Wrap several more native structures to facilitate docking.

internals
Eric Mellino 6 years ago
parent f6e6386a32
commit b06e8ab082
  1. 55
      NativeDrawContext.cs
  2. 10
      NativeSimpleColumns.cs
  3. 4
      src/ImGui.NET.SampleProgram/SampleWindow.cs
  4. 7
      src/ImGui.NET/ImGui.NET.csproj
  5. 4
      src/ImGui.NET/ImGuiNative.cs
  6. 26
      src/ImGui.NET/ImRect.cs
  7. 140
      src/ImGui.NET/NativeContext.cs
  8. 72
      src/ImGui.NET/NativeTestEditState.cs
  9. 73
      src/ImGui.NET/NativeWindow.cs

@ -0,0 +1,55 @@
using System.Numerics;
namespace ImGuiNET
{
// Transient per-window data, reset at the beginning of the frame
public unsafe struct NativeDrawContext
{
public Vector2 CursorPos;
public Vector2 CursorPosPrevLine;
public Vector2 CursorStartPos;
public Vector2 CursorMaxPos; // Implicitly calculate the size of our contents, always extending. Saved into window->SizeContents at the end of the frame
public float CurrentLineHeight;
public float CurrentLineTextBaseOffset;
public float PrevLineHeight;
public float PrevLineTextBaseOffset;
public float LogLinePosY;
public int TreeDepth;
public uint LastItemId;
public ImRect LastItemRect;
public byte LastItemHoveredAndUsable; // Item rectangle is hovered, and its window is currently interactable with (not blocked by a popup preventing access to the window)
public byte LastItemHoveredRect; // Item rectangle is hovered, but its window may or not be currently interactable with (might be blocked by a popup preventing access to the window)
public byte MenuBarAppending;
public float MenuBarOffsetX;
public ImVector ChildWindows;
public Storage StateStorage;
public int LayoutType;
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
public float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
public float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
public byte AllowKeyboardFocus; // == AllowKeyboardFocusStack.back() [empty == true]
public byte ButtonRepeat; // == ButtonRepeatStack.back() [empty == false]
public ImVector ItemWidthStack;
public ImVector TextWrapPosStack;
public ImVector AllowKeyboardFocusStack;
public ImVector ButtonRepeatStack;
public ImVector GroupStack;
public ColorEditFlags ColorEditMode;
public fixed int StackSizesBackup[6]; // Store size of various stacks for asserting
public float IndentX; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
public float GroupOffsetX;
public float ColumnsOffsetX; // Offset to the current column (if ColumnsCurrent > 0).
public int ColumnsCurrent;
public int ColumnsCount;
public float ColumnsMinX;
public float ColumnsMaxX;
public float ColumnsStartPosY;
public float ColumnsCellMinY;
public float ColumnsCellMaxY;
public byte ColumnsShowBorders;
public uint ColumnsSetId;
public ImVector ColumnsData;
}
}

@ -0,0 +1,10 @@
namespace ImGuiNET
{
public unsafe struct NativeSimpleColumns
{
public int Count;
public float Spacing;
public float Width, NextWidth;
public fixed float Pos[8], NextWidths[8];
};
}

@ -14,7 +14,7 @@ namespace ImGuiNET
{
public class SampleWindow
{
private NativeWindow _nativeWindow;
private OpenTK.NativeWindow _nativeWindow;
private GraphicsContext _graphicsContext;
private int s_fontTexture;
private int _pressCount;
@ -35,7 +35,7 @@ namespace ImGuiNET
public unsafe SampleWindow()
{
int desiredWidth = 960, desiredHeight = 540;
_nativeWindow = new NativeWindow(desiredWidth, desiredHeight, "ImGui.NET", GameWindowFlags.Default, OpenTK.Graphics.GraphicsMode.Default, DisplayDevice.Default);
_nativeWindow = new OpenTK.NativeWindow(desiredWidth, desiredHeight, "ImGui.NET", GameWindowFlags.Default, OpenTK.Graphics.GraphicsMode.Default, DisplayDevice.Default);
_scaleFactor = _nativeWindow.Width / desiredWidth;
GraphicsContextFlags flags = GraphicsContextFlags.Default;

@ -1,7 +1,7 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<Description>A .NET wrapper for the dear ImGui library.</Description>
<AssemblyVersion>0.4.1</AssemblyVersion>
<AssemblyVersion>0.4.2</AssemblyVersion>
<Authors>Eric Mellino</Authors>
<TargetFramework>netstandard1.1</TargetFramework>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
@ -14,7 +14,12 @@
<PackageProjectUrl>https://github.com/mellinoe/imgui.net</PackageProjectUrl>
<DisableImplicitFrameworkReferences>true</DisableImplicitFrameworkReferences>
<DocumentationFile Condition="'$(Configuration)' == 'Release'">$(OutputPath)\ImGui.NET.xml</DocumentationFile>
<RootNamespace>ImGuiNET</RootNamespace>
</PropertyGroup>
<ItemGroup>
<Compile Include="..\..\NativeDrawContext.cs" Link="NativeDrawContext.cs" />
<Compile Include="..\..\NativeSimpleColumns.cs" Link="NativeSimpleColumns.cs" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="System.Numerics.Vectors" Version="4.4.0" />
<PackageReference Include="System.Runtime.CompilerServices.Unsafe" Version="4.4.0" />

@ -354,11 +354,11 @@ namespace ImGuiNET
public delegate void ImGuiContextFreeFunction(IntPtr ptr);
[DllImport(cimguiLib, CallingConvention = CallingConvention.Cdecl)]
public static extern IntPtr igCreateContext(ImGuiContextAllocationFunction malloc_fn, ImGuiContextFreeFunction free_fn);
public static extern NativeContext* igCreateContext(ImGuiContextAllocationFunction malloc_fn, ImGuiContextFreeFunction free_fn);
[DllImport(cimguiLib, CallingConvention = CallingConvention.Cdecl)]
public static extern void igDestroyContext(IntPtr ctx);
[DllImport(cimguiLib, CallingConvention = CallingConvention.Cdecl)]
public static extern IntPtr igGetCurrentContext();
public static extern NativeContext* igGetCurrentContext();
[DllImport(cimguiLib, CallingConvention = CallingConvention.Cdecl)]
public static extern void igSetCurrentContext(IntPtr ctx);

@ -0,0 +1,26 @@
using System.Numerics;
namespace ImGuiNET
{
public struct ImRect
{
public Vector2 Min;
public Vector2 Max;
public ImRect(Vector2 min, Vector2 max)
{
Min = min;
Max = max;
}
public bool Contains(Vector2 p)
{
return p.X >= Min.X && p.Y >= Min.Y && p.X < Max.X && p.Y < Max.Y;
}
public Vector2 GetSize()
{
return Max - Min;
}
}
}

@ -0,0 +1,140 @@
using System;
using System.Numerics;
namespace ImGuiNET
{
public unsafe struct NativeContext
{
public byte Initialized;
public NativeIO IO;
public NativeStyle Style;
public NativeFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
public float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
public float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
public NativeDrawListSharedData DrawListSharedData;
public float Time;
public int FrameCount;
public int FrameCountEnded;
public int FrameCountRendered;
public ImVector Windows;
public ImVector WindowsSortBuffer;
public ImVector CurrentWindowStack;
public Storage WindowsById;
public int WindowsActiveCount;
public NativeWindow* CurrentWindow; // Being drawn into
public NativeWindow* NavWindow; // Nav/focused window for navigation
public NativeWindow* HoveredWindow; // Will catch mouse inputs
public NativeWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
public uint HoveredId; // Hovered widget
public byte HoveredIdAllowOverlap;
public uint HoveredIdPreviousFrame;
public float HoveredIdTimer;
public uint ActiveId; // Active widget
public uint ActiveIdPreviousFrame;
public float ActiveIdTimer;
public byte ActiveIdIsAlive; // Active widget has been seen this frame
public byte ActiveIdIsJustActivated; // Set at the time of activation for one frame
public byte ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
public Vector2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
public NativeWindow* ActiveIdWindow;
public NativeWindow* MovingWindow; // Track the child window we clicked on to move a window.
public uint MovingWindowMoveId; // == MovingWindow->MoveId
public ImVector ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
public ImVector StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
public ImVector FontStack; // Stack for PushFont()/PopFont()
public ImVector OpenPopupStack; // Which popups are open (persistent)
public ImVector CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
// Storage for SetNexWindow** and SetNextTreeNode*** functions
public Vector2 SetNextWindowPosVal;
public Vector2 SetNextWindowPosPivot;
public Vector2 SetNextWindowSizeVal;
public Vector2 SetNextWindowContentSizeVal;
public byte SetNextWindowCollapsedVal;
public Condition SetNextWindowPosCond;
public Condition SetNextWindowSizeCond;
public Condition SetNextWindowContentSizeCond;
public Condition SetNextWindowCollapsedCond;
public ImRect SetNextWindowSizeConstraintRect; // Valid if 'SetNextWindowSizeConstraint' is true
public IntPtr SetNextWindowSizeConstraintCallback;
public void* SetNextWindowSizeConstraintCallbackUserData;
public byte SetNextWindowSizeConstraint;
public byte SetNextWindowFocus;
public byte SetNextTreeNodeOpenVal;
public Condition SetNextTreeNodeOpenCond;
// Render
public DrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user
public ImVector RenderDrawLists0;
public ImVector RenderDrawLists1;
public ImVector RenderDrawLists2;
public float ModalWindowDarkeningRatio;
public DrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
public int MouseCursor;
public fixed byte MouseCursorData[7 * (4 + 8 + 8 + 16 + 16)];
// Drag and Drop
public byte DragDropActive;
public int DragDropSourceFlags;
public int DragDropMouseButton;
public NativePayload DragDropPayload;
public ImRect DragDropTargetRect;
public uint DragDropTargetId;
public float DragDropAcceptIdCurrRectSurface;
public uint DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload)
public uint DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
public int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source
public ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly
public fixed byte DragDropPayloadBufLocal[8];
// Widget state
public ImGuiTextEditState InputTextState;
public NativeFont InputTextPasswordFont;
public uint ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
public int ColorEditOptions; // Store user options for color edit widgets
public Vector4 ColorPickerRef;
public float DragCurrentValue; // Currently dragged value, always float, not rounded by end-user precision settings
public Vector2 DragLastMouseDelta;
public float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
public float DragSpeedScaleSlow;
public float DragSpeedScaleFast;
public Vector2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
public int TooltipOverrideCount;
public ImVector PrivateClipboard; // If no custom clipboard handler is defined
public Vector2 OsImePosRequest, OsImePosSet; // Cursor position request & last passed to the OS Input Method Editor
// Settings
public float SettingsDirtyTimer; // Save .ini Settings on disk when time reaches zero
public ImVector SettingsWindows; // .ini settings for NativeWindow
public ImVector SettingsHandlers; // List of .ini settings handlers
// Logging
public byte LogEnabled;
public void* LogFile; // If != NULL log to stdout/ file
public void* LogClipboard; // Else log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
public int LogStartDepth;
public int LogAutoExpandMaxDepth;
// Misc
public fixed float FramerateSecPerFrame[120]; // calculate estimate of framerate for user
public int FramerateSecPerFrameIdx;
public float FramerateSecPerFrameAccum;
public int WantCaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags
public int WantCaptureKeyboardNextFrame;
public int WantTextInputNextFrame;
public fixed byte TempBuffer[1024 * 3 + 1]; // temporary text buffer
}
public unsafe struct NativeDrawListSharedData
{
public Vector2 TexUvWhitePixel; // UV of white pixel in the atlas
public NativeFont* Font; // Current/default font (optional, for simplified AddText overload)
public float FontSize; // Current/default font size (optional, for simplified AddText overload)
public float CurveTessellationTol;
public Vector4 ClipRectFullscreen; // Value for PushClipRectFullscreen()
// Const data
public fixed float CircleVtx12[12 * 2];
}
}

@ -0,0 +1,72 @@
namespace ImGuiNET
{
public unsafe struct ImGuiTextEditState
{
public uint Id; // widget id owning the text state
public ImVector Text; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
public ImVector InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
public ImVector TempTextBuffer;
public int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format.
public int BufSizeA; // end-user buffer size
public float ScrollX;
public STB_TexteditState StbState;
public float CursorAnim;
public byte CursorFollow;
public byte SelectedAllMouseLock;
}
public unsafe struct STB_TexteditState
{
/////////////////////
//
// public data
//
public int cursor;
// position of the text cursor within the string
public int select_start; // selection start point
public int select_end;
// selection start and end point in characters; if equal, no selection.
// note that start may be less than or greater than end (e.g. when
// dragging the mouse, start is where the initial click was, and you
// can drag in either direction)
public byte insert_mode;
// each textfield keeps its own insert mode state. to keep an app-wide
// insert mode, copy this value in/out of the app state
/////////////////////
//
// private data
//
public byte cursor_at_end_of_line; // not implemented yet
public byte initialized;
public byte has_preferred_x;
public byte single_line;
public byte padding1, padding2, padding3;
public float preferred_x; // this determines where the cursor up/down tries to seek to along x
public StbUndoState undostate;
}
public unsafe struct StbUndoState
{
const int STB_TEXTEDIT_UNDOSTATECOUNT = 99;
const int STB_TEXTEDIT_UNDOCHARCOUNT = 999;
// private data
public fixed byte undo_rec[STB_TEXTEDIT_UNDOSTATECOUNT * (4 + 2 + 2)];
public fixed int undo_char[STB_TEXTEDIT_UNDOCHARCOUNT];
public short undo_point, redo_point;
public short undo_char_point, redo_char_point;
}
public struct StbUndoRecord
{
// private data
public int where;
public short insert_length;
public short delete_length;
public short char_storage;
}
}

@ -0,0 +1,73 @@
using System.Numerics;
namespace ImGuiNET
{
public unsafe struct NativeWindow
{
public byte* Name;
public uint ID; // == ImHash(Name)
public WindowFlags Flags; // See enum ImGuiWindowFlags_
public Vector2 PosFloat;
public Vector2 Pos; // Position rounded-up to nearest pixel
public Vector2 Size; // Current size (==SizeFull or collapsed title bar size)
public Vector2 SizeFull; // Size when non collapsed
public Vector2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars.
public Vector2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. Include decoration, window title, border, menu, etc.
public Vector2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize()
public ImRect ContentsRegionRect; // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
public Vector2 WindowPadding; // Window padding at the time of begin.
public float WindowRounding; // Window rounding at the time of begin.
public float WindowBorderSize; // Window border size at the time of begin.
public uint MoveId; // == window->GetID("#MOVE")
public Vector2 Scroll;
public Vector2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
public Vector2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
public byte ScrollbarX, ScrollbarY;
public Vector2 ScrollbarSizes;
public byte Active; // Set to true on Begin()
public byte WasActive;
public byte WriteAccessed; // Set to true when any widget access the current window
public byte Collapsed; // Set when collapsing window to become only title-bar
public byte SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
public byte Appearing; // Set during the frame where the window is appearing (or re-appearing)
public byte CloseButton; // Set when the window has a close button (p_open != NULL)
public int BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
public int BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
public int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
public uint PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
public int AutoFitFramesX, AutoFitFramesY;
public byte AutoFitOnlyGrows;
public int AutoFitChildAxises;
public int AutoPosLastDirection;
public int HiddenFrames;
public Condition SetWindowPosAllowFlags; // store condition flags for next SetWindowPos() call.
public Condition SetWindowSizeAllowFlags; // store condition flags for next SetWindowSize() call.
public Condition SetWindowCollapsedAllowFlags; // store condition flags for next SetWindowCollapsed() call.
public Vector2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
public Vector2 SetWindowPosPivot; // store window pivot for positioning. Vector2(0,0) when positioning from top-left corner; Vector2(0.5f,0.5f) for centering; Vector2(1,1) for bottom right.
public NativeDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
public ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
public ImRect ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
public ImRect WindowRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window.
public ImRect InnerRect;
public int LastFrameActive;
public float ItemWidthDefault;
public NativeSimpleColumns MenuColumns; // Simplified columns storage for menu items
public Storage StateStorage;
public ImVector ColumnsStorage;
public float FontWindowScale; // Scale multiplier per-window
public NativeDrawList* DrawList;
public NativeWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL.
public NativeWindow* RootWindow; // Generally point to ourself. If we are a child window, this is pointing to the first non-child parent window.
public NativeWindow* RootNonPopupWindow; // Generally point to ourself. Used to display TitleBgActive color and for selecting which window to use for NavWindowing
// Navigation / Focus
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through)
int FocusIdxAllRequestCurrent; // Item being requested for focus
int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus
int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)
int FocusIdxTabRequestNext; // "
}
}
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