diff options
author | Bartosz Taudul <wolf@nereid.pl> | 2021-05-25 23:21:54 +0300 |
---|---|---|
committer | Bartosz Taudul <wolf@nereid.pl> | 2021-05-25 23:21:54 +0300 |
commit | 688a9722c70d8e8373ffb901a42b7fd0d842a5f3 (patch) | |
tree | 5c2b659ff748bc1457bff9dd834034dc0dbb5a37 /imgui/imgui.h | |
parent | 4fc02f5680c7ff3499d869f131cf8f8cd50f8cf5 (diff) |
Update ImGui to 1.83 + docking.
Diffstat (limited to 'imgui/imgui.h')
-rw-r--r-- | imgui/imgui.h | 71 |
1 files changed, 48 insertions, 23 deletions
diff --git a/imgui/imgui.h b/imgui/imgui.h index da8182c5..dc00f86c 100644 --- a/imgui/imgui.h +++ b/imgui/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.82 +// dear imgui, v1.83 // (headers) // Help: @@ -11,9 +11,9 @@ // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!) +// - Gallery https://github.com/ocornut/imgui/issues/3793 (please post your screenshots/video there!) +// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary -// - Wiki https://github.com/ocornut/imgui/wiki // - Issues & support https://github.com/ocornut/imgui/issues // - Discussions https://github.com/ocornut/imgui/discussions @@ -61,8 +61,8 @@ Index of this file: // Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.82" -#define IMGUI_VERSION_NUM 18200 +#define IMGUI_VERSION "1.83" +#define IMGUI_VERSION_NUM 18300 #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_HAS_TABLE #define IMGUI_HAS_VIEWPORT // Viewport WIP branch @@ -103,7 +103,20 @@ Index of this file: #define IM_FMTLIST(FMT) #endif +// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(IMGUI_DEBUG_PARANOID) +#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) +#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) +#else +#define IM_MSVC_RUNTIME_CHECKS_OFF +#define IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + // Warnings +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#endif #if defined(__clang__) #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wold-style-cast" @@ -234,6 +247,7 @@ typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) #endif // 2D vector (often used to store positions or sizes) +IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec2 { float x, y; @@ -256,6 +270,7 @@ struct ImVec4 IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. #endif }; +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- // [SECTION] Dear ImGui end-user API functions @@ -386,7 +401,7 @@ namespace ImGui IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame(). IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). IMGUI_API void PopStyleVar(int count = 1); - IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets + IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets IMGUI_API void PopAllowKeyboardFocus(); IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. IMGUI_API void PopButtonRepeat(); @@ -517,8 +532,8 @@ namespace ImGui IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); - IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); - IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); // Widgets: Regular Sliders // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. @@ -624,13 +639,14 @@ namespace ImGui // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! - IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL // Tooltips @@ -660,18 +676,20 @@ namespace ImGui // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). - IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. // Popups: open+begin combined functions helpers // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. // - They are convenient to easily create context menus, hence the name. // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. // - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. - IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). - // Popups: test function + // Popups: query functions // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. @@ -733,6 +751,7 @@ namespace ImGui IMGUI_API int TableGetRowIndex(); // return current row index. IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change enabled/disabled state of a column, set to false to hide the column. Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. // Legacy Columns API (2020: prefer using Tables!) @@ -758,12 +777,12 @@ namespace ImGui // Docking // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! - // - To dock windows: if io.ConfigDockingWithShift == false (default) drag window from their title bar. - // - To dock windows: if io.ConfigDockingWithShift == true: hold SHIFT anywhere while moving windows. + // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. + // - Drag from window menu button (upper-left button) to undock an entire node (all windows). // About DockSpace: // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. // - DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. - IMGUI_API void DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); IMGUI_API ImGuiID DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id (FIXME-DOCK) IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) @@ -803,7 +822,7 @@ namespace ImGui IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. - // Item/Widgets Utilities + // Item/Widgets Utilities and Query Functions // - Most of the functions are referring to the previous Item that has been submitted. // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. @@ -828,7 +847,7 @@ namespace ImGui // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. - IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. + IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. // Miscellaneous Utilities IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. @@ -900,6 +919,7 @@ namespace ImGui IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. // Debug Utilities + // - This is used by the IMGUI_CHECKVERSION() macro. IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. // Memory Allocators @@ -993,10 +1013,7 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) - ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) - // [Internal] - ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() - ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data + ImGuiInputTextFlags_CallbackEdit = 1 << 19 // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) // Obsolete names (will be removed soon) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS @@ -1703,6 +1720,7 @@ template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p // Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. //----------------------------------------------------------------------------- +IM_MSVC_RUNTIME_CHECKS_OFF template<typename T> struct ImVector { @@ -1761,6 +1779,7 @@ struct ImVector inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } }; +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- // [SECTION] ImGuiStyle @@ -1853,7 +1872,6 @@ struct ImGuiIO // Docking options (when ImGuiConfigFlags_DockingEnable is set) bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. - bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. @@ -1925,7 +1943,7 @@ struct ImGuiIO bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). - float Framerate; // Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. + float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. int MetricsRenderVertices; // Vertices output during last call to Render() int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 int MetricsRenderWindows; // Number of visible windows @@ -2326,6 +2344,9 @@ struct ImDrawCmd void* UserCallbackData; // 4-8 // The draw callback code can access this. ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed + + // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) + inline ImTextureID GetTexID() const { return TextureId; } }; // Vertex index, default to 16-bit @@ -3070,6 +3091,10 @@ enum ImDrawCornerFlags_ #pragma GCC diagnostic pop #endif +#ifdef _MSC_VER +#pragma warning (pop) +#endif + // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) #ifdef IMGUI_INCLUDE_IMGUI_USER_H #include "imgui_user.h" |