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@@ -14,9 +14,9 @@ Index of this file:
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// STB libraries includes
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// Context pointer
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// Generic helpers
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-// Misc data structures
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+// Flags, enums and data structures
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// Main imgui context
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-// Tab bar, tab item
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+// Tab bar, Tab item
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// Internal API
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*/
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@@ -431,7 +431,7 @@ struct IMGUI_API ImChunkStream
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};
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//-----------------------------------------------------------------------------
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-// Misc data structures
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+// Flags, enums and data structures
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//-----------------------------------------------------------------------------
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enum ImGuiButtonFlags_
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@@ -1011,7 +1011,7 @@ struct ImGuiNextItemData
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};
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//-----------------------------------------------------------------------------
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-// Tabs
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+// Tab bar, Tab item
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//-----------------------------------------------------------------------------
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struct ImGuiShrinkWidthItem
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@@ -1111,7 +1111,7 @@ struct ImGuiContext
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// Gamepad/keyboard Navigation
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ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
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ImGuiID NavId; // Focused item for navigation
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- ImGuiID NavFocusScopeId;
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+ ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set)
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ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
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ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0
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ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
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@@ -1133,8 +1133,8 @@ struct ImGuiContext
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bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest
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bool NavInitRequest; // Init request for appearing window to select first item
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bool NavInitRequestFromMove;
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- ImGuiID NavInitResultId;
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- ImRect NavInitResultRectRel;
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+ ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
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+ ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window)
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bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items
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bool NavMoveRequest; // Move request for this frame
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ImGuiNavMoveFlags NavMoveRequestFlags;
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@@ -1146,10 +1146,10 @@ struct ImGuiContext
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ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
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ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
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- // Navigation: Windowing (CTRL+TAB, holding Menu button + directional pads to move/resize)
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- ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most.
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- ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f
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- ImGuiWindow* NavWindowingList;
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+ // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
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+ ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
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+ ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.
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+ ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents
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float NavWindowingTimer;
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float NavWindowingHighlightAlpha;
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bool NavWindowingToggleLayer;
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@@ -1226,8 +1226,8 @@ struct ImGuiContext
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ImChunkStream<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries
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// Capture/Logging
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- bool LogEnabled;
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- ImGuiLogType LogType;
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+ bool LogEnabled; // Currently capturing
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+ ImGuiLogType LogType; // Capture target
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ImFileHandle LogFile; // If != NULL log to stdout/ file
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ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
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float LogLinePosY;
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@@ -1237,7 +1237,7 @@ struct ImGuiContext
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int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
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// Debug Tools
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- bool DebugItemPickerActive;
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+ bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker())
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ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this id
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// Misc
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@@ -1322,7 +1322,7 @@ struct ImGuiContext
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NavMoveRequestKeyMods = ImGuiKeyModFlags_None;
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NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
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- NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL;
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+ NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
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NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
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NavWindowingToggleLayer = false;
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@@ -1563,8 +1563,8 @@ struct IMGUI_API ImGuiWindow
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ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
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ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
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- bool MemoryCompacted;
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- int MemoryDrawListIdxCapacity;
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+ bool MemoryCompacted; // Set when window extraneous data have been garbage collected
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+ int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy
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int MemoryDrawListVtxCapacity;
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public:
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@@ -1736,7 +1736,7 @@ namespace ImGui
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IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
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// Basic Accessors
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- inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }
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+ inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand)
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inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; }
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inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
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inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; }
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@@ -1747,7 +1747,7 @@ namespace ImGui
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IMGUI_API void SetHoveredID(ImGuiID id);
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IMGUI_API void KeepAliveID(ImGuiID id);
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IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function.
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- IMGUI_API void PushOverrideID(ImGuiID id); // Push given value at the top of the ID stack (whereas PushID combines old and new hashes)
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+ IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes)
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// Basic Helpers for widget code
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IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
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@@ -1762,27 +1762,27 @@ namespace ImGui
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IMGUI_API void PushMultiItemsWidths(int components, float width_full);
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IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
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IMGUI_API void PopItemFlag();
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- IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)
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+ IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)
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IMGUI_API ImVec2 GetContentRegionMaxAbs();
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IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);
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// Logging/Capture
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- IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.
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- IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer
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+ IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.
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+ IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer
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// Popups, Modals, Tooltips
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IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags);
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IMGUI_API void OpenPopupEx(ImGuiID id);
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IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);
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IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);
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- IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack!
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+ IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id at current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack!
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IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
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IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags);
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IMGUI_API ImGuiWindow* GetTopMostPopupModal();
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IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
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IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default);
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- // Navigation
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+ // Gamepad/Keyboard Navigation
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IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
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IMGUI_API bool NavMoveRequestButNoResultYet();
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IMGUI_API void NavMoveRequestCancel();
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@@ -1795,8 +1795,10 @@ namespace ImGui
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IMGUI_API void SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id);
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IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
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- // Focus scope (WIP)
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- IMGUI_API void PushFocusScope(ImGuiID id); // Note: this is storing in same stack as IDStack, so Push/Pop mismatch will be reported there.
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+ // Focus Scope (WIP)
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+ // This is generally used to identify a selection set (multiple of which may be in the same window), as selection
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+ // patterns generally need to react (e.g. clear selection) when landing on an item of the set.
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+ IMGUI_API void PushFocusScope(ImGuiID id);
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IMGUI_API void PopFocusScope();
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inline ImGuiID GetFocusScopeID() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; }
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@@ -1816,7 +1818,7 @@ namespace ImGui
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IMGUI_API void ClearDragDrop();
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IMGUI_API bool IsDragDropPayloadBeingAccepted();
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- // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables api)
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+ // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)
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IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
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IMGUI_API void EndColumns(); // close columns
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IMGUI_API void PushColumnClipRect(int column_index);
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