// (minor and older changes stripped away, please see git history for details)
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)
// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)
// 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten.
// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.
@ -115,6 +116,7 @@
#endif
#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api
MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
#define IMGUI_VERSION "1.89.4 WIP"
#define IMGUI_VERSION_NUM 18936
#define IMGUI_VERSION "1.89.4"
#define IMGUI_VERSION_NUM 18940
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
@ -1059,10 +1059,8 @@ enum ImGuiInputTextFlags_
ImGuiInputTextFlags_CallbackEdit=1<<19,// Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
ImGuiInputTextFlags_EscapeClearsAll=1<<20,// Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
// Obsolete names (will be removed soon)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiInputTextFlags_AlwaysInsertMode=ImGuiInputTextFlags_AlwaysOverwrite// [renamed in 1.82] name was not matching behavior
#endif
// Obsolete names
//ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
};
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
@ -1761,10 +1759,8 @@ enum ImGuiSliderFlags_
ImGuiSliderFlags_NoInput=1<<7,// Disable CTRL+Click or Enter key allowing to input text directly into the widget
ImGuiSliderFlags_InvalidMask_=0x7000000F,// [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiSliderFlags_ClampOnInput=ImGuiSliderFlags_AlwaysClamp,// [renamed in 1.79]
#endif
// Obsolete names
//ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79]
};
// Identify a mouse button.
@ -2028,6 +2024,14 @@ struct ImGuiIO
boolConfigWindowsMoveFromTitleBarOnly;// = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
floatConfigMemoryCompactTimer;// = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
// Debug options
// - tools to test correct Begin/End and BeginChild/EndChild behaviors.
// - presently Begn()/End() and BeginChild()EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
// this is inconsistent with other BeginXXX functions and create confusion for many users.
// - we expect to update the API eventually. In the meanwhile we provided tools to facilitate checking user-code behavior.
boolConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.
boolConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.
inlinevoidPrimVtx(constImVec2&pos,constImVec2&uv,ImU32col){PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx);PrimWriteVtx(pos,uv,col);}// Write vertex with unique index
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inlinevoidAddBezierCurve(constImVec2&p1,constImVec2&p2,constImVec2&p3,constImVec2&p4,ImU32col,floatthickness,intnum_segments=0){AddBezierCubic(p1,p2,p3,p4,col,thickness,num_segments);}// OBSOLETED in 1.80 (Jan 2021)
inlinevoidPathBezierCurveTo(constImVec2&p2,constImVec2&p3,constImVec2&p4,intnum_segments=0){PathBezierCubicCurveTo(p2,p3,p4,num_segments);}// OBSOLETED in 1.80 (Jan 2021)
ImGui::SameLine();HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover");
ImGui::SameLine();HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");