vendored
2
3rdparty/dear-imgui/imgui_demo.cpp
vendored
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.86
|
||||
// dear imgui, v1.87 WIP
|
||||
// (demo code)
|
||||
|
||||
// Help:
|
||||
|
||||
6
3rdparty/dear-imgui/imgui_draw.cpp
vendored
6
3rdparty/dear-imgui/imgui_draw.cpp
vendored
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.86
|
||||
// dear imgui, v1.87 WIP
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
@@ -1733,9 +1733,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
|
||||
for (int i = 1; i < _Count; i++)
|
||||
{
|
||||
ImDrawChannel& ch = _Channels[i];
|
||||
|
||||
// Equivalent of PopUnusedDrawCmd() for this channel's cmdbuffer and except we don't need to test for UserCallback.
|
||||
if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0)
|
||||
if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()
|
||||
ch._CmdBuffer.pop_back();
|
||||
|
||||
if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)
|
||||
|
||||
11
3rdparty/dear-imgui/imgui_internal.h
vendored
11
3rdparty/dear-imgui/imgui_internal.h
vendored
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.86
|
||||
// dear imgui, v1.87 WIP
|
||||
// (internal structures/api)
|
||||
|
||||
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
|
||||
@@ -1705,8 +1705,8 @@ struct ImGuiContext
|
||||
ImVector<ImGuiID> MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once
|
||||
|
||||
// Platform support
|
||||
ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor
|
||||
ImVec2 PlatformImeLastPos;
|
||||
ImGuiPlatformImeData PlatformImeData; // Data updated by current frame
|
||||
ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn
|
||||
char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point
|
||||
|
||||
// Settings
|
||||
@@ -1870,7 +1870,8 @@ struct ImGuiContext
|
||||
TooltipOverrideCount = 0;
|
||||
TooltipSlowDelay = 0.50f;
|
||||
|
||||
PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
|
||||
PlatformImeData.InputPos = ImVec2(0.0f, 0.0f);
|
||||
PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission
|
||||
PlatformLocaleDecimalPoint = '.';
|
||||
|
||||
SettingsLoaded = false;
|
||||
@@ -2815,7 +2816,9 @@ struct ImFontBuilderIO
|
||||
};
|
||||
|
||||
// Helper for font builder
|
||||
#ifdef IMGUI_ENABLE_STB_TRUETYPE
|
||||
IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype();
|
||||
#endif
|
||||
IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas);
|
||||
IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
|
||||
IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque);
|
||||
|
||||
4
3rdparty/dear-imgui/imgui_tables.cpp
vendored
4
3rdparty/dear-imgui/imgui_tables.cpp
vendored
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.86
|
||||
// dear imgui, v1.87 WIP
|
||||
// (tables and columns code)
|
||||
|
||||
/*
|
||||
@@ -2353,7 +2353,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table)
|
||||
|
||||
// Don't attempt to merge if there are multiple draw calls within the column
|
||||
ImDrawChannel* src_channel = &splitter->_Channels[channel_no];
|
||||
if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0)
|
||||
if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback != NULL) // Equivalent of PopUnusedDrawCmd()
|
||||
src_channel->_CmdBuffer.pop_back();
|
||||
if (src_channel->_CmdBuffer.Size != 1)
|
||||
continue;
|
||||
|
||||
10
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
10
3rdparty/dear-imgui/imgui_widgets.cpp
vendored
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.86
|
||||
// dear imgui, v1.87 WIP
|
||||
// (widgets code)
|
||||
|
||||
/*
|
||||
@@ -4320,7 +4320,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable;
|
||||
|
||||
// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
|
||||
const bool is_validate_enter = IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter);
|
||||
const bool is_validate_enter = IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeypadEnter);
|
||||
const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed) && !IsKeyPressedMap(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed);
|
||||
const bool is_cancel = IsKeyPressedMap(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed);
|
||||
|
||||
@@ -4775,7 +4775,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
|
||||
|
||||
// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
|
||||
if (!is_readonly)
|
||||
g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
|
||||
{
|
||||
g.PlatformImeData.WantVisible = true;
|
||||
g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
|
||||
g.PlatformImeData.InputLineHeight = g.FontSize;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
|
||||
Reference in New Issue
Block a user