mirror of
https://github.com/AlexandreRouma/SDRPlusPlus.git
synced 2026-04-19 06:42:43 +00:00
Dropping glew and using ImGui's loader instead
This commit is contained in:
@@ -1,4 +1,4 @@
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// dear imgui, v1.83
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// dear imgui, v1.86
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// (headers)
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// Help:
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@@ -11,11 +11,14 @@
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// - FAQ http://dearimgui.org/faq
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// - Homepage & latest https://github.com/ocornut/imgui
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// - Releases & changelog https://github.com/ocornut/imgui/releases
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// - Gallery https://github.com/ocornut/imgui/issues/3793 (please post your screenshots/video there!)
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// - Gallery https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!)
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// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
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// - Issues & support https://github.com/ocornut/imgui/issues
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// - Discussions https://github.com/ocornut/imgui/discussions
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// Getting Started?
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// - For first-time users having issues compiling/linking/running or issues loading fonts:
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// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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/*
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@@ -60,8 +63,8 @@ Index of this file:
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// Version
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// (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)
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#define IMGUI_VERSION "1.83"
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#define IMGUI_VERSION_NUM 18300
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#define IMGUI_VERSION "1.86"
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#define IMGUI_VERSION_NUM 18600
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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@@ -89,12 +92,12 @@ Index of this file:
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#endif
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// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
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#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__clang__)
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#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
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#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
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#elif !defined(IMGUI_USE_STB_SPRINTF) && defined(__GNUC__) && defined(__MINGW32__)
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#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
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#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
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#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
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#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
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#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
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#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
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#else
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#define IM_FMTARGS(FMT)
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#define IM_FMTLIST(FMT)
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@@ -149,7 +152,7 @@ struct ImGuiContext; // Dear ImGui context (opaque structure, unl
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struct ImGuiIO; // Main configuration and I/O between your application and ImGui
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struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
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struct ImGuiListClipper; // Helper to manually clip large list of items
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struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
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struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
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struct ImGuiPayload; // User data payload for drag and drop operations
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struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
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struct ImGuiStorage; // Helper for key->value storage
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@@ -160,7 +163,7 @@ struct ImGuiTextBuffer; // Helper to hold and append into a text buf
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struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
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struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
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// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
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// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file)
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// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
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// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
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// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
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@@ -200,27 +203,22 @@ typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: f
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typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
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typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
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// Other types
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#ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx']
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typedef void* ImTextureID; // User data for rendering backend to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details.
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#endif
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typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string.
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typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
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typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
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typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
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typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
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// Character types
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// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
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typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
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typedef ImWchar32 ImWchar;
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#else
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typedef ImWchar16 ImWchar;
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// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
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// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
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// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
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#ifndef ImTextureID
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typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
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#endif
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// Basic scalar data types
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// ImDrawIdx: vertex index. [Compile-time configurable type]
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// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
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// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
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#ifndef ImDrawIdx
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typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
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#endif
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// Scalar data types
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typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
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typedef signed char ImS8; // 8-bit signed integer
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typedef unsigned char ImU8; // 8-bit unsigned integer
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typedef signed short ImS16; // 16-bit signed integer
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@@ -239,7 +237,24 @@ typedef signed long long ImS64; // 64-bit signed integer (post C++11)
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typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
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#endif
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// 2D vector (often used to store positions or sizes)
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// Character types
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// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
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typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
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typedef ImWchar32 ImWchar;
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#else
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typedef ImWchar16 ImWchar;
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#endif
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// Callback and functions types
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typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
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typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
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typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
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typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
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// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
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// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
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IM_MSVC_RUNTIME_CHECKS_OFF
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struct ImVec2
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{
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@@ -253,7 +268,7 @@ struct ImVec2
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#endif
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};
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// 4D vector (often used to store floating-point colors)
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// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
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struct ImVec4
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{
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float x, y, z, w;
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@@ -292,6 +307,7 @@ namespace ImGui
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// Demo, Debug, Information
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IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
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IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
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IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
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IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
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IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
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IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
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@@ -343,7 +359,8 @@ namespace ImGui
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IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
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IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
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// Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
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// Window manipulation
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// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
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IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
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IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
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IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
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@@ -355,7 +372,7 @@ namespace ImGui
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IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
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IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
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IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
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IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
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IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
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IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
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IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
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IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
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@@ -366,9 +383,8 @@ namespace ImGui
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// - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
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IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
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IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
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IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
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IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
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IMGUI_API float GetWindowContentRegionWidth(); //
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IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
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IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
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// Windows Scrolling
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IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
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@@ -405,6 +421,7 @@ namespace ImGui
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IMGUI_API void PopTextWrapPos();
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// Style read access
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// - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are)
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IMGUI_API ImFont* GetFont(); // get current font
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IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
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IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
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@@ -445,11 +462,15 @@ namespace ImGui
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IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
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// ID stack/scopes
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// - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
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// likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
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// - The resulting ID are hashes of the entire stack.
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// Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui.
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// - Those questions are answered and impacted by understanding of the ID stack system:
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// - "Q: Why is my widget not reacting when I click on it?"
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// - "Q: How can I have widgets with an empty label?"
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// - "Q: How can I have multiple widgets with the same label?"
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// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
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// want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
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// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
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// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
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// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
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// whereas "str_id" denote a string that is only used as an ID and not normally displayed.
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IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
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IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
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@@ -502,12 +523,12 @@ namespace ImGui
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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);
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// Widgets: Drag Sliders
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// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
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// - 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.
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// - 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
|
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// - 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.
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// - Format string may also be set to NULL or use the default format ("%f" or "%d").
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// - 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).
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// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
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// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
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||||
// - 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.
|
||||
// - 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.
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// - 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.
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@@ -526,7 +547,7 @@ namespace ImGui
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||||
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
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||||
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// Widgets: Regular Sliders
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// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
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||||
// - CTRL+Click on any slider 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.
|
||||
// - 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.
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||||
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
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// - 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.
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@@ -612,7 +633,7 @@ namespace ImGui
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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);
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||||
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// Widgets: Data Plotting
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||||
// - Consider using ImPlot (https://github.com/epezent/implot)
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// - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
|
||||
IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
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||||
IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
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||||
IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
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||||
@@ -654,12 +675,14 @@ namespace ImGui
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||||
// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
|
||||
// - 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.
|
||||
// This is sometimes leading to confusing mistakes. May rework this in the future.
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||||
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||||
// Popups: begin/end functions
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||||
// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
|
||||
// - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.
|
||||
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 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 void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
|
||||
|
||||
// Popups: open/close functions
|
||||
// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
|
||||
// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
|
||||
@@ -671,6 +694,7 @@ namespace ImGui
|
||||
IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
|
||||
IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
|
||||
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.
|
||||
@@ -679,6 +703,7 @@ namespace ImGui
|
||||
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
|
||||
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: query functions
|
||||
// - 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.
|
||||
@@ -715,6 +740,7 @@ namespace ImGui
|
||||
IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
|
||||
IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
|
||||
IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible.
|
||||
|
||||
// Tables: Headers & Columns declaration
|
||||
// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
|
||||
// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
|
||||
@@ -727,6 +753,7 @@ namespace ImGui
|
||||
IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
|
||||
IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
|
||||
IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
|
||||
|
||||
// Tables: Sorting
|
||||
// - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
|
||||
// - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed
|
||||
@@ -734,6 +761,7 @@ namespace ImGui
|
||||
// wastefully sort your data every frame!
|
||||
// - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
|
||||
IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
|
||||
|
||||
// Tables: Miscellaneous functions
|
||||
// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
|
||||
IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
|
||||
@@ -741,10 +769,10 @@ namespace ImGui
|
||||
IMGUI_API int TableGetRowIndex(); // return current row index.
|
||||
IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
|
||||
IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
|
||||
IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change enabled/disabled state of a column, set to false to hide the column. Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
|
||||
IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
|
||||
IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
|
||||
|
||||
// Legacy Columns API (2020: prefer using Tables!)
|
||||
// Legacy Columns API (prefer using Tables!)
|
||||
// - You can also use SameLine(pos_x) to mimic simplified columns.
|
||||
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
|
||||
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
|
||||
@@ -786,6 +814,13 @@ namespace ImGui
|
||||
IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
|
||||
IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
|
||||
|
||||
// Disabling [BETA API]
|
||||
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
|
||||
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
|
||||
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
|
||||
IMGUI_API void BeginDisabled(bool disabled = true);
|
||||
IMGUI_API void EndDisabled();
|
||||
|
||||
// Clipping
|
||||
// - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
|
||||
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
|
||||
@@ -834,7 +869,6 @@ namespace ImGui
|
||||
IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
|
||||
IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
|
||||
IMGUI_API ImGuiStorage* GetStateStorage();
|
||||
IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
|
||||
IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
|
||||
IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
|
||||
|
||||
@@ -862,9 +896,10 @@ namespace ImGui
|
||||
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
|
||||
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
|
||||
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). Same as GetMouseClickedCount() == 1.
|
||||
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? (note that a double-click will also report IsMouseClicked() == true)
|
||||
IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
|
||||
IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
|
||||
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 IsAnyMouseDown(); // is any mouse button held?
|
||||
@@ -885,6 +920,7 @@ namespace ImGui
|
||||
// Settings/.Ini Utilities
|
||||
// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
|
||||
// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
|
||||
// - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
|
||||
IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
|
||||
IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
|
||||
IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
|
||||
@@ -918,7 +954,7 @@ enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
|
||||
ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
|
||||
ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
|
||||
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
|
||||
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
|
||||
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
|
||||
ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
|
||||
ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
|
||||
@@ -932,13 +968,13 @@ enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
|
||||
ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
|
||||
ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
|
||||
ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
|
||||
ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
|
||||
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
|
||||
ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
|
||||
ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
|
||||
|
||||
// [Internal]
|
||||
ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
|
||||
ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
|
||||
ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
|
||||
ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
|
||||
ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
|
||||
@@ -1070,7 +1106,7 @@ enum ImGuiTabBarFlags_
|
||||
enum ImGuiTabItemFlags_
|
||||
{
|
||||
ImGuiTabItemFlags_None = 0,
|
||||
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, // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
|
||||
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_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
|
||||
@@ -1164,28 +1200,30 @@ enum ImGuiTableColumnFlags_
|
||||
{
|
||||
// Input configuration flags
|
||||
ImGuiTableColumnFlags_None = 0,
|
||||
ImGuiTableColumnFlags_DefaultHide = 1 << 0, // Default as a hidden/disabled column.
|
||||
ImGuiTableColumnFlags_DefaultSort = 1 << 1, // Default as a sorting column.
|
||||
ImGuiTableColumnFlags_WidthStretch = 1 << 2, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
|
||||
ImGuiTableColumnFlags_WidthFixed = 1 << 3, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
|
||||
ImGuiTableColumnFlags_NoResize = 1 << 4, // Disable manual resizing.
|
||||
ImGuiTableColumnFlags_NoReorder = 1 << 5, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
|
||||
ImGuiTableColumnFlags_NoHide = 1 << 6, // Disable ability to hide/disable this column.
|
||||
ImGuiTableColumnFlags_NoClip = 1 << 7, // Disable clipping for this column (all NoClip columns will render in a same draw command).
|
||||
ImGuiTableColumnFlags_NoSort = 1 << 8, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
|
||||
ImGuiTableColumnFlags_NoSortAscending = 1 << 9, // Disable ability to sort in the ascending direction.
|
||||
ImGuiTableColumnFlags_NoSortDescending = 1 << 10, // Disable ability to sort in the descending direction.
|
||||
ImGuiTableColumnFlags_NoHeaderWidth = 1 << 11, // Disable header text width contribution to automatic column width.
|
||||
ImGuiTableColumnFlags_PreferSortAscending = 1 << 12, // Make the initial sort direction Ascending when first sorting on this column (default).
|
||||
ImGuiTableColumnFlags_PreferSortDescending = 1 << 13, // Make the initial sort direction Descending when first sorting on this column.
|
||||
ImGuiTableColumnFlags_IndentEnable = 1 << 14, // Use current Indent value when entering cell (default for column 0).
|
||||
ImGuiTableColumnFlags_IndentDisable = 1 << 15, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
|
||||
ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
|
||||
ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column.
|
||||
ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column.
|
||||
ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
|
||||
ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
|
||||
ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
|
||||
ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
|
||||
ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
|
||||
ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
|
||||
ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
|
||||
ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
|
||||
ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
|
||||
ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu.
|
||||
ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
|
||||
ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
|
||||
ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
|
||||
ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
|
||||
ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
|
||||
|
||||
// Output status flags, read-only via TableGetColumnFlags()
|
||||
ImGuiTableColumnFlags_IsEnabled = 1 << 20, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
|
||||
ImGuiTableColumnFlags_IsVisible = 1 << 21, // Status: is visible == is enabled AND not clipped by scrolling.
|
||||
ImGuiTableColumnFlags_IsSorted = 1 << 22, // Status: is currently part of the sort specs
|
||||
ImGuiTableColumnFlags_IsHovered = 1 << 23, // Status: is hovered by mouse
|
||||
ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
|
||||
ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling.
|
||||
ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs
|
||||
ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse
|
||||
|
||||
// [Internal] Combinations and masks
|
||||
ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
|
||||
@@ -1227,9 +1265,11 @@ enum ImGuiTableBgTarget_
|
||||
enum ImGuiFocusedFlags_
|
||||
{
|
||||
ImGuiFocusedFlags_None = 0,
|
||||
ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
|
||||
ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
|
||||
ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
|
||||
ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
|
||||
ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
|
||||
ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
|
||||
ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
|
||||
//ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
|
||||
ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
|
||||
};
|
||||
|
||||
@@ -1242,11 +1282,13 @@ enum ImGuiHoveredFlags_
|
||||
ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
|
||||
ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
|
||||
ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
|
||||
ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
|
||||
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
|
||||
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
|
||||
ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window
|
||||
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
|
||||
ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
|
||||
//ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
|
||||
ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
|
||||
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
|
||||
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
|
||||
ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window
|
||||
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled
|
||||
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
|
||||
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
|
||||
};
|
||||
@@ -1372,13 +1414,12 @@ enum ImGuiNavInput_
|
||||
|
||||
// [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_KeyMenu_, // toggle menu // = io.KeyAlt
|
||||
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
|
||||
ImGuiNavInput_KeyRight_, // move right
|
||||
ImGuiNavInput_KeyUp_, // move up
|
||||
ImGuiNavInput_KeyDown_, // move down
|
||||
ImGuiNavInput_COUNT,
|
||||
ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_
|
||||
ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyLeft_
|
||||
};
|
||||
|
||||
// Configuration flags stored in io.ConfigFlags. Set by user/application.
|
||||
@@ -1477,6 +1518,7 @@ enum ImGuiStyleVar_
|
||||
{
|
||||
// Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
|
||||
ImGuiStyleVar_Alpha, // float Alpha
|
||||
ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
|
||||
ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
|
||||
ImGuiStyleVar_WindowRounding, // float WindowRounding
|
||||
ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
|
||||
@@ -1548,13 +1590,13 @@ enum ImGuiColorEditFlags_
|
||||
|
||||
// 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.
|
||||
ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
|
||||
ImGuiColorEditFlags_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,
|
||||
|
||||
// [Internal] Masks
|
||||
ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
|
||||
ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
|
||||
ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
|
||||
ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV
|
||||
ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
|
||||
ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
|
||||
ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
|
||||
ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
@@ -1665,7 +1707,11 @@ struct ImVector
|
||||
inline ImVector() { Size = Capacity = 0; Data = NULL; }
|
||||
inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
|
||||
inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
|
||||
inline ~ImVector() { if (Data) IM_FREE(Data); }
|
||||
inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
|
||||
|
||||
inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
|
||||
inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
|
||||
inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
|
||||
|
||||
inline bool empty() const { return Size == 0; }
|
||||
inline int size() const { return Size; }
|
||||
@@ -1675,7 +1721,6 @@ struct ImVector
|
||||
inline T& operator[](int i) { IM_ASSERT(i >= 0 && 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 T* begin() { return Data; }
|
||||
inline const T* begin() const { return Data; }
|
||||
inline T* end() { return Data + Size; }
|
||||
@@ -1697,7 +1742,7 @@ struct ImVector
|
||||
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 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 - (size_t)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* 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; }
|
||||
@@ -1720,6 +1765,7 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE
|
||||
struct ImGuiStyle
|
||||
{
|
||||
float Alpha; // Global alpha applies to everything in Dear ImGui.
|
||||
float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
|
||||
ImVec2 WindowPadding; // Padding within a window.
|
||||
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).
|
||||
@@ -1782,7 +1828,7 @@ struct ImGuiIO
|
||||
ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size)
|
||||
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
|
||||
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
|
||||
const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
|
||||
const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
|
||||
const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
|
||||
float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
|
||||
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
|
||||
@@ -1849,7 +1895,9 @@ struct ImGuiIO
|
||||
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 ClearInputCharacters(); // Clear the text input buffer manually
|
||||
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
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Output - Updated by NewFrame() or EndFrame()/Render()
|
||||
@@ -1876,15 +1924,19 @@ struct ImGuiIO
|
||||
// [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
|
||||
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
|
||||
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. We don't request mouse capture from the application if click started outside ImGui bounds.
|
||||
bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click
|
||||
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
|
||||
@@ -1894,6 +1946,7 @@ struct ImGuiIO
|
||||
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.
|
||||
bool AppFocusLost;
|
||||
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
|
||||
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
|
||||
|
||||
@@ -2118,10 +2171,12 @@ struct ImGuiStorage
|
||||
};
|
||||
|
||||
// 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 have lots evenly spaced items and you have a random access to the list, you can perform coarse
|
||||
// clipping based on visibility to only submit items that are in view.
|
||||
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
|
||||
// (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)
|
||||
// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
|
||||
// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
|
||||
// scale using lists with tens of thousands of items without a problem)
|
||||
// Usage:
|
||||
// ImGuiListClipper clipper;
|
||||
// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
|
||||
@@ -2130,30 +2185,30 @@ struct ImGuiStorage
|
||||
// ImGui::Text("line number %d", i);
|
||||
// Generally what happens is:
|
||||
// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
|
||||
// - User code submit one element.
|
||||
// - User code submit that one element.
|
||||
// - 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.
|
||||
// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
|
||||
struct ImGuiListClipper
|
||||
{
|
||||
int DisplayStart;
|
||||
int DisplayEnd;
|
||||
|
||||
// [Internal]
|
||||
int ItemsCount;
|
||||
int StepNo;
|
||||
int ItemsFrozen;
|
||||
float ItemsHeight;
|
||||
float StartPosY;
|
||||
|
||||
IMGUI_API ImGuiListClipper();
|
||||
IMGUI_API ~ImGuiListClipper();
|
||||
int DisplayStart; // First item to display, updated by each call to Step()
|
||||
int DisplayEnd; // End of items to display (exclusive)
|
||||
int ItemsCount; // [Internal] Number of items
|
||||
float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
|
||||
float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
|
||||
void* TempData; // [Internal] Internal data
|
||||
|
||||
// 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 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.
|
||||
IMGUI_API ImGuiListClipper();
|
||||
IMGUI_API ~ImGuiListClipper();
|
||||
IMGUI_API void Begin(int items_count, float items_height = -1.0f);
|
||||
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.
|
||||
|
||||
// Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility.
|
||||
IMGUI_API void ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range.
|
||||
|
||||
#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]
|
||||
@@ -2248,13 +2303,6 @@ struct ImDrawCmd
|
||||
inline ImTextureID GetTexID() const { return TextureId; }
|
||||
};
|
||||
|
||||
// Vertex index, default to 16-bit
|
||||
// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer backend (recommended).
|
||||
// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h.
|
||||
#ifndef ImDrawIdx
|
||||
typedef unsigned short ImDrawIdx;
|
||||
#endif
|
||||
|
||||
// Vertex layout
|
||||
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
|
||||
struct ImDrawVert
|
||||
@@ -2458,6 +2506,7 @@ struct ImDrawList
|
||||
IMGUI_API void _ResetForNewFrame();
|
||||
IMGUI_API void _ClearFreeMemory();
|
||||
IMGUI_API void _PopUnusedDrawCmd();
|
||||
IMGUI_API void _TryMergeDrawCmds();
|
||||
IMGUI_API void _OnChangedClipRect();
|
||||
IMGUI_API void _OnChangedTextureID();
|
||||
IMGUI_API void _OnChangedVtxOffset();
|
||||
@@ -2608,7 +2657,7 @@ struct ImFontAtlas
|
||||
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
|
||||
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
|
||||
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
|
||||
bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
|
||||
bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except that would be backend dependent...
|
||||
void SetTexID(ImTextureID id) { TexID = id; }
|
||||
|
||||
//-------------------------------------------
|
||||
@@ -2658,6 +2707,7 @@ struct ImFontAtlas
|
||||
|
||||
// [Internal]
|
||||
// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
|
||||
bool TexReady; // Set when texture was built matching current font input
|
||||
bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format.
|
||||
unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
|
||||
unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
|
||||
@@ -2680,7 +2730,7 @@ struct ImFontAtlas
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
|
||||
typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
|
||||
//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
|
||||
#endif
|
||||
};
|
||||
|
||||
@@ -2702,8 +2752,9 @@ struct ImFont
|
||||
ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
|
||||
const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
|
||||
short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
|
||||
ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar()
|
||||
ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering.
|
||||
ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
|
||||
ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering.
|
||||
ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...' character isn't found)
|
||||
bool DirtyLookupTables; // 1 // out //
|
||||
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]
|
||||
@@ -2733,7 +2784,6 @@ struct ImFont
|
||||
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 SetGlyphVisible(ImWchar c, bool visible);
|
||||
IMGUI_API void SetFallbackChar(ImWchar c);
|
||||
IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
|
||||
};
|
||||
|
||||
@@ -2741,7 +2791,7 @@ struct ImFont
|
||||
// [SECTION] Viewports
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Flags stored in ImGuiViewport::Flags
|
||||
// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
|
||||
enum ImGuiViewportFlags_
|
||||
{
|
||||
ImGuiViewportFlags_None = 0,
|
||||
@@ -2781,6 +2831,10 @@ struct ImGuiViewport
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
namespace ImGui
|
||||
{
|
||||
// OBSOLETED in 1.86 (from November 2021)
|
||||
IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper.
|
||||
// OBSOLETED in 1.85 (from August 2021)
|
||||
static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
|
||||
// OBSOLETED in 1.81 (from February 2021)
|
||||
IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items
|
||||
static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
|
||||
@@ -2810,8 +2864,18 @@ namespace ImGui
|
||||
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; }
|
||||
// OBSOLETED in 1.69 (from Mar 2019)
|
||||
static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); }
|
||||
|
||||
// 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)
|
||||
}
|
||||
|
||||
// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
|
||||
|
||||
Reference in New Issue
Block a user