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mirror of https://github.com/ocornut/imgui.git synced 2024-09-24 11:38:34 +02:00

Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives

Conflicts:
	imgui.cpp
	imgui.h
This commit is contained in:
ocornut 2015-03-26 22:09:35 +00:00
commit 26991bb2ec
5 changed files with 543 additions and 244 deletions

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@ -27,6 +27,13 @@ ImGui outputs vertex buffers and simple command-lists that you can render in you
ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, etc.
Demo
----
You should be able to build the examples from sources (tested on Winodws/Mac/Linux). If you don't, let me know! If you want to have a quick look at the features of ImGui, you can download binaries of the demo app here.
- [imgui-demo-binaries-20150321.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20150321.zip) (Windows binaries, ImGui 1.37 WIP 2015/03/31, 4 executables, 391 KB)
Gallery
-------
@ -121,13 +128,10 @@ Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Bin
ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
Special supporters
- Jetha Chan
- Pastagames
- Wild Sheep Studio
- Jetha Chan, Mārtiņš Možeiko, Alex Evans, Pastagames, Wild Sheep Studio
And
- Dale Kim
- Michel Courtine
- Dale Kim, Michel Courtine, Paul Patrashcu, Rui Figueira
And other supporters; thanks!

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@ -351,6 +351,9 @@ void ImGui_ImplGlfwGL3_NewFrame()
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
// Hide/show hardware mouse cursor
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
// Start the frame
ImGui::NewFrame();
}

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@ -41,6 +41,7 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
@ -255,6 +256,9 @@ void ImGui_ImplGlfw_NewFrame()
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
// Hide/show hardware mouse cursor
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
// Start the frame
ImGui::NewFrame();
}

641
imgui.cpp

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125
imgui.h
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@ -1,4 +1,4 @@
// ImGui library v1.37 WIP
// ImGui library v1.37
// See .cpp file for documentation.
// See ImGui::ShowTestWindow() for sample code.
// Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
@ -9,11 +9,11 @@
#include "imconfig.h" // User-editable configuration file
#include <float.h> // FLT_MAX
#include <stdarg.h> // va_list
#include <stddef.h> // ptrdiff_t
#include <stdlib.h> // NULL, malloc
#include <string.h> // memset, memmove
#include <stddef.h> // ptrdiff_t, NULL
#include <stdlib.h> // NULL, malloc, free, qsort, atoi
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
#define IMGUI_VERSION "1.37 WIP"
#define IMGUI_VERSION "1.37"
// Define assertion handler.
#ifndef IM_ASSERT
@ -43,8 +43,9 @@ typedef int ImGuiCol; // enum ImGuiCol_
typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
typedef int ImGuiKey; // enum ImGuiKey_
typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
typedef int ImGuiMouseCursor; // enum ImGuiMouseCursor_
typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
typedef int ImGuiSetCond; // enum ImGuiSetCondition_
typedef int ImGuiSetCond; // enum ImGuiSetCond_
typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_
struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
@ -161,41 +162,42 @@ namespace ImGui
// Window
// See implementation in .cpp for details
IMGUI_API bool Begin(const char* name = "Debug", bool* p_opened = NULL, const ImVec2& initial_size = ImVec2(0,0), float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // return false when window is collapsed, so you can early out in your code. passing 'bool* p_opened' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
IMGUI_API bool Begin(const char* name = "Debug", bool* p_opened = NULL, ImGuiWindowFlags flags = 0); // return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false).
IMGUI_API bool Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // this is the older/longer API. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! maybe obsolete this API eventually.
IMGUI_API void End();
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). on each axis.
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). on each axis.
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
IMGUI_API void EndChild();
IMGUI_API ImVec2 GetContentRegionMax(); // window or current column boundaries, in windows coordinates
IMGUI_API ImVec2 GetWindowContentRegionMin(); // window boundaries, in windows coordinates
IMGUI_API ImVec2 GetWindowContentRegionMax();
IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives.
IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives
IMGUI_API ImFont* GetWindowFont();
IMGUI_API float GetWindowFontSize(); // size (also height in pixels) of current font with current scale applied
IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows.
IMGUI_API ImVec2 GetWindowPos(); // you should rarely need/care about the window position, but it can be useful if you want to do your own drawing.
IMGUI_API ImVec2 GetWindowSize(); // get current window position.
IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
IMGUI_API ImVec2 GetWindowPos(); // you should rarely need/care about the window position, but it can be useful if you want to do your own drawing
IMGUI_API ImVec2 GetWindowSize(); // get current window position
IMGUI_API float GetWindowWidth();
IMGUI_API bool GetWindowCollapsed();
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position - call before Begin().
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set to ImVec2(0,0) to force an auto-fit.
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state.
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position - call before Begin()
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set to ImVec2(0,0) to force an auto-fit
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing.
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing.
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set current window collapsed state.
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set current window collapsed state
IMGUI_API void SetWindowFocus(); // set current window to be focused / front-most
IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position - call within Begin()/End(). may incur tearing.
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing.
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state.
IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position - call within Begin()/End(). may incur tearing
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state
IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most
IMGUI_API float GetScrollPosY(); // get scrolling position (0..GetScrollMaxY())
IMGUI_API float GetScrollPosY(); // get scrolling position [0..GetScrollMaxY()]
IMGUI_API float GetScrollMaxY(); // get maximum scrolling position == ContentSize.Y - WindowSize.Y
IMGUI_API void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position.
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget.
IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
IMGUI_API void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget
IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
IMGUI_API ImGuiStorage* GetStateStorage();
// Parameters stacks (shared)
@ -211,17 +213,21 @@ namespace ImGui
IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -0.01f always align width to the right side)
IMGUI_API void PopItemWidth();
IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets.
IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_API void PopAllowKeyboardFocus();
IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping 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 PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping 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();
// Tooltip
IMGUI_API void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins.
IMGUI_API void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
IMGUI_API void SetTooltipV(const char* fmt, va_list args);
IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text.
IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text
IMGUI_API void EndTooltip();
// Popup
IMGUI_API void BeginPopup(bool* p_opened);
IMGUI_API void EndPopup();
// Layout
IMGUI_API void BeginGroup();
IMGUI_API void EndGroup();
@ -233,8 +239,8 @@ namespace ImGui
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border=true); // setup number of columns
IMGUI_API void NextColumn(); // next column
IMGUI_API int GetColumnIndex(); // get current column index
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this.
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column.
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
IMGUI_API float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns())
IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
@ -243,20 +249,20 @@ namespace ImGui
IMGUI_API void SetCursorPos(const ImVec2& pos); // "
IMGUI_API void SetCursorPosX(float x); // "
IMGUI_API void SetCursorPosY(float y); // "
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates (0..io.DisplaySize)
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates (0..io.DisplaySize)
IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets.
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize]
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets
IMGUI_API float GetTextLineHeight(); // height of font == GetWindowFontSize()
IMGUI_API float GetTextLineHeightWithSpacing(); // spacing (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
// ID scopes
// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them
// You can also use "##extra" within your widget name to distinguish them from each others (see 'Programmer Guide')
IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the *entire* stack!
IMGUI_API void PushID(const void* ptr_id);
IMGUI_API void PushID(const int int_id);
IMGUI_API void PopID();
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed.
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed
IMGUI_API ImGuiID GetID(const void* ptr_id);
// Widgets
@ -266,7 +272,7 @@ namespace ImGui
IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args);
IMGUI_API void TextWrapped(const char* fmt, ...); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();
IMGUI_API void TextWrappedV(const char* fmt, va_list args);
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text.
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
IMGUI_API void LabelText(const char* label, const char* fmt, ...); // display text+label aligned the same way as value+label widgets
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
IMGUI_API void Bullet();
@ -276,9 +282,9 @@ namespace ImGui
IMGUI_API bool SmallButton(const char* label);
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
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(0,0,0,1), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no paddnig.
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(0,0,0,1), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false);
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders.
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders
IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
@ -326,7 +332,7 @@ namespace ImGui
IMGUI_API void SetNextTreeNodeOpened(bool opened, ImGuiSetCond cond = 0); // set next tree node to be opened.
// Selectable / Lists
IMGUI_API bool Selectable(const char* label, bool selected, const ImVec2& size = ImVec2(0,0));
IMGUI_API bool Selectable(const char* label, bool selected = false, const ImVec2& size = ImVec2(0,0));
IMGUI_API bool Selectable(const char* label, bool* p_selected, const ImVec2& size = ImVec2(0,0));
IMGUI_API bool ListBox(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
@ -352,7 +358,7 @@ namespace ImGui
// Utilities
IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
IMGUI_API bool IsItemHoveredRectOnly(); // was the last item hovered by mouse? even if another item is active while we are hovering this.
IMGUI_API bool IsItemHoveredRect(); // was the last item hovered by mouse? even if another item is active while we are hovering this
IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_API bool IsAnyItemActive(); //
IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item
@ -368,18 +374,20 @@ namespace ImGui
IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window)
IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any active imgui window
IMGUI_API bool IsMouseHoveringRect(const ImVec2& rect_min, const ImVec2& rect_max);// is mouse hovering given bounding rect
IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold.
IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount, also see: GetItemActiveDragDelta(). if lock_threshold < -1.0f uses io.MouseDraggingThreshold.
IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking, also see: GetItemActiveDragDelta(). if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
IMGUI_API float GetTime();
IMGUI_API int GetFrameCount();
IMGUI_API const char* GetStyleColName(ImGuiCol idx);
IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items.
IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // helper to manually clip large list of items. see comments in implementation.
IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // helper to manually clip large list of items. see comments in implementation
IMGUI_API void BeginChildFrame(ImGuiID id, const ImVec2& size); // helper to create a child window / scrolling region that looks like a normal widget frame.
IMGUI_API void BeginChildFrame(ImGuiID id, const ImVec2& size); // helper to create a child window / scrolling region that looks like a normal widget frame
IMGUI_API void EndChildFrame();
IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
@ -420,7 +428,8 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 10, // For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 11, // For internal use by BeginChild()
ImGuiWindowFlags_ComboBox = 1 << 12, // For internal use by ComboBox()
ImGuiWindowFlags_Tooltip = 1 << 13 // For internal use by BeginTooltip()
ImGuiWindowFlags_Tooltip = 1 << 13, // For internal use by BeginTooltip()
ImGuiWindowFlags_Popup = 1 << 14 // For internal use by BeginPopup()
};
// Flags for ImGui::InputText()
@ -533,6 +542,19 @@ enum ImGuiColorEditMode_
ImGuiColorEditMode_HEX = 2
};
// Enumeration for GetMouseCursor()
enum ImGuiMouseCursor_
{
ImGuiMouseCursor_Arrow = 0,
ImGuiMouseCursor_TextInput,
ImGuiMouseCursor_Move, // Unused by ImGui
ImGuiMouseCursor_ResizeNS, // Unused by ImGui
ImGuiMouseCursor_ResizeEW, // Unused by ImGui
ImGuiMouseCursor_ResizeNESW, // Unused by ImGui
ImGuiMouseCursor_ResizeNWSE,
ImGuiMouseCursor_Count_
};
// Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
// All those functions treat 0 as a shortcut to ImGuiSetCond_Always
enum ImGuiSetCond_
@ -882,8 +904,8 @@ struct ImDrawList
IMGUI_API void Fill(ImU32 col);
IMGUI_API void Stroke(ImU32 col, bool closed = false);
// Primitives
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float half_thickness = 0.50f);
// Primitives
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
@ -946,7 +968,6 @@ struct ImFontAtlas
unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
int TexWidth;
int TexHeight;
ImVec2 TexExtraDataPos; // Position of our rectangle where we draw non-font graphics
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel (part of the TexExtraData block)
ImVector<ImFont*> Fonts;
@ -955,7 +976,7 @@ struct ImFontAtlas
ImVector<ImFontAtlasData*> InputData; // Internal data
IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions.
IMGUI_API void ClearInputData(); // Clear the input TTF data.
IMGUI_API void RenderCustomTexData();
IMGUI_API void RenderCustomTexData(int pass, void* rects);
};
// TTF font loading and rendering