mirror of
https://github.com/wolfpld/tracy.git
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Update ImGui to 1.89.9 + docking.
This commit is contained in:
+119
-50
@@ -1,4 +1,4 @@
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// dear imgui, v1.89.5
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// dear imgui, v1.89.9
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// (internal structures/api)
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// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
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@@ -139,6 +139,7 @@ struct ImGuiLastItemData; // Status storage for last submitted items
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struct ImGuiLocEntry; // A localization entry.
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struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
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struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result
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struct ImGuiNavTreeNodeData; // Temporary storage for last TreeNode() being a Left arrow landing candidate.
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struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
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struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
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struct ImGuiNextItemData; // Storage for SetNextItem** functions
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@@ -169,6 +170,7 @@ typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // E
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// Flags
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typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
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typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
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typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow();
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typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() etc.
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typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags
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typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags
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@@ -277,6 +279,8 @@ namespace ImStb
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#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
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#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds
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#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) //
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#define IM_STRINGIFY_HELPER(_X) #_X
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#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer.
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// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
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#ifdef _MSC_VER
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@@ -488,7 +492,6 @@ IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, c
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IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
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IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
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inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; }
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IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy);
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// Helper: ImVec1 (1D vector)
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// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
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@@ -780,12 +783,10 @@ struct IMGUI_API ImDrawListSharedData
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struct ImDrawDataBuilder
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{
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ImVector<ImDrawList*> Layers[2]; // Global layers for: regular, tooltip
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ImVector<ImDrawList*>* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData.
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ImVector<ImDrawList*> LayerData1;
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void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
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void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
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int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; }
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IMGUI_API void FlattenIntoSingleLayer();
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ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); }
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};
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//-----------------------------------------------------------------------------
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@@ -810,6 +811,7 @@ enum ImGuiItemFlags_
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ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
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ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
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ImGuiItemFlags_NoWindowHoverableCheck = 1 << 8, // false // Disable hoverable check in ItemHoverable()
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ImGuiItemFlags_AllowOverlap = 1 << 9, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
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// Controlled by widget code
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ImGuiItemFlags_Inputable = 1 << 10, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
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@@ -841,6 +843,14 @@ enum ImGuiItemStatusFlags_
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#endif
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};
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// Extend ImGuiHoveredFlags_
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enum ImGuiHoveredFlagsPrivate_
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{
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ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay,
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ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary,
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ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_,
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};
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// Extend ImGuiInputTextFlags_
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enum ImGuiInputTextFlagsPrivate_
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{
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@@ -861,7 +871,7 @@ enum ImGuiButtonFlagsPrivate_
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ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
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ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat
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ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping
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ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()
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ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable.
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ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED]
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//ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled
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ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
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@@ -885,7 +895,7 @@ enum ImGuiComboFlagsPrivate_
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enum ImGuiSliderFlagsPrivate_
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{
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ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically?
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ImGuiSliderFlags_ReadOnly = 1 << 21,
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ImGuiSliderFlags_ReadOnly = 1 << 21, // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead.
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};
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// Extend ImGuiSelectableFlags_
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@@ -906,6 +916,7 @@ enum ImGuiSelectableFlagsPrivate_
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enum ImGuiTreeNodeFlagsPrivate_
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{
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ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20,
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ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 21,// (FIXME-WIP) Turn Down arrow into an Up arrow, but reversed trees (#6517)
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};
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enum ImGuiSeparatorFlags_
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@@ -913,7 +924,17 @@ enum ImGuiSeparatorFlags_
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ImGuiSeparatorFlags_None = 0,
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ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar
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ImGuiSeparatorFlags_Vertical = 1 << 1,
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ImGuiSeparatorFlags_SpanAllColumns = 1 << 2,
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ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, // Make separator cover all columns of a legacy Columns() set.
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};
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// Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags.
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// FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf()
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// and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in.
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enum ImGuiFocusRequestFlags_
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{
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ImGuiFocusRequestFlags_None = 0,
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ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, // Find last focused child (if any) and focus it instead.
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ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, // Do not set focus if the window is below a modal.
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};
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enum ImGuiTextFlags_
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@@ -925,7 +946,7 @@ enum ImGuiTextFlags_
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enum ImGuiTooltipFlags_
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{
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ImGuiTooltipFlags_None = 0,
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ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0, // Override will clear/ignore previously submitted tooltip (defaults to append)
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ImGuiTooltipFlags_OverridePrevious = 1 << 1, // Clear/ignore previously submitted tooltip (defaults to append)
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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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@@ -1176,13 +1197,14 @@ enum ImGuiNextItemDataFlags_
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struct ImGuiNextItemData
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{
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ImGuiNextItemDataFlags Flags;
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ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap.
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float Width; // Set by SetNextItemWidth()
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ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging)
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ImGuiCond OpenCond;
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bool OpenVal; // Set by SetNextItemOpen()
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ImGuiNextItemData() { memset(this, 0, sizeof(*this)); }
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inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()!
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inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()!
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};
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// Status storage for the last submitted item
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@@ -1198,6 +1220,16 @@ struct ImGuiLastItemData
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ImGuiLastItemData() { memset(this, 0, sizeof(*this)); }
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};
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// Store data emitted by TreeNode() for usage by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere.
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// This is the minimum amount of data that we need to perform the equivalent of NavApplyItemToResult() and which we can't infer in TreePop()
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// Only stored when the node is a potential candidate for landing on a Left arrow jump.
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struct ImGuiNavTreeNodeData
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{
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ImGuiID ID;
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ImGuiItemFlags InFlags;
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ImRect NavRect;
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};
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struct IMGUI_API ImGuiStackSizes
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{
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short SizeOfIDStack;
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@@ -1415,6 +1447,7 @@ enum ImGuiInputFlags_
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// [SECTION] Clipper support
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//-----------------------------------------------------------------------------
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// Note that Max is exclusive, so perhaps should be using a Begin/End convention.
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struct ImGuiListClipperRange
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{
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int Min;
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@@ -1483,15 +1516,18 @@ enum ImGuiNavMoveFlags_
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ImGuiNavMoveFlags_LoopY = 1 << 1,
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ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
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ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness
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ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY,
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ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
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ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown)
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ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary
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ImGuiNavMoveFlags_Forwarded = 1 << 7,
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ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result
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ImGuiNavMoveFlags_FocusApi = 1 << 9,
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ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight
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ImGuiNavMoveFlags_Activate = 1 << 11,
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ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12, // Do not alter the visible state of keyboard vs mouse nav highlight
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ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details)
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ImGuiNavMoveFlags_IsTabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight
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ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request.
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ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item.
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ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo
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ImGuiNavMoveFlags_NoSetNavHighlight = 1 << 14, // Do not alter the visible state of keyboard vs mouse nav highlight
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};
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enum ImGuiNavLayer
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@@ -1661,6 +1697,7 @@ struct IMGUI_API ImGuiDockNode
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ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused.
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ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected.
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ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window.
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ImGuiID RefViewportId; // Reference viewport ID from visible window when HostWindow == NULL.
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ImGuiDataAuthority AuthorityForPos :3;
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ImGuiDataAuthority AuthorityForSize :3;
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ImGuiDataAuthority AuthorityForViewport :3;
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@@ -1742,10 +1779,10 @@ struct ImGuiViewportP : public ImGuiViewport
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float LastAlpha;
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bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused.
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short PlatformMonitor;
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int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
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ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
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int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
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ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
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ImDrawData DrawDataP;
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ImDrawDataBuilder DrawDataBuilder;
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ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData
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ImVec2 LastPlatformPos;
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ImVec2 LastPlatformSize;
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ImVec2 LastRendererSize;
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@@ -1754,8 +1791,8 @@ struct ImGuiViewportP : public ImGuiViewport
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ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f.
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ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f.
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ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = DrawListsLastFrame[0] = DrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
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~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }
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ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
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~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }
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void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
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// Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)
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@@ -1816,6 +1853,7 @@ struct ImGuiSettingsHandler
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// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack.
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enum ImGuiLocKey : int
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{
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ImGuiLocKey_VersionStr,
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ImGuiLocKey_TableSizeOne,
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ImGuiLocKey_TableSizeAllFit,
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ImGuiLocKey_TableSizeAllDefault,
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@@ -1824,6 +1862,7 @@ enum ImGuiLocKey : int
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ImGuiLocKey_WindowingPopup,
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ImGuiLocKey_WindowingUntitled,
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ImGuiLocKey_DockingHideTabBar,
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ImGuiLocKey_DockingHoldShiftToDock,
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ImGuiLocKey_COUNT
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};
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@@ -2023,6 +2062,8 @@ struct ImGuiContext
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ImVector<ImGuiGroupData>GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
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ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
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ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
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ImVector<ImGuiNavTreeNodeData> NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted.
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int BeginMenuCount;
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// Viewports
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@@ -2033,6 +2074,8 @@ struct ImGuiContext
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ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
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ImGuiID PlatformLastFocusedViewportId;
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ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information.
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int ViewportCreatedCount; // Unique sequential creation counter (mostly for testing/debugging)
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int PlatformWindowsCreatedCount; // Unique sequential creation counter (mostly for testing/debugging)
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int ViewportFocusedStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
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// Gamepad/keyboard Navigation
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@@ -2059,8 +2102,7 @@ struct ImGuiContext
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bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()
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bool NavInitRequest; // Init request for appearing window to select first item
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bool NavInitRequestFromMove;
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ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
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ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window)
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ImGuiNavItemData NavInitResult; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
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bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame()
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bool NavMoveScoringItems; // Move request submitted, still scoring incoming items
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bool NavMoveForwardToNextFrame;
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@@ -2094,7 +2136,6 @@ struct ImGuiContext
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// Render
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float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
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ImGuiMouseCursor MouseCursor;
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// Drag and Drop
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bool DragDropActive;
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@@ -2134,13 +2175,19 @@ struct ImGuiContext
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ImVector<ImGuiShrinkWidthItem> ShrinkWidthBuffer;
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// Hover Delay system
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ImGuiID HoverDelayId;
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ImGuiID HoverDelayIdPreviousFrame;
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float HoverDelayTimer; // Currently used IsItemHovered(), generally inferred from g.HoveredIdTimer but kept uncleared until clear timer elapse.
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float HoverDelayClearTimer; // Currently used IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared.
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ImGuiID HoverItemDelayId;
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ImGuiID HoverItemDelayIdPreviousFrame;
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float HoverItemDelayTimer; // Currently used by IsItemHovered()
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float HoverItemDelayClearTimer; // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared.
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ImGuiID HoverItemUnlockedStationaryId; // Mouse has once been stationary on this item. Only reset after departing the item.
|
||||
ImGuiID HoverWindowUnlockedStationaryId; // Mouse has once been stationary on this window. Only reset after departing the window.
|
||||
|
||||
// Mouse state
|
||||
ImGuiMouseCursor MouseCursor;
|
||||
float MouseStationaryTimer; // Time the mouse has been stationary (with some loose heuristic)
|
||||
ImVec2 MouseLastValidPos;
|
||||
|
||||
// Widget state
|
||||
ImVec2 MouseLastValidPos;
|
||||
ImGuiInputTextState InputTextState;
|
||||
ImGuiInputTextDeactivatedState InputTextDeactivatedState;
|
||||
ImFont InputTextPasswordFont;
|
||||
@@ -2162,6 +2209,7 @@ struct ImGuiContext
|
||||
float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
|
||||
float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled()
|
||||
short DisabledStackSize;
|
||||
short LockMarkEdited;
|
||||
short TooltipOverrideCount;
|
||||
ImVector<char> ClipboardHandlerData; // If no custom clipboard handler is defined
|
||||
ImVector<ImGuiID> MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once
|
||||
@@ -2170,7 +2218,6 @@ struct ImGuiContext
|
||||
ImGuiPlatformImeData PlatformImeData; // Data updated by current frame
|
||||
ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn
|
||||
ImGuiID PlatformImeViewport;
|
||||
char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point
|
||||
|
||||
// Extensions
|
||||
// FIXME: We could provide an API to register one slot in an array held in ImGuiContext?
|
||||
@@ -2297,6 +2344,7 @@ struct ImGuiContext
|
||||
CurrentViewport = NULL;
|
||||
MouseViewport = MouseLastHoveredViewport = NULL;
|
||||
PlatformLastFocusedViewportId = 0;
|
||||
ViewportCreatedCount = PlatformWindowsCreatedCount = 0;
|
||||
ViewportFocusedStampCount = 0;
|
||||
|
||||
NavWindow = NULL;
|
||||
@@ -2313,7 +2361,6 @@ struct ImGuiContext
|
||||
NavAnyRequest = false;
|
||||
NavInitRequest = false;
|
||||
NavInitRequestFromMove = false;
|
||||
NavInitResultId = 0;
|
||||
NavMoveSubmitted = false;
|
||||
NavMoveScoringItems = false;
|
||||
NavMoveForwardToNextFrame = false;
|
||||
@@ -2332,7 +2379,6 @@ struct ImGuiContext
|
||||
NavWindowingToggleLayer = false;
|
||||
|
||||
DimBgRatio = 0.0f;
|
||||
MouseCursor = ImGuiMouseCursor_Arrow;
|
||||
|
||||
DragDropActive = DragDropWithinSource = DragDropWithinTarget = false;
|
||||
DragDropSourceFlags = ImGuiDragDropFlags_None;
|
||||
@@ -2352,8 +2398,11 @@ struct ImGuiContext
|
||||
TablesTempDataStacked = 0;
|
||||
CurrentTabBar = NULL;
|
||||
|
||||
HoverDelayId = HoverDelayIdPreviousFrame = 0;
|
||||
HoverDelayTimer = HoverDelayClearTimer = 0.0f;
|
||||
HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0;
|
||||
HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f;
|
||||
|
||||
MouseCursor = ImGuiMouseCursor_Arrow;
|
||||
MouseStationaryTimer = 0.0f;
|
||||
|
||||
TempInputId = 0;
|
||||
ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;
|
||||
@@ -2369,12 +2418,12 @@ struct ImGuiContext
|
||||
ScrollbarClickDeltaToGrabCenter = 0.0f;
|
||||
DisabledAlphaBackup = 0.0f;
|
||||
DisabledStackSize = 0;
|
||||
LockMarkEdited = 0;
|
||||
TooltipOverrideCount = 0;
|
||||
|
||||
PlatformImeData.InputPos = ImVec2(0.0f, 0.0f);
|
||||
PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission
|
||||
PlatformImeViewport = 0;
|
||||
PlatformLocaleDecimalPoint = '.';
|
||||
|
||||
DockNodeWindowMenuHandler = NULL;
|
||||
|
||||
@@ -2434,14 +2483,15 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
|
||||
ImVec1 ColumnsOffset; // 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.
|
||||
ImVec1 GroupOffset;
|
||||
ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensentate and fix the most common use case of large scroll area.
|
||||
ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area.
|
||||
|
||||
// Keyboard/Gamepad navigation
|
||||
ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
|
||||
short NavLayersActiveMask; // Which layers have been written to (result from previous frame)
|
||||
short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame)
|
||||
bool NavIsScrollPushableX; // Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column.
|
||||
bool NavHideHighlightOneFrame;
|
||||
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
|
||||
bool NavWindowHasScrollY; // Set per window when scrolling can be used (== ScrollMax.y > 0.0f)
|
||||
|
||||
// Miscellaneous
|
||||
bool MenuBarAppending; // FIXME: Remove this
|
||||
@@ -2571,6 +2621,7 @@ struct IMGUI_API ImGuiWindow
|
||||
ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)
|
||||
ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
|
||||
ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
|
||||
ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; // Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX.
|
||||
ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin()
|
||||
|
||||
int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy
|
||||
@@ -2699,7 +2750,7 @@ struct IMGUI_API ImGuiTabBar
|
||||
typedef ImS16 ImGuiTableColumnIdx;
|
||||
typedef ImU16 ImGuiTableDrawChannelIdx;
|
||||
|
||||
// [Internal] sizeof() ~ 104
|
||||
// [Internal] sizeof() ~ 112
|
||||
// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api.
|
||||
// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping.
|
||||
// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped".
|
||||
@@ -2745,7 +2796,7 @@ struct ImGuiTableColumn
|
||||
ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
|
||||
ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3)
|
||||
ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each)
|
||||
ImU8 SortDirectionsAvailList; // Ordered of available sort directions (2-bits each)
|
||||
ImU8 SortDirectionsAvailList; // Ordered list of available sort directions (2-bits each, total 8-bits)
|
||||
|
||||
ImGuiTableColumn()
|
||||
{
|
||||
@@ -2775,11 +2826,14 @@ struct ImGuiTableInstanceData
|
||||
float LastOuterHeight; // Outer height from last frame
|
||||
float LastFirstRowHeight; // Height of first row from last frame (FIXME: this is used as "header height" and may be reworked)
|
||||
float LastFrozenHeight; // Height of frozen section from last frame
|
||||
int HoveredRowLast; // Index of row which was hovered last frame.
|
||||
int HoveredRowNext; // Index of row hovered this frame, set after encountering it.
|
||||
|
||||
ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastFirstRowHeight = LastFrozenHeight = 0.0f; }
|
||||
ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastFirstRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; }
|
||||
};
|
||||
|
||||
// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs, incoming RowData
|
||||
// sizeof() ~ 580 bytes + heap allocs described in TableBeginInitMemory()
|
||||
struct IMGUI_API ImGuiTable
|
||||
{
|
||||
ImGuiID ID;
|
||||
@@ -2803,6 +2857,7 @@ struct IMGUI_API ImGuiTable
|
||||
float RowPosY1;
|
||||
float RowPosY2;
|
||||
float RowMinHeight; // Height submitted to TableNextRow()
|
||||
float RowCellPaddingY; // Top and bottom padding. Reloaded during row change.
|
||||
float RowTextBaseline;
|
||||
float RowIndentOffsetX;
|
||||
ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_
|
||||
@@ -2816,9 +2871,8 @@ struct IMGUI_API ImGuiTable
|
||||
float HostIndentX;
|
||||
float MinColumnWidth;
|
||||
float OuterPaddingX;
|
||||
float CellPaddingX; // Padding from each borders
|
||||
float CellPaddingY;
|
||||
float CellSpacingX1; // Spacing between non-bordered cells
|
||||
float CellPaddingX; // Padding from each borders. Locked in BeginTable()/Layout.
|
||||
float CellSpacingX1; // Spacing between non-bordered cells. Locked in BeginTable()/Layout.
|
||||
float CellSpacingX2;
|
||||
float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details.
|
||||
float ColumnsGivenWidth; // Sum of current column width
|
||||
@@ -2895,6 +2949,7 @@ struct IMGUI_API ImGuiTable
|
||||
// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table).
|
||||
// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure.
|
||||
// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics.
|
||||
// sizeof() ~ 112 bytes.
|
||||
struct IMGUI_API ImGuiTableTempData
|
||||
{
|
||||
int TableIndex; // Index in g.Tables.Buf[] pool
|
||||
@@ -2982,10 +3037,11 @@ namespace ImGui
|
||||
IMGUI_API void SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window);
|
||||
inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); }
|
||||
inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); }
|
||||
inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); }
|
||||
|
||||
// Windows: Display Order and Focus Order
|
||||
IMGUI_API void FocusWindow(ImGuiWindow* window);
|
||||
IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport);
|
||||
IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0);
|
||||
IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags);
|
||||
IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
|
||||
IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
|
||||
IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
|
||||
@@ -2997,6 +3053,7 @@ namespace ImGui
|
||||
IMGUI_API void SetCurrentFont(ImFont* font);
|
||||
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
|
||||
inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); }
|
||||
IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
|
||||
|
||||
// Init
|
||||
IMGUI_API void Initialize();
|
||||
@@ -3076,7 +3133,7 @@ namespace ImGui
|
||||
IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
|
||||
inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min.
|
||||
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0);
|
||||
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
|
||||
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags);
|
||||
IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0);
|
||||
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id);
|
||||
IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);
|
||||
@@ -3110,6 +3167,7 @@ namespace ImGui
|
||||
IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window);
|
||||
IMGUI_API ImGuiWindow* GetTopMostPopupModal();
|
||||
IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal();
|
||||
IMGUI_API ImGuiWindow* FindBlockingModal(ImGuiWindow* window);
|
||||
IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
|
||||
IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);
|
||||
|
||||
@@ -3130,13 +3188,21 @@ namespace ImGui
|
||||
IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
|
||||
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
|
||||
IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result);
|
||||
IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data);
|
||||
IMGUI_API void NavMoveRequestCancel();
|
||||
IMGUI_API void NavMoveRequestApplyResult();
|
||||
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
|
||||
IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
|
||||
IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis);
|
||||
IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX();
|
||||
IMGUI_API void SetNavWindow(ImGuiWindow* window);
|
||||
IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
|
||||
|
||||
// Focus/Activation
|
||||
// This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are
|
||||
// much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones.
|
||||
IMGUI_API void FocusItem(); // Focus last item (no selection/activation).
|
||||
IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again.
|
||||
|
||||
// Inputs
|
||||
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
|
||||
inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }
|
||||
@@ -3306,7 +3372,8 @@ namespace ImGui
|
||||
IMGUI_API void TableOpenContextMenu(int column_n = -1);
|
||||
IMGUI_API void TableSetColumnWidth(int column_n, float width);
|
||||
IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs);
|
||||
IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.
|
||||
IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.
|
||||
IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet.
|
||||
IMGUI_API float TableGetHeaderRowHeight();
|
||||
IMGUI_API void TablePushBackgroundChannel();
|
||||
IMGUI_API void TablePopBackgroundChannel();
|
||||
@@ -3408,7 +3475,7 @@ namespace ImGui
|
||||
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags);
|
||||
IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f);
|
||||
IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width);
|
||||
IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value);
|
||||
IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value);
|
||||
@@ -3484,10 +3551,12 @@ namespace ImGui
|
||||
IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
|
||||
IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
|
||||
IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
|
||||
IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255));
|
||||
IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255));
|
||||
IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255));
|
||||
IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time!
|
||||
IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time!
|
||||
IMGUI_API void DebugLocateItemResolveWithLastItem();
|
||||
inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); }
|
||||
inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
|
||||
IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas);
|
||||
IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);
|
||||
|
||||
Reference in New Issue
Block a user