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-rw-r--r--3rdparty/bgfx/3rdparty/ocornut-imgui/imgui.h29
1 files changed, 15 insertions, 14 deletions
diff --git a/3rdparty/bgfx/3rdparty/ocornut-imgui/imgui.h b/3rdparty/bgfx/3rdparty/ocornut-imgui/imgui.h
index f6cf88f060a..a25d18f3aa6 100644
--- a/3rdparty/bgfx/3rdparty/ocornut-imgui/imgui.h
+++ b/3rdparty/bgfx/3rdparty/ocornut-imgui/imgui.h
@@ -30,7 +30,7 @@
#endif
// Some compilers support applying printf-style warnings to user functions.
-#if 0 //defined(__clang__) || defined(__GNUC__)
+#if 0 // defined(__clang__) || defined(__GNUC__)
#define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1))))
#else
#define IM_PRINTFARGS(FMT)
@@ -265,7 +265,7 @@ namespace ImGui
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
IMGUI_API bool RadioButton(const char* label, bool active);
IMGUI_API bool RadioButton(const char* label, int* v, int v_button);
- IMGUI_API bool Combo(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
+ IMGUI_API bool Combo(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1);
IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1); // separate items with \0, end item-list with \0\0
IMGUI_API bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
IMGUI_API bool ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true);
@@ -339,7 +339,7 @@ namespace ImGui
// Widgets: Selectable / Lists
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));
- IMGUI_API bool ListBox(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
+ IMGUI_API bool ListBox(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1);
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards.
IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
@@ -741,6 +741,7 @@ struct ImGuiIO
ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
float FontGlobalScale; // = 1.0f // Global scale all fonts
bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
+ ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
@@ -789,29 +790,29 @@ struct ImGuiIO
ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
// Functions
- IMGUI_API void AddInputCharacter(ImWchar c); // Helper to add a new character into InputCharacters[]
- IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Helper to add new characters into InputCharacters[] from an UTF-8 string
- inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Helper to clear the text input buffer
+ IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]
+ IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Add new characters into InputCharacters[] from an UTF-8 string
+ inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Clear the text input buffer manually
//------------------------------------------------------------------
- // Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application
+ // Output - Retrieve after calling NewFrame()
//------------------------------------------------------------------
- bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input)
- bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
- bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array.
- float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
+ bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input). Use to hide mouse from the rest of your application
+ bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application
+ bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array. Use to activate on screen keyboard if your system needs one
+ float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
int MetricsAllocs; // Number of active memory allocations
int MetricsRenderVertices; // Vertices output during last call to Render()
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
- int MetricsActiveWindows; // Number of visible windows (exclude child windows)
+ int MetricsActiveWindows; // Number of visible root windows (exclude child windows)
+ ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative, so a disappearing/reappearing mouse won't have a huge delta for one frame.
//------------------------------------------------------------------
// [Private] ImGui will maintain those fields. Forward compatibility not guaranteed!
//------------------------------------------------------------------
- ImVec2 MousePosPrev; // Previous mouse position
- ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative to allow mouse enabling/disabling.
+ ImVec2 MousePosPrev; // Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame())
bool MouseClicked[5]; // Mouse button went from !Down to Down
ImVec2 MouseClickedPos[5]; // Position at time of clicking
float MouseClickedTime[5]; // Time of last click (used to figure out double-click)