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Update ImGUI to 1.82 + docking.
This commit is contained in:
+83
-60
@@ -1,4 +1,4 @@
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// dear imgui, v1.81
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// dear imgui, v1.82
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// (internal structures/api)
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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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@@ -188,9 +188,9 @@ namespace ImStb
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// Debug Logging for selected systems. Remove the '((void)0) //' to enable.
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//#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log
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//#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log
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//#define IMGUI_DEBUG_LOG_VIEWPORT IMGUI_DEBUG_LOG // Enable log
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//#define IMGUI_DEBUG_LOG_DOCKING IMGUI_DEBUG_LOG // Enable log
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//#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log
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#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log
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#define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log
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#define IMGUI_DEBUG_LOG_VIEWPORT(...) ((void)0) // Disable log
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@@ -226,6 +226,7 @@ namespace ImStb
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#define IM_NEWLINE "\n"
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#endif
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#define IM_TABSIZE (4)
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#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + (_ALIGN - 1)) & ~(_ALIGN - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8
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#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
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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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@@ -460,6 +461,7 @@ struct IMGUI_API ImRect
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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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float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); }
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ImVec2 GetTL() const { return Min; } // Top-left
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ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right
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ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left
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@@ -556,20 +558,22 @@ struct ImSpan
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// Helper: ImSpanAllocator<>
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// Facilitate storing multiple chunks into a single large block (the "arena")
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// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges.
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template<int CHUNKS>
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struct ImSpanAllocator
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{
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char* BasePtr;
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int TotalSize;
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int CurrSpan;
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int CurrOff;
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int CurrIdx;
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int Offsets[CHUNKS];
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int Sizes[CHUNKS];
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ImSpanAllocator() { memset(this, 0, sizeof(*this)); }
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inline void ReserveBytes(int n, size_t sz) { IM_ASSERT(n == CurrSpan && n < CHUNKS); IM_UNUSED(n); Offsets[CurrSpan++] = TotalSize; TotalSize += (int)sz; }
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inline int GetArenaSizeInBytes() { return TotalSize; }
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inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; }
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inline int GetArenaSizeInBytes() { return CurrOff; }
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inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; }
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inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrSpan == CHUNKS); return (void*)(BasePtr + Offsets[n]); }
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inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrSpan == CHUNKS); return (n + 1 < CHUNKS) ? BasePtr + Offsets[n + 1] : (void*)(BasePtr + TotalSize); }
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inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); }
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inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); }
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template<typename T>
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inline void GetSpan(int n, ImSpan<T>* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); }
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};
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@@ -603,7 +607,7 @@ struct IMGUI_API ImPool
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// Helper: ImChunkStream<>
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// Build and iterate a contiguous stream of variable-sized structures.
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// This is used by Settings to store persistent data while reducing allocation count.
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// We store the chunk size first, and align the final size on 4 bytes boundaries (this what the '(X + 3) & ~3' statement is for)
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// We store the chunk size first, and align the final size on 4 bytes boundaries.
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// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.
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template<typename T>
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struct IMGUI_API ImChunkStream
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@@ -613,7 +617,7 @@ struct IMGUI_API ImChunkStream
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void clear() { Buf.clear(); }
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bool empty() const { return Buf.Size == 0; }
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int size() const { return Buf.Size; }
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T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = ((HDR_SZ + sz) + 3u) & ~3u; int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); }
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T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); }
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T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); }
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T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; }
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int chunk_size(const T* p) { return ((const int*)p)[-1]; }
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@@ -629,15 +633,30 @@ struct IMGUI_API ImChunkStream
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//-----------------------------------------------------------------------------
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// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value.
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// FIXME: the minimum number of auto-segment may be undesirably high for very small radiuses (e.g. 1.0f)
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#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 12
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// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693
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// Number of segments (N) is calculated using equation:
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// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r
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// Our equation is significantly simpler that one in the post thanks for choosing segment that is
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// perpendicular to X axis. Follow steps in the article from this starting condition and you will
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// will get this result.
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//
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// Rendering circles with an odd number of segments, while mathematically correct will produce
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// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.)
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//
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#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2)
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#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4
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#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512
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#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp((int)((IM_PI * 2.0f) / ImAcos(((_RAD) - (_MAXERROR)) / (_RAD))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)
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#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)
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// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path.
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#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER
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#define IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER 1
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// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'.
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#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))))
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#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD))
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// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle.
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#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE
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#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table.
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#endif
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#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle.
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// Data shared between all ImDrawList instances
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// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.
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@@ -652,12 +671,13 @@ struct IMGUI_API ImDrawListSharedData
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ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)
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// [Internal] Lookup tables
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ImVec2 ArcFastVtx[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas
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ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle.
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float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo()
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ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead)
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const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas
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ImDrawListSharedData();
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void SetCircleSegmentMaxError(float max_error);
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void SetCircleTessellationMaxError(float max_error);
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};
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struct ImDrawDataBuilder
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@@ -695,12 +715,13 @@ enum ImGuiItemStatusFlags_
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{
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ImGuiItemStatusFlags_None = 0,
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ImGuiItemStatusFlags_HoveredRect = 1 << 0,
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ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
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ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // LastItemDisplayRect is valid
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ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
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ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues.
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ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
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ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
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ImGuiItemStatusFlags_Deactivated = 1 << 6 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
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ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
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ImGuiItemStatusFlags_HoveredWindow = 1 << 7 // Override the HoveredWindow test to allow cross-window hover testing.
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#ifdef IMGUI_ENABLE_TEST_ENGINE
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, // [imgui_tests only]
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@@ -815,9 +836,9 @@ enum ImGuiInputSource
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{
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ImGuiInputSource_None = 0,
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ImGuiInputSource_Mouse,
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ImGuiInputSource_Nav,
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ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code
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ImGuiInputSource_NavGamepad, // "
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ImGuiInputSource_Keyboard,
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ImGuiInputSource_Gamepad,
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ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
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ImGuiInputSource_COUNT
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};
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@@ -922,7 +943,7 @@ struct ImGuiStyleMod
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};
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// Stacked storage data for BeginGroup()/EndGroup()
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struct ImGuiGroupData
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struct IMGUI_API ImGuiGroupData
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{
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ImGuiID WindowID;
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ImVec2 BackupCursorPos;
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@@ -933,6 +954,7 @@ struct ImGuiGroupData
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float BackupCurrLineTextBaseOffset;
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ImGuiID BackupActiveIdIsAlive;
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bool BackupActiveIdPreviousFrameIsAlive;
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bool BackupHoveredIdIsAlive;
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bool EmitItem;
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};
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@@ -1202,7 +1224,7 @@ enum ImGuiDockNodeState
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};
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// sizeof() 116~160
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struct ImGuiDockNode
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struct IMGUI_API ImGuiDockNode
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{
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ImGuiID ID;
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ImGuiDockNodeFlags SharedFlags; // Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node)
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@@ -1233,9 +1255,8 @@ struct ImGuiDockNode
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ImGuiDataAuthority AuthorityForViewport :3;
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bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window)
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bool IsFocused :1;
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bool HasCloseButton :1;
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bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one.
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bool HasWindowMenuButton :1;
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bool EnableCloseButton :1;
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bool WantCloseAll :1; // Set when closing all tabs at once.
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bool WantLockSizeOnce :1;
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bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window
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@@ -1459,17 +1480,16 @@ struct ImGuiContext
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// Windows state
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ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
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ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic)
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ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here!)
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ImVector<ImGuiWindow*> WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
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ImVector<ImGuiWindow*> CurrentWindowStack;
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ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
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int WindowsActiveCount; // Number of unique windows submitted by frame
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ImGuiWindow* CurrentWindow; // Window being drawn into
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ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs.
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ImGuiWindow* HoveredRootWindow; // == HoveredWindow ? HoveredWindow->RootWindow : NULL, merely a shortcut to avoid null test in some situation.
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ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
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ImGuiDockNode* HoveredDockNode; // Hovered dock node.
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree.
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ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
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ImVec2 WheelingWindowRefMousePos;
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float WheelingWindowTimer;
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@@ -1528,6 +1548,7 @@ struct ImGuiContext
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ImGuiViewportP* MouseViewport;
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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 ViewportFrontMostStampCount; // 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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@@ -1578,13 +1599,13 @@ struct ImGuiContext
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bool NavWindowingToggleLayer;
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// Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!)
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ImGuiWindow* FocusRequestCurrWindow; //
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ImGuiWindow* FocusRequestNextWindow; //
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int FocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch)
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int FocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index
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int FocusRequestNextCounterRegular; // Stored for next frame
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int FocusRequestNextCounterTabStop; // "
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bool FocusTabPressed; //
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ImGuiWindow* TabFocusRequestCurrWindow; //
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ImGuiWindow* TabFocusRequestNextWindow; //
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int TabFocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch)
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int TabFocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index
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int TabFocusRequestNextCounterRegular; // Stored for next frame
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int TabFocusRequestNextCounterTabStop; // "
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bool TabFocusPressed; //
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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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@@ -1710,7 +1731,6 @@ struct ImGuiContext
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WindowsActiveCount = 0;
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CurrentWindow = NULL;
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HoveredWindow = NULL;
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HoveredRootWindow = NULL;
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HoveredWindowUnderMovingWindow = NULL;
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HoveredDockNode = NULL;
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MovingWindow = NULL;
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@@ -1738,7 +1758,7 @@ struct ImGuiContext
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ActiveIdClickOffset = ImVec2(-1, -1);
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ActiveIdWindow = NULL;
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ActiveIdSource = ImGuiInputSource_None;
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ActiveIdMouseButton = 0;
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ActiveIdMouseButton = -1;
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ActiveIdPreviousFrame = 0;
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ActiveIdPreviousFrameIsAlive = false;
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ActiveIdPreviousFrameHasBeenEditedBefore = false;
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@@ -1781,10 +1801,10 @@ struct ImGuiContext
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NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
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NavWindowingToggleLayer = false;
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FocusRequestCurrWindow = FocusRequestNextWindow = NULL;
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FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX;
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FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX;
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FocusTabPressed = false;
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TabFocusRequestCurrWindow = TabFocusRequestNextWindow = NULL;
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TabFocusRequestCurrCounterRegular = TabFocusRequestCurrCounterTabStop = INT_MAX;
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TabFocusRequestNextCounterRegular = TabFocusRequestNextCounterTabStop = INT_MAX;
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TabFocusPressed = false;
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DimBgRatio = 0.0f;
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MouseCursor = ImGuiMouseCursor_Arrow;
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@@ -1961,6 +1981,7 @@ struct IMGUI_API ImGuiWindow
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ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames
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ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size
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ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only
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ImS8 DisableInputsFrames; // Disable window interactions for N frames
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ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use.
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ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use.
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ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use.
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@@ -1996,8 +2017,8 @@ struct IMGUI_API ImGuiWindow
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ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
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ImDrawList DrawListInst;
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ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL.
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ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window == Top-level window.
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ImGuiWindow* RootWindowDockStop; // Point to ourself or first ancestor that is not a child window. Doesn't cross through dock nodes. We use this so IsWindowFocused() can behave consistently regardless of docking state.
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ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through dock nodes. We use this so IsWindowFocused() can behave consistently regardless of docking state.
|
||||
ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes.
|
||||
ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
|
||||
ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
|
||||
|
||||
@@ -2096,13 +2117,13 @@ struct ImGuiTabItem
|
||||
};
|
||||
|
||||
// Storage for a tab bar (sizeof() 152 bytes)
|
||||
struct ImGuiTabBar
|
||||
struct IMGUI_API ImGuiTabBar
|
||||
{
|
||||
ImVector<ImGuiTabItem> Tabs;
|
||||
ImGuiTabBarFlags Flags;
|
||||
ImGuiID ID; // Zero for tab-bars used by docking
|
||||
ImGuiID SelectedTabId; // Selected tab/window
|
||||
ImGuiID NextSelectedTabId;
|
||||
ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation
|
||||
ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview)
|
||||
int CurrFrameVisible;
|
||||
int PrevFrameVisible;
|
||||
@@ -2309,9 +2330,10 @@ struct ImGuiTable
|
||||
ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held.
|
||||
ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared)
|
||||
ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1
|
||||
ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column.
|
||||
ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column.
|
||||
ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column.
|
||||
ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column.
|
||||
ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column.
|
||||
ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot
|
||||
ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count
|
||||
ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)
|
||||
@@ -2437,9 +2459,10 @@ namespace ImGui
|
||||
IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);
|
||||
|
||||
// Viewports
|
||||
IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos);
|
||||
IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale);
|
||||
IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport);
|
||||
IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos);
|
||||
IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale);
|
||||
IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport);
|
||||
const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport);
|
||||
|
||||
// Settings
|
||||
IMGUI_API void MarkIniSettingsDirty();
|
||||
@@ -2520,8 +2543,7 @@ namespace ImGui
|
||||
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
|
||||
IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
|
||||
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 SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id);
|
||||
IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
|
||||
IMGUI_API void SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
|
||||
|
||||
// Focus Scope (WIP)
|
||||
// This is generally used to identify a selection set (multiple of which may be in the same window), as selection
|
||||
@@ -2619,6 +2641,7 @@ namespace ImGui
|
||||
IMGUI_API void TablePopBackgroundChannel();
|
||||
|
||||
// Tables: Internals
|
||||
inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; }
|
||||
IMGUI_API ImGuiTable* TableFindByID(ImGuiID id);
|
||||
IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);
|
||||
IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count);
|
||||
@@ -2682,7 +2705,7 @@ namespace ImGui
|
||||
IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known);
|
||||
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
|
||||
IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
|
||||
IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);
|
||||
IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0);
|
||||
IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
|
||||
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
|
||||
|
||||
@@ -2709,7 +2732,7 @@ namespace ImGui
|
||||
IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node);
|
||||
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API void Scrollbar(ImGuiAxis axis);
|
||||
IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners);
|
||||
IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawFlags flags);
|
||||
IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col);
|
||||
IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
|
||||
IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
|
||||
@@ -2817,11 +2840,11 @@ IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
||||
extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);
|
||||
extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);
|
||||
extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id);
|
||||
extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id, const void* data_id_end);
|
||||
extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...);
|
||||
extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);
|
||||
extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);
|
||||
extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id);
|
||||
extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id, const void* data_id_end);
|
||||
extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...);
|
||||
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional)
|
||||
#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log
|
||||
|
||||
Reference in New Issue
Block a user