// (minor and older changes stripped away, please see git history for details)
// (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback().
@ -83,13 +84,14 @@
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#define MAP_BUTTON(NAV_NO, BUTTON_NO) do { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } while (0)
#if GLFW_HAS_GAMEPAD_API
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } while (0)
#define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0)
#define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0)
// (minor and older changes stripped away, please see git history for details)
// (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// [x] Platform: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
// [x] Platform: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
// Missing features:
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
// To build this on 32-bit systems and support texture changes:
// - [Solution 1] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'ImTextureID=ImU64' (this is what we do in our .vcxproj files)
// - [Solution 2] IDE/msbuild: in "Properties/C++/Preprocessor Definitions" add 'IMGUI_USER_CONFIG="my_imgui_config.h"' and inside 'my_imgui_config.h' add '#define ImTextureID ImU64' and as many other options as you like.
// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in our batch files)
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
@ -59,6 +66,11 @@
#include"imgui_impl_vulkan.h"
#include"imgui_impl_vulkan.h"
#include<stdio.h>
#include<stdio.h>
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#endif
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData()
// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData()
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this backend! See https://github.com/ocornut/imgui/pull/914
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
// See imgui_impl_vulkan.cpp file for details.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
IMGUI_IMPL_APIvoidImGui_ImplVulkan_SetMinImageCount(uint32_tmin_image_count);// To override MinImageCount after initialization (e.g. if swap chain is recreated)
IMGUI_IMPL_APIvoidImGui_ImplVulkan_SetMinImageCount(uint32_tmin_image_count);// To override MinImageCount after initialization (e.g. if swap chain is recreated)
// Register a texture (VkDescriptorSet == ImTextureID)
// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.
// (minor and older changes stripped away, please see git history for details)
// (minor and older changes stripped away, please see git history for details)
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before a key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before a key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
@ -113,7 +113,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- input number: optional range min/max for Input*() functions
- input number: optional range min/max for Input*() functions
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
- input number: use mouse wheel to step up/down
- input number: use mouse wheel to step up/down
- input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
- layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
- layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
- layout, font: horizontal tab support, A) text mode: forward only tabs (e.g. every 4 characters/N pixels from pos x1), B) manual mode: explicit tab stops acting as mini columns, no clipping (for menu items, many kind of uses, also vaguely relate to #267, #395)
- layout, font: horizontal tab support, A) text mode: forward only tabs (e.g. every 4 characters/N pixels from pos x1), B) manual mode: explicit tab stops acting as mini columns, no clipping (for menu items, many kind of uses, also vaguely relate to #267, #395)
if(popup_window==NULL||!popup_window->WasActive||!(popup_window->Flags&ImGuiWindowFlags_Modal))// Check WasActive, because this code may run before popup renders on current frame.
if(!popup_window->Active&&!popup_window->WasActive)// Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
continue;
continue;
if(IsWindowWithinBeginStackOf(window,popup_window))// Window is rendered over last modal, no render order change needed.
if(IsWindowWithinBeginStackOf(window,popup_window))// Window is rendered over last modal, no render order change needed.
IM_ASSERT(IsNamedKey(key)&&"Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
IM_ASSERT((IsNamedKey(key)||key==ImGuiKey_None)&&"Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
IM_ASSERT(io.NavInputs[n]==0.0f&&"Backend needs to either only use io.AddKeyEvent()/io.AddKeyAnalogEvent(), either only fill legacy io.NavInputs[]. Not both!");
g.NavInputSource=ImGuiInputSource_Gamepad;
#define NAV_MAP_KEY(_KEY, _NAV_INPUT, _ACTIVATE_NAV) do { io.NavInputs[_NAV_INPUT] = io.KeysData[_KEY - ImGuiKey_KeysData_OFFSET].AnalogValue; if (_ACTIVATE_NAV && io.NavInputs[_NAV_INPUT] > 0.0f) { g.NavInputSource = ImGuiInputSource_Gamepad; } } while (0)
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
,ImGuiKey_KeyPadEnter=ImGuiKey_KeypadEnter// Renamed in 1.87
,ImGuiKey_KeyPadEnter=ImGuiKey_KeypadEnter// Renamed in 1.87
@ -1991,6 +1964,7 @@ struct ImGuiKeyData
boolDown;// True for if key is down
boolDown;// True for if key is down
floatDownDuration;// Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
floatDownDuration;// Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
floatDownDurationPrev;// Last frame duration the key has been down
floatDownDurationPrev;// Last frame duration the key has been down
floatAnalogValue;// 0.0f..1.0f for gamepad values
};
};
structImGuiIO
structImGuiIO
@ -2034,7 +2008,7 @@ struct ImGuiIO
// Miscellaneous options
// Miscellaneous options
boolMouseDrawCursor;// = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
boolMouseDrawCursor;// = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
boolConfigMacOSXBehaviors;// = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
boolConfigMacOSXBehaviors;// = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
boolConfigInputEventQueue;// = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
boolConfigInputTrickleEventQueue;// = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
boolConfigInputTextCursorBlink;// = true // Enable blinking cursor (optional as some users consider it to be distracting).
boolConfigInputTextCursorBlink;// = true // Enable blinking cursor (optional as some users consider it to be distracting).
boolConfigDragClickToInputText;// = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
boolConfigDragClickToInputText;// = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
boolConfigWindowsResizeFromEdges;// = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
boolConfigWindowsResizeFromEdges;// = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
ImVec2MousePos;// Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
boolMouseDown[5];// Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
floatMouseWheel;// Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
floatMouseWheelH;// Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
ImGuiIDMouseHoveredViewport;// (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows).
floatNavInputs[ImGuiNavInput_COUNT];// Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
// Input Functions
// Input Functions
IMGUI_APIvoidAddKeyEvent(ImGuiKeykey,booldown);// Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
IMGUI_APIvoidAddKeyEvent(ImGuiKeykey,booldown);// Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
IMGUI_APIvoidAddKeyModsEvent(ImGuiKeyModFlagsmodifiers);// Queue a change of Ctrl/Shift/Alt/Super modifiers
IMGUI_APIvoidAddKeyAnalogEvent(ImGuiKeykey,booldown,floatv);// Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
IMGUI_APIvoidAddMousePosEvent(floatx,floaty);// Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
IMGUI_APIvoidAddKeyModsEvent(ImGuiKeyModFlagsmodifiers);// Queue a change of Ctrl/Shift/Alt/Super modifiers
IMGUI_APIvoidAddMouseButtonEvent(intbutton,booldown);// Queue a mouse button change
IMGUI_APIvoidAddMousePosEvent(floatx,floaty);// Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
IMGUI_APIvoidAddMouseWheelEvent(floatwh_x,floatwh_y);// Queue a mouse wheel update
IMGUI_APIvoidAddMouseButtonEvent(intbutton,booldown);// Queue a mouse button change
IMGUI_APIvoidAddMouseViewportEvent(ImGuiIDid);// Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this.
IMGUI_APIvoidAddMouseWheelEvent(floatwh_x,floatwh_y);// Queue a mouse wheel update
IMGUI_APIvoidAddFocusEvent(boolfocused);// Queue an hosting application/platform windows gain or loss of focus
IMGUI_APIvoidAddMouseViewportEvent(ImGuiIDid);// Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
IMGUI_APIvoidAddInputCharacter(unsignedintc);// Queue new character input
IMGUI_APIvoidAddFocusEvent(boolfocused);// Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
IMGUI_APIvoidAddInputCharacterUTF16(ImWchar16c);// Queue new character input from an UTF-16 character, it can be a surrogate
IMGUI_APIvoidAddInputCharacter(unsignedintc);// Queue a new character input
IMGUI_APIvoidAddInputCharactersUTF8(constchar*str);// Queue new characters input from an UTF-8 string
IMGUI_APIvoidAddInputCharacterUTF16(ImWchar16c);// Queue a new character input from an UTF-16 character, it can be a surrogate
IMGUI_APIvoidAddInputCharactersUTF8(constchar*str);// Queue a new characters input from an UTF-8 string
IMGUI_APIvoidClearInputCharacters();// [Internal] Clear the text input buffer manually
IMGUI_APIvoidClearInputKeys();// [Internal] Release all keys
IMGUI_APIvoidClearInputCharacters();// [Internal] Clear the text input buffer manually
IMGUI_APIvoidClearInputKeys();// [Internal] Release all keys
IMGUI_APIvoidSetKeyEventNativeData(ImGuiKeykey,intnative_keycode,intnative_scancode,intnative_legacy_index=-1);// [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
IMGUI_APIvoidSetKeyEventNativeData(ImGuiKeykey,intnative_keycode,intnative_scancode,intnative_legacy_index=-1);// [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
// (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
// (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
ImVec2MousePos;// Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
boolMouseDown[5];// Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
floatMouseWheel;// Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
floatMouseWheelH;// Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
ImGuiIDMouseHoveredViewport;// (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows).
floatNavInputs[ImGuiNavInput_COUNT];// Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
// Other state maintained from data above + IO function calls
ImGuiKeyModFlagsKeyMods;// Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
ImGuiKeyModFlagsKeyMods;// Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
ImGuiKeyDataKeysData[ImGuiKey_KeysData_SIZE];// Key state for all known keys. Use IsKeyXXX() functions to access this.
ImGuiKeyDataKeysData[ImGuiKey_KeysData_SIZE];// Key state for all known keys. Use IsKeyXXX() functions to access this.
boolWantCaptureMouseUnlessPopupClose;// Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
boolWantCaptureMouseUnlessPopupClose;// Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
ImVec2MousePosPrev;// Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
ImVec2MousePosPrev;// Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
ImVec2MouseClickedPos[5];// Position at time of clicking
ImVec2MouseClickedPos[5];// Position at time of clicking
@ -2155,6 +2133,7 @@ struct ImGuiIO
floatPenPressure;// Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
floatPenPressure;// Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
boolAppFocusLost;
boolAppFocusLost;
ImS8BackendUsingLegacyKeyArrays;// -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
ImS8BackendUsingLegacyKeyArrays;// -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
boolBackendUsingLegacyNavInputArray;// 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
ImWchar16InputQueueSurrogate;// For AddInputCharacterUTF16()
ImWchar16InputQueueSurrogate;// For AddInputCharacterUTF16()
ImVector<ImWchar>InputQueueCharacters;// Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
ImVector<ImWchar>InputQueueCharacters;// Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
ImGui::SameLine();HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.");
ImGui::SameLine();HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.");
structfuncs{staticboolIsNativeDupe(ImGuiKeykey){returnkey<ImGuiKey_LegacyNativeKey_END&&ImGui::GetIO().KeyMap[key]!=-1;}};// Hide Native<>ImGuiKey duplicates when both exists in the array
structfuncs{staticboolIsNativeDupe(ImGuiKeykey){returnkey<ImGuiKey_LegacyNativeKey_END&&ImGui::GetIO().KeyMap[key]!=-1;}};// Hide Native<>ImGuiKey duplicates when both exists in the array
ImGui::Text("Chars queue:");for(inti=0;i<io.InputQueueCharacters.Size;i++){ImWcharc=io.InputQueueCharacters[i];ImGui::SameLine();ImGui::Text("\'%c\' (0x%04X)",(c>''&&c<=255)?(char)c:'?',c);}// FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
ImGui::Text("Chars queue:");for(inti=0;i<io.InputQueueCharacters.Size;i++){ImWcharc=io.InputQueueCharacters[i];ImGui::SameLine();ImGui::Text("\'%c\' (0x%04X)",(c>''&&c<=255)?(char)c:'?',c);}// FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
ImGuiInputEventMousePosMousePos;// if Type == ImGuiInputEventType_MousePos
ImGuiInputEventMousePosMousePos;// if Type == ImGuiInputEventType_MousePos
@ -963,6 +962,7 @@ struct ImGuiInputEvent
ImGuiInputEventTextText;// if Type == ImGuiInputEventType_Text
ImGuiInputEventTextText;// if Type == ImGuiInputEventType_Text
ImGuiInputEventAppFocusedAppFocused;// if Type == ImGuiInputEventType_Focus
ImGuiInputEventAppFocusedAppFocused;// if Type == ImGuiInputEventType_Focus
};
};
boolAddedByTestEngine;
ImGuiInputEvent(){memset(this,0,sizeof(*this));}
ImGuiInputEvent(){memset(this,0,sizeof(*this));}
};
};
@ -2561,7 +2561,7 @@ struct IMGUI_API ImGuiTable
ImRectInnerRect;// InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is
ImRectInnerRect;// InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is
ImRectWorkRect;
ImRectWorkRect;
ImRectInnerClipRect;
ImRectInnerClipRect;
ImRectBgClipRect;// We use this to cpu-clip cell background color fill
ImRectBgClipRect;// We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries
ImRectBg0ClipRectForDrawCmd;// Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped
ImRectBg0ClipRectForDrawCmd;// Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped
ImRectBg2ClipRectForDrawCmd;// Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect.
ImRectBg2ClipRectForDrawCmd;// Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect.
ImRectHostClipRect;// This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.
ImRectHostClipRect;// This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.
@ -2877,7 +2877,8 @@ namespace ImGui
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
// Return the cell rectangle based on currently known height.
// Return the cell rectangle based on currently known height.
// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.
// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.
// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it.
// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height.
// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right
// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right
// columns report a small offset so their CellBgRect can extend up to the outer border.
// columns report a small offset so their CellBgRect can extend up to the outer border.
// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling.
// Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision
if(op=='+'){if(sscanf(buf,"%d",&arg1i))*v=(int)(arg0i+arg1i);}// Add (use "+-" to subtract)
// We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future.