// (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.
// 2023-01-04: 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.
// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)
// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
#define IMGUI_VERSION "1.89.2 WIP"
#define IMGUI_VERSION_NUM 18916
#define IMGUI_VERSION "1.89.2"
#define IMGUI_VERSION_NUM 18920
#define IMGUI_HAS_TABLE
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
#define IMGUI_HAS_DOCK // Docking WIP branch
@ -198,7 +198,6 @@ typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: f
typedefintImGuiDragDropFlags;// -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
typedefintImGuiFocusedFlags;// -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
typedefintImGuiHoveredFlags;// -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedefintImGuiInputFlags;// -> enum ImGuiInputFlags_ // Flags: for Shortcut() (+ upcoming advanced versions of IsKeyPressed()/IsMouseClicked()/SetKeyOwner()/SetItemKeyOwner() currently in imgui_internal.h)
typedefintImGuiInputTextFlags;// -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
typedefintImGuiKeyChord;// -> ImGuiKey | ImGuiMod_XXX // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
typedefintImGuiPopupFlags;// -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
@ -262,8 +261,8 @@ struct ImVec2
floatx,y;
constexprImVec2():x(0.0f),y(0.0f){}
constexprImVec2(float_x,float_y):x(_x),y(_y){}
floatoperator[](size_tidx)const{IM_ASSERT(idx<=1);return(&x)[idx];}// We very rarely use this [] operator, the assert overhead is fine.
float&operator[](size_tidx){IM_ASSERT(idx<=1);return(&x)[idx];}// We very rarely use this [] operator, the assert overhead is fine.
floatoperator[](size_tidx)const{IM_ASSERT(idx==0||idx==1);return(&x)[idx];}// We very rarely use this [] operator, the assert overhead is fine.
float&operator[](size_tidx){IM_ASSERT(idx==0||idx==1);return(&x)[idx];}// We very rarely use this [] operator, the assert overhead is fine.
#ifdef IM_VEC2_CLASS_EXTRA
IM_VEC2_CLASS_EXTRA// Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
#endif
@ -429,7 +428,7 @@ namespace ImGui
IMGUI_APIvoidPopTextWrapPos();
// Style read access
// - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are)
// - Use the ShowStyleEditor() function to interactively see/edit the colors.
IMGUI_APIImFont*GetFont();// get current font
IMGUI_APIfloatGetFontSize();// get current font size (= height in pixels) of current font with current scale applied
IMGUI_APIImVec2GetFontTexUvWhitePixel();// get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
@ -927,21 +926,6 @@ namespace ImGui
IMGUI_APIconstchar*GetKeyName(ImGuiKeykey);// [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
IMGUI_APIvoidSetNextFrameWantCaptureKeyboard(boolwant_capture_keyboard);// Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
@ -1551,34 +1535,6 @@ enum ImGuiKey : int
#endif
};
// Flags for Shortcut()
// (+ for upcoming advanced versions of IsKeyPressed()/IsMouseClicked()/SetKeyOwner()/SetItemKeyOwner() that are currently in imgui_internal.h)
enumImGuiInputFlags_
{
ImGuiInputFlags_None=0,
ImGuiInputFlags_Repeat=1<<0,// Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
// Routing policies for Shortcut() + low-level SetShortcutRouting()
// - The general idea is that several callers register interest in a shortcut, and only one owner gets it.
// - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(),
// allowing the system to decide where to route the input among other route-aware calls.
// - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll
// will register a route and only succeed when parent window is in the focus stack and if no-one
// with a higher priority is claiming the shortcut.
// - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods.
// - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow.
// Policies (can select only 1 policy among all available)
ImGuiInputFlags_RouteFocused=1<<8,// (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.
ImGuiInputFlags_RouteGlobalLow=1<<9,// Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority.
ImGuiInputFlags_RouteGlobal=1<<10,// Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText).
ImGuiInputFlags_RouteGlobalHigh=1<<11,// Register route globally (highest priority: unlikely you need to use that: will interfere with every active items)
ImGuiInputFlags_RouteAlways=1<<12,// Do not register route, poll keys directly.
// Policies Options
ImGuiInputFlags_RouteUnlessBgFocused=1<<13,// Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
};
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
ImGuiSelectableFlags_SelectOnClick=1<<22,// Override button behavior to react on Click (default is Click+Release)
ImGuiSelectableFlags_SelectOnRelease=1<<23,// Override button behavior to react on Release (default is Click+Release)
ImGuiSelectableFlags_SpanAvailWidth=1<<24,// Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)
ImGuiSelectableFlags_DrawHoveredWhenHeld=1<<25,// Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
ImGuiSelectableFlags_SetNavIdOnHover=1<<26,// Set Nav/Focus ID on mouse hover (used by MenuItem)
ImGuiSelectableFlags_NoPadWithHalfSpacing=1<<27,// Disable padding each side with ItemSpacing * 0.5f
ImGuiSelectableFlags_NoSetKeyOwner=1<<28,// Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
ImGuiSelectableFlags_SetNavIdOnHover=1<<25,// Set Nav/Focus ID on mouse hover (used by MenuItem)
ImGuiSelectableFlags_NoPadWithHalfSpacing=1<<26,// Disable padding each side with ItemSpacing * 0.5f
ImGuiSelectableFlags_NoSetKeyOwner=1<<27,// Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner()
// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function)
enumImGuiInputFlagsPrivate_
enumImGuiInputFlags_
{
// Flags for IsKeyPressed(), IsMouseClicked(), Shortcut()
ImGuiInputFlags_None=0,
ImGuiInputFlags_Repeat=1<<0,// Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
ImGuiInputFlags_LockThisFrame=1<<6,// 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.
ImGuiInputFlags_LockUntilRelease=1<<7,// 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.
// Routing policies for Shortcut() + low-level SetShortcutRouting()
// - The general idea is that several callers register interest in a shortcut, and only one owner gets it.
// - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(),
// allowing the system to decide where to route the input among other route-aware calls.
// - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll
// will register a route and only succeed when parent window is in the focus stack and if no-one
// with a higher priority is claiming the shortcut.
// - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods.
// - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow.
// - Can select only 1 policy among all available.
ImGuiInputFlags_RouteFocused=1<<8,// (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.
ImGuiInputFlags_RouteGlobalLow=1<<9,// Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority.
ImGuiInputFlags_RouteGlobal=1<<10,// Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText).
ImGuiInputFlags_RouteGlobalHigh=1<<11,// Register route globally (highest priority: unlikely you need to use that: will interfere with every active items)
ImGuiInputFlags_RouteMask_=ImGuiInputFlags_RouteFocused|ImGuiInputFlags_RouteGlobal|ImGuiInputFlags_RouteGlobalLow|ImGuiInputFlags_RouteGlobalHigh,// _Always not part of this!
ImGuiInputFlags_RouteAlways=1<<12,// Do not register route, poll keys directly.
ImGuiInputFlags_RouteUnlessBgFocused=1<<13,// Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
// [Internal] Mask of which function support which flags
ImGuiInputFlags_RouteMask_=ImGuiInputFlags_RouteFocused|ImGuiInputFlags_RouteGlobal|ImGuiInputFlags_RouteGlobalLow|ImGuiInputFlags_RouteGlobalHigh,// _Always not part of this!
// - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
// ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord)
// ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)
// ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.
// - When using one of the routing flags (e.g. ImGuiInputFlags_RouteFocused): routes requested ahead of time given a chord (key + modifiers) and a routing policy.
// - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.
// - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route.
// - Multiple read sites may use the same owner id and will all get the granted route.
// - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location.