dep/imgui: Update to v1.90.4
This commit is contained in:
@ -1,4 +1,4 @@
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// dear imgui, v1.90.1
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// dear imgui, v1.90.4
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// (internal structures/api)
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// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
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@ -15,6 +15,8 @@ Index of this file:
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// [SECTION] Generic helpers
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// [SECTION] ImDrawList support
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// [SECTION] Widgets support: flags, enums, data structures
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// [SECTION] Data types support
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// [SECTION] Popup support
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// [SECTION] Inputs support
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// [SECTION] Clipper support
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// [SECTION] Navigation support
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@ -234,6 +236,7 @@ namespace ImStb
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#define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
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#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
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#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
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#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
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// Static Asserts
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#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "")
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@ -297,11 +300,11 @@ namespace ImStb
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#elif defined(__clang__)
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#define IM_DEBUG_BREAK() __builtin_debugtrap()
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#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
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#define IM_DEBUG_BREAK() __asm__ volatile("int $0x03")
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#define IM_DEBUG_BREAK() __asm__ volatile("int3;nop")
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#elif defined(__GNUC__) && defined(__thumb__)
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#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01")
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#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__)
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#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0");
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#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0")
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#else
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#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger!
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#endif
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@ -689,9 +692,6 @@ struct ImPool
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int GetBufSize() const { return Buf.Size; }
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int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere
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T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); }
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304)
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#endif
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};
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// Helper: ImChunkStream<>
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@ -985,43 +985,6 @@ enum ImGuiPlotType
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ImGuiPlotType_Histogram,
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};
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enum ImGuiPopupPositionPolicy
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{
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ImGuiPopupPositionPolicy_Default,
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ImGuiPopupPositionPolicy_ComboBox,
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ImGuiPopupPositionPolicy_Tooltip,
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};
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struct ImGuiDataVarInfo
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{
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ImGuiDataType Type;
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ImU32 Count; // 1+
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ImU32 Offset; // Offset in parent structure
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void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); }
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};
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struct ImGuiDataTypeTempStorage
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{
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ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT
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};
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// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo().
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struct ImGuiDataTypeInfo
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{
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size_t Size; // Size in bytes
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const char* Name; // Short descriptive name for the type, for debugging
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const char* PrintFmt; // Default printf format for the type
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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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@ -1106,7 +1069,7 @@ struct IMGUI_API ImGuiInputTextState
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int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not.
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ImVector<ImWchar> TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
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ImVector<char> TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity.
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ImVector<char> InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
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ImVector<char> InitialTextA; // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered)
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bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument)
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int BufCapacityA; // end-user buffer capacity
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float ScrollX; // horizontal scrolling/offset
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@ -1116,6 +1079,9 @@ struct IMGUI_API ImGuiInputTextState
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bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
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bool Edited; // edited this frame
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ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set.
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bool ReloadUserBuf; // force a reload of user buf so it may be modified externally. may be automatic in future version.
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int ReloadSelectionStart; // POSITIONS ARE IN IMWCHAR units *NOT* UTF-8 this is why this is not exposed yet.
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int ReloadSelectionEnd;
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ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
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void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }
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@ -1133,21 +1099,16 @@ struct IMGUI_API ImGuiInputTextState
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int GetSelectionStart() const { return Stb.select_start; }
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int GetSelectionEnd() const { return Stb.select_end; }
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void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
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};
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// Storage for current popup stack
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struct ImGuiPopupData
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{
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ImGuiID PopupId; // Set on OpenPopup()
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ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
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ImGuiWindow* BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close
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int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value
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int OpenFrameCount; // Set on OpenPopup()
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ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
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ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
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ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup
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// Reload user buf (WIP #2890)
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// If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this)
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// strcpy(my_buf, "hello");
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// if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item
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// state->ReloadUserBufAndSelectAll();
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void ReloadUserBufAndSelectAll() { ReloadUserBuf = true; ReloadSelectionStart = 0; ReloadSelectionEnd = INT_MAX; }
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void ReloadUserBufAndKeepSelection() { ReloadUserBuf = true; ReloadSelectionStart = Stb.select_start; ReloadSelectionEnd = Stb.select_end; }
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void ReloadUserBufAndMoveToEnd() { ReloadUserBuf = true; ReloadSelectionStart = ReloadSelectionEnd = INT_MAX; }
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ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; }
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};
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enum ImGuiNextWindowDataFlags_
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@ -1194,9 +1155,10 @@ typedef ImS64 ImGuiSelectionUserData;
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enum ImGuiNextItemDataFlags_
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{
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ImGuiNextItemDataFlags_None = 0,
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ImGuiNextItemDataFlags_HasWidth = 1 << 0,
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ImGuiNextItemDataFlags_HasOpen = 1 << 1,
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ImGuiNextItemDataFlags_None = 0,
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ImGuiNextItemDataFlags_HasWidth = 1 << 0,
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ImGuiNextItemDataFlags_HasOpen = 1 << 1,
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ImGuiNextItemDataFlags_HasShortcut = 1 << 2,
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};
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struct ImGuiNextItemData
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@ -1204,10 +1166,11 @@ struct ImGuiNextItemData
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ImGuiNextItemDataFlags Flags;
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ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap.
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// Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
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float Width; // Set by SetNextItemWidth()
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ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
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ImGuiCond OpenCond;
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float Width; // Set by SetNextItemWidth()
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ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut()
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bool OpenVal; // Set by SetNextItemOpen()
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ImGuiCond OpenCond : 8;
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ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; }
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inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()!
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@ -1279,6 +1242,66 @@ 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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// [SECTION] Data types support
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//-----------------------------------------------------------------------------
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struct ImGuiDataVarInfo
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{
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ImGuiDataType Type;
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ImU32 Count; // 1+
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ImU32 Offset; // Offset in parent structure
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void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); }
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};
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struct ImGuiDataTypeTempStorage
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{
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ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT
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};
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// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo().
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struct ImGuiDataTypeInfo
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{
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size_t Size; // Size in bytes
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const char* Name; // Short descriptive name for the type, for debugging
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const char* PrintFmt; // Default printf format for the type
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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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//-----------------------------------------------------------------------------
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// [SECTION] Popup support
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//-----------------------------------------------------------------------------
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enum ImGuiPopupPositionPolicy
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{
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ImGuiPopupPositionPolicy_Default,
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ImGuiPopupPositionPolicy_ComboBox,
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ImGuiPopupPositionPolicy_Tooltip,
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};
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// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack)
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struct ImGuiPopupData
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{
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ImGuiID PopupId; // Set on OpenPopup()
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ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
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ImGuiWindow* BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close
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int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value
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int OpenFrameCount; // Set on OpenPopup()
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ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
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ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
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ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup
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ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; }
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};
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//-----------------------------------------------------------------------------
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// [SECTION] Inputs support
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//-----------------------------------------------------------------------------
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@ -1369,11 +1392,12 @@ struct ImGuiKeyRoutingData
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{
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ImGuiKeyRoutingIndex NextEntryIndex;
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ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImGuiMod_Shortcut is already translated to Ctrl/Super.
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ImU8 RoutingCurrScore; // [DEBUG] For debug display
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ImU8 RoutingNextScore; // Lower is better (0: perfect score)
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ImGuiID RoutingCurr;
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ImGuiID RoutingNext;
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ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; }
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ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; }
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};
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// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching.
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@ -1401,17 +1425,19 @@ struct ImGuiKeyOwnerData
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};
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// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner()
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// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function)
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// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
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enum ImGuiInputFlags_
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{
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// Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut()
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ImGuiInputFlags_None = 0,
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ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
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// Repeat mode
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ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
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ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default)
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ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast
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ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster
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// Specify when repeating key pressed can be interrupted.
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// Repeat mode: Specify when repeating key pressed can be interrupted.
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// In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in.
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ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior.
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ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut)
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@ -1422,38 +1448,46 @@ enum ImGuiInputFlags_
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ImGuiInputFlags_CondHovered = 1 << 8, // Only set if item is hovered (default to both)
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ImGuiInputFlags_CondActive = 1 << 9, // Only set if item is active (default to both)
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ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
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ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
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// Flags for SetKeyOwner(), SetItemKeyOwner()
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ImGuiInputFlags_LockThisFrame = 1 << 10, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code.
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ImGuiInputFlags_LockUntilRelease = 1 << 11, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code.
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// Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary.
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ImGuiInputFlags_LockThisFrame = 1 << 10, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame.
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ImGuiInputFlags_LockUntilRelease = 1 << 11, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released.
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// Routing policies for Shortcut() + low-level SetShortcutRouting()
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// - The general idea is that several callers register interest in a shortcut, and only one owner gets it.
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// - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(),
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// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut.
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// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
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// Child2 -> no call // When Child2 is focused, Parent gets the shortcut.
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// The whole system is order independent, so if Child1 does it calls before Parent results will be identical.
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// This is an important property as it facilitate working with foreign code or larger codebase.
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// - Visualize registered routes in 'Metrics->Inputs' and submitted routes in 'Debug Log->InputRouting'.
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// - When a policy (except for _RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(),
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// allowing the system to decide where to route the input among other route-aware calls.
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// - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll
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// will register a route and only succeed when parent window is in the focus stack and if no-one
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// with a higher priority is claiming the shortcut.
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// - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods.
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// (* Using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key)).
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// - Shortcut() uses ImGuiInputFlags_RouteFocused by default. Meaning that a Shortcut() call will register
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// a route and only succeed when parent window is in the focus-stack and if no-one with a higher priority
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// is claiming the same shortcut.
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// - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute().
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// - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow.
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// - Can select only 1 policy among all available.
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ImGuiInputFlags_RouteFocused = 1 << 12, // (Default) Register focused route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
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ImGuiInputFlags_RouteGlobalLow = 1 << 13, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority.
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ImGuiInputFlags_RouteGlobal = 1 << 14, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText).
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ImGuiInputFlags_RouteGlobalHigh = 1 << 15, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items)
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ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this!
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ImGuiInputFlags_RouteFocused = 1 << 12, // (Default) Honor focus route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
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ImGuiInputFlags_RouteGlobalLow = 1 << 13, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority IF you need a Global priority.
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ImGuiInputFlags_RouteGlobal = 1 << 14, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText will take priority over this).
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ImGuiInputFlags_RouteGlobalHigh = 1 << 15, // Register route globally (higher priority: unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overriden by this)
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ImGuiInputFlags_RouteAlways = 1 << 16, // Do not register route, poll keys directly.
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// Routing polices: extra options
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ImGuiInputFlags_RouteUnlessBgFocused= 1 << 17, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
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ImGuiInputFlags_RouteExtraMask_ = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused,
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// [Internal] Mask of which function support which flags
|
||||
ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,
|
||||
ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress,
|
||||
ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_,
|
||||
ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
|
||||
ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this!
|
||||
ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_,
|
||||
ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat,
|
||||
ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_,
|
||||
ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused,
|
||||
ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease,
|
||||
ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_,
|
||||
};
|
||||
@ -1499,6 +1533,7 @@ enum ImGuiActivateFlags_
|
||||
ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.
|
||||
ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
|
||||
ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request
|
||||
ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function.
|
||||
};
|
||||
|
||||
// Early work-in-progress API for ScrollToItem()
|
||||
@ -1519,8 +1554,7 @@ enum ImGuiScrollFlags_
|
||||
enum ImGuiNavHighlightFlags_
|
||||
{
|
||||
ImGuiNavHighlightFlags_None = 0,
|
||||
ImGuiNavHighlightFlags_TypeDefault = 1 << 0,
|
||||
ImGuiNavHighlightFlags_TypeThin = 1 << 1,
|
||||
ImGuiNavHighlightFlags_Compact = 1 << 1, // Compact highlight, no padding
|
||||
ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.
|
||||
ImGuiNavHighlightFlags_NoRounding = 1 << 3,
|
||||
};
|
||||
@ -1569,6 +1603,12 @@ struct ImGuiNavItemData
|
||||
void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; }
|
||||
};
|
||||
|
||||
struct ImGuiFocusScopeData
|
||||
{
|
||||
ImGuiID ID;
|
||||
ImGuiID WindowID;
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Typing-select support
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -1788,8 +1828,9 @@ enum ImGuiDebugLogFlags_
|
||||
ImGuiDebugLogFlags_EventClipper = 1 << 4,
|
||||
ImGuiDebugLogFlags_EventSelection = 1 << 5,
|
||||
ImGuiDebugLogFlags_EventIO = 1 << 6,
|
||||
ImGuiDebugLogFlags_EventInputRouting = 1 << 7,
|
||||
|
||||
ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO,
|
||||
ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventInputRouting,
|
||||
ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY
|
||||
ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, // Also send output to Test Engine
|
||||
};
|
||||
@ -1824,6 +1865,8 @@ struct ImGuiMetricsConfig
|
||||
bool ShowAtlasTintedWithTextColor = false;
|
||||
int ShowWindowsRectsType = -1;
|
||||
int ShowTablesRectsType = -1;
|
||||
int HighlightMonitorIdx = -1;
|
||||
ImGuiID HighlightViewportID = 0;
|
||||
};
|
||||
|
||||
struct ImGuiStackLevelInfo
|
||||
@ -1937,10 +1980,11 @@ struct ImGuiContext
|
||||
bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
|
||||
bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
|
||||
bool ActiveIdHasBeenEditedThisFrame;
|
||||
bool ActiveIdFromShortcut;
|
||||
int ActiveIdMouseButton : 8;
|
||||
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
|
||||
ImGuiWindow* ActiveIdWindow;
|
||||
ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad
|
||||
int ActiveIdMouseButton;
|
||||
ImGuiID ActiveIdPreviousFrame;
|
||||
bool ActiveIdPreviousFrameIsAlive;
|
||||
bool ActiveIdPreviousFrameHasBeenEditedBefore;
|
||||
@ -1955,6 +1999,7 @@ struct ImGuiContext
|
||||
double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic)
|
||||
double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic)
|
||||
double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed.
|
||||
ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes
|
||||
ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT];
|
||||
ImGuiKeyRoutingTable KeysRoutingTable;
|
||||
ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
|
||||
@ -1965,8 +2010,8 @@ struct ImGuiContext
|
||||
#endif
|
||||
|
||||
// Next window/item data
|
||||
ImGuiID CurrentFocusScopeId; // == g.FocusScopeStack.back()
|
||||
ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back()
|
||||
ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId.
|
||||
ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back()
|
||||
ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location
|
||||
ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
|
||||
ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd)
|
||||
@ -1974,18 +2019,16 @@ struct ImGuiContext
|
||||
bool DebugShowGroupRects;
|
||||
|
||||
// Shared stacks
|
||||
ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line)
|
||||
ImVector<ImGuiColorMod> ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()
|
||||
ImVector<ImGuiStyleMod> StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()
|
||||
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont() - inherited by Begin()
|
||||
ImVector<ImGuiID> FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin()
|
||||
ImVector<ImGuiItemFlags> ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()
|
||||
ImVector<ImGuiGroupData> GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
|
||||
ImVector<ImGuiPopupData> OpenPopupStack; // Which popups are open (persistent)
|
||||
ImVector<ImGuiPopupData> BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
|
||||
ImVector<ImGuiNavTreeNodeData> NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted.
|
||||
|
||||
int BeginMenuCount;
|
||||
ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line)
|
||||
ImVector<ImGuiColorMod> ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()
|
||||
ImVector<ImGuiStyleMod> StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()
|
||||
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont() - inherited by Begin()
|
||||
ImVector<ImGuiFocusScopeData> FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin()
|
||||
ImVector<ImGuiItemFlags> ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()
|
||||
ImVector<ImGuiGroupData> GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
|
||||
ImVector<ImGuiPopupData> OpenPopupStack; // Which popups are open (persistent)
|
||||
ImVector<ImGuiPopupData> BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
|
||||
ImVector<ImGuiNavTreeNodeData> NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted.
|
||||
|
||||
// Viewports
|
||||
ImVector<ImGuiViewportP*> Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.
|
||||
@ -1993,11 +2036,14 @@ struct ImGuiContext
|
||||
// Gamepad/keyboard Navigation
|
||||
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
|
||||
ImGuiID NavId; // Focused item for navigation
|
||||
ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set)
|
||||
ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
|
||||
ImVector<ImGuiFocusScopeData> NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain.
|
||||
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
|
||||
ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
|
||||
ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
|
||||
ImGuiActivateFlags NavActivateFlags;
|
||||
ImGuiID NavHighlightActivatedId;
|
||||
float NavHighlightActivatedTimer;
|
||||
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
|
||||
ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
|
||||
ImGuiKeyChord NavJustMovedToKeyMods;
|
||||
@ -2044,6 +2090,7 @@ struct ImGuiContext
|
||||
float NavWindowingTimer;
|
||||
float NavWindowingHighlightAlpha;
|
||||
bool NavWindowingToggleLayer;
|
||||
ImGuiKey NavWindowingToggleKey;
|
||||
ImVec2 NavWindowingAccumDeltaPos;
|
||||
ImVec2 NavWindowingAccumDeltaSize;
|
||||
|
||||
@ -2107,6 +2154,8 @@ struct ImGuiContext
|
||||
ImGuiInputTextDeactivatedState InputTextDeactivatedState;
|
||||
ImFont InputTextPasswordFont;
|
||||
ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc.
|
||||
int BeginMenuDepth;
|
||||
int BeginComboDepth;
|
||||
ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
|
||||
ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others).
|
||||
ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for
|
||||
@ -2163,6 +2212,7 @@ struct ImGuiContext
|
||||
int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
|
||||
|
||||
// Debug Tools
|
||||
// (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.)
|
||||
ImGuiDebugLogFlags DebugLogFlags;
|
||||
ImGuiTextBuffer DebugLogBuf;
|
||||
ImGuiTextIndex DebugLogIndex;
|
||||
@ -2190,6 +2240,7 @@ struct ImGuiContext
|
||||
int WantCaptureKeyboardNextFrame; // "
|
||||
int WantTextInputNextFrame;
|
||||
ImVector<char> TempBuffer; // Temporary text buffer
|
||||
char TempKeychordName[64];
|
||||
|
||||
ImGuiContext(ImFontAtlas* shared_font_atlas)
|
||||
{
|
||||
@ -2235,6 +2286,7 @@ struct ImGuiContext
|
||||
ActiveIdHasBeenPressedBefore = false;
|
||||
ActiveIdHasBeenEditedBefore = false;
|
||||
ActiveIdHasBeenEditedThisFrame = false;
|
||||
ActiveIdFromShortcut = false;
|
||||
ActiveIdClickOffset = ImVec2(-1, -1);
|
||||
ActiveIdWindow = NULL;
|
||||
ActiveIdSource = ImGuiInputSource_None;
|
||||
@ -2257,12 +2309,13 @@ struct ImGuiContext
|
||||
CurrentFocusScopeId = 0;
|
||||
CurrentItemFlags = ImGuiItemFlags_None;
|
||||
DebugShowGroupRects = false;
|
||||
BeginMenuCount = 0;
|
||||
|
||||
NavWindow = NULL;
|
||||
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;
|
||||
NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
|
||||
NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
|
||||
NavHighlightActivatedId = 0;
|
||||
NavHighlightActivatedTimer = 0.0f;
|
||||
NavJustMovedToKeyMods = ImGuiMod_None;
|
||||
NavInputSource = ImGuiInputSource_Keyboard;
|
||||
NavLayer = ImGuiNavLayer_Main;
|
||||
@ -2290,6 +2343,7 @@ struct ImGuiContext
|
||||
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
|
||||
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
|
||||
NavWindowingToggleLayer = false;
|
||||
NavWindowingToggleKey = ImGuiKey_None;
|
||||
|
||||
DimBgRatio = 0.0f;
|
||||
|
||||
@ -2318,6 +2372,7 @@ struct ImGuiContext
|
||||
MouseStationaryTimer = 0.0f;
|
||||
|
||||
TempInputId = 0;
|
||||
BeginMenuDepth = BeginComboDepth = 0;
|
||||
ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;
|
||||
ColorEditCurrentID = ColorEditSavedID = 0;
|
||||
ColorEditSavedHue = ColorEditSavedSat = 0.0f;
|
||||
@ -2376,6 +2431,7 @@ struct ImGuiContext
|
||||
FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0;
|
||||
FramerateSecPerFrameAccum = 0.0f;
|
||||
WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
|
||||
memset(TempKeychordName, 0, sizeof(TempKeychordName));
|
||||
}
|
||||
};
|
||||
|
||||
@ -2425,6 +2481,7 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
int CurrentTableIdx; // Current table index (into g.Tables)
|
||||
ImGuiLayoutType LayoutType;
|
||||
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
|
||||
ImU32 ModalDimBgColor;
|
||||
|
||||
// Local parameters stacks
|
||||
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
|
||||
@ -2528,6 +2585,7 @@ struct IMGUI_API ImGuiWindow
|
||||
ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child.
|
||||
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.
|
||||
ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document)
|
||||
|
||||
ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)
|
||||
ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
|
||||
@ -2859,7 +2917,7 @@ struct IMGUI_API ImGuiTableTempData
|
||||
{
|
||||
int TableIndex; // Index in g.Tables.Buf[] pool
|
||||
float LastTimeActive; // Last timestamp this structure was used
|
||||
float AngledheadersExtraWidth; // Used in EndTable()
|
||||
float AngledHeadersExtraWidth; // Used in EndTable()
|
||||
|
||||
ImVec2 UserOuterSize; // outer_size.x passed to BeginTable()
|
||||
ImDrawListSplitter DrawSplitter;
|
||||
@ -2941,6 +2999,7 @@ namespace ImGui
|
||||
IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
|
||||
IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size);
|
||||
IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window);
|
||||
inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; }
|
||||
inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); }
|
||||
inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); }
|
||||
inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); }
|
||||
@ -3094,11 +3153,13 @@ namespace ImGui
|
||||
IMGUI_API void NavMoveRequestCancel();
|
||||
IMGUI_API void NavMoveRequestApplyResult();
|
||||
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
|
||||
IMGUI_API void NavHighlightActivated(ImGuiID id);
|
||||
IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis);
|
||||
IMGUI_API void NavRestoreHighlightAfterMove();
|
||||
IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX();
|
||||
IMGUI_API void SetNavWindow(ImGuiWindow* window);
|
||||
IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
|
||||
IMGUI_API void SetNavFocusScope(ImGuiID focus_scope_id);
|
||||
|
||||
// Focus/Activation
|
||||
// This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are
|
||||
@ -3115,7 +3176,8 @@ namespace ImGui
|
||||
inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; }
|
||||
inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; }
|
||||
inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; }
|
||||
inline ImGuiKeyChord ConvertShortcutMod(ImGuiKeyChord key_chord) { ImGuiContext& g = *GImGui; IM_ASSERT_PARANOID(key_chord & ImGuiMod_Shortcut); return (key_chord & ~ImGuiMod_Shortcut) | (g.IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl); }
|
||||
inline bool IsModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; }
|
||||
ImGuiKeyChord FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord);
|
||||
inline ImGuiKey ConvertSingleModFlagToKey(ImGuiContext* ctx, ImGuiKey key)
|
||||
{
|
||||
ImGuiContext& g = *ctx;
|
||||
@ -3129,7 +3191,7 @@ namespace ImGui
|
||||
|
||||
IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key);
|
||||
inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); }
|
||||
IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size);
|
||||
IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord);
|
||||
inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); }
|
||||
IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);
|
||||
IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);
|
||||
@ -3186,8 +3248,9 @@ namespace ImGui
|
||||
// - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect.
|
||||
// - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects.
|
||||
IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0);
|
||||
IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord);
|
||||
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
|
||||
IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
|
||||
IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); // owner_id needs to be explicit and cannot be 0
|
||||
IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
|
||||
IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);
|
||||
|
||||
@ -3238,7 +3301,7 @@ namespace ImGui
|
||||
IMGUI_API float TableGetHeaderAngledMaxLabelWidth();
|
||||
IMGUI_API void TablePushBackgroundChannel();
|
||||
IMGUI_API void TablePopBackgroundChannel();
|
||||
IMGUI_API void TableAngledHeadersRowEx(float angle, float label_width = 0.0f);
|
||||
IMGUI_API void TableAngledHeadersRowEx(float angle, float max_label_width = 0.0f);
|
||||
|
||||
// Tables: Internals
|
||||
inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; }
|
||||
@ -3316,7 +3379,7 @@ namespace ImGui
|
||||
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
|
||||
IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
|
||||
IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0);
|
||||
IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
|
||||
IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_None); // Navigation highlight
|
||||
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
|
||||
IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);
|
||||
|
||||
@ -3421,7 +3484,6 @@ namespace ImGui
|
||||
IMGUI_API void DebugBreakClearData();
|
||||
IMGUI_API bool DebugBreakButton(const char* label, const char* description_of_location);
|
||||
IMGUI_API void DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location);
|
||||
inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
|
||||
IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas);
|
||||
IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);
|
||||
IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns);
|
||||
@ -3448,13 +3510,12 @@ namespace ImGui
|
||||
inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89
|
||||
inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89
|
||||
|
||||
// Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister():
|
||||
// Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister():
|
||||
// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)'
|
||||
// (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
|
||||
// (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' (WIP)
|
||||
// Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText()
|
||||
inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()
|
||||
inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
|
||||
// (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0'
|
||||
// (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))'
|
||||
//inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()
|
||||
//inline void FocusableItemUnregister(ImGuiWindow* window) // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
|
||||
#endif
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity!
|
||||
|
||||
Reference in New Issue
Block a user