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Big cleanup, split imgui.cpp into imgui_demo.cpp,imgui_draw.cpp imgui_internal.h (#219)
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imgui.h
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imgui.h
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// ImGui library v1.44 WIP
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// See .cpp file for documentation.
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// See ImGui::ShowTestWindow() for sample code.
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// Headers
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// See imgui.cpp file for documentation.
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// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
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// Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
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// Get latest version at https://github.com/ocornut/imgui
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imgui_demo.cpp
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imgui_demo.cpp
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imgui_draw.cpp
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imgui_draw.cpp
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imgui_internal.h
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imgui_internal.h
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// ImGui library v1.44 WIP
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// Internals
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// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
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// Implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)
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// #define IMGUI_ENABLE_MATH_OPERATORS
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// Implement maths functions:
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// #define IMGUI_ENABLE_MATH_FUNCTIONS
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#pragma once
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#include <stdio.h> // FILE*
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#ifdef IMGUI_DEFINE_MATH_FUNCTIONS
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#include <math.h> // sqrtf()
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#endif
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//-----------------------------------------------------------------------------
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// Forward Declarations
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//-----------------------------------------------------------------------------
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struct ImRect;
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struct ImGuiColMod;
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struct ImGuiStyleMod;
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struct ImGuiGroupData;
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struct ImGuiSimpleColumns;
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struct ImGuiDrawContext;
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struct ImGuiTextEditState;
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struct ImGuiIniData;
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struct ImGuiMouseCursorData;
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struct ImGuiPopupRef;
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struct ImGuiState;
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struct ImGuiWindow;
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typedef int ImGuiLayoutType; // enum ImGuiLayoutType_
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typedef int ImGuiButtonFlags; // enum ImGuiButtonFlags_
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//-------------------------------------------------------------------------
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// STB libraries implementation
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//-------------------------------------------------------------------------
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namespace ImGuiStb
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{
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#ifdef __clang__
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wunused-function"
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#pragma clang diagnostic ignored "-Wmissing-prototypes"
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#endif
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#undef STB_TEXTEDIT_STRING
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#undef STB_TEXTEDIT_CHARTYPE
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#define STB_TEXTEDIT_STRING ImGuiTextEditState
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#define STB_TEXTEDIT_CHARTYPE ImWchar
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#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
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#include "stb_textedit.h"
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#ifdef __clang__
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#pragma clang diagnostic pop
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#endif
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} // namespace ImGuiStb
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//-----------------------------------------------------------------------------
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// Context
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//-----------------------------------------------------------------------------
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extern ImGuiState* GImGui;
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//-----------------------------------------------------------------------------
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// Helpers
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//-----------------------------------------------------------------------------
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#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
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#define IM_PI 3.14159265358979323846f
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// Helpers: UTF-8 <> wchar
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int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
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int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // return input UTF-8 bytes count
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int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count
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int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
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int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string as UTF-8 code-points
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// Helpers: Misc
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ImU32 ImHash(const void* data, int data_size, ImU32 seed);
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bool ImLoadFileToMemory(const char* filename, const char* file_open_mode, void** out_file_data, int* out_file_size, int padding_bytes);
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bool ImIsPointInTriangle(const ImVec2& p, const ImVec2& a, const ImVec2& b, const ImVec2& c);
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static inline bool ImCharIsSpace(int c) { return c == ' ' || c == '\t' || c == 0x3000; }
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static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
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// Helpers: String
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int ImStricmp(const char* str1, const char* str2);
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int ImStrnicmp(const char* str1, const char* str2, int count);
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char* ImStrdup(const char* str);
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int ImStrlenW(const ImWchar* str);
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const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line
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const char* ImStristr(const char* haystack, const char* needle, const char* needle_end);
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int ImFormatString(char* buf, int buf_size, const char* fmt, ...);
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int ImFormatStringV(char* buf, int buf_size, const char* fmt, va_list args);
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// Helpers: Math
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// We are keeping those not leaking to the user by default, in the case the user has implicit cast operators between ImVec2 and its own types (when IM_VEC2_CLASS_EXTRA is defined)
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#ifdef IMGUI_DEFINE_MATH_OPERATORS
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static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x*rhs, lhs.y*rhs); }
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static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x/rhs, lhs.y/rhs); }
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static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); }
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static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); }
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static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); }
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static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); }
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static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
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static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
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static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
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static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
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static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-lhs.w); }
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#endif
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#ifdef IMGUI_DEFINE_MATH_FUNCTIONS
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static inline int ImMin(int lhs, int rhs) { return lhs < rhs ? lhs : rhs; }
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static inline int ImMax(int lhs, int rhs) { return lhs >= rhs ? lhs : rhs; }
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static inline float ImMin(float lhs, float rhs) { return lhs < rhs ? lhs : rhs; }
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static inline float ImMax(float lhs, float rhs) { return lhs >= rhs ? lhs : rhs; }
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static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMin(lhs.x,rhs.x), ImMin(lhs.y,rhs.y)); }
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static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMax(lhs.x,rhs.x), ImMax(lhs.y,rhs.y)); }
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static inline int ImClamp(int v, int mn, int mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
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static inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
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static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx) { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); }
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static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
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static inline float ImLerp(float a, float b, float t) { return a + (b - a) * t; }
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static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
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static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
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static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
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static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / sqrtf(d); return fail_value; }
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#endif
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//-----------------------------------------------------------------------------
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// Declarations
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//-----------------------------------------------------------------------------
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enum ImGuiButtonFlags_
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{
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ImGuiButtonFlags_Repeat = 1 << 0,
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ImGuiButtonFlags_PressedOnClick = 1 << 1, // return pressed on click only (default requires click+release)
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ImGuiButtonFlags_PressedOnRelease = 1 << 2, // return pressed on release only (default requires click+release)
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ImGuiButtonFlags_FlattenChilds = 1 << 3,
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ImGuiButtonFlags_DontClosePopups = 1 << 4,
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ImGuiButtonFlags_Disabled = 1 << 5,
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ImGuiButtonFlags_AlignTextBaseLine = 1 << 6
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};
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enum ImGuiSelectableFlagsPrivate_
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{
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// NB: need to be in sync with last value of ImGuiSelectableFlags_
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ImGuiSelectableFlags_Menu = 1 << 2,
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ImGuiSelectableFlags_MenuItem = 1 << 3,
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ImGuiSelectableFlags_Disabled = 1 << 4,
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ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 5
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};
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// FIXME: this is in development, not exposed/functional as a generic feature yet.
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enum ImGuiLayoutType_
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{
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ImGuiLayoutType_Vertical,
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ImGuiLayoutType_Horizontal
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};
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// 2D axis aligned bounding-box
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// NB: we can't rely on ImVec2 math operators and helpers (ImMin,ImMax..) being available here
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struct ImRect
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{
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ImVec2 Min; // Upper-left
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ImVec2 Max; // Lower-right
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ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {}
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ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
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ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
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ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
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ImVec2 GetCenter() const { return ImVec2((Min.x+Max.x)*0.5f, (Min.y+Max.y)*0.5f); }
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ImVec2 GetSize() const { return ImVec2(Max.x-Min.x, Max.y-Min.y); }
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float GetWidth() const { return Max.x-Min.x; }
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float GetHeight() const { return Max.y-Min.y; }
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ImVec2 GetTL() const { return Min; }
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ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); }
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ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); }
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ImVec2 GetBR() const { return Max; }
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bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
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bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; }
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bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
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void Add(const ImVec2& rhs) { if (Min.x > rhs.x) Min.x = rhs.x; if (Min.y > rhs.y) Min.y = rhs.y; if (Max.x < rhs.x) Max.x = rhs.x; if (Max.y < rhs.y) Max.y = rhs.y; }
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void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; }
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void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
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void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
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void Reduce(const ImVec2& amount) { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; }
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void Clip(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
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void Round() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
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ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
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{
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if (!on_edge && Contains(p))
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return p;
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if (p.x > Max.x) p.x = Max.x;
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else if (p.x < Min.x) p.x = Min.x;
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if (p.y > Max.y) p.y = Max.y;
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else if (p.y < Min.y) p.y = Min.y;
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return p;
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}
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};
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// Stacked color modifier, backup of modified data so we can restore it
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struct ImGuiColMod
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{
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ImGuiCol Col;
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ImVec4 PreviousValue;
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};
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// Stacked style modifier, backup of modified data so we can restore it
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struct ImGuiStyleMod
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{
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ImGuiStyleVar Var;
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ImVec2 PreviousValue;
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};
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// Data for BeginGroup()/EndGroup()
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struct ImGuiGroupData
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{
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ImVec2 BackupCursorPos;
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ImVec2 BackupCursorMaxPos;
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float BackupColumnsStartX;
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float BackupCurrentLineHeight;
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float BackupCurrentLineTextBaseOffset;
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float BackupLogLinePosY;
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bool AdvanceCursor;
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};
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// Simple column measurement currently used for MenuItem() only. This is very short-sighted for now and not a generic helper.
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struct ImGuiSimpleColumns
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{
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int Count;
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float Spacing;
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float Width, NextWidth;
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float Pos[8], NextWidths[8];
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ImGuiSimpleColumns();
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void Update(int count, float spacing, bool clear);
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float DeclColumns(float w0, float w1, float w2);
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float CalcExtraSpace(float avail_w);
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};
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// Internal state of the currently focused/edited text input box
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struct ImGuiTextEditState
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{
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ImGuiID Id; // widget id owning the text state
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ImVector<ImWchar> Text; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
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ImVector<char> InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
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ImVector<char> TempTextBuffer;
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int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format.
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int BufSizeA; // end-user buffer size
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float ScrollX;
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ImGuiStb::STB_TexteditState StbState;
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float CursorAnim;
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bool CursorFollow;
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ImVec2 InputCursorScreenPos; // Cursor position in screen space to be used by IME callback.
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bool SelectedAllMouseLock;
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ImGuiTextEditState() { memset(this, 0, sizeof(*this)); }
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void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
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bool HasSelection() const { return StbState.select_start != StbState.select_end; }
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void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; }
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void SelectAll() { StbState.select_start = 0; StbState.select_end = CurLenW; StbState.cursor = StbState.select_end; StbState.has_preferred_x = false; }
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void OnKeyPressed(int key);
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};
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// Data saved in imgui.ini file
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struct ImGuiIniData
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{
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char* Name;
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ImGuiID ID;
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ImVec2 Pos;
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ImVec2 Size;
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bool Collapsed;
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};
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// Mouse cursor data (used when io.MouseDrawCursor is set)
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struct ImGuiMouseCursorData
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{
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ImGuiMouseCursor Type;
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ImVec2 HotOffset;
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ImVec2 Size;
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ImVec2 TexUvMin[2];
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ImVec2 TexUvMax[2];
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};
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// Storage for current popup stack
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struct ImGuiPopupRef
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{
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ImGuiID PopupID; // Set on OpenPopup()
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ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
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ImGuiWindow* ParentWindow; // Set on OpenPopup()
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ImGuiID ParentMenuSet; // Set on OpenPopup()
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ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set) { PopupID = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; }
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};
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// Main state for ImGui
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struct ImGuiState
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{
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bool Initialized;
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ImGuiIO IO;
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ImGuiStyle Style;
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ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
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float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize()
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float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Size of characters.
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ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvForWhite
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float Time;
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int FrameCount;
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int FrameCountRendered;
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ImVector<ImGuiWindow*> Windows;
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ImVector<ImGuiWindow*> WindowsSortBuffer;
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ImGuiWindow* CurrentWindow; // Being drawn into
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ImVector<ImGuiWindow*> CurrentWindowStack;
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ImGuiWindow* FocusedWindow; // Will catch keyboard inputs
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ImGuiWindow* HoveredWindow; // Will catch mouse inputs
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ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
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ImGuiID HoveredId; // Hovered widget
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ImGuiID HoveredIdPreviousFrame;
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ImGuiID ActiveId; // Active widget
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ImGuiID ActiveIdPreviousFrame;
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bool ActiveIdIsAlive;
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||||
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
|
||||
bool ActiveIdIsFocusedOnly; // Set only by active widget. Denote focus but no active interaction
|
||||
ImGuiWindow* ActiveIdWindow;
|
||||
ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window. Pointer is only valid if ActiveID is the "#MOVE" identifier of a window.
|
||||
ImVector<ImGuiIniData> Settings; // .ini Settings
|
||||
float SettingsDirtyTimer; // Save .ini settinngs on disk when time reaches zero
|
||||
int DisableHideTextAfterDoubleHash;
|
||||
ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
|
||||
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
|
||||
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
|
||||
ImVector<ImGuiPopupRef> OpenedPopupStack; // Which popups are open (persistent)
|
||||
ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
|
||||
|
||||
// Storage for SetNexWindow** and SetNextTreeNode*** functions
|
||||
ImVec2 SetNextWindowPosVal;
|
||||
ImVec2 SetNextWindowSizeVal;
|
||||
bool SetNextWindowCollapsedVal;
|
||||
ImGuiSetCond SetNextWindowPosCond;
|
||||
ImGuiSetCond SetNextWindowSizeCond;
|
||||
ImGuiSetCond SetNextWindowCollapsedCond;
|
||||
bool SetNextWindowFocus;
|
||||
bool SetNextTreeNodeOpenedVal;
|
||||
ImGuiSetCond SetNextTreeNodeOpenedCond;
|
||||
|
||||
// Render
|
||||
ImVector<ImDrawList*> RenderDrawLists[3];
|
||||
float ModalWindowDarkeningRatio;
|
||||
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
|
||||
ImGuiMouseCursor MouseCursor;
|
||||
ImGuiMouseCursorData MouseCursorData[ImGuiMouseCursor_Count_];
|
||||
|
||||
// Widget state
|
||||
ImGuiTextEditState InputTextState;
|
||||
ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
|
||||
ImGuiStorage ColorEditModeStorage; // Store user selection of color edit mode
|
||||
ImVec2 ActiveClickDeltaToCenter;
|
||||
float DragCurrentValue; // current dragged value, always float, not rounded by end-user precision settings
|
||||
ImVec2 DragLastMouseDelta;
|
||||
float DragSpeedDefaultRatio; // if speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
|
||||
float DragSpeedScaleSlow;
|
||||
float DragSpeedScaleFast;
|
||||
float ScrollbarClickDeltaToGrabCenter; // distance between mouse and center of grab box, normalized in parent space
|
||||
char Tooltip[1024];
|
||||
char* PrivateClipboard; // if no custom clipboard handler is defined
|
||||
|
||||
// Logging
|
||||
bool LogEnabled;
|
||||
FILE* LogFile;
|
||||
ImGuiTextBuffer* LogClipboard; // pointer so our GImGui static constructor doesn't call heap allocators.
|
||||
int LogStartDepth;
|
||||
int LogAutoExpandMaxDepth;
|
||||
|
||||
// Misc
|
||||
float FramerateSecPerFrame[120]; // calculate estimate of framerate for user
|
||||
int FramerateSecPerFrameIdx;
|
||||
float FramerateSecPerFrameAccum;
|
||||
bool CaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags
|
||||
bool CaptureKeyboardNextFrame;
|
||||
char TempBuffer[1024*3+1]; // temporary text buffer
|
||||
|
||||
ImGuiState()
|
||||
{
|
||||
Initialized = false;
|
||||
Font = NULL;
|
||||
FontSize = FontBaseSize = 0.0f;
|
||||
FontTexUvWhitePixel = ImVec2(0.0f, 0.0f);
|
||||
|
||||
Time = 0.0f;
|
||||
FrameCount = 0;
|
||||
FrameCountRendered = -1;
|
||||
CurrentWindow = NULL;
|
||||
FocusedWindow = NULL;
|
||||
HoveredWindow = NULL;
|
||||
HoveredRootWindow = NULL;
|
||||
HoveredId = 0;
|
||||
HoveredIdPreviousFrame = 0;
|
||||
ActiveId = 0;
|
||||
ActiveIdPreviousFrame = 0;
|
||||
ActiveIdIsAlive = false;
|
||||
ActiveIdIsJustActivated = false;
|
||||
ActiveIdIsFocusedOnly = false;
|
||||
ActiveIdWindow = NULL;
|
||||
MovedWindow = NULL;
|
||||
SettingsDirtyTimer = 0.0f;
|
||||
DisableHideTextAfterDoubleHash = 0;
|
||||
|
||||
SetNextWindowPosVal = ImVec2(0.0f, 0.0f);
|
||||
SetNextWindowSizeVal = ImVec2(0.0f, 0.0f);
|
||||
SetNextWindowCollapsedVal = false;
|
||||
SetNextWindowPosCond = 0;
|
||||
SetNextWindowSizeCond = 0;
|
||||
SetNextWindowCollapsedCond = 0;
|
||||
SetNextWindowFocus = false;
|
||||
SetNextTreeNodeOpenedVal = false;
|
||||
SetNextTreeNodeOpenedCond = 0;
|
||||
|
||||
ScalarAsInputTextId = 0;
|
||||
ActiveClickDeltaToCenter = ImVec2(0.0f, 0.0f);
|
||||
DragCurrentValue = 0.0f;
|
||||
DragLastMouseDelta = ImVec2(0.0f, 0.0f);
|
||||
DragSpeedDefaultRatio = 0.01f;
|
||||
DragSpeedScaleSlow = 0.01f;
|
||||
DragSpeedScaleFast = 10.0f;
|
||||
ScrollbarClickDeltaToGrabCenter = 0.0f;
|
||||
memset(Tooltip, 0, sizeof(Tooltip));
|
||||
PrivateClipboard = NULL;
|
||||
|
||||
ModalWindowDarkeningRatio = 0.0f;
|
||||
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
|
||||
MouseCursor = ImGuiMouseCursor_Arrow;
|
||||
|
||||
LogEnabled = false;
|
||||
LogFile = NULL;
|
||||
LogClipboard = NULL;
|
||||
LogStartDepth = 0;
|
||||
LogAutoExpandMaxDepth = 2;
|
||||
|
||||
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
|
||||
FramerateSecPerFrameIdx = 0;
|
||||
FramerateSecPerFrameAccum = 0.0f;
|
||||
CaptureMouseNextFrame = CaptureKeyboardNextFrame = false;
|
||||
}
|
||||
};
|
||||
|
||||
// Transient per-window data, reset at the beginning of the frame
|
||||
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered.
|
||||
struct ImGuiDrawContext
|
||||
{
|
||||
ImVec2 CursorPos;
|
||||
ImVec2 CursorPosPrevLine;
|
||||
ImVec2 CursorStartPos;
|
||||
ImVec2 CursorMaxPos; // Implicitly calculate the size of our contents, always extending. Saved into window->SizeContents at the end of the frame
|
||||
float CurrentLineHeight;
|
||||
float CurrentLineTextBaseOffset;
|
||||
float PrevLineHeight;
|
||||
float PrevLineTextBaseOffset;
|
||||
float LogLinePosY;
|
||||
int TreeDepth;
|
||||
ImGuiID LastItemID;
|
||||
ImRect LastItemRect;
|
||||
bool LastItemHoveredAndUsable;
|
||||
bool LastItemHoveredRect;
|
||||
bool MenuBarAppending;
|
||||
float MenuBarOffsetX;
|
||||
ImVector<ImGuiWindow*> ChildWindows;
|
||||
ImGuiStorage* StateStorage;
|
||||
ImGuiLayoutType LayoutType;
|
||||
|
||||
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
|
||||
bool ButtonRepeat; // == ButtonRepeatStack.back() [empty == false]
|
||||
bool AllowKeyboardFocus; // == AllowKeyboardFocusStack.back() [empty == true]
|
||||
float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
|
||||
float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
|
||||
ImVector<bool> ButtonRepeatStack;
|
||||
ImVector<bool> AllowKeyboardFocusStack;
|
||||
ImVector<float> ItemWidthStack;
|
||||
ImVector<float> TextWrapPosStack;
|
||||
ImVector<ImGuiGroupData>GroupStack;
|
||||
ImGuiColorEditMode ColorEditMode;
|
||||
int StackSizesBackup[6]; // Store size of various stacks for asserting
|
||||
|
||||
float ColumnsStartX; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
|
||||
float ColumnsOffsetX; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
|
||||
int ColumnsCurrent;
|
||||
int ColumnsCount;
|
||||
ImVec2 ColumnsStartPos;
|
||||
float ColumnsCellMinY;
|
||||
float ColumnsCellMaxY;
|
||||
bool ColumnsShowBorders;
|
||||
ImGuiID ColumnsSetID;
|
||||
ImVector<float> ColumnsOffsetsT; // Columns offset normalized 0.0 (far left) -> 1.0 (far right)
|
||||
|
||||
ImGuiDrawContext()
|
||||
{
|
||||
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
|
||||
CurrentLineHeight = PrevLineHeight = 0.0f;
|
||||
CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
|
||||
LogLinePosY = -1.0f;
|
||||
TreeDepth = 0;
|
||||
LastItemID = 0;
|
||||
LastItemRect = ImRect(0.0f,0.0f,0.0f,0.0f);
|
||||
LastItemHoveredAndUsable = LastItemHoveredRect = false;
|
||||
MenuBarAppending = false;
|
||||
MenuBarOffsetX = 0.0f;
|
||||
StateStorage = NULL;
|
||||
LayoutType = ImGuiLayoutType_Vertical;
|
||||
ItemWidth = 0.0f;
|
||||
ButtonRepeat = false;
|
||||
AllowKeyboardFocus = true;
|
||||
TextWrapPos = -1.0f;
|
||||
ColorEditMode = ImGuiColorEditMode_RGB;
|
||||
memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
|
||||
|
||||
ColumnsStartX = 0.0f;
|
||||
ColumnsOffsetX = 0.0f;
|
||||
ColumnsCurrent = 0;
|
||||
ColumnsCount = 1;
|
||||
ColumnsStartPos = ImVec2(0.0f, 0.0f);
|
||||
ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
|
||||
ColumnsShowBorders = true;
|
||||
ColumnsSetID = 0;
|
||||
}
|
||||
};
|
||||
|
||||
struct ImGuiWindow
|
||||
{
|
||||
char* Name;
|
||||
ImGuiID ID;
|
||||
ImGuiWindowFlags Flags;
|
||||
ImVec2 PosFloat;
|
||||
ImVec2 Pos; // Position rounded-up to nearest pixel
|
||||
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
|
||||
ImVec2 SizeFull; // Size when non collapsed
|
||||
ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame
|
||||
ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect
|
||||
ImGuiID MoveID; // == window->GetID("#MOVE")
|
||||
float ScrollY;
|
||||
float ScrollTargetRelY; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
|
||||
float ScrollTargetCenterRatioY; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
|
||||
bool ScrollbarY;
|
||||
bool Active; // Set to true on Begin()
|
||||
bool WasActive;
|
||||
bool Accessed; // Set to true when any widget access the current window
|
||||
bool Collapsed; // Set when collapsing window to become only title-bar
|
||||
bool SkipItems; // == Visible && !Collapsed
|
||||
int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
|
||||
ImGuiID PopupID; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
|
||||
int AutoFitFramesX, AutoFitFramesY;
|
||||
bool AutoFitOnlyGrows;
|
||||
int AutoPosLastDirection;
|
||||
int HiddenFrames;
|
||||
int SetWindowPosAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag.
|
||||
int SetWindowSizeAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag.
|
||||
int SetWindowCollapsedAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag.
|
||||
bool SetWindowPosCenterWanted;
|
||||
|
||||
ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
|
||||
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
|
||||
ImVec4 ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
|
||||
ImRect ClippedWindowRect; // = ClipRect just after setup in Begin()
|
||||
int LastFrameDrawn;
|
||||
float ItemWidthDefault;
|
||||
ImGuiSimpleColumns MenuColumns; // Simplified columns storage for menu items
|
||||
ImGuiStorage StateStorage;
|
||||
float FontWindowScale; // Scale multiplier per-window
|
||||
ImDrawList* DrawList;
|
||||
ImGuiWindow* RootWindow;
|
||||
ImGuiWindow* RootNonPopupWindow;
|
||||
|
||||
// Focus
|
||||
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
|
||||
int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through)
|
||||
int FocusIdxAllRequestCurrent; // Item being requested for focus
|
||||
int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus
|
||||
int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)
|
||||
int FocusIdxTabRequestNext; // "
|
||||
|
||||
public:
|
||||
ImGuiWindow(const char* name);
|
||||
~ImGuiWindow();
|
||||
|
||||
ImGuiID GetID(const char* str, const char* str_end = NULL);
|
||||
ImGuiID GetID(const void* ptr);
|
||||
|
||||
ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); }
|
||||
float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale; }
|
||||
float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; }
|
||||
ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
|
||||
float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; }
|
||||
ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
|
||||
float ScrollbarWidth() const { return ScrollbarY ? GImGui->Style.ScrollbarWidth : 0.0f; }
|
||||
ImU32 Color(ImGuiCol idx, float a=1.f) const { ImVec4 c = GImGui->Style.Colors[idx]; c.w *= GImGui->Style.Alpha * a; return ImGui::ColorConvertFloat4ToU32(c); }
|
||||
ImU32 Color(const ImVec4& col) const { ImVec4 c = col; c.w *= GImGui->Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); }
|
||||
};
|
Loading…
Reference in New Issue
Block a user