1
0
mirror of synced 2024-11-28 01:20:51 +01:00

Updated ImGui to Docking + Table branch

This commit is contained in:
WerWolv 2020-11-15 00:45:37 +01:00
parent c758eb244b
commit 30c0ce8d2c
8 changed files with 4037 additions and 6252 deletions

View File

@ -31,7 +31,6 @@ add_executable(ImHex
libs/glad/source/glad.c
libs/ImGui/source/imgui.cpp
libs/ImGui/source/imgui_demo.cpp
libs/ImGui/source/imgui_draw.cpp
libs/ImGui/source/imgui_widgets.cpp
libs/ImGui/source/imgui_impl_glfw.cpp

View File

@ -31,7 +31,7 @@
// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
//#define IMGUI_DISABLE_METRICS_WINDOW // Disable debug/metrics window: ShowMetricsWindow() will be empty.
//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger window: ShowMetricsWindow() will be empty.
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.

View File

@ -34,6 +34,8 @@ Index of this file:
// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
// Platform interface for multi-viewport support (ImGuiPlatformIO, ImGuiPlatformMonitor, ImGuiViewportFlags, ImGuiViewport)
// FIXME-TABLE: Add ImGuiTableSortSpecsColumn and ImGuiTableSortSpecs in "Misc data structures" section above (we don't do it right now to facilitate merging various branches)
*/
#pragma once
@ -61,7 +63,7 @@ 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 "1.80 WIP"
#define IMGUI_VERSION_NUM 17905
#define IMGUI_VERSION_NUM 17906
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch
#define IMGUI_HAS_DOCK 1 // Docking WIP branch
@ -81,13 +83,6 @@ Index of this file:
#include <assert.h>
#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
#endif
#if !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions.
#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
#else
#define IM_FMTARGS(FMT)
#define IM_FMTLIST(FMT)
#endif
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
#if (__cplusplus >= 201100)
@ -95,6 +90,16 @@ Index of this file:
#else
#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro.
#endif
#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__clang__)
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to our formatting functions.
#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
#elif !defined(IMGUI_USE_STB_SPRINTF) && defined(__GNUC__) && defined(__MINGW32__)
#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) // Apply printf-style warnings to our formatting functions.
#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
#else
#define IM_FMTARGS(FMT)
#define IM_FMTLIST(FMT)
#endif
// Warnings
#if defined(__clang__)
@ -138,6 +143,8 @@ struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bou
struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
struct ImGuiStorage; // Helper for key->value storage
struct ImGuiStyle; // Runtime data for styling/colors
struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
struct ImGuiTableSortSpecsColumn; // Sorting specification for one column of a table
struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
struct ImGuiViewport; // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports)
@ -155,7 +162,9 @@ typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A
typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending)
typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc.
typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList
typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
@ -175,6 +184,9 @@ typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: f
typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable()
typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow()
typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
@ -266,7 +278,7 @@ namespace ImGui
// Demo, Debug, Information
IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Debug/Metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
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)
IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
@ -297,7 +309,10 @@ namespace ImGui
// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
// - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
// Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().]
// Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
// [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
// BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
// returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
IMGUI_API void EndChild();
@ -364,6 +379,10 @@ namespace ImGui
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
IMGUI_API void PopStyleVar(int count = 1);
IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_API void PopAllowKeyboardFocus();
IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
IMGUI_API void PopButtonRepeat();
IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
IMGUI_API ImFont* GetFont(); // get current font
IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
@ -379,10 +398,6 @@ namespace ImGui
IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
IMGUI_API void PopTextWrapPos();
IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_API void PopAllowKeyboardFocus();
IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
IMGUI_API void PopButtonRepeat();
// Cursor / Layout
// - By "cursor" we mean the current output position.
@ -396,8 +411,8 @@ namespace ImGui
IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
IMGUI_API void Spacing(); // add vertical spacing.
IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0
IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0
IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
IMGUI_API void BeginGroup(); // lock horizontal starting position
IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
@ -456,6 +471,7 @@ namespace ImGui
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
IMGUI_API bool Checkbox(const char* label, bool* v);
IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
@ -648,11 +664,66 @@ namespace ImGui
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
// Columns
// Tables
// [ALPHA API] API may evolve!
// - Full-featured replacement for old Columns API.
// - See Demo->Tables for details.
// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
// The typical call flow is:
// - 1. Call BeginTable()
// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults
// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows
// - 4. Optionally call TableHeadersRow() to submit a header row (names will be pulled from data submitted to TableSetupColumns)
// - 5. Populate contents
// - In most situations you can use TableNextRow() + TableSetColumnIndex(xx) to start appending into a column.
// - If you are using tables as a sort of grid, where every columns is holding the same type of contents,
// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
// TableNextColumn() will automatically wrap-around into the next row if needed.
// - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
// - Both TableSetColumnIndex() and TableNextColumn() return false when the column is not visible, so you can
// skip submitting the contents of a cell but only if you know the contents is not going to alter row height.
// - Summary of possible call flow:
// ----------------------------------------------------------------------------------------------------------
// TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK
// TableNextRow() -> TableNextColumn() Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK
// TableNextColumn() Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row!
// TableNextRow() Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
// ----------------------------------------------------------------------------------------------------------
// - 5. Call EndTable()
#define IMGUI_HAS_TABLE 1
IMGUI_API bool BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);
IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
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 false when column is not visible.
IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return false when column is not visible.
IMGUI_API int TableGetColumnIndex(); // return current column index.
// Tables: Headers & Columns declaration
// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
// Important: this will not display anything! The name passed to TableSetupColumn() is used by TableHeadersRow() and context-menus.
// - Use TableHeadersRow() to create a row and automatically submit a TableHeader() for each column.
// Headers are required to perform: reordering, sorting, and opening the context menu (but context menu can also be available in columns body using ImGuiTableFlags_ContextMenuInBody).
// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in some advanced cases (e.g. adding custom widgets in header row).
// - Use TableSetupScrollFreeze() to lock columns (from the right) or rows (from the top) so they stay visible when scrolled.
IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = -1.0f, ImU32 user_id = 0);
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: Miscellaneous functions
// - Most functions taking 'int column_n' treat the default value of -1 as the same as passing the current column index
// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. Return value will be NULL if no sorting.
// When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed since last call, or the first time.
// Make sure to set 'SpecsDirty = false' after sorting, else you may 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 int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
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 bool TableGetColumnIsVisible(int column_n = -1); // return true if column is visible. Same value is also returned by TableNextColumn() and TableSetColumnIndex(). Pass -1 to use current column.
IMGUI_API bool TableGetColumnIsSorted(int column_n = -1); // return true if column is included in the sort specs. Rarely used, can be useful to tell if a data change should trigger resort. Equivalent to test ImGuiTableSortSpecs's ->ColumnsMask & (1 << column_n). Pass -1 to use current column.
IMGUI_API int TableGetHoveredColumn(); // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.
IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting).
IMGUI_API void TableSetBgColor(ImGuiTableBgTarget bg_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!)
// - You can also use SameLine(pos_x) to mimic simplified columns.
// - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
// - There is a maximum of 64 columns.
// - Currently working on new 'Tables' api which will replace columns around Q2 2020 (see GitHub #2957).
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
IMGUI_API int GetColumnIndex(); // get current column index
@ -1004,6 +1075,122 @@ enum ImGuiTabItemFlags_
ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
};
// Flags for ImGui::BeginTable()
// - Important! Sizing policies have particularly complex and subtle side effects, more so than you would expect.
// Read comments/demos carefully + experiment with live demos to get acquainted with them.
// - The default sizing policy for columns depends on whether the ScrollX flag is set on the table:
// When ScrollX is off:
// - Table defaults to ImGuiTableFlags_SizingPolicyStretchX -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch.
// - Columns sizing policy allowed: Fixed/Auto or Stretch.
// - Stretch Columns will share the width available in table.
// - Fixed Columns will generally obtain their requested width unless the Table cannot fit them all.
// When ScrollX is on:
// - Table defaults to ImGuiTableFlags_SizingPolicyFixedX -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed.
// - Columns sizing policy allowed: Fixed/Auto mostly! Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
// - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed.
// - Stretch Columns, if any, will calculate their width using inner_width, assuming no scrolling (it really doesn't make sense to do otherwise).
// - Mixing up columns with different sizing policy is possible BUT can be tricky and has some side-effects and restrictions.
// (their visible order and the scrolling state have subtle but necessary effects on how they can be manually resized).
// The typical use of mixing sizing policies is to have ScrollX disabled, one or two Stretch Column and many Fixed Columns.
enum ImGuiTableFlags_
{
// Features
ImGuiTableFlags_None = 0,
ImGuiTableFlags_Resizable = 1 << 0, // Allow resizing columns.
ImGuiTableFlags_Reorderable = 1 << 1, // Allow reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
ImGuiTableFlags_Hideable = 1 << 2, // Allow hiding columns in context menu.
ImGuiTableFlags_Sortable = 1 << 3, // Allow sorting on one column (sort_specs_count will always be == 1). Call TableGetSortSpecs() to obtain sort specs.
ImGuiTableFlags_MultiSortable = 1 << 4, // Allow sorting on multiple columns by holding Shift (sort_specs_count may be > 1). Call TableGetSortSpecs() to obtain sort specs.
ImGuiTableFlags_NoSavedSettings = 1 << 5, // Disable persisting columns order, width and sort settings in the .ini file.
ImGuiTableFlags_ContextMenuInBody = 1 << 6, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
// Decoration
ImGuiTableFlags_RowBg = 1 << 7, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent to calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
ImGuiTableFlags_BordersInnerH = 1 << 8, // Draw horizontal borders between rows.
ImGuiTableFlags_BordersOuterH = 1 << 9, // Draw horizontal borders at the top and bottom.
ImGuiTableFlags_BordersInnerV = 1 << 10, // Draw vertical borders between columns.
ImGuiTableFlags_BordersOuterV = 1 << 11, // Draw vertical borders on the left and right sides.
ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
ImGuiTableFlags_NoBordersInBody = 1 << 12, // Disable vertical borders in columns Body (borders will always appears in Headers).
ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 13, // Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers).
// Sizing
ImGuiTableFlags_SizingPolicyFixedX = 1 << 14, // Default if ScrollX is on. Columns will default to use _WidthFixed or _WidthAlwaysAutoResize policy. Read description above for more details.
ImGuiTableFlags_SizingPolicyStretchX = 1 << 15, // Default if ScrollX is off. Columns will default to use _WidthStretch policy. Read description above for more details.
ImGuiTableFlags_NoHeadersWidth = 1 << 16, // Disable header width contribution to automatic width calculation.
ImGuiTableFlags_NoHostExtendY = 1 << 17, // (FIXME-TABLE: Reword as SizingPolicy?) Disable extending past the limit set by outer_size.y, only meaningful when neither of ScrollX|ScrollY are set (data below the limit will be clipped and not visible)
ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when table width gets too small and ScrllX is off.
ImGuiTableFlags_PreciseStretchWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
// Padding
ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outer-most padding.
ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most padding.
ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
// Scrolling
ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX.
ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
// [Internal] Combinations and masks
ImGuiTableFlags_SizingPolicyMaskX_ = ImGuiTableFlags_SizingPolicyStretchX | ImGuiTableFlags_SizingPolicyFixedX
};
// Flags for ImGui::TableSetupColumn()
// FIXME-TABLE: Rename to ImGuiColumns_*, stick old columns api flags in there under an obsolete api block
enum ImGuiTableColumnFlags_
{
ImGuiTableColumnFlags_None = 0,
ImGuiTableColumnFlags_DefaultHide = 1 << 0, // Default as a hidden column.
ImGuiTableColumnFlags_DefaultSort = 1 << 1, // Default as a sorting column.
ImGuiTableColumnFlags_WidthFixed = 1 << 2, // Column will keep a fixed size, preferable with horizontal scrolling enabled (default if table sizing policy is SizingPolicyFixedX and table is resizable).
ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch, preferable with horizontal scrolling disabled (default if table sizing policy is SizingPolicyStretchX).
ImGuiTableColumnFlags_WidthAlwaysAutoResize = 1 << 4, // Column will keep resizing based on submitted contents (with a one frame delay) == Fixed with auto resize (default if table sizing policy is SizingPolicyFixedX and table is not resizable).
ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
ImGuiTableColumnFlags_NoClipX = 1 << 6, // Disable clipping for this column (all NoClipX columns will render in a same draw command).
ImGuiTableColumnFlags_NoSort = 1 << 7, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
ImGuiTableColumnFlags_NoSortAscending = 1 << 8, // Disable ability to sort in the ascending direction.
ImGuiTableColumnFlags_NoSortDescending = 1 << 9, // Disable ability to sort in the descending direction.
ImGuiTableColumnFlags_NoHide = 1 << 10, // Disable hiding this column.
ImGuiTableColumnFlags_NoHeaderWidth = 1 << 11, // Header width don't contribute 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 1st column).
ImGuiTableColumnFlags_IndentDisable = 1 << 15, // Ignore current Indent value when entering cell (default for columns after the 1st one). Indentation changes _within_ the cell will still be honored.
ImGuiTableColumnFlags_NoReorder = 1 << 16, // Disable reordering this column, this will also prevent other columns from crossing over this column.
// [Internal] Combinations and masks
ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthAlwaysAutoResize,
ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
ImGuiTableColumnFlags_NoDirectResize_ = 1 << 20 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
};
// Flags for ImGui::TableNextRow()
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)
};
// Enum for ImGui::TableSetBgColor()
// Background colors are rendering in 3 layers:
// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
// - Layer 2: draw with CellBg color if set.
// The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color.
// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
enum ImGuiTableBgTarget_
{
ImGuiTableBgTarget_None = 0,
//ImGuiTableBgTarget_ColumnBg0 = 1, // FIXME-TABLE: Todo. Set column background color 0 (generally used for background
//ImGuiTableBgTarget_ColumnBg1 = 2, // FIXME-TABLE: Todo. Set column background color 1 (generally used for selection marking)
ImGuiTableBgTarget_RowBg0 = 3, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
ImGuiTableBgTarget_RowBg1 = 4, // Set row background color 1 (generally used for selection marking)
ImGuiTableBgTarget_CellBg = 5 // Set cell background color (top-most color)
};
// Flags for ImGui::IsWindowFocused()
enum ImGuiFocusedFlags_
{
@ -1096,6 +1283,14 @@ enum ImGuiDir_
ImGuiDir_COUNT
};
// A sorting direction
enum ImGuiSortDirection_
{
ImGuiSortDirection_None = 0,
ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
};
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
enum ImGuiKey_
{
@ -1256,6 +1451,11 @@ enum ImGuiCol_
ImGuiCol_PlotLinesHovered,
ImGuiCol_PlotHistogram,
ImGuiCol_PlotHistogramHovered,
ImGuiCol_TableHeaderBg, // Table header background
ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
ImGuiCol_TableRowBg, // Table row background (even rows)
ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
ImGuiCol_TextSelectedBg,
ImGuiCol_DragDropTarget,
ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
@ -1296,6 +1496,7 @@ enum ImGuiStyleVar_
ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
ImGuiStyleVar_IndentSpacing, // float IndentSpacing
ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
ImGuiStyleVar_GrabMinSize, // float GrabMinSize
@ -1532,6 +1733,7 @@ struct ImGuiStyle
float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
ImVec2 CellPadding; // Padding within a table cell
ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
@ -1611,7 +1813,7 @@ struct ImGuiIO
bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable.
float ConfigMemoryCompactTimer; // = 60.0f // [BETA] Free transient windows/tables memory buffers when unused for given amount of time. Set to -1.0f to disable.
//------------------------------------------------------------------
// Platform Functions
@ -1797,6 +1999,31 @@ struct ImGuiPayload
bool IsDelivery() const { return Delivery; }
};
// Sorting specification for one column of a table (sizeof == 8 bytes)
struct ImGuiTableSortSpecsColumn
{
ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
ImU8 ColumnIndex; // Index of the column
ImU8 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)
ImGuiTableSortSpecsColumn() { ColumnUserID = 0; ColumnIndex = 0; SortOrder = 0; SortDirection = ImGuiSortDirection_Ascending; }
};
// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
// Obtained by calling TableGetSortSpecs().
// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
struct ImGuiTableSortSpecs
{
const ImGuiTableSortSpecsColumn* Specs; // Pointer to sort spec array.
int SpecsCount; // Sort spec count. Most often 1 unless e.g. ImGuiTableFlags_MultiSortable is enabled.
bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
ImU64 ColumnsMask; // Set to the mask of column indexes included in the Specs array. e.g. (1 << N) when column N is sorted.
ImGuiTableSortSpecs() { Specs = NULL; SpecsCount = 0; SpecsDirty = false; ColumnsMask = 0x00; }
};
//-----------------------------------------------------------------------------
// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
@ -1985,6 +2212,7 @@ struct ImGuiListClipper
// [Internal]
int ItemsCount;
int StepNo;
int ItemsFrozen;
float ItemsHeight;
float StartPosY;
@ -2110,22 +2338,31 @@ struct ImDrawVert
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif
// For use by ImDrawListSplitter.
// [Internal] For use by ImDrawList
struct ImDrawCmdHeader
{
ImVec4 ClipRect;
ImTextureID TextureId;
unsigned int VtxOffset;
};
// [Internal] For use by ImDrawListSplitter
struct ImDrawChannel
{
ImVector<ImDrawCmd> _CmdBuffer;
ImVector<ImDrawIdx> _IdxBuffer;
};
// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
// This is used by the Columns api, so items of each column can be batched together in a same draw call.
// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
struct ImDrawListSplitter
{
int _Current; // Current channel number (0)
int _Count; // Number of active channels (1+)
ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
inline ImDrawListSplitter() { Clear(); }
inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
inline ~ImDrawListSplitter() { ClearFreeMemory(); }
inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
IMGUI_API void ClearFreeMemory();
@ -2176,19 +2413,19 @@ struct ImDrawList
ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
// [Internal, used while building lists]
unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
const char* _OwnerName; // Pointer to owner window's name for debugging
unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImVector<ImVec4> _ClipRectStack; // [Internal]
ImVector<ImTextureID> _TextureIdStack; // [Internal]
ImVector<ImVec2> _Path; // [Internal] current path building
ImDrawCmd _CmdHeader; // [Internal] Template of active commands. Fields should match those of CmdBuffer.back().
ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _OwnerName = NULL; }
ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
~ImDrawList() { _ClearFreeMemory(); }
IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)

View File

@ -23,6 +23,7 @@ Index of this file:
// [SECTION] Docking support
// [SECTION] Viewport support
// [SECTION] Settings support
// [SECTION] Metrics, Debug
// [SECTION] Generic context hooks
// [SECTION] ImGuiContext (main imgui context)
// [SECTION] ImGuiWindowTempData, ImGuiWindow
@ -110,9 +111,14 @@ struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
struct ImGuiNextItemData; // Storage for SetNextItem** functions
struct ImGuiPopupData; // Storage for current popup stack
struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting
struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it
struct ImGuiTabBar; // Storage for a tab bar
struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
struct ImGuiTable; // Storage for a table
struct ImGuiTableColumn; // Storage for one column of a table
struct ImGuiTableSettings; // Storage for a table .ini settings
struct ImGuiTableColumnsSettings; // Storage for a column .ini settings
struct ImGuiWindow; // Storage for one window
struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame)
struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
@ -254,6 +260,7 @@ namespace ImStb
// - Helper: ImRect
// - Helper: ImBitArray
// - Helper: ImBitVector
// - Helper: ImSpan<>, ImSpanAllocator<>
// - Helper: ImPool<>
// - Helper: ImChunkStream<>
//-----------------------------------------------------------------------------
@ -273,6 +280,7 @@ IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b);
// Helpers: Bit manipulation
static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; }
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
// Helpers: String, Formatting
@ -465,21 +473,35 @@ struct IMGUI_API ImRect
};
// Helper: ImBitArray
inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; }
inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; }
inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; }
inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2)
inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; }
inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; }
inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; }
inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2)
{
while (n <= n2)
{
int a_mod = (n & 31);
int b_mod = ((n2 >= n + 31) ? 31 : (n2 & 31)) + 1;
int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1;
ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1);
arr[n >> 5] |= mask;
n = (n + 32) & ~31;
}
}
// Helper: ImBitArray class (wrapper over ImBitArray functions)
// Store 1-bit per value. NOT CLEARED by constructor.
template<int BITCOUNT>
struct IMGUI_API ImBitArray
{
ImU32 Storage[(BITCOUNT + 31) >> 5];
ImBitArray() { }
void ClearBits() { memset(Storage, 0, sizeof(Storage)); }
bool TestBit(int n) const { IM_ASSERT(n < BITCOUNT); return ImBitArrayTestBit(Storage, n); }
void SetBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArraySetBit(Storage, n); }
void ClearBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArrayClearBit(Storage, n); }
void SetBitRange(int n1, int n2) { ImBitArraySetBitRange(Storage, n1, n2); }
};
// Helper: ImBitVector
// Store 1-bit per value.
struct IMGUI_API ImBitVector
@ -492,6 +514,54 @@ struct IMGUI_API ImBitVector
void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); }
};
// Helper: ImSpan<>
// Pointing to a span of data we don't own.
template<typename T>
struct ImSpan
{
T* Data;
T* DataEnd;
// Constructors, destructor
inline ImSpan() { Data = DataEnd = NULL; }
inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; }
inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; }
inline void set(T* data, int size) { Data = data; DataEnd = data + size; }
inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; }
inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); }
inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }
inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }
inline T* begin() { return Data; }
inline const T* begin() const { return Data; }
inline T* end() { return DataEnd; }
inline const T* end() const { return DataEnd; }
// Utilities
inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; }
};
// Helper: ImSpanAllocator<>
// Facilitate storing multiple chunks into a single large block (the "arena")
template<int CHUNKS>
struct ImSpanAllocator
{
char* BasePtr;
int TotalSize;
int CurrSpan;
int Offsets[CHUNKS];
ImSpanAllocator() { memset(this, 0, sizeof(*this)); }
inline void ReserveBytes(int n, size_t sz) { IM_ASSERT(n == CurrSpan && n < CHUNKS); IM_UNUSED(n); Offsets[CurrSpan++] = TotalSize; TotalSize += (int)sz; }
inline int GetArenaSizeInBytes() { return TotalSize; }
inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; }
inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrSpan == CHUNKS); return (void*)(BasePtr + Offsets[n]); }
inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrSpan == CHUNKS); return (n + 1 < CHUNKS) ? BasePtr + Offsets[n + 1] : (void*)(BasePtr + TotalSize); }
template<typename T>
inline void GetSpan(int n, ImSpan<T>* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); }
};
// Helper: ImPool<>
// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,
// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.
@ -538,6 +608,8 @@ struct IMGUI_API ImChunkStream
T* end() { return (T*)(void*)(Buf.Data + Buf.Size); }
int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; }
T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); }
void swap(ImChunkStream<T>& rhs) { rhs.Buf.swap(Buf); }
};
//-----------------------------------------------------------------------------
@ -838,6 +910,7 @@ struct ImGuiStyleMod
// Stacked storage data for BeginGroup()/EndGroup()
struct ImGuiGroupData
{
ImGuiID WindowID;
ImVec2 BackupCursorPos;
ImVec2 BackupCursorMaxPos;
ImVec1 BackupIndent;
@ -856,7 +929,7 @@ struct IMGUI_API ImGuiMenuColumns
float Width, NextWidth;
float Pos[3], NextWidths[3];
ImGuiMenuColumns();
ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); }
void Update(int count, float spacing, bool clear);
float DeclColumns(float w0, float w1, float w2);
float CalcExtraSpace(float avail_w) const;
@ -909,7 +982,7 @@ struct ImGuiPopupData
ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup
ImGuiPopupData() { PopupId = 0; Window = SourceWindow = NULL; OpenFrameCount = -1; OpenParentId = 0; }
ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; }
};
struct ImGuiNavMoveResult
@ -1026,7 +1099,7 @@ struct ImGuiColumnData
ImGuiColumnsFlags Flags; // Not exposed
ImRect ClipRect;
ImGuiColumnData() { OffsetNorm = OffsetNormBeforeResize = 0.0f; Flags = ImGuiColumnsFlags_None; }
ImGuiColumnData() { memset(this, 0, sizeof(*this)); }
};
struct ImGuiColumns
@ -1047,21 +1120,7 @@ struct ImGuiColumns
ImVector<ImGuiColumnData> Columns;
ImDrawListSplitter Splitter;
ImGuiColumns() { Clear(); }
void Clear()
{
ID = 0;
Flags = ImGuiColumnsFlags_None;
IsFirstFrame = false;
IsBeingResized = false;
Current = 0;
Count = 1;
OffMinX = OffMaxX = 0.0f;
LineMinY = LineMaxY = 0.0f;
HostCursorPosY = 0.0f;
HostCursorMaxPosX = 0.0f;
Columns.clear();
}
ImGuiColumns() { memset(this, 0, sizeof(*this)); }
};
//-----------------------------------------------------------------------------
@ -1124,6 +1183,7 @@ struct ImGuiDockNode
ImGuiID ID;
ImGuiDockNodeFlags SharedFlags; // Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node)
ImGuiDockNodeFlags LocalFlags; // Flags specific to this node
ImGuiDockNodeState State;
ImGuiDockNode* ParentNode;
ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array.
ImVector<ImGuiWindow*> Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order.
@ -1134,7 +1194,6 @@ struct ImGuiDockNode
ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y)
ImGuiWindowClass WindowClass; // [Root node only]
ImGuiDockNodeState State;
ImGuiWindow* HostWindow;
ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window.
ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node.
@ -1245,7 +1304,7 @@ struct ImGuiWindowSettings
bool Collapsed;
bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
ImGuiWindowSettings() { ID = 0; Pos = Size = ViewportPos = ImVec2ih(0, 0); ViewportId = DockId = ClassId = 0; DockOrder = -1; Collapsed = WantApply = false; }
ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; }
char* GetName() { return (char*)(this + 1); }
};
@ -1264,6 +1323,10 @@ struct ImGuiSettingsHandler
ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); }
};
//-----------------------------------------------------------------------------
// [SECTION] Metrics, Debug
//-----------------------------------------------------------------------------
struct ImGuiMetricsConfig
{
bool ShowWindowsRects;
@ -1288,6 +1351,21 @@ struct ImGuiMetricsConfig
}
};
struct IMGUI_API ImGuiStackSizes
{
short SizeOfIDStack;
short SizeOfColorStack;
short SizeOfStyleVarStack;
short SizeOfFontStack;
short SizeOfFocusScopeStack;
short SizeOfGroupStack;
short SizeOfBeginPopupStack;
ImGuiStackSizes() { memset(this, 0, sizeof(*this)); }
IMGUI_API void SetToCurrentState();
IMGUI_API void CompareWithCurrentState();
};
//-----------------------------------------------------------------------------
// [SECTION] Generic context hooks
//-----------------------------------------------------------------------------
@ -1330,6 +1408,7 @@ struct ImGuiContext
bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame()
bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed
bool WithinEndChild; // Set within EndChild()
bool GcCompactAll; // Request full GC
bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
ImGuiID TestEngineHookIdInfo; // Will call test engine hooks: ImGuiTestEngineHook_IdInfo() from GetID()
void* TestEngine; // Test engine user data
@ -1386,9 +1465,12 @@ struct ImGuiContext
ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
// Shared stacks
ImVector<ImGuiColorMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
ImVector<ImGuiColorMod> ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()
ImVector<ImGuiStyleMod> StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont() - inherited by Begin()
ImVector<ImGuiID> FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - not inherited by Begin(), unless child window
ImVector<ImGuiItemFlags>ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()
ImVector<ImGuiGroupData>GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
@ -1479,6 +1561,13 @@ struct ImGuiContext
ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size
unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads
// Table
ImGuiTable* CurrentTable;
ImPool<ImGuiTable> Tables;
ImVector<ImGuiPtrOrIndex> CurrentTableStack;
ImVector<float> TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC)
ImVector<ImDrawChannel> DrawChannelsTempMergeBuffer;
// Tab bars
ImGuiTabBar* CurrentTabBar;
ImPool<ImGuiTabBar> TabBars;
@ -1521,6 +1610,7 @@ struct ImGuiContext
ImGuiTextBuffer SettingsIniData; // In memory .ini settings
ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
ImChunkStream<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries
ImChunkStream<ImGuiTableSettings> SettingsTables; // ImGuiTable .ini settings entries
ImVector<ImGuiContextHook> Hooks; // Hooks for extensions (e.g. test engine)
// Capture/Logging
@ -1560,6 +1650,7 @@ struct ImGuiContext
FrameCount = 0;
FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1;
WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;
GcCompactAll = false;
TestEngineHookItems = false;
TestEngineHookIdInfo = 0;
TestEngine = NULL;
@ -1655,6 +1746,7 @@ struct ImGuiContext
DragDropHoldJustPressedId = 0;
memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
CurrentTable = NULL;
CurrentTabBar = NULL;
LastValidMousePos = ImVec2(0.0f, 0.0f);
@ -1701,7 +1793,8 @@ struct ImGuiContext
//-----------------------------------------------------------------------------
// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..)
// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin)
struct IMGUI_API ImGuiWindowTempData
{
// Layout
@ -1740,6 +1833,7 @@ struct IMGUI_API ImGuiWindowTempData
ImVector<ImGuiWindow*> ChildWindows;
ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
ImGuiColumns* CurrentColumns; // Current columns set
int CurrentTableIdx; // Current table index (into g.Tables)
ImGuiLayoutType LayoutType;
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
@ -1747,48 +1841,12 @@ struct IMGUI_API ImGuiWindowTempData
// Local parameters stacks
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
ImGuiItemFlags ItemFlags; // == g.ItemFlagsStack.back()
float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
ImVector<ImGuiItemFlags>ItemFlagsStack;
ImVector<float> ItemWidthStack;
ImVector<float> TextWrapPosStack;
ImVector<ImGuiGroupData>GroupStack;
short StackSizesBackup[6]; // Store size of various stacks for asserting
ImGuiWindowTempData()
{
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f);
CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
Indent = ImVec1(0.0f);
ColumnsOffset = ImVec1(0.0f);
GroupOffset = ImVec1(0.0f);
LastItemId = 0;
LastItemStatusFlags = ImGuiItemStatusFlags_None;
LastItemRect = LastItemDisplayRect = ImRect();
NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
NavLayerCurrent = ImGuiNavLayer_Main;
NavFocusScopeIdCurrent = 0;
NavHideHighlightOneFrame = false;
NavHasScroll = false;
MenuBarAppending = false;
MenuBarOffset = ImVec2(0.0f, 0.0f);
TreeDepth = 0;
TreeJumpToParentOnPopMask = 0x00;
StateStorage = NULL;
CurrentColumns = NULL;
LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical;
FocusCounterRegular = FocusCounterTabStop = -1;
ItemFlags = ImGuiItemFlags_Default_;
ItemWidth = 0.0f;
TextWrapPos = -1.0f;
memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
}
ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting
};
// Storage for one window
@ -1852,7 +1910,7 @@ struct IMGUI_API ImGuiWindow
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure)
ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
// The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer.
// The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer.
// The main 'OuterRect', omitted as a field, is window->Rect().
ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window.
ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar)
@ -1886,9 +1944,9 @@ struct IMGUI_API ImGuiWindow
ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
bool MemoryCompacted; // Set when window extraneous data have been garbage collected
int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy
int MemoryDrawListVtxCapacity;
bool MemoryCompacted; // Set when window extraneous data have been garbage collected
// Docking
ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden.
@ -2026,7 +2084,212 @@ struct ImGuiTabBar
//-----------------------------------------------------------------------------
#ifdef IMGUI_HAS_TABLE
// <this is filled in 'tables' branch>
#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color.
#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64.
#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableUpdateDrawChannels()
// [Internal] sizeof() ~ 100
// We use the terminology "Visible" to refer to a column that is not Hidden by user or settings. However it may still be out of view and clipped (see IsClipped).
struct ImGuiTableColumn
{
ImRect ClipRect; // Clipping rectangle for the column
ImGuiID UserID; // Optional, value passed to TableSetupColumn()
ImGuiTableColumnFlags FlagsIn; // Flags as they were provided by user. See ImGuiTableColumnFlags_
ImGuiTableColumnFlags Flags; // Effective flags. See ImGuiTableColumnFlags_
float MinX; // Absolute positions
float MaxX;
float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_).
float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially.
float WidthAuto; // Automatic width
float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout()
float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space.
float WorkMinX; // Start position for the frame, currently ~(MinX + CellPaddingX)
float WorkMaxX;
float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width.
float ContentMaxXUnfrozen;
float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls
float ContentMaxXHeadersIdeal;
ImS16 NameOffset; // Offset into parent ColumnsNames[]
bool IsVisible; // Is the column not marked Hidden by the user? (even if off view, e.g. clipped by scrolling).
bool IsVisibleNextFrame;
bool IsClipped; // Is not actually in view (e.g. not overlapping the host window clipping rectangle).
bool IsSkipItems; // Do we want item submissions to this column to be ignored early on.
ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte
ImS8 DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users)
ImS8 IndexWithinVisibleSet; // Index within visible set (<= IndexToDisplayOrder)
ImS8 PrevVisibleColumn; // Index of prev visible column within Columns[], -1 if first visible column
ImS8 NextVisibleColumn; // Index of next visible column within Columns[], -1 if last visible column
ImS8 SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort
ImS8 SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit
ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem
ImU8 DrawChannelCurrent; // Index within DrawSplitter.Channels[]
ImU8 DrawChannelFrozen;
ImU8 DrawChannelUnfrozen;
ImGuiTableColumn()
{
memset(this, 0, sizeof(*this));
StretchWeight = WidthRequest = -1.0f;
NameOffset = -1;
IsVisible = IsVisibleNextFrame = true;
DisplayOrder = IndexWithinVisibleSet = -1;
PrevVisibleColumn = NextVisibleColumn = -1;
SortOrder = -1;
SortDirection = ImGuiSortDirection_None;
AutoFitQueue = CannotSkipItemsQueue = (1 << 3) - 1; // Skip for three frames
DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1;
}
};
// Transient cell data stored per row.
// sizeof() ~ 6
struct ImGuiTableCellData
{
ImU32 BgColor; // Actual color
ImS8 Column; // Column number
};
struct ImGuiTable
{
ImGuiID ID;
ImGuiTableFlags Flags;
void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[]
ImSpan<ImGuiTableColumn> Columns; // Point within RawData[]
ImSpan<ImS8> DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)
ImSpan<ImGuiTableCellData> RowCellData; // Point within RawData[]. Store cells background requests for current row.
ImU64 VisibleMaskByIndex; // Column Index -> IsVisible map (== not hidden by user/api) in a format adequate for iterating column without touching cold data
ImU64 VisibleMaskByDisplayOrder; // Column DisplayOrder -> IsVisible map
ImU64 VisibleUnclippedMaskByIndex;// Visible and not Clipped, aka "actually visible" "not hidden by some scrolling"
ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order)
int SettingsOffset; // Offset in g.SettingsTables
int LastFrameActive;
int ColumnsCount; // Number of columns declared in BeginTable()
int ColumnsVisibleCount; // Number of non-hidden columns (<= ColumnsCount)
int CurrentRow;
int CurrentColumn;
ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched.
ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with
float RowPosY1;
float RowPosY2;
float RowMinHeight; // Height submitted to TableNextRow()
float RowTextBaseline;
float RowIndentOffsetX;
ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_
ImGuiTableRowFlags LastRowFlags : 16;
int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this.
ImU32 RowBgColor[2]; // Background color override for current row.
ImU32 BorderColorStrong;
ImU32 BorderColorLight;
float BorderX1;
float BorderX2;
float HostIndentX;
float OuterPaddingX;
float CellPaddingX; // Padding from each borders
float CellPaddingY;
float CellSpacingX1; // Spacing between non-bordered cells
float CellSpacingX2;
float LastOuterHeight; // Outer height from last frame
float LastFirstRowHeight; // Height of first row from last frame
float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details.
float ColumnsTotalWidth; // Sum of current column width
float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window
float ResizedColumnNextWidth;
float RefScale; // Reference scale to be able to rescale columns on font/dpi changes.
ImRect OuterRect; // Note: OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().
ImRect WorkRect;
ImRect InnerClipRect;
ImRect BgClipRect; // We use this to cpu-clip cell background color fill
ImRect BgClipRectForDrawCmd;
ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.
ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable()
ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable()
ImRect HostBackupClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground()
ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable()
ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->ColumnsOffset at the end of BeginTable()
ImGuiWindow* OuterWindow; // Parent window for the table
ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window)
ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names
ImDrawListSplitter DrawSplitter; // We carry our own ImDrawList splitter to allow recursion (FIXME: could be stored outside, worst case we need 1 splitter per recursing table)
ImVector<ImGuiTableSortSpecsColumn> SortSpecsData; // FIXME-OPT: Fixed-size array / small-vector pattern, optimize for single sort spec
ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs()
ImS8 SortSpecsCount;
ImS8 DeclColumnsCount; // Count calls to TableSetupColumn()
ImS8 HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column!
ImS8 HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing).
ImS8 ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0.
ImS8 LastResizedColumn; // Index of column being resized from previous frame.
ImS8 HeldHeaderColumn; // Index of column header being held.
ImS8 ReorderColumn; // Index of column being reordered. (not cleared)
ImS8 ReorderColumnDir; // -1 or +1
ImS8 RightMostVisibleColumn; // Index of right-most non-hidden column.
ImS8 LeftMostStretchedColumnDisplayOrder; // Display order of left-most stretched column.
ImS8 ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot
ImS8 FreezeRowsRequest; // Requested frozen rows count
ImS8 FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)
ImS8 FreezeColumnsRequest; // Requested frozen columns count
ImS8 FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset)
ImS8 RowCellDataCurrent; // Index of current RowCellData[] entry in current row
ImU8 DummyDrawChannel; // Redirect non-visible columns here.
ImU8 Bg1DrawChannelCurrent; // For Selectable() and other widgets drawing accross columns after the freezing line. Index within DrawSplitter.Channels[]
ImU8 Bg1DrawChannelUnfrozen;
bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row.
bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow().
bool IsInitializing;
bool IsSortSpecsDirty;
bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag.
bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted).
bool IsSettingsRequestLoad;
bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data.
bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1)
bool IsResetDisplayOrderRequest;
bool IsUnfrozen; // Set when we got past the frozen row.
bool MemoryCompacted;
bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis
IMGUI_API ImGuiTable();
IMGUI_API ~ImGuiTable();
};
// sizeof() ~ 12
struct ImGuiTableColumnSettings
{
float WidthOrWeight;
ImGuiID UserID;
ImS8 Index;
ImS8 DisplayOrder;
ImS8 SortOrder;
ImU8 SortDirection : 2;
ImU8 IsVisible : 1;
ImU8 IsStretch : 1;
ImGuiTableColumnSettings()
{
WidthOrWeight = 0.0f;
UserID = 0;
Index = -1;
DisplayOrder = SortOrder = -1;
SortDirection = ImGuiSortDirection_None;
IsVisible = 1;
IsStretch = 0;
}
};
// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.)
struct ImGuiTableSettings
{
ImGuiID ID; // Set to 0 to invalidate/delete the setting
ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..)
float RefScale; // Reference scale to be able to rescale columns on font/dpi changes.
ImS8 ColumnsCount;
ImS8 ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher
bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
ImGuiTableSettings() { memset(this, 0, sizeof(*this)); }
ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); }
};
#endif // #ifdef IMGUI_HAS_TABLE
//-----------------------------------------------------------------------------
@ -2109,6 +2372,7 @@ namespace ImGui
inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; }
inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; }
inline ImGuiItemFlags GetItemsFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.ItemFlags; }
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window);
IMGUI_API void ClearActiveID();
@ -2171,7 +2435,8 @@ namespace ImGui
// patterns generally need to react (e.g. clear selection) when landing on an item of the set.
IMGUI_API void PushFocusScope(ImGuiID id);
IMGUI_API void PopFocusScope();
inline ImGuiID GetFocusScopeID() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; }
inline ImGuiID GetFocusedFocusScope() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } // Focus scope which is actually active
inline ImGuiID GetFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.NavFocusScopeIdCurrent; } // Focus scope we are outputting into, set by PushFocusScope()
// Inputs
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
@ -2249,6 +2514,45 @@ namespace ImGui
IMGUI_API float GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm);
IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset);
// Tables
IMGUI_API ImGuiTable* TableFindByID(ImGuiID id);
IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);
IMGUI_API void TableBeginUpdateColumns(ImGuiTable* table);
IMGUI_API void TableUpdateDrawChannels(ImGuiTable* table);
IMGUI_API void TableUpdateLayout(ImGuiTable* table);
IMGUI_API void TableUpdateBorders(ImGuiTable* table);
IMGUI_API void TableSetColumnWidth(int column_n, float width);
IMGUI_API void TableSetColumnVisible(int column_n, bool visible);
IMGUI_API void TableDrawBorders(ImGuiTable* table);
IMGUI_API void TableDrawContextMenu(ImGuiTable* table);
IMGUI_API void TableOpenContextMenu(int column_n = -1);
IMGUI_API void TableReorderDrawChannelsForMerge(ImGuiTable* table);
IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs);
IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table);
IMGUI_API void TableSortSpecsBuild(ImGuiTable* table);
IMGUI_API void TableBeginRow(ImGuiTable* table);
IMGUI_API void TableEndRow(ImGuiTable* table);
IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n);
IMGUI_API void TableEndCell(ImGuiTable* table);
IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n);
IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n);
IMGUI_API ImGuiID TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no = 0);
IMGUI_API void TableSetColumnAutofit(ImGuiTable* table, int column_n);
IMGUI_API void PushTableBackground();
IMGUI_API void PopTableBackground();
IMGUI_API void TableRemove(ImGuiTable* table);
IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table);
IMGUI_API void TableGcCompactSettings();
// Tables: Settings
IMGUI_API void TableLoadSettings(ImGuiTable* table);
IMGUI_API void TableSaveSettings(ImGuiTable* table);
IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table);
IMGUI_API void TableSettingsInstallHandler(ImGuiContext* context);
IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count);
IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id);
IMGUI_API void TableSettingsClearByID(ImGuiID id);
// Tab Bars
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node);
IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);
@ -2325,6 +2629,7 @@ namespace ImGui
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags);
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
template<typename T, typename SIGNED_T> IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);
template<typename T> IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value);
// Data type helpers
IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type);
@ -2354,6 +2659,7 @@ namespace ImGui
IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
// Garbage collection
IMGUI_API void GcCompactTransientMiscBuffers();
IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window);
IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
@ -2367,6 +2673,8 @@ namespace ImGui
IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label);
IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label);
IMGUI_API void DebugNodeTable(ImGuiTable* table);
IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings);
IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label);
IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings);
IMGUI_API void DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -60,12 +60,16 @@ Index of this file:
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif
#if __has_warning("-Walloca")
#pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
#pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged
#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
@ -221,6 +225,11 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f);
colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
@ -278,6 +287,11 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f);
colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
@ -336,6 +350,11 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);
colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f);
colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.07f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
@ -350,21 +369,12 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
ImDrawListSharedData::ImDrawListSharedData()
{
Font = NULL;
FontSize = 0.0f;
CurveTessellationTol = 0.0f;
CircleSegmentMaxError = 0.0f;
ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f);
InitialFlags = ImDrawListFlags_None;
// Lookup tables
memset(this, 0, sizeof(*this));
for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++)
{
const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);
ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));
}
memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by SetCircleSegmentMaxError()
TexUvLines = NULL;
}
void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error)
@ -1432,10 +1442,14 @@ void ImDrawListSplitter::ClearFreeMemory()
void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
{
IM_UNUSED(draw_list);
IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter.");
int old_channels_count = _Channels.Size;
if (old_channels_count < channels_count)
{
_Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable
_Channels.resize(channels_count);
}
_Count = channels_count;
// Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer
@ -1453,12 +1467,6 @@ void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
_Channels[i]._CmdBuffer.resize(0);
_Channels[i]._IdxBuffer.resize(0);
}
if (_Channels[i]._CmdBuffer.Size == 0)
{
ImDrawCmd draw_cmd;
ImDrawCmd_HeaderCopy(&draw_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
_Channels[i]._CmdBuffer.push_back(draw_cmd);
}
}
}
@ -1548,8 +1556,10 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size;
// If current command is used with different settings we need to add a new command
ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
if (curr_cmd->ElemCount == 0)
ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
if (curr_cmd == NULL)
draw_list->AddDrawCmd();
else if (curr_cmd->ElemCount == 0)
ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
draw_list->AddDrawCmd();

File diff suppressed because it is too large Load Diff