update imgui again, this time back on tag v1.91.0
This commit is contained in:
133
external/imgui/imgui/imgui_internal.h
vendored
133
external/imgui/imgui/imgui_internal.h
vendored
@@ -1,4 +1,4 @@
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// dear imgui, v1.91.0 WIP
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// dear imgui, v1.91.0
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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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@@ -22,6 +22,7 @@ Index of this file:
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// [SECTION] Navigation support
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// [SECTION] Typing-select support
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// [SECTION] Columns support
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// [SECTION] Box-select support
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// [SECTION] Multi-select support
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// [SECTION] Docking support
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// [SECTION] Viewport support
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@@ -123,6 +124,7 @@ struct ImBitVector; // Store 1-bit per value
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struct ImRect; // An axis-aligned rectangle (2 points)
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struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
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struct ImDrawListSharedData; // Data shared between all ImDrawList instances
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struct ImGuiBoxSelectState; // Box-selection state (currently used by multi-selection, could potentially be used by others)
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struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it
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struct ImGuiContext; // Main Dear ImGui context
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struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine
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@@ -134,6 +136,8 @@ struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a de
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struct ImGuiLastItemData; // Status storage for last submitted items
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struct ImGuiLocEntry; // A localization entry.
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struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
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struct ImGuiMultiSelectState; // Multi-selection persistent state (for focused selection).
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struct ImGuiMultiSelectTempData; // Multi-selection temporary state (while traversing).
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struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result
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struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
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struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
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@@ -384,6 +388,7 @@ IM_MSVC_RUNTIME_CHECKS_OFF
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static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; }
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static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
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static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
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static inline bool ImCharIsXdigitA(char c) { return (c >= '0' && c <= '9') || (c >= 'A' && c <= 'F') || (c >= 'a' && c <= 'f'); }
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IM_MSVC_RUNTIME_CHECKS_RESTORE
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// Helpers: Formatting
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@@ -488,6 +493,7 @@ static inline int ImModPositive(int a, int b)
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static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
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static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
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static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
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static inline float ImLinearRemapClamp(float s0, float s1, float d0, float d1, float x) { return ImSaturate((x - s0) / (s1 - s0)) * (d1 - d0) + d0; }
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static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
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static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; }
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static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; }
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@@ -854,6 +860,7 @@ enum ImGuiItemFlagsPrivate_
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// Controlled by widget code
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ImGuiItemFlags_Inputable = 1 << 20, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
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ImGuiItemFlags_HasSelectionUserData = 1 << 21, // false // Set by SetNextItemSelectionUserData()
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ImGuiItemFlags_IsMultiSelect = 1 << 22, // false // Set by SetNextItemSelectionUserData()
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ImGuiItemFlags_Default_ = ImGuiItemFlags_AutoClosePopups, // Please don't change, use PushItemFlag() instead.
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@@ -1201,10 +1208,6 @@ struct ImGuiNextWindowData
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inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; }
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};
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// Multi-Selection item index or identifier when using SetNextItemSelectionUserData()/BeginMultiSelect()
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// (Most users are likely to use this store an item INDEX but this may be used to store a POINTER as well.)
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typedef ImS64 ImGuiSelectionUserData;
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enum ImGuiNextItemDataFlags_
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{
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ImGuiNextItemDataFlags_None = 0,
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@@ -1212,13 +1215,15 @@ enum ImGuiNextItemDataFlags_
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ImGuiNextItemDataFlags_HasOpen = 1 << 1,
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ImGuiNextItemDataFlags_HasShortcut = 1 << 2,
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ImGuiNextItemDataFlags_HasRefVal = 1 << 3,
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ImGuiNextItemDataFlags_HasStorageID = 1 << 4,
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};
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struct ImGuiNextItemData
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{
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ImGuiNextItemDataFlags Flags;
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ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap.
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ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap and ImGuiItemFlags_HasSelectionUserData.
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// Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
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ImGuiID FocusScopeId; // Set by SetNextItemSelectionUserData()
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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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float Width; // Set by SetNextItemWidth()
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ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut()
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@@ -1226,6 +1231,7 @@ struct ImGuiNextItemData
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bool OpenVal; // Set by SetNextItemOpen()
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ImU8 OpenCond; // Set by SetNextItemOpen()
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ImGuiDataTypeStorage RefVal; // Not exposed yet, for ImGuiInputTextFlags_ParseEmptyAsRefVal
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ImGuiID StorageId; // Set by SetNextItemStorageID()
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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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@@ -1351,8 +1357,8 @@ typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitAr
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#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift
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#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1
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#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1
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#define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceDown
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#define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceRight
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#define ImGuiKey_NavGamepadActivate (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceRight : ImGuiKey_GamepadFaceDown)
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#define ImGuiKey_NavGamepadCancel (g.IO.ConfigNavSwapGamepadButtons ? ImGuiKey_GamepadFaceDown : ImGuiKey_GamepadFaceRight)
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#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft
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#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp
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@@ -1704,6 +1710,34 @@ struct ImGuiOldColumns
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ImGuiOldColumns() { memset(this, 0, sizeof(*this)); }
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};
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//-----------------------------------------------------------------------------
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// [SECTION] Box-select support
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//-----------------------------------------------------------------------------
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struct ImGuiBoxSelectState
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{
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// Active box-selection data (persistent, 1 active at a time)
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ImGuiID ID;
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bool IsActive;
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bool IsStarting;
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bool IsStartedFromVoid; // Starting click was not from an item.
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bool IsStartedSetNavIdOnce;
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bool RequestClear;
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ImGuiKeyChord KeyMods : 16; // Latched key-mods for box-select logic.
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ImVec2 StartPosRel; // Start position in window-contents relative space (to support scrolling)
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ImVec2 EndPosRel; // End position in window-contents relative space
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ImVec2 ScrollAccum; // Scrolling accumulator (to behave at high-frame spaces)
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ImGuiWindow* Window;
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// Temporary/Transient data
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bool UnclipMode; // (Temp/Transient, here in hot area). Set/cleared by the BeginMultiSelect()/EndMultiSelect() owning active box-select.
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ImRect UnclipRect; // Rectangle where ItemAdd() clipping may be temporarily disabled. Need support by multi-select supporting widgets.
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ImRect BoxSelectRectPrev; // Selection rectangle in absolute coordinates (derived every frame from BoxSelectStartPosRel and MousePos)
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ImRect BoxSelectRectCurr;
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ImGuiBoxSelectState() { memset(this, 0, sizeof(*this)); }
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};
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//-----------------------------------------------------------------------------
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// [SECTION] Multi-select support
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//-----------------------------------------------------------------------------
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@@ -1711,9 +1745,45 @@ struct ImGuiOldColumns
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// We always assume that -1 is an invalid value (which works for indices and pointers)
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#define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1)
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#ifdef IMGUI_HAS_MULTI_SELECT
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// <this is filled in 'range_select' branch>
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#endif // #ifdef IMGUI_HAS_MULTI_SELECT
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// Temporary storage for multi-select
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struct IMGUI_API ImGuiMultiSelectTempData
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{
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ImGuiMultiSelectIO IO; // MUST BE FIRST FIELD. Requests are set and returned by BeginMultiSelect()/EndMultiSelect() + written to by user during the loop.
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ImGuiMultiSelectState* Storage;
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ImGuiID FocusScopeId; // Copied from g.CurrentFocusScopeId (unless another selection scope was pushed manually)
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ImGuiMultiSelectFlags Flags;
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ImVec2 ScopeRectMin;
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ImVec2 BackupCursorMaxPos;
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ImGuiSelectionUserData LastSubmittedItem; // Copy of last submitted item data, used to merge output ranges.
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ImGuiID BoxSelectId;
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ImGuiKeyChord KeyMods;
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ImS8 LoopRequestSetAll; // -1: no operation, 0: clear all, 1: select all.
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bool IsEndIO; // Set when switching IO from BeginMultiSelect() to EndMultiSelect() state.
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bool IsFocused; // Set if currently focusing the selection scope (any item of the selection). May be used if you have custom shortcut associated to selection.
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bool IsKeyboardSetRange; // Set by BeginMultiSelect() when using Shift+Navigation. Because scrolling may be affected we can't afford a frame of lag with Shift+Navigation.
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bool NavIdPassedBy;
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bool RangeSrcPassedBy; // Set by the item that matches RangeSrcItem.
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bool RangeDstPassedBy; // Set by the item that matches NavJustMovedToId when IsSetRange is set.
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ImGuiMultiSelectTempData() { Clear(); }
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void Clear() { size_t io_sz = sizeof(IO); ClearIO(); memset((void*)(&IO + 1), 0, sizeof(*this) - io_sz); } // Zero-clear except IO as we preserve IO.Requests[] buffer allocation.
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void ClearIO() { IO.Requests.resize(0); IO.RangeSrcItem = IO.NavIdItem = ImGuiSelectionUserData_Invalid; IO.NavIdSelected = IO.RangeSrcReset = false; }
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};
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// Persistent storage for multi-select (as long as selection is alive)
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struct IMGUI_API ImGuiMultiSelectState
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{
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ImGuiWindow* Window;
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ImGuiID ID;
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int LastFrameActive; // Last used frame-count, for GC.
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int LastSelectionSize; // Set by BeginMultiSelect() based on optional info provided by user. May be -1 if unknown.
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ImS8 RangeSelected; // -1 (don't have) or true/false
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ImS8 NavIdSelected; // -1 (don't have) or true/false
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ImGuiSelectionUserData RangeSrcItem; //
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ImGuiSelectionUserData NavIdItem; // SetNextItemSelectionUserData() value for NavId (if part of submitted items)
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ImGuiMultiSelectState() { Window = NULL; ID = 0; LastFrameActive = LastSelectionSize = 0; RangeSelected = NavIdSelected = -1; RangeSrcItem = NavIdItem = ImGuiSelectionUserData_Invalid; }
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};
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//-----------------------------------------------------------------------------
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// [SECTION] Docking support
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@@ -2011,11 +2081,9 @@ struct ImGuiContext
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ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT];
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ImGuiKeyRoutingTable KeysRoutingTable;
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ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
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bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (FIXME: This is a shortcut for not taking ownership of 100+ keys but perhaps best to not have the inconsistency)
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bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (this is a shortcut for not taking ownership of 100+ keys, frequently used by drag operations)
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ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls.
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);'
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#endif
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//ImU32 ActiveIdUsingNavInputMask; // [OBSOLETE] Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes --> 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);'
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// Next window/item data
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ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId.
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@@ -2149,6 +2217,13 @@ struct ImGuiContext
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ImVector<ImGuiPtrOrIndex> CurrentTabBarStack;
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ImVector<ImGuiShrinkWidthItem> ShrinkWidthBuffer;
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// Multi-Select state
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ImGuiBoxSelectState BoxSelectState;
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ImGuiMultiSelectTempData* CurrentMultiSelect;
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int MultiSelectTempDataStacked; // Temporary multi-select data size (because we leave previous instances undestructed, we generally don't use MultiSelectTempData.Size)
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ImVector<ImGuiMultiSelectTempData> MultiSelectTempData;
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ImPool<ImGuiMultiSelectState> MultiSelectStorage;
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// Hover Delay system
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ImGuiID HoverItemDelayId;
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ImGuiID HoverItemDelayIdPreviousFrame;
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@@ -2320,9 +2395,6 @@ struct ImGuiContext
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ActiveIdUsingNavDirMask = 0x00;
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ActiveIdUsingAllKeyboardKeys = false;
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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ActiveIdUsingNavInputMask = 0x00;
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#endif
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CurrentFocusScopeId = 0;
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CurrentItemFlags = ImGuiItemFlags_None;
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@@ -2389,6 +2461,8 @@ struct ImGuiContext
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CurrentTable = NULL;
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TablesTempDataStacked = 0;
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CurrentTabBar = NULL;
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CurrentMultiSelect = NULL;
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MultiSelectTempDataStacked = 0;
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HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0;
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HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f;
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@@ -3043,6 +3117,7 @@ namespace ImGui
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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); }
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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); }
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inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); }
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inline ImVec2 WindowPosAbsToRel(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x - off.x, p.y - off.y); }
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// Windows: Display Order and Focus Order
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IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0);
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@@ -3118,7 +3193,7 @@ namespace ImGui
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//#endif
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// Basic Accessors
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inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; }
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inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; }
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inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; }
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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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@@ -3144,8 +3219,6 @@ namespace ImGui
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IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
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IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
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IMGUI_API void PushMultiItemsWidths(int components, float width_full);
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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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// Parameter stacks (shared)
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@@ -3262,7 +3335,7 @@ namespace ImGui
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IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key);
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IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
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IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
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IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
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IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id'
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inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }
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@@ -3325,6 +3398,18 @@ namespace ImGui
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IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx);
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IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data);
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// Box-Select API
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IMGUI_API bool BeginBoxSelect(const ImRect& scope_rect, ImGuiWindow* window, ImGuiID box_select_id, ImGuiMultiSelectFlags ms_flags);
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IMGUI_API void EndBoxSelect(const ImRect& scope_rect, ImGuiMultiSelectFlags ms_flags);
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// Multi-Select API
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IMGUI_API void MultiSelectItemHeader(ImGuiID id, bool* p_selected, ImGuiButtonFlags* p_button_flags);
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IMGUI_API void MultiSelectItemFooter(ImGuiID id, bool* p_selected, bool* p_pressed);
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IMGUI_API void MultiSelectAddSetAll(ImGuiMultiSelectTempData* ms, bool selected);
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IMGUI_API void MultiSelectAddSetRange(ImGuiMultiSelectTempData* ms, bool selected, int range_dir, ImGuiSelectionUserData first_item, ImGuiSelectionUserData last_item);
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inline ImGuiBoxSelectState* GetBoxSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.BoxSelectState.ID == id && g.BoxSelectState.IsActive) ? &g.BoxSelectState : NULL; }
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inline ImGuiMultiSelectState* GetMultiSelectState(ImGuiID id) { ImGuiContext& g = *GImGui; return g.MultiSelectStorage.GetByKey(id); }
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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 SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect);
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IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
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@@ -3461,10 +3546,9 @@ namespace ImGui
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IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags);
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IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
|
||||
IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0);
|
||||
IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
|
||||
|
||||
// Widgets: Tree Nodes
|
||||
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiID storage_id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
|
||||
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
|
||||
IMGUI_API void TreePushOverrideID(ImGuiID id);
|
||||
IMGUI_API bool TreeNodeGetOpen(ImGuiID storage_id);
|
||||
IMGUI_API void TreeNodeSetOpen(ImGuiID storage_id, bool open);
|
||||
@@ -3543,6 +3627,7 @@ namespace ImGui
|
||||
IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings);
|
||||
IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state);
|
||||
IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state);
|
||||
IMGUI_API void DebugNodeMultiSelectState(ImGuiMultiSelectState* state);
|
||||
IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label);
|
||||
IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings);
|
||||
IMGUI_API void DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);
|
||||
|
||||
Reference in New Issue
Block a user