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Switch imgui to docking branch.
This commit is contained in:
+314
-29
@@ -1,4 +1,4 @@
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// dear imgui, v1.76
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// dear imgui, v1.77 WIP
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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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@@ -82,6 +82,9 @@ struct ImGuiColumnData; // Storage data for a single column
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struct ImGuiColumns; // Storage data for a columns set
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struct ImGuiContext; // Main Dear ImGui context
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struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum
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struct ImGuiDockContext; // Docking system context
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struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes)
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struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session)
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struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
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struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
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struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data
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@@ -99,6 +102,7 @@ struct ImGuiWindowTempData; // Temporary storage for one window (that's
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struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
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// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
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typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field
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typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
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typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior()
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typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns()
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@@ -141,6 +145,9 @@ namespace ImStb
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extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
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#endif
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// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui.
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#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow*
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//-----------------------------------------------------------------------------
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// Macros
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//-----------------------------------------------------------------------------
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@@ -150,6 +157,14 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
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#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
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#endif
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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_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_POPUP(...) ((void)0) // Disable log
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#define IMGUI_DEBUG_LOG_VIEWPORT(...) ((void)0) // Disable log
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#define IMGUI_DEBUG_LOG_DOCKING(...) ((void)0) // Disable log
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// Static Asserts
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#if (__cplusplus >= 201100)
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#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "")
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@@ -723,6 +738,14 @@ struct ImGuiDataTypeInfo
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const char* ScanFmt; // Default scanf format for the type
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};
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// Extend ImGuiDataType_
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enum ImGuiDataTypePrivate_
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{
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ImGuiDataType_String = ImGuiDataType_COUNT + 1,
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ImGuiDataType_Pointer,
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ImGuiDataType_ID
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};
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// Stacked color modifier, backup of modified data so we can restore it
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struct ImGuiColorMod
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{
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@@ -808,11 +831,16 @@ struct IMGUI_API ImGuiInputTextState
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struct ImGuiWindowSettings
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{
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ImGuiID ID;
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ImVec2ih Pos;
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ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions.
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ImVec2ih Size;
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ImVec2ih ViewportPos;
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ImGuiID ViewportId;
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ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none.
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ImGuiID ClassId; // ID of window class if specified
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short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
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bool Collapsed;
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ImGuiWindowSettings() { ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = false; }
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ImGuiWindowSettings() { ID = 0; Pos = Size = ViewportPos = ImVec2ih(0, 0); ViewportId = DockId = ClassId = 0; DockOrder = -1; Collapsed = false; }
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char* GetName() { return (char*)(this + 1); }
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};
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@@ -925,6 +953,37 @@ struct ImDrawDataBuilder
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IMGUI_API void FlattenIntoSingleLayer();
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};
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// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!)
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// Note that every instance of ImGuiViewport is in fact a ImGuiViewportP.
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struct ImGuiViewportP : public ImGuiViewport
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{
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int Idx;
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int LastFrameActive; // Last frame number this viewport was activated by a window
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int LastFrameDrawLists[2]; // Last frame number the background (0) and foreground (1) draw lists were used
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int LastFrontMostStampCount; // Last stamp number from when a window hosted by this viewport was made front-most (by comparing this value between two viewport we have an implicit viewport z-order
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ImGuiID LastNameHash;
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ImVec2 LastPos;
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float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent)
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float LastAlpha;
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short PlatformMonitor;
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bool PlatformWindowCreated;
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ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set)
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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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ImDrawData DrawDataP;
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ImDrawDataBuilder DrawDataBuilder;
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ImVec2 LastPlatformPos;
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ImVec2 LastPlatformSize;
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ImVec2 LastRendererSize;
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ImVec2 CurrWorkOffsetMin; // Work area top-left offset being increased during the frame
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ImVec2 CurrWorkOffsetMax; // Work area bottom-right offset being decreased during the frame
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ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameDrawLists[0] = LastFrameDrawLists[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = false; 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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ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
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ImRect GetWorkRect() const { return ImRect(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y, Pos.x + Size.x + WorkOffsetMax.x, Pos.y + Size.y + WorkOffsetMax.y); }
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void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
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};
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struct ImGuiNavMoveResult
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{
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ImGuiWindow* Window; // Best candidate window
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@@ -948,7 +1007,11 @@ enum ImGuiNextWindowDataFlags_
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ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3,
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ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4,
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ImGuiNextWindowDataFlags_HasFocus = 1 << 5,
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ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6
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ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6,
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ImGuiNextWindowDataFlags_HasScroll = 1 << 7,
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ImGuiNextWindowDataFlags_HasViewport = 1 << 8,
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ImGuiNextWindowDataFlags_HasDock = 1 << 9,
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ImGuiNextWindowDataFlags_HasWindowClass = 1 << 10
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};
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// Storage for SetNexWindow** functions
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@@ -958,16 +1021,22 @@ struct ImGuiNextWindowData
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ImGuiCond PosCond;
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ImGuiCond SizeCond;
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ImGuiCond CollapsedCond;
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ImGuiCond DockCond;
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ImVec2 PosVal;
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ImVec2 PosPivotVal;
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ImVec2 SizeVal;
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ImVec2 ContentSizeVal;
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ImVec2 ScrollVal;
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bool PosUndock;
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bool CollapsedVal;
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ImRect SizeConstraintRect;
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ImGuiSizeCallback SizeCallback;
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void* SizeCallbackUserData;
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float BgAlphaVal; // Override background alpha
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ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it.
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ImGuiID ViewportId;
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ImGuiID DockId;
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ImGuiWindowClass WindowClass;
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ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?)
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ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); }
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inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; }
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@@ -1011,6 +1080,100 @@ struct ImGuiPtrOrIndex
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ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; }
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};
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//-----------------------------------------------------------------------------
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// Docking
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//-----------------------------------------------------------------------------
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// Extend ImGuiDockNodeFlags_
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enum ImGuiDockNodeFlagsPrivate_
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{
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// [Internal]
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ImGuiDockNodeFlags_DockSpace = 1 << 10, // Local, Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window.
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ImGuiDockNodeFlags_CentralNode = 1 << 11, // Local, Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor.
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ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Local, Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back.
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ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Local, Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar)
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ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Local, Saved // Disable window/docking menu (that one that appears instead of the collapse button)
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ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Local, Saved //
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ImGuiDockNodeFlags_NoDocking = 1 << 16, // Local, Saved // Disable any form of docking in this dockspace or individual node. (On a whole dockspace, this pretty much defeat the purpose of using a dockspace at all). Note: when turned on, existing docked nodes will be preserved.
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ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0,
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ImGuiDockNodeFlags_LocalFlagsMask_ = ImGuiDockNodeFlags_NoSplit | ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking,
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ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_LocalFlagsMask_ & ~ImGuiDockNodeFlags_DockSpace, // When splitting those flags are moved to the inheriting child, never duplicated
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ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking
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};
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// Store the source authority (dock node vs window) of a field
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enum ImGuiDataAuthority_
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{
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ImGuiDataAuthority_Auto,
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ImGuiDataAuthority_DockNode,
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ImGuiDataAuthority_Window
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};
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enum ImGuiDockNodeState
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{
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ImGuiDockNodeState_Unknown,
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ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow,
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ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing,
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ImGuiDockNodeState_HostWindowVisible
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};
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// sizeof() 116~160
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struct 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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ImGuiDockNodeFlags LocalFlags; // Flags specific to this node
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ImGuiDockNode* ParentNode;
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ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array.
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ImVector<ImGuiWindow*> Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order.
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ImGuiTabBar* TabBar;
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ImVec2 Pos; // Current position
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ImVec2 Size; // Current size
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ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size.
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ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y)
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ImGuiWindowClass WindowClass; // [Root node only]
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ImGuiDockNodeState State;
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ImGuiWindow* HostWindow;
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ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window.
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ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node.
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ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy.
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int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly
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int LastFrameActive; // Last frame number the node was updated.
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int LastFrameFocused; // Last frame number the node was focused.
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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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ImGuiDataAuthority AuthorityForPos :3;
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ImGuiDataAuthority AuthorityForSize :3;
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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 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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bool WantHiddenTabBarUpdate :1;
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bool WantHiddenTabBarToggle :1;
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bool MarkedForPosSizeWrite :1; // Update by DockNodeTreeUpdatePosSize() write-filtering
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ImGuiDockNode(ImGuiID id);
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~ImGuiDockNode();
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bool IsRootNode() const { return ParentNode == NULL; }
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bool IsDockSpace() const { return (LocalFlags & ImGuiDockNodeFlags_DockSpace) != 0; }
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bool IsFloatingNode() const { return ParentNode == NULL && (LocalFlags & ImGuiDockNodeFlags_DockSpace) == 0; }
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bool IsCentralNode() const { return (LocalFlags & ImGuiDockNodeFlags_CentralNode) != 0; }
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bool IsHiddenTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle
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bool IsNoTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar
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bool IsSplitNode() const { return ChildNodes[0] != NULL; }
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bool IsLeafNode() const { return ChildNodes[0] == NULL; }
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bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; }
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ImGuiDockNodeFlags GetMergedFlags() const { return SharedFlags | LocalFlags; }
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ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
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};
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//-----------------------------------------------------------------------------
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// Main Dear ImGui context
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//-----------------------------------------------------------------------------
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@@ -1020,7 +1183,10 @@ struct ImGuiContext
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bool Initialized;
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bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
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ImGuiIO IO;
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ImGuiPlatformIO PlatformIO;
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ImGuiStyle Style;
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ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame()
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ImGuiConfigFlags ConfigFlagsLastFrame;
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ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
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float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
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float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
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@@ -1028,10 +1194,14 @@ struct ImGuiContext
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double Time;
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int FrameCount;
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int FrameCountEnded;
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int FrameCountPlatformEnded;
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int FrameCountRendered;
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bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame()
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bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed
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bool WithinEndChild; // Set within EndChild()
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bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
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ImGuiID TestEngineHookIdInfo; // Will call test engine hooks: ImGuiTestEngineHook_IdInfo() from GetID()
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void* TestEngine; // Test engine user data
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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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@@ -1043,6 +1213,7 @@ struct ImGuiContext
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ImGuiWindow* CurrentWindow; // Window being drawn into
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ImGuiWindow* HoveredWindow; // Will catch mouse inputs
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ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
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ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
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ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
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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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@@ -1087,6 +1258,15 @@ struct ImGuiContext
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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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||||
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||||
// Viewports
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ImVector<ImGuiViewportP*> Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData.
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float CurrentDpiScale; // == CurrentViewport->DpiScale
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||||
ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
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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 PlatformLastFocusedViewport; // Record of last focused platform window/viewport, when this changes we stamp the viewport as front-most
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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
|
||||
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
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||||
ImGuiID NavId; // Focused item for navigation
|
||||
@@ -1143,11 +1323,7 @@ struct ImGuiContext
|
||||
bool FocusTabPressed; //
|
||||
|
||||
// Render
|
||||
ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
|
||||
ImDrawDataBuilder DrawDataBuilder;
|
||||
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
|
||||
ImDrawList BackgroundDrawList; // First draw list to be rendered.
|
||||
ImDrawList ForegroundDrawList; // Last draw list to be rendered. This is where we the render software mouse cursor (if io.MouseDrawCursor is set) and most debug overlays.
|
||||
ImGuiMouseCursor MouseCursor;
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||||
|
||||
// Drag and Drop
|
||||
@@ -1165,6 +1341,7 @@ struct ImGuiContext
|
||||
ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload)
|
||||
ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
|
||||
int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source
|
||||
ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press.
|
||||
ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size
|
||||
unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads
|
||||
|
||||
@@ -1195,6 +1372,11 @@ struct ImGuiContext
|
||||
// Platform support
|
||||
ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor
|
||||
ImVec2 PlatformImeLastPos;
|
||||
ImGuiViewportP* PlatformImePosViewport;
|
||||
|
||||
// Extensions
|
||||
// FIXME: We could provide an API to register one slot in an array held in ImGuiContext?
|
||||
ImGuiDockContext* DockContext;
|
||||
|
||||
// Settings
|
||||
bool SettingsLoaded;
|
||||
@@ -1227,22 +1409,27 @@ struct ImGuiContext
|
||||
int WantTextInputNextFrame;
|
||||
char TempBuffer[1024*3+1]; // Temporary text buffer
|
||||
|
||||
ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData)
|
||||
ImGuiContext(ImFontAtlas* shared_font_atlas)
|
||||
{
|
||||
Initialized = false;
|
||||
ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None;
|
||||
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
|
||||
Font = NULL;
|
||||
FontSize = FontBaseSize = 0.0f;
|
||||
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
|
||||
IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
|
||||
Time = 0.0f;
|
||||
FrameCount = 0;
|
||||
FrameCountEnded = FrameCountRendered = -1;
|
||||
FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1;
|
||||
WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;
|
||||
TestEngineHookItems = false;
|
||||
TestEngineHookIdInfo = 0;
|
||||
TestEngine = NULL;
|
||||
|
||||
WindowsActiveCount = 0;
|
||||
CurrentWindow = NULL;
|
||||
HoveredWindow = NULL;
|
||||
HoveredRootWindow = NULL;
|
||||
HoveredWindowUnderMovingWindow = NULL;
|
||||
MovingWindow = NULL;
|
||||
WheelingWindow = NULL;
|
||||
WheelingWindowTimer = 0.0f;
|
||||
@@ -1273,6 +1460,12 @@ struct ImGuiContext
|
||||
LastActiveId = 0;
|
||||
LastActiveIdTimer = 0.0f;
|
||||
|
||||
CurrentDpiScale = 0.0f;
|
||||
CurrentViewport = NULL;
|
||||
MouseViewport = MouseLastHoveredViewport = NULL;
|
||||
PlatformLastFocusedViewport = 0;
|
||||
ViewportFrontMostStampCount = 0;
|
||||
|
||||
NavWindow = NULL;
|
||||
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
|
||||
NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
|
||||
@@ -1307,8 +1500,6 @@ struct ImGuiContext
|
||||
FocusTabPressed = false;
|
||||
|
||||
DimBgRatio = 0.0f;
|
||||
BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging
|
||||
ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging
|
||||
MouseCursor = ImGuiMouseCursor_Arrow;
|
||||
|
||||
DragDropActive = DragDropWithinSource = DragDropWithinTarget = false;
|
||||
@@ -1320,6 +1511,7 @@ struct ImGuiContext
|
||||
DragDropAcceptIdCurrRectSurface = 0.0f;
|
||||
DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
|
||||
DragDropAcceptFrameCount = -1;
|
||||
DragDropHoldJustPressedId = 0;
|
||||
memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
|
||||
|
||||
CurrentTabBar = NULL;
|
||||
@@ -1336,6 +1528,9 @@ struct ImGuiContext
|
||||
TooltipOverrideCount = 0;
|
||||
|
||||
PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
|
||||
PlatformImePosViewport = 0;
|
||||
|
||||
DockContext = NULL;
|
||||
|
||||
SettingsLoaded = false;
|
||||
SettingsDirtyTimer = 0.0f;
|
||||
@@ -1461,7 +1656,12 @@ struct IMGUI_API ImGuiWindow
|
||||
{
|
||||
char* Name; // Window name, owned by the window.
|
||||
ImGuiID ID; // == ImHashStr(Name)
|
||||
ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_
|
||||
ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass()
|
||||
ImGuiViewportP* Viewport; // Always set in Begin(), only inactive windows may have a NULL value here
|
||||
ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive)
|
||||
ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive)
|
||||
int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor
|
||||
ImVec2 Pos; // Position (always rounded-up to nearest pixel)
|
||||
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
|
||||
ImVec2 SizeFull; // Size when non collapsed
|
||||
@@ -1479,6 +1679,7 @@ struct IMGUI_API ImGuiWindow
|
||||
ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
|
||||
ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.
|
||||
bool ScrollbarX, ScrollbarY; // Are scrollbars visible?
|
||||
bool ViewportOwned;
|
||||
bool Active; // Set to true on Begin(), unless Collapsed
|
||||
bool WasActive;
|
||||
bool WriteAccessed; // Set to true when any widget access the current window
|
||||
@@ -1503,6 +1704,7 @@ struct IMGUI_API ImGuiWindow
|
||||
ImGuiCond SetWindowPosAllowFlags; // store acceptable condition flags for SetNextWindowPos() use.
|
||||
ImGuiCond SetWindowSizeAllowFlags; // store acceptable condition flags for SetNextWindowSize() use.
|
||||
ImGuiCond SetWindowCollapsedAllowFlags; // store acceptable condition flags for SetNextWindowCollapsed() use.
|
||||
ImGuiCond SetWindowDockAllowFlags; // store acceptable condition flags for SetNextWindowDock() use.
|
||||
ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
|
||||
ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right.
|
||||
|
||||
@@ -1517,19 +1719,23 @@ struct IMGUI_API ImGuiWindow
|
||||
ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward).
|
||||
ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back().
|
||||
ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.
|
||||
ImVec2ih HitTestHoleSize, HitTestHoleOffset;
|
||||
|
||||
int LastFrameActive; // Last frame number the window was Active.
|
||||
int LastFrameJustFocused; // Last frame number the window was made Focused.
|
||||
float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there)
|
||||
float ItemWidthDefault;
|
||||
ImGuiStorage StateStorage;
|
||||
ImVector<ImGuiColumns> ColumnsStorage;
|
||||
float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()
|
||||
float FontDpiScale;
|
||||
int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)
|
||||
|
||||
ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
|
||||
ImDrawList DrawListInst;
|
||||
ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL.
|
||||
ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window.
|
||||
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.
|
||||
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.
|
||||
|
||||
@@ -1541,6 +1747,17 @@ struct IMGUI_API ImGuiWindow
|
||||
int MemoryDrawListIdxCapacity;
|
||||
int MemoryDrawListVtxCapacity;
|
||||
|
||||
// Docking
|
||||
ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden.
|
||||
ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows)
|
||||
ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more
|
||||
ImGuiItemStatusFlags DockTabItemStatusFlags;
|
||||
ImRect DockTabItemRect;
|
||||
short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
|
||||
bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1).
|
||||
bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected?
|
||||
bool DockTabWantClose :1;
|
||||
|
||||
public:
|
||||
ImGuiWindow(ImGuiContext* context, const char* name);
|
||||
~ImGuiWindow();
|
||||
@@ -1555,7 +1772,7 @@ public:
|
||||
|
||||
// We don't use g.FontSize because the window may be != g.CurrentWidow.
|
||||
ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); }
|
||||
float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; }
|
||||
float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; }
|
||||
float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; }
|
||||
ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
|
||||
float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; }
|
||||
@@ -1590,14 +1807,17 @@ enum ImGuiTabBarFlagsPrivate_
|
||||
// Extend ImGuiTabItemFlags_
|
||||
enum ImGuiTabItemFlagsPrivate_
|
||||
{
|
||||
ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)
|
||||
ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)
|
||||
ImGuiTabItemFlags_Unsorted = 1 << 21, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window.
|
||||
ImGuiTabItemFlags_Preview = 1 << 22 // [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar)
|
||||
};
|
||||
|
||||
// Storage for one active tab item (sizeof() 26~32 bytes)
|
||||
// Storage for one active tab item (sizeof() 32~40 bytes)
|
||||
struct ImGuiTabItem
|
||||
{
|
||||
ImGuiID ID;
|
||||
ImGuiTabItemFlags Flags;
|
||||
ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window.
|
||||
int LastFrameVisible;
|
||||
int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance
|
||||
int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
|
||||
@@ -1605,7 +1825,7 @@ struct ImGuiTabItem
|
||||
float Width; // Width currently displayed
|
||||
float ContentWidth; // Width of actual contents, stored during BeginTabItem() call
|
||||
|
||||
ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; }
|
||||
ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; Window = NULL; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; }
|
||||
};
|
||||
|
||||
// Storage for a tab bar (sizeof() 92~96 bytes)
|
||||
@@ -1640,6 +1860,8 @@ struct ImGuiTabBar
|
||||
int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); }
|
||||
const char* GetTabName(const ImGuiTabItem* tab) const
|
||||
{
|
||||
if (tab->Window)
|
||||
return tab->Window->Name;
|
||||
IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size);
|
||||
return TabsNames.Buf.Data + tab->NameOffset;
|
||||
}
|
||||
@@ -1680,7 +1902,7 @@ namespace ImGui
|
||||
// Fonts, drawing
|
||||
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) { IM_UNUSED(window); ImGuiContext& g = *GImGui; return &g.ForegroundDrawList; } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
|
||||
inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); }
|
||||
|
||||
// Init
|
||||
IMGUI_API void Initialize(ImGuiContext* context);
|
||||
@@ -1689,9 +1911,16 @@ namespace ImGui
|
||||
// NewFrame
|
||||
IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
|
||||
IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
|
||||
IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node);
|
||||
IMGUI_API void UpdateMouseMovingWindowNewFrame();
|
||||
IMGUI_API void UpdateMouseMovingWindowEndFrame();
|
||||
|
||||
// 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 ShowViewportThumbnails();
|
||||
|
||||
// Settings
|
||||
IMGUI_API void MarkIniSettingsDirty();
|
||||
IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window);
|
||||
@@ -1701,6 +1930,7 @@ namespace ImGui
|
||||
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
|
||||
|
||||
// Scrolling
|
||||
IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is
|
||||
IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x);
|
||||
IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
|
||||
IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f);
|
||||
@@ -1783,6 +2013,51 @@ namespace ImGui
|
||||
inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); }
|
||||
IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags();
|
||||
|
||||
// Docking
|
||||
// (some functions are only declared in imgui.cpp, see Docking section)
|
||||
IMGUI_API void DockContextInitialize(ImGuiContext* ctx);
|
||||
IMGUI_API void DockContextShutdown(ImGuiContext* ctx);
|
||||
IMGUI_API void DockContextOnLoadSettings(ImGuiContext* ctx);
|
||||
IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx);
|
||||
IMGUI_API void DockContextUpdateUndocking(ImGuiContext* ctx);
|
||||
IMGUI_API void DockContextUpdateDocking(ImGuiContext* ctx);
|
||||
IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx);
|
||||
IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer);
|
||||
IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window);
|
||||
IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node);
|
||||
IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos);
|
||||
inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; }
|
||||
inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; }
|
||||
IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window);
|
||||
IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open);
|
||||
IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window);
|
||||
IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window);
|
||||
IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond);
|
||||
|
||||
// Docking - Builder function needs to be generally called before the node is used/submitted.
|
||||
// - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability.
|
||||
// - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame.
|
||||
// - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode().
|
||||
// You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API.
|
||||
// - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node.
|
||||
// - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure
|
||||
// to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable.
|
||||
// - Call DockBuilderFinish() after you are done.
|
||||
IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id);
|
||||
IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id);
|
||||
inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; }
|
||||
IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0);
|
||||
IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows
|
||||
IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_persistent_docking_references = true);
|
||||
IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the root.
|
||||
IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos);
|
||||
IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size);
|
||||
IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node.
|
||||
IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs);
|
||||
IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs);
|
||||
IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name);
|
||||
IMGUI_API void DockBuilderFinish(ImGuiID node_id);
|
||||
|
||||
// Drag and Drop
|
||||
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
|
||||
IMGUI_API void ClearDragDrop();
|
||||
@@ -1800,12 +2075,14 @@ namespace ImGui
|
||||
IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset);
|
||||
|
||||
// Tab Bars
|
||||
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
|
||||
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node);
|
||||
IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);
|
||||
IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar);
|
||||
IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window);
|
||||
IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id);
|
||||
IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
|
||||
IMGUI_API void TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir);
|
||||
IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags);
|
||||
IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window);
|
||||
IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button);
|
||||
IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);
|
||||
IMGUI_API bool TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id);
|
||||
@@ -1831,7 +2108,9 @@ namespace ImGui
|
||||
IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);
|
||||
IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);
|
||||
IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
|
||||
IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col);
|
||||
IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
|
||||
IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
// [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while]
|
||||
@@ -1843,7 +2122,7 @@ namespace ImGui
|
||||
IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
|
||||
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos);
|
||||
IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos);
|
||||
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);
|
||||
@@ -1932,14 +2211,20 @@ extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx);
|
||||
extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx);
|
||||
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) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional)
|
||||
#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log
|
||||
#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
|
||||
#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA));
|
||||
#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA), (const void*)(_DATA2));
|
||||
#else
|
||||
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) do { } while (0)
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0)
|
||||
#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) do { } while (0)
|
||||
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) do { } while (0)
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) do { } while (0)
|
||||
#define IMGUI_TEST_ENGINE_LOG(_FMT,...) do { } while (0)
|
||||
#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) do { } while (0)
|
||||
#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) do { } while (0)
|
||||
#endif
|
||||
|
||||
#if defined(__clang__)
|
||||
|
||||
Reference in New Issue
Block a user