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mirror of https://github.com/ocornut/imgui.git synced 2024-11-12 02:00:58 +01:00

Added more comments in the code.

This commit is contained in:
ocornut 2014-09-02 14:35:06 +01:00
parent b420a51541
commit 91059da1a5
2 changed files with 94 additions and 63 deletions

131
imgui.cpp
View File

@ -144,6 +144,7 @@
- input number: optional range min/max - input number: optional range min/max
- input number: holding [-]/[+] buttons should increase the step non-linearly - input number: holding [-]/[+] buttons should increase the step non-linearly
- input number: use mouse wheel to step up/down - input number: use mouse wheel to step up/down
- input text: add multi-line text edit
- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 horrible layout code. item width should include frame padding, then we can have a generic horizontal layout helper. - layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 horrible layout code. item width should include frame padding, then we can have a generic horizontal layout helper.
- columns: declare column set (each column: fixed size, %, fill, distribute default size among fills) - columns: declare column set (each column: fixed size, %, fill, distribute default size among fills)
- columns: columns header to act as button (~sort op) and allow resize/reorder - columns: columns header to act as button (~sort op) and allow resize/reorder
@ -175,7 +176,7 @@
- style editor: add a button to print C code. - style editor: add a button to print C code.
- optimisation/render: use indexed rendering - optimisation/render: use indexed rendering
- optimisation/render: move clip-rect to vertex data? would allow merging all commands - optimisation/render: move clip-rect to vertex data? would allow merging all commands
- optimisation/render: merge command-list of all windows into one command-list? - optimisation/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
- optimisation/render: font exported by bmfont is not tight fit on vertical axis, incur unneeded pixel-shading cost. - optimisation/render: font exported by bmfont is not tight fit on vertical axis, incur unneeded pixel-shading cost.
- optimisation: turn some the various stack vectors into statically-sized arrays - optimisation: turn some the various stack vectors into statically-sized arrays
- optimisation: better clipping for multi-component widgets - optimisation: better clipping for multi-component widgets
@ -1521,6 +1522,7 @@ static const char* FindTextDisplayEnd(const char* text, const char* text_end =
return text_display_end; return text_display_end;
} }
// Log ImGui display into text output (tty or file or clipboard)
static void LogText(const ImVec2& ref_pos, const char* text, const char* text_end) static void LogText(const ImVec2& ref_pos, const char* text, const char* text_end)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
@ -1545,7 +1547,7 @@ static void LogText(const ImVec2& ref_pos, const char* text, const char* text_en
if (line_end >= text_end) if (line_end >= text_end)
line_end = NULL; line_end = NULL;
bool is_first_line = (text == text_remaining); const bool is_first_line = (text == text_remaining);
bool is_last_line = false; bool is_last_line = false;
if (line_end == NULL) if (line_end == NULL)
{ {
@ -1577,6 +1579,7 @@ static void LogText(const ImVec2& ref_pos, const char* text, const char* text_en
} }
} }
// Internal ImGui function to render text (called from ImGui::Text(), ImGui::TextUnformatted(), etc.)
static void RenderText(ImVec2 pos, const char* text, const char* text_end, const bool hide_text_after_hash) static void RenderText(ImVec2 pos, const char* text, const char* text_end, const bool hide_text_after_hash)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
@ -1608,6 +1611,7 @@ static void RenderText(ImVec2 pos, const char* text, const char* text_end, const
} }
} }
// Render a rectangle shaped with optional rounding and borders
static void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) static void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -1622,6 +1626,7 @@ static void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border,
} }
} }
// Render a triangle to denote expanded/collapsed state
static void RenderCollapseTriangle(ImVec2 p_min, bool open, float scale, bool shadow) static void RenderCollapseTriangle(ImVec2 p_min, bool open, float scale, bool shadow)
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -1650,6 +1655,8 @@ static void RenderCollapseTriangle(ImVec2 p_min, bool open, float scale, bool sh
window->DrawList->AddTriangleFilled(a, b, c, window->Color(ImGuiCol_Border)); window->DrawList->AddTriangleFilled(a, b, c, window->Color(ImGuiCol_Border));
} }
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
// CalcTextSize("") should return ImVec2(0.0f, GImGui.FontSize)
ImVec2 CalcTextSize(const char* text, const char* text_end, const bool hide_text_after_hash) ImVec2 CalcTextSize(const char* text, const char* text_end, const bool hide_text_after_hash)
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -1664,6 +1671,7 @@ ImVec2 CalcTextSize(const char* text, const char* text_end, const bool hide_text
return size; return size;
} }
// Find window given position, search front-to-back
static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs) static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
@ -1681,8 +1689,9 @@ static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
return NULL; return NULL;
} }
// - Box is clipped by our current clip setting // Test if mouse cursor is hovering given aabb
// - Expand to be generous on unprecise inputs systems (touch) // NB- Box is clipped by our current clip setting
// NB- Expand the aabb to be generous on unprecise inputs systems (g.Style.TouchExtraPadding)
static bool IsMouseHoveringBox(const ImGuiAabb& box) static bool IsMouseHoveringBox(const ImGuiAabb& box)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
@ -1697,7 +1706,7 @@ static bool IsMouseHoveringBox(const ImGuiAabb& box)
} }
// Expand for touch input // Expand for touch input
ImGuiAabb box_for_touch(box_clipped.Min - g.Style.TouchExtraPadding, box_clipped.Max + g.Style.TouchExtraPadding); const ImGuiAabb box_for_touch(box_clipped.Min - g.Style.TouchExtraPadding, box_clipped.Max + g.Style.TouchExtraPadding);
return box_for_touch.Contains(g.IO.MousePos); return box_for_touch.Contains(g.IO.MousePos);
} }
@ -1779,6 +1788,7 @@ ImVec2 GetItemBoxMax()
return window->DC.LastItemAabb.Max; return window->DC.LastItemAabb.Max;
} }
// Tooltip is sorted and turned into a BeginTooltip()/EndTooltip() sequence at the end of the frame. Each call override previous value.
void SetTooltip(const char* fmt, ...) void SetTooltip(const char* fmt, ...)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
@ -1788,6 +1798,7 @@ void SetTooltip(const char* fmt, ...)
va_end(args); va_end(args);
} }
// Position new window if they don't have position setting in the .ini file. Rarely useful (used by the sample applications).
void SetNewWindowDefaultPos(const ImVec2& pos) void SetNewWindowDefaultPos(const ImVec2& pos)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
@ -1867,7 +1878,7 @@ void EndChild()
} }
else else
{ {
// When using filling child window, we don't provide the width/height to ItemSize so that it doesn't feed back into automatic fitting // When using auto-filling child window, we don't provide the width/height to ItemSize so that it doesn't feed back into automatic size-fitting.
ImVec2 sz = ImGui::GetWindowSize(); ImVec2 sz = ImGui::GetWindowSize();
if (window->Flags & ImGuiWindowFlags_ChildWindowAutoFitX) if (window->Flags & ImGuiWindowFlags_ChildWindowAutoFitX)
sz.x = 0; sz.x = 0;
@ -1879,6 +1890,7 @@ void EndChild()
} }
} }
// Push a new ImGui window to add widgets to. This can be called multiple times with the same window to append contents
bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWindowFlags flags) bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWindowFlags flags)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
@ -1890,6 +1902,7 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
// Create window the first time, and load settings // Create window the first time, and load settings
if (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) if (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip))
{ {
// Tooltip and child windows don't store settings
window = (ImGuiWindow*)IM_MALLOC(sizeof(ImGuiWindow)); window = (ImGuiWindow*)IM_MALLOC(sizeof(ImGuiWindow));
new(window) ImGuiWindow(name, ImVec2(0,0), size); new(window) ImGuiWindow(name, ImVec2(0,0), size);
} }
@ -1957,11 +1970,11 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
else else
ImGui::PushClipRect(ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y)); ImGui::PushClipRect(ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y));
// ID stack // Seed ID stack with our window pointer
window->IDStack.resize(0); window->IDStack.resize(0);
ImGui::PushID(window); ImGui::PushID(window);
// Move window (at the beginning of the frame) // Move window (at the beginning of the frame to avoid lag)
const ImGuiID move_id = window->GetID("#MOVE"); const ImGuiID move_id = window->GetID("#MOVE");
RegisterAliveId(move_id); RegisterAliveId(move_id);
if (g.ActiveId == move_id) if (g.ActiveId == move_id)
@ -1993,13 +2006,9 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
const ImVec2 pad = ImVec2(window->FontSize()*2.0f, window->FontSize()*2.0f); const ImVec2 pad = ImVec2(window->FontSize()*2.0f, window->FontSize()*2.0f);
window->PosFloat = ImMax(window->PosFloat + window->Size, pad) - window->Size; window->PosFloat = ImMax(window->PosFloat + window->Size, pad) - window->Size;
window->PosFloat = ImMin(window->PosFloat, ImVec2(g.IO.DisplaySize.x, g.IO.DisplaySize.y) - pad); window->PosFloat = ImMin(window->PosFloat, ImVec2(g.IO.DisplaySize.x, g.IO.DisplaySize.y) - pad);
window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
window->SizeFull = ImMax(window->SizeFull, pad); window->SizeFull = ImMax(window->SizeFull, pad);
} }
else window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
{
window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
}
// Default item width // Default item width
if (window->Size.x > 0.0f && !(window->Flags & ImGuiWindowFlags_Tooltip)) if (window->Size.x > 0.0f && !(window->Flags & ImGuiWindowFlags_Tooltip))
@ -2007,7 +2016,7 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
else else
window->ItemWidthDefault = 200.0f; window->ItemWidthDefault = 200.0f;
// Prepare for focus requests // Prepare for keyboard focus requests
if (window->FocusIdxRequestNext == IM_INT_MAX || window->FocusIdxCounter == -1) if (window->FocusIdxRequestNext == IM_INT_MAX || window->FocusIdxCounter == -1)
{ {
window->FocusIdxRequestCurrent = IM_INT_MAX; window->FocusIdxRequestCurrent = IM_INT_MAX;
@ -2029,7 +2038,7 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
window->ScrollY = ImMin(window->ScrollY, ImMax(0.0f, (float)window->SizeContentsFit.y - window->SizeFull.y)); window->ScrollY = ImMin(window->ScrollY, ImMax(0.0f, (float)window->SizeContentsFit.y - window->SizeFull.y));
window->NextScrollY = window->ScrollY; window->NextScrollY = window->ScrollY;
// NB- at this point we don't have a clipping rectangle setup yet! // At this point we don't have a clipping rectangle setup yet, so we can test and draw in title bar
// Collapse window by double-clicking on title bar // Collapse window by double-clicking on title bar
if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
{ {
@ -2047,7 +2056,7 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
if (window->Collapsed) if (window->Collapsed)
{ {
// Title bar only // Draw title bar only
window->Size = title_bar_aabb.GetSize(); window->Size = title_bar_aabb.GetSize();
window->DrawList->AddRectFilled(title_bar_aabb.GetTL(), title_bar_aabb.GetBR(), window->Color(ImGuiCol_TitleBgCollapsed), g.Style.WindowRounding); window->DrawList->AddRectFilled(title_bar_aabb.GetTL(), title_bar_aabb.GetBR(), window->Color(ImGuiCol_TitleBgCollapsed), g.Style.WindowRounding);
if (window->Flags & ImGuiWindowFlags_ShowBorders) if (window->Flags & ImGuiWindowFlags_ShowBorders)
@ -2060,18 +2069,18 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
{ {
window->Size = window->SizeFull; window->Size = window->SizeFull;
// Draw resize grip and resize
ImU32 resize_col = 0; ImU32 resize_col = 0;
if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0) if ((window->Flags & ImGuiWindowFlags_Tooltip) != 0)
{ {
// Tooltip always resize
if (window->AutoFitFrames > 0) if (window->AutoFitFrames > 0)
{ {
// Tooltip always resize
window->SizeFull = window->SizeContentsFit + g.Style.WindowPadding - ImVec2(0.0f, g.Style.ItemSpacing.y); window->SizeFull = window->SizeContentsFit + g.Style.WindowPadding - ImVec2(0.0f, g.Style.ItemSpacing.y);
} }
} }
else if (!(window->Flags & ImGuiWindowFlags_NoResize)) else if (!(window->Flags & ImGuiWindowFlags_NoResize))
{ {
// Draw resize grip
const ImGuiAabb resize_aabb(window->Aabb().GetBR()-ImVec2(18,18), window->Aabb().GetBR()); const ImGuiAabb resize_aabb(window->Aabb().GetBR()-ImVec2(18,18), window->Aabb().GetBR());
const ImGuiID resize_id = window->GetID("#RESIZE"); const ImGuiID resize_id = window->GetID("#RESIZE");
bool hovered, held; bool hovered, held;
@ -2116,6 +2125,7 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
window->DrawList->AddRectFilled(title_bar_aabb.GetTL(), title_bar_aabb.GetBR(), window->Color(ImGuiCol_TitleBg), g.Style.WindowRounding, 1|2); window->DrawList->AddRectFilled(title_bar_aabb.GetTL(), title_bar_aabb.GetBR(), window->Color(ImGuiCol_TitleBg), g.Style.WindowRounding, 1|2);
// Borders
if (window->Flags & ImGuiWindowFlags_ShowBorders) if (window->Flags & ImGuiWindowFlags_ShowBorders)
{ {
const float rounding = (window->Flags & ImGuiWindowFlags_ComboBox) ? 0.0f : g.Style.WindowRounding; const float rounding = (window->Flags & ImGuiWindowFlags_ComboBox) ? 0.0f : g.Style.WindowRounding;
@ -2137,7 +2147,7 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
const float grab_size_y_norm = ImSaturate(window->Size.y / ImMax(window->SizeContentsFit.y, window->Size.y)); const float grab_size_y_norm = ImSaturate(window->Size.y / ImMax(window->SizeContentsFit.y, window->Size.y));
const float grab_size_y = scrollbar_bb.GetHeight() * grab_size_y_norm; const float grab_size_y = scrollbar_bb.GetHeight() * grab_size_y_norm;
// Handle input right away (none of the code above is relying on scrolling) // Handle input right away (none of the code above is relying on scrolling position)
bool held = false; bool held = false;
bool hovered = false; bool hovered = false;
if (grab_size_y_norm < 1.0f) if (grab_size_y_norm < 1.0f)
@ -2246,11 +2256,9 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
clip_rect.z -= g.Style.ScrollBarWidth; clip_rect.z -= g.Style.ScrollBarWidth;
ImGui::PushClipRect(clip_rect); ImGui::PushClipRect(clip_rect);
// Clear 'accessed' flag last thing
if (first_begin_of_the_frame) if (first_begin_of_the_frame)
{
// Clear 'accessed' flag last thing
window->Accessed = false; window->Accessed = false;
}
// Child window can be out of sight and have "negative" clip windows. // Child window can be out of sight and have "negative" clip windows.
// Mark them as collapsed so commands are skipped earlier (we can't manually collapse because they have no title bar). // Mark them as collapsed so commands are skipped earlier (we can't manually collapse because they have no title bar).
@ -2282,13 +2290,13 @@ void End()
ImGui::PopClipRect(); // inner window clip rectangle ImGui::PopClipRect(); // inner window clip rectangle
ImGui::PopClipRect(); // outer window clip rectangle ImGui::PopClipRect(); // outer window clip rectangle
// Select window for move/focus when we're done with all our widgets // Select window for move/focus when we're done with all our widgets (we only consider non-childs windows here)
ImGuiAabb bb(window->Pos, window->Pos+window->Size); const ImGuiAabb bb(window->Pos, window->Pos+window->Size);
if (g.ActiveId == 0 && g.HoveredId == 0 && g.HoveredWindowExcludingChilds == window && IsMouseHoveringBox(bb) && g.IO.MouseClicked[0]) if (g.ActiveId == 0 && g.HoveredId == 0 && g.HoveredWindowExcludingChilds == window && IsMouseHoveringBox(bb) && g.IO.MouseClicked[0])
g.ActiveId = window->GetID("#MOVE"); g.ActiveId = window->GetID("#MOVE");
// Stop logging // Stop logging
if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: more options for scope of logging if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
{ {
g.LogEnabled = false; g.LogEnabled = false;
if (g.LogFile != NULL) if (g.LogFile != NULL)
@ -2314,12 +2322,12 @@ void End()
g.CurrentWindow = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back(); g.CurrentWindow = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back();
} }
// Moving window to front
static void FocusWindow(ImGuiWindow* window) static void FocusWindow(ImGuiWindow* window)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
g.FocusedWindow = window; g.FocusedWindow = window;
// Move to front
for (size_t i = 0; i < g.Windows.size(); i++) for (size_t i = 0; i < g.Windows.size(); i++)
if (g.Windows[i] == window) if (g.Windows[i] == window)
{ {
@ -2384,7 +2392,7 @@ void PopStyleColor()
const char* GetStyleColorName(ImGuiCol idx) const char* GetStyleColorName(ImGuiCol idx)
{ {
// Create with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
switch (idx) switch (idx)
{ {
case ImGuiCol_Text: return "Text"; case ImGuiCol_Text: return "Text";
@ -2455,7 +2463,7 @@ void SetWindowPos(const ImVec2& pos)
window->PosFloat = pos; window->PosFloat = pos;
window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y); window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
// If we happen to move the window while it is showing (which is a bad idea) let's at least offset the cursor // If we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
window->DC.CursorPos += (window->Pos - old_pos); window->DC.CursorPos += (window->Pos - old_pos);
} }
@ -2609,7 +2617,7 @@ void TextUnformatted(const char* text, const char* text_end)
{ {
ImVec2 pos = start_pos; ImVec2 pos = start_pos;
// lines to skip (can't skip when logging text) // Lines to skip (can't skip when logging text)
if (!g.LogEnabled) if (!g.LogEnabled)
{ {
int lines_skippable = (int)((clip_rect.y - start_pos.y) / line_height) - 1; int lines_skippable = (int)((clip_rect.y - start_pos.y) / line_height) - 1;
@ -2626,7 +2634,7 @@ void TextUnformatted(const char* text, const char* text_end)
} }
} }
// lines to render? // Lines to render
if (line < text_end) if (line < text_end)
{ {
ImGuiAabb line_box(pos, pos + ImVec2(ImGui::GetWindowWidth(), line_height)); ImGuiAabb line_box(pos, pos + ImVec2(ImGui::GetWindowWidth(), line_height));
@ -2647,7 +2655,7 @@ void TextUnformatted(const char* text, const char* text_end)
pos.y += line_height; pos.y += line_height;
} }
// count remaining lines // Count remaining lines
int lines_skipped = 0; int lines_skipped = 0;
while (line < text_end) while (line < text_end)
{ {
@ -2676,7 +2684,7 @@ void TextUnformatted(const char* text, const char* text_end)
return; return;
// Render // Render
// We don't hide text after # in this end-user function. // We don't hide text after ## in this end-user function.
RenderText(bb.Min, text_begin, text_end, false); RenderText(bb.Min, text_begin, text_end, false);
} }
} }
@ -2693,6 +2701,7 @@ void AlignFirstTextHeightToWidgets()
ImGui::SameLine(0, 0); ImGui::SameLine(0, 0);
} }
// Add a label+text combo aligned to other label+value widgets
void LabelText(const char* label, const char* fmt, ...) void LabelText(const char* label, const char* fmt, ...)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
@ -2805,7 +2814,7 @@ bool Button(const char* label, ImVec2 size, bool repeat_when_held)
return pressed; return pressed;
} }
// Fits within text without additional spacing. // Small buttons fits within text without additional spacing.
bool SmallButton(const char* label) bool SmallButton(const char* label)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
@ -2833,6 +2842,7 @@ bool SmallButton(const char* label)
return pressed; return pressed;
} }
// Upper-right button to close a window.
static bool CloseWindowButton(bool* open) static bool CloseWindowButton(bool* open)
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -2862,6 +2872,7 @@ static bool CloseWindowButton(bool* open)
return pressed; return pressed;
} }
// Start logging ImGui output to TTY
void LogToTTY(int max_depth) void LogToTTY(int max_depth)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
@ -2873,6 +2884,7 @@ void LogToTTY(int max_depth)
g.LogAutoExpandMaxDepth = max_depth; g.LogAutoExpandMaxDepth = max_depth;
} }
// Start logging ImGui output to given file
void LogToFile(int max_depth, const char* filename) void LogToFile(int max_depth, const char* filename)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
@ -2886,6 +2898,7 @@ void LogToFile(int max_depth, const char* filename)
g.LogAutoExpandMaxDepth = max_depth; g.LogAutoExpandMaxDepth = max_depth;
} }
// Start logging ImGui output to clipboard
void LogToClipboard(int max_depth) void LogToClipboard(int max_depth)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
@ -2897,6 +2910,7 @@ void LogToClipboard(int max_depth)
g.LogAutoExpandMaxDepth = max_depth; g.LogAutoExpandMaxDepth = max_depth;
} }
// Helper to display logging buttons
void LogButtons() void LogButtons()
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
@ -2941,6 +2955,7 @@ bool CollapsingHeader(const char* label, const char* str_id, const bool display_
label = str_id; label = str_id;
const ImGuiID id = window->GetID(str_id); const ImGuiID id = window->GetID(str_id);
// We only write to the tree storage if the user clicks
ImGuiStorage* tree = window->DC.StateStorage; ImGuiStorage* tree = window->DC.StateStorage;
bool opened; bool opened;
if (window->DC.OpenNextNode != -1) if (window->DC.OpenNextNode != -1)
@ -2954,6 +2969,7 @@ bool CollapsingHeader(const char* label, const char* str_id, const bool display_
opened = tree->GetInt(id, default_open) != 0; opened = tree->GetInt(id, default_open) != 0;
} }
// Framed header expand a little outside the default padding
const ImVec2 window_padding = window->WindowPadding(); const ImVec2 window_padding = window->WindowPadding();
const ImVec2 text_size = CalcTextSize(label); const ImVec2 text_size = CalcTextSize(label);
const ImVec2 pos_min = window->DC.CursorPos; const ImVec2 pos_min = window->DC.CursorPos;
@ -2969,8 +2985,8 @@ bool CollapsingHeader(const char* label, const char* str_id, const bool display_
const ImGuiAabb text_bb(bb.Min, bb.Min + ImVec2(window->FontSize() + style.FramePadding.x*2*2,0) + text_size); const ImGuiAabb text_bb(bb.Min, bb.Min + ImVec2(window->FontSize() + style.FramePadding.x*2*2,0) + text_size);
ItemSize(ImVec2(text_bb.GetSize().x, bb.GetSize().y)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit ItemSize(ImVec2(text_bb.GetSize().x, bb.GetSize().y)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit
// Logging auto expand tree nodes (but not collapsing headers.. seems like sensible behaviour) // When logging is enabled, if automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behaviour).
// NB- If we are above max depth we still allow manually opened nodes to be logged // NB- If we are above max depth we still allow manually opened nodes to be logged.
if (!display_frame) if (!display_frame)
if (g.LogEnabled && window->DC.TreeDepth < g.LogAutoExpandMaxDepth) if (g.LogEnabled && window->DC.TreeDepth < g.LogAutoExpandMaxDepth)
opened = true; opened = true;
@ -2990,12 +3006,14 @@ bool CollapsingHeader(const char* label, const char* str_id, const bool display_
const ImU32 col = window->Color((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); const ImU32 col = window->Color((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
if (display_frame) if (display_frame)
{ {
// Framed type
RenderFrame(bb.Min, bb.Max, col, true); RenderFrame(bb.Min, bb.Max, col, true);
RenderCollapseTriangle(bb.Min + style.FramePadding, opened, 1.0f, true); RenderCollapseTriangle(bb.Min + style.FramePadding, opened, 1.0f, true);
RenderText(bb.Min + style.FramePadding + ImVec2(window->FontSize() + style.FramePadding.x*2,0), label); RenderText(bb.Min + style.FramePadding + ImVec2(window->FontSize() + style.FramePadding.x*2,0), label);
} }
else else
{ {
// Unframed typed for tree nodes
if ((held && hovered) || hovered) if ((held && hovered) || hovered)
RenderFrame(bb.Min, bb.Max, col, false); RenderFrame(bb.Min, bb.Max, col, false);
RenderCollapseTriangle(bb.Min + ImVec2(style.FramePadding.x, window->FontSize()*0.15f), opened, 0.70f, false); RenderCollapseTriangle(bb.Min + ImVec2(style.FramePadding.x, window->FontSize()*0.15f), opened, 0.70f, false);
@ -3005,6 +3023,7 @@ bool CollapsingHeader(const char* label, const char* str_id, const bool display_
return opened; return opened;
} }
// Text with a little bullet aligned to the typical tree node.
void BulletText(const char* fmt, ...) void BulletText(const char* fmt, ...)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
@ -3033,6 +3052,7 @@ void BulletText(const char* fmt, ...)
RenderText(bb.Min+ImVec2(window->FontSize()+g.Style.FramePadding.x*2,0), text_begin, text_end); RenderText(bb.Min+ImVec2(window->FontSize()+g.Style.FramePadding.x*2,0), text_begin, text_end);
} }
// If returning 'true' the node is open and the user is responsible for calling TreePop
bool TreeNode(const char* str_id, const char* fmt, ...) bool TreeNode(const char* str_id, const char* fmt, ...)
{ {
static char buf[1024]; static char buf[1024];
@ -3054,6 +3074,7 @@ bool TreeNode(const char* str_id, const char* fmt, ...)
return opened; return opened;
} }
// If returning 'true' the node is open and the user is responsible for calling TreePop
bool TreeNode(const void* ptr_id, const char* fmt, ...) bool TreeNode(const void* ptr_id, const char* fmt, ...)
{ {
static char buf[1024]; static char buf[1024];
@ -3111,6 +3132,7 @@ void PopID()
window->IDStack.pop_back(); window->IDStack.pop_back();
} }
// User can input math operators (e.g. +100) to edit a numerical values.
// NB: only call right after InputText because we are using its InitialValue storage // NB: only call right after InputText because we are using its InitialValue storage
static void ApplyNumericalTextInput(const char* buf, float *v) static void ApplyNumericalTextInput(const char* buf, float *v)
{ {
@ -3156,7 +3178,8 @@ static void ApplyNumericalTextInput(const char* buf, float *v)
*v = op_v; *v = op_v;
} }
// use power!=1.0 for logarithmic sliders // Use power!=1.0 for logarithmic sliders.
// Adjust display_format to decorate the value with a prefix or a suffix.
bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format, float power) bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format, float power)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
@ -3195,14 +3218,14 @@ bool SliderFloat(const char* label, float* v, float v_min, float v_max, const ch
if (IsClipped(slider_bb)) if (IsClipped(slider_bb))
{ {
// NB- we don't use ClipAdvance() because we don't want to submit ItemSize() because we may change into a text edit later which may submit an ItemSize itself // NB- we don't use ClipAdvance() in the if() statement because we don't want to submit ItemSize() because we may change into a text edit later which may submit an ItemSize itself
ItemSize(bb); ItemSize(bb);
return false; return false;
} }
const bool is_unbound = v_min == -FLT_MAX || v_min == FLT_MAX || v_max == -FLT_MAX || v_max == FLT_MAX; const bool is_unbound = v_min == -FLT_MAX || v_min == FLT_MAX || v_max == -FLT_MAX || v_max == FLT_MAX;
const float grab_size_in_units = 1.0f; // In 'v' units. Probably needs to be parametrized, based on a 'v_step' value? decimal precision? const float grab_size_in_units = 1.0f; // In 'v' units. Probably needs to be parametrized, based on a 'v_step' value? decimal precision?
float grab_size_in_pixels; float grab_size_in_pixels;
if (decimal_precision > 0 || is_unbound) if (decimal_precision > 0 || is_unbound)
grab_size_in_pixels = 10.0f; grab_size_in_pixels = 10.0f;
@ -3212,7 +3235,7 @@ bool SliderFloat(const char* label, float* v, float v_min, float v_max, const ch
const float slider_effective_x1 = slider_bb.Min.x + grab_size_in_pixels*0.5f; const float slider_effective_x1 = slider_bb.Min.x + grab_size_in_pixels*0.5f;
const float slider_effective_x2 = slider_bb.Max.x - grab_size_in_pixels*0.5f; const float slider_effective_x2 = slider_bb.Max.x - grab_size_in_pixels*0.5f;
// For logarithmic sliders that cross over sign boundary we want the exponential increase to be symetric around 0.0 // For logarithmic sliders that cross over sign boundary we want the exponential increase to be symetric around 0.0f
float linear_zero_pos = 0.0f; // 0.0->1.0f float linear_zero_pos = 0.0f; // 0.0->1.0f
if (!is_unbound) if (!is_unbound)
{ {
@ -3247,7 +3270,7 @@ bool SliderFloat(const char* label, float* v, float v_min, float v_max, const ch
} }
} }
// Tabbing thru or CTRL-clicking through slider turns into an input box // Tabbing or CTRL-clicking through slider turns into an input box
bool value_changed = false; bool value_changed = false;
if (start_text_input || (g.ActiveId == id && id == g.SliderAsInputTextId)) if (start_text_input || (g.ActiveId == id && id == g.SliderAsInputTextId))
{ {
@ -3256,12 +3279,12 @@ bool SliderFloat(const char* label, float* v, float v_min, float v_max, const ch
g.ActiveId = g.SliderAsInputTextId; g.ActiveId = g.SliderAsInputTextId;
g.HoveredId = 0; g.HoveredId = 0;
window->FocusItemUnregister(); // Our replacement slider will override the focus ID (that we needed to declare previously to allow for a TAB focus to happen before we got selected) window->FocusItemUnregister(); // Our replacement slider will override the focus ID (that we needed to declare previously to allow for a TAB focus to happen before we got selected)
value_changed = ImGui::InputText(label, text_buf, IM_ARRAYSIZE(text_buf), ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_AlignCenter); value_changed = ImGui::InputText(label, text_buf, IM_ARRAYSIZE(text_buf), ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_AlignCenter);
if (g.SliderAsInputTextId == 0) if (g.SliderAsInputTextId == 0)
{ {
// First frame // First frame
IM_ASSERT(g.ActiveId == id); // InputText ID should match the Slider ID (else we'd need to store them both) IM_ASSERT(g.ActiveId == id); // InputText ID should match the Slider ID (else we'd need to store them both which is also possible)
g.SliderAsInputTextId = g.ActiveId; g.SliderAsInputTextId = g.ActiveId;
g.ActiveId = id; g.ActiveId = id;
g.HoveredId = id; g.HoveredId = id;
@ -3351,12 +3374,12 @@ bool SliderFloat(const char* label, float* v, float v_min, float v_max, const ch
float v_clamped = ImClamp(*v, v_min, v_max); float v_clamped = ImClamp(*v, v_min, v_max);
if (v_clamped < 0.0f) if (v_clamped < 0.0f)
{ {
float f = 1.0f - (v_clamped - v_min) / (ImMin(0.0f,v_max) - v_min); const float f = 1.0f - (v_clamped - v_min) / (ImMin(0.0f,v_max) - v_min);
grab_t = (1.0f - powf(f, 1.0f/power)) * linear_zero_pos; grab_t = (1.0f - powf(f, 1.0f/power)) * linear_zero_pos;
} }
else else
{ {
float f = (v_clamped - ImMax(0.0f,v_min)) / (v_max - ImMax(0.0f,v_min)); const float f = (v_clamped - ImMax(0.0f,v_min)) / (v_max - ImMax(0.0f,v_min));
grab_t = linear_zero_pos + powf(f, 1.0f/power) * (1.0f - linear_zero_pos); grab_t = linear_zero_pos + powf(f, 1.0f/power) * (1.0f - linear_zero_pos);
} }
@ -3366,6 +3389,7 @@ bool SliderFloat(const char* label, float* v, float v_min, float v_max, const ch
window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, window->Color(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab)); window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, window->Color(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab));
} }
// Draw value using user-provided display format so user can add prefix/suffix/decorations to the value.
char value_buf[64]; char value_buf[64];
ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v); ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
RenderText(ImVec2(slider_bb.GetCenter().x-CalcTextSize(value_buf).x*0.5f, frame_bb.Min.y + style.FramePadding.y), value_buf); RenderText(ImVec2(slider_bb.GetCenter().x-CalcTextSize(value_buf).x*0.5f, frame_bb.Min.y + style.FramePadding.y), value_buf);
@ -3536,7 +3560,7 @@ static void Plot(ImGuiPlotType plot_type, const char* label, const float* values
const float v1 = PlotGetValue(values, stride, (v_idx + values_offset + 1) % values_count); const float v1 = PlotGetValue(values, stride, (v_idx + values_offset + 1) % values_count);
const ImVec2 p1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) / (scale_max - scale_min)) ); const ImVec2 p1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) / (scale_max - scale_min)) );
// NB: draw calls are merged into ones // NB- Draw calls are merged together by the DrawList system.
if (plot_type == ImGuiPlotType_Lines) if (plot_type == ImGuiPlotType_Lines)
window->DrawList->AddLine(ImLerp(graph_bb.Min, graph_bb.Max, p0), ImLerp(graph_bb.Min, graph_bb.Max, p1), v_hovered == v_idx ? col_hovered : col_base); window->DrawList->AddLine(ImLerp(graph_bb.Min, graph_bb.Max, p0), ImLerp(graph_bb.Min, graph_bb.Max, p1), v_hovered == v_idx ? col_hovered : col_base);
else if (plot_type == ImGuiPlotType_Histogram) else if (plot_type == ImGuiPlotType_Histogram)
@ -3546,7 +3570,7 @@ static void Plot(ImGuiPlotType plot_type, const char* label, const float* values
p0 = p1; p0 = p1;
} }
// Overlay last value // Text overlay
if (overlay_text) if (overlay_text)
RenderText(ImVec2(graph_bb.GetCenter().x-CalcTextSize(overlay_text).x*0.5f, frame_bb.Min.y + style.FramePadding.y), overlay_text); RenderText(ImVec2(graph_bb.GetCenter().x-CalcTextSize(overlay_text).x*0.5f, frame_bb.Min.y + style.FramePadding.y), overlay_text);
@ -3838,6 +3862,7 @@ bool InputFloat(const char* label, float *v, float step, float step_fast, int de
value_changed = true; value_changed = true;
} }
// Step buttons
if (step > 0.0f) if (step > 0.0f)
{ {
ImGui::PopItemWidth(); ImGui::PopItemWidth();
@ -3894,7 +3919,7 @@ bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlag
if (ClipAdvance(frame_bb)) if (ClipAdvance(frame_bb))
return false; return false;
// NB: we can only read/write if we are the active widget! // NB: we can only read/write to 'edit_state' if we are the active widget!
ImGuiTextEditState& edit_state = g.InputTextState; ImGuiTextEditState& edit_state = g.InputTextState;
const bool is_ctrl_down = io.KeyCtrl; const bool is_ctrl_down = io.KeyCtrl;
@ -3937,6 +3962,7 @@ bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlag
bool cancel_edit = false; bool cancel_edit = false;
if (g.ActiveId == id) if (g.ActiveId == id)
{ {
// Edit in progress
edit_state.BufSize = buf_size < IM_ARRAYSIZE(edit_state.Text) ? buf_size : IM_ARRAYSIZE(edit_state.Text); edit_state.BufSize = buf_size < IM_ARRAYSIZE(edit_state.Text) ? buf_size : IM_ARRAYSIZE(edit_state.Text);
edit_state.Font = window->Font(); edit_state.Font = window->Font();
edit_state.FontSize = window->FontSize(); edit_state.FontSize = window->FontSize();
@ -4155,6 +4181,7 @@ static bool Combo_ArrayGetter(void* data, int idx, const char** out_text)
return true; return true;
} }
// Combo box helper allowing to pass an array of strings.
bool Combo(const char* label, int* current_item, const char** items, int items_count, int popup_height_items) bool Combo(const char* label, int* current_item, const char** items, int items_count, int popup_height_items)
{ {
const bool value_changed = Combo(label, current_item, Combo_ArrayGetter, (void*)items, items_count, popup_height_items); const bool value_changed = Combo(label, current_item, Combo_ArrayGetter, (void*)items, items_count, popup_height_items);
@ -4181,6 +4208,7 @@ static bool Combo_StringListGetter(void* data, int idx, const char** out_text)
return true; return true;
} }
// Combo box helper allowing to pass all items in a single string.
bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_height_items) bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_height_items)
{ {
int items_count = 0; int items_count = 0;
@ -4194,6 +4222,7 @@ bool Combo(const char* label, int* current_item, const char* items_separated_by_
return value_changed; return value_changed;
} }
// Combo box function.
bool Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_height_items) bool Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_height_items)
{ {
ImGuiState& g = GImGui; ImGuiState& g = GImGui;
@ -4250,7 +4279,7 @@ bool Combo(const char* label, int* current_item, bool (*items_getter)(void*, int
const ImGuiAabb popup_aabb(ImVec2(frame_bb.Min.x+popup_off_x, frame_bb.Max.y), ImVec2(frame_bb.Max.x+popup_off_x, frame_bb.Max.y + popup_height)); const ImGuiAabb popup_aabb(ImVec2(frame_bb.Min.x+popup_off_x, frame_bb.Max.y), ImVec2(frame_bb.Max.x+popup_off_x, frame_bb.Max.y + popup_height));
ImGui::SetCursorPos(popup_aabb.Min - window->Pos); ImGui::SetCursorPos(popup_aabb.Min - window->Pos);
ImGuiWindowFlags flags = ImGuiWindowFlags_ComboBox | ((window->Flags & ImGuiWindowFlags_ShowBorders) ? ImGuiWindowFlags_ShowBorders : 0); const ImGuiWindowFlags flags = ImGuiWindowFlags_ComboBox | ((window->Flags & ImGuiWindowFlags_ShowBorders) ? ImGuiWindowFlags_ShowBorders : 0);
ImGui::BeginChild("#ComboBox", popup_aabb.GetSize(), false, flags); ImGui::BeginChild("#ComboBox", popup_aabb.GetSize(), false, flags);
ImGuiWindow* child_window = GetCurrentWindow(); ImGuiWindow* child_window = GetCurrentWindow();
ImGui::Spacing(); ImGui::Spacing();
@ -4347,7 +4376,7 @@ bool ColorEdit3(const char* label, float col[3])
col4[1] = col[1]; col4[1] = col[1];
col4[2] = col[2]; col4[2] = col[2];
col4[3] = 1.0f; col4[3] = 1.0f;
bool value_changed = ImGui::ColorEdit4(label, col4, false); const bool value_changed = ImGui::ColorEdit4(label, col4, false);
col[0] = col4[0]; col[0] = col4[0];
col[1] = col4[1]; col[1] = col4[1];
col[2] = col4[2]; col[2] = col4[2];
@ -4493,6 +4522,7 @@ void ColorEditMode(ImGuiColorEditMode mode)
window->DC.ColorEditMode = mode; window->DC.ColorEditMode = mode;
} }
// Horizontal separator.
void Separator() void Separator()
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -4518,6 +4548,7 @@ void Separator()
ImGui::PushColumnClipRect(); ImGui::PushColumnClipRect();
} }
// A little vertical spacing.
void Spacing() void Spacing()
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -4713,7 +4744,7 @@ void Columns(int columns_count, const char* id, bool border)
bool hovered, held; bool hovered, held;
ButtonBehaviour(column_aabb, column_id, &hovered, &held, true); ButtonBehaviour(column_aabb, column_id, &hovered, &held, true);
// Draw before resize so our items positioning are in sync with the line // Draw before resize so our items positioning are in sync with the line being drawn
const ImU32 col = window->Color(held ? ImGuiCol_ColumnActive : hovered ? ImGuiCol_ColumnHovered : ImGuiCol_Column); const ImU32 col = window->Color(held ? ImGuiCol_ColumnActive : hovered ? ImGuiCol_ColumnHovered : ImGuiCol_Column);
const float xi = (float)(int)x; const float xi = (float)(int)x;
window->DrawList->AddLine(ImVec2(xi, y1), ImVec2(xi, y2), col); window->DrawList->AddLine(ImVec2(xi, y1), ImVec2(xi, y2), col);

26
imgui.h
View File

@ -145,16 +145,16 @@ namespace ImGui
void BeginChild(const char* str_id, ImVec2 size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); void BeginChild(const char* str_id, ImVec2 size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);
void EndChild(); void EndChild();
bool GetWindowIsFocused(); bool GetWindowIsFocused();
float GetWindowWidth();
ImVec2 GetWindowPos(); // you should rarely need/care about the window position, but it can be useful if you want to use your own drawing
void SetWindowPos(const ImVec2& pos); // set current window pos
ImVec2 GetWindowSize(); ImVec2 GetWindowSize();
float GetWindowWidth();
ImVec2 GetWindowPos(); // you should rarely need/care about the window position, but it can be useful if you want to use your own drawing.
void SetWindowPos(const ImVec2& pos); // set current window pos.
ImVec2 GetWindowContentRegionMin(); ImVec2 GetWindowContentRegionMin();
ImVec2 GetWindowContentRegionMax(); ImVec2 GetWindowContentRegionMax();
ImDrawList* GetWindowDrawList(); ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives.
void SetFontScale(float scale); void SetFontScale(float scale);
void SetScrollPosHere(); void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position.
void SetTreeStateStorage(ImGuiStorage* tree); void SetTreeStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
ImGuiStorage* GetTreeStateStorage(); ImGuiStorage* GetTreeStateStorage();
void PushItemWidth(float item_width); void PushItemWidth(float item_width);
void PopItemWidth(); void PopItemWidth();
@ -166,7 +166,7 @@ namespace ImGui
// Tooltip // Tooltip
void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins. void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins.
void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text. void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text.
void EndTooltip(); void EndTooltip();
// Layout // Layout
@ -183,7 +183,7 @@ namespace ImGui
void SetCursorPosX(float x); // " void SetCursorPosX(float x); // "
void SetCursorPosY(float y); // " void SetCursorPosY(float y); // "
ImVec2 GetCursorScreenPos(); // cursor position in screen space ImVec2 GetCursorScreenPos(); // cursor position in screen space
void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match higher widgets. 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.
float GetTextLineSpacing(); float GetTextLineSpacing();
float GetTextLineHeight(); float GetTextLineHeight();
@ -203,7 +203,7 @@ namespace ImGui
bool Button(const char* label, ImVec2 size = ImVec2(0,0), bool repeat_when_held = false); bool Button(const char* label, ImVec2 size = ImVec2(0,0), bool repeat_when_held = false);
bool SmallButton(const char* label); bool SmallButton(const char* label);
bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false); bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false);
bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); 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.
bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
bool SliderFloat4(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); bool SliderFloat4(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
@ -228,10 +228,10 @@ namespace ImGui
bool ColorEdit3(const char* label, float col[3]); bool ColorEdit3(const char* label, float col[3]);
bool ColorEdit4(const char* label, float col[4], bool show_alpha = true); bool ColorEdit4(const char* label, float col[4], bool show_alpha = true);
void ColorEditMode(ImGuiColorEditMode mode); void ColorEditMode(ImGuiColorEditMode mode);
bool TreeNode(const char* str_label_id); // if returning 'true' the user is responsible for calling TreePop bool TreeNode(const char* str_label_id); // if returning 'true' the node is open and the user is responsible for calling TreePop
bool TreeNode(const char* str_id, const char* fmt, ...); // " bool TreeNode(const char* str_id, const char* fmt, ...); // "
bool TreeNode(const void* ptr_id, const char* fmt, ...); // " bool TreeNode(const void* ptr_id, const char* fmt, ...); // "
void TreePush(const char* str_id = NULL); // already called by TreeNode(), but you can call Push/Pop yourself for layout purpose void TreePush(const char* str_id = NULL); // already called by TreeNode(), but you can call Push/Pop yourself for layouting purpose
void TreePush(const void* ptr_id = NULL); // " void TreePush(const void* ptr_id = NULL); // "
void TreePop(); void TreePop();
void OpenNextNode(bool open); // force open/close the next TreeNode or CollapsingHeader void OpenNextNode(bool open); // force open/close the next TreeNode or CollapsingHeader
@ -290,8 +290,8 @@ enum ImGuiWindowFlags_
enum ImGuiInputTextFlags_ enum ImGuiInputTextFlags_
{ {
// Default: 0 // Default: 0
ImGuiInputTextFlags_CharsDecimal = 1 << 0, ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
ImGuiInputTextFlags_AutoSelectAll = 1 << 2, ImGuiInputTextFlags_AutoSelectAll = 1 << 2,
ImGuiInputTextFlags_AlignCenter = 1 << 3, ImGuiInputTextFlags_AlignCenter = 1 << 3,
}; };