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https://github.com/ocornut/imgui.git
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Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts: imgui.cpp imgui.h
This commit is contained in:
125
imgui.h
125
imgui.h
@@ -1,4 +1,4 @@
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// ImGui library v1.37 WIP
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// ImGui library v1.37
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// See .cpp file for documentation.
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// See ImGui::ShowTestWindow() for sample code.
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// Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
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@@ -9,11 +9,11 @@
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#include "imconfig.h" // User-editable configuration file
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#include <float.h> // FLT_MAX
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#include <stdarg.h> // va_list
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#include <stddef.h> // ptrdiff_t
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#include <stdlib.h> // NULL, malloc
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#include <string.h> // memset, memmove
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#include <stddef.h> // ptrdiff_t, NULL
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#include <stdlib.h> // NULL, malloc, free, qsort, atoi
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#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
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#define IMGUI_VERSION "1.37 WIP"
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#define IMGUI_VERSION "1.37"
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// Define assertion handler.
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#ifndef IM_ASSERT
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@@ -43,8 +43,9 @@ typedef int ImGuiCol; // enum ImGuiCol_
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typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
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typedef int ImGuiKey; // enum ImGuiKey_
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typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
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typedef int ImGuiMouseCursor; // enum ImGuiMouseCursor_
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typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
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typedef int ImGuiSetCond; // enum ImGuiSetCondition_
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typedef int ImGuiSetCond; // enum ImGuiSetCond_
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typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_
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struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
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typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
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@@ -161,41 +162,42 @@ namespace ImGui
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// Window
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// See implementation in .cpp for details
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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.
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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).
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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.
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IMGUI_API void End();
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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.
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IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
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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.
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IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
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IMGUI_API void EndChild();
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IMGUI_API ImVec2 GetContentRegionMax(); // window or current column boundaries, in windows coordinates
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IMGUI_API ImVec2 GetWindowContentRegionMin(); // window boundaries, in windows coordinates
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IMGUI_API ImVec2 GetWindowContentRegionMax();
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IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives.
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IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives
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IMGUI_API ImFont* GetWindowFont();
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IMGUI_API float GetWindowFontSize(); // size (also height in pixels) of current font with current scale applied
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IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows.
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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.
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IMGUI_API ImVec2 GetWindowSize(); // get current window position.
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IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
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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
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IMGUI_API ImVec2 GetWindowSize(); // get current window position
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IMGUI_API float GetWindowWidth();
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IMGUI_API bool GetWindowCollapsed();
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IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position - call before Begin().
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IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set to ImVec2(0,0) to force an auto-fit.
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IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state.
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IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position - call before Begin()
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IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set to ImVec2(0,0) to force an auto-fit
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IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state
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IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most
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IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing.
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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.
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IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set current window collapsed state.
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IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing
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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
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IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set current window collapsed state
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IMGUI_API void SetWindowFocus(); // set current window to be focused / front-most
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IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position - call within Begin()/End(). may incur tearing.
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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.
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IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state.
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IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position - call within Begin()/End(). may incur tearing
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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
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IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state
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IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most
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IMGUI_API float GetScrollPosY(); // get scrolling position (0..GetScrollMaxY())
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IMGUI_API float GetScrollPosY(); // get scrolling position [0..GetScrollMaxY()]
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IMGUI_API float GetScrollMaxY(); // get maximum scrolling position == ContentSize.Y - WindowSize.Y
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IMGUI_API void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position.
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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.
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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).
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IMGUI_API void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position
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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
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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)
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IMGUI_API ImGuiStorage* GetStateStorage();
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// Parameters stacks (shared)
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@@ -211,17 +213,21 @@ namespace ImGui
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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)
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IMGUI_API void PopItemWidth();
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IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
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IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets.
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IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
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IMGUI_API void PopAllowKeyboardFocus();
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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.
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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
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IMGUI_API void PopTextWrapPos();
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// Tooltip
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IMGUI_API void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins.
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IMGUI_API void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
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IMGUI_API void SetTooltipV(const char* fmt, va_list args);
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IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text.
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IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text
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IMGUI_API void EndTooltip();
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// Popup
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IMGUI_API void BeginPopup(bool* p_opened);
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IMGUI_API void EndPopup();
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// Layout
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IMGUI_API void BeginGroup();
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IMGUI_API void EndGroup();
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@@ -233,8 +239,8 @@ namespace ImGui
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IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border=true); // setup number of columns
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IMGUI_API void NextColumn(); // next column
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IMGUI_API int GetColumnIndex(); // get current column index
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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.
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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.
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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
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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
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IMGUI_API float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
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IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns())
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IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
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@@ -243,20 +249,20 @@ namespace ImGui
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IMGUI_API void SetCursorPos(const ImVec2& pos); // "
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IMGUI_API void SetCursorPosX(float x); // "
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IMGUI_API void SetCursorPosY(float y); // "
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IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates (0..io.DisplaySize)
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IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates (0..io.DisplaySize)
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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.
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IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize]
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IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
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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
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IMGUI_API float GetTextLineHeight(); // height of font == GetWindowFontSize()
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IMGUI_API float GetTextLineHeightWithSpacing(); // spacing (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
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// ID scopes
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// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
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// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them
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// You can also use "##extra" within your widget name to distinguish them from each others (see 'Programmer Guide')
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IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the *entire* stack!
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IMGUI_API void PushID(const void* ptr_id);
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IMGUI_API void PushID(const int int_id);
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IMGUI_API void PopID();
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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.
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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
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IMGUI_API ImGuiID GetID(const void* ptr_id);
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// Widgets
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@@ -266,7 +272,7 @@ namespace ImGui
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IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args);
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IMGUI_API void TextWrapped(const char* fmt, ...); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();
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IMGUI_API void TextWrappedV(const char* fmt, va_list args);
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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.
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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
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IMGUI_API void LabelText(const char* label, const char* fmt, ...); // display text+label aligned the same way as value+label widgets
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IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
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IMGUI_API void Bullet();
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@@ -276,9 +282,9 @@ namespace ImGui
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IMGUI_API bool SmallButton(const char* label);
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IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
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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));
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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.
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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
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IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false);
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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.
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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
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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);
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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);
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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);
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@@ -326,7 +332,7 @@ namespace ImGui
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IMGUI_API void SetNextTreeNodeOpened(bool opened, ImGuiSetCond cond = 0); // set next tree node to be opened.
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// Selectable / Lists
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IMGUI_API bool Selectable(const char* label, bool selected, const ImVec2& size = ImVec2(0,0));
|
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IMGUI_API bool Selectable(const char* label, bool selected = false, const ImVec2& size = ImVec2(0,0));
|
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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);
|
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IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
|
||||
@@ -352,7 +358,7 @@ namespace ImGui
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||||
|
||||
// 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
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||||
IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window
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||||
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.
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||||
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
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||||
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
|
||||
|
||||
Reference in New Issue
Block a user