Manual overloads for ImGui functions accepting text (#2319)

* wip2

* Implement AutoUtf8Buffer

* reformat

* Work on manual bindings

* restructure

* Name scripts properly

* Update utility functions to use ImU8String

* add overloads

* Add more overloads

* Use ImGuiWindow from gen, support AddCallback

* Use LibraryImport for custom ImGuiNative functinos

* Make manual overloads for string-returning functinos

* Make all overloads with self as its first parameter extension methods

* Fix overload resolution by removing unnecessary

* in => scoped in

* Fix compilation errors
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srkizer 2025-08-05 03:14:00 +09:00 committed by GitHub
parent 0c63541864
commit c69329f592
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293 changed files with 61312 additions and 754 deletions

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@ -0,0 +1,81 @@
using System.Diagnostics.CodeAnalysis;
using System.Numerics;
namespace Dalamud.Bindings.ImGui;
[SuppressMessage("ReSharper", "InconsistentNaming")]
public static unsafe partial class ImGui
{
public static bool ColorEdit3(
ImU8String label, scoped ref Vector3 col, ImGuiColorEditFlags flags = ImGuiColorEditFlags.None)
{
fixed (byte* labelPtr = &label.GetPinnableNullTerminatedReference())
fixed (Vector3* colPtr = &col)
{
var res = ImGuiNative.ColorEdit3(labelPtr, &colPtr->X, flags) != 0;
label.Dispose();
return res;
}
}
public static bool ColorEdit4(
ImU8String label, scoped ref Vector4 col, ImGuiColorEditFlags flags = ImGuiColorEditFlags.None)
{
fixed (byte* labelPtr = &label.GetPinnableNullTerminatedReference())
fixed (Vector4* colPtr = &col)
{
var res = ImGuiNative.ColorEdit4(labelPtr, &colPtr->X, flags) != 0;
label.Dispose();
return res;
}
}
public static bool ColorPicker3(
ImU8String label, scoped ref Vector3 col, ImGuiColorEditFlags flags = ImGuiColorEditFlags.None)
{
fixed (byte* labelPtr = &label.GetPinnableNullTerminatedReference())
fixed (Vector3* colPtr = &col)
{
var res = ImGuiNative.ColorPicker3(labelPtr, &colPtr->X, flags) != 0;
label.Dispose();
return res;
}
}
public static bool ColorPicker4(
ImU8String label, scoped ref Vector4 col, ImGuiColorEditFlags flags = ImGuiColorEditFlags.None)
{
fixed (byte* labelPtr = &label.GetPinnableNullTerminatedReference())
fixed (Vector4* colPtr = &col)
{
var res = ImGuiNative.ColorPicker4(labelPtr, &colPtr->X, flags, null) != 0;
label.Dispose();
return res;
}
}
public static bool ColorPicker4(
ImU8String label, scoped ref Vector4 col, ImGuiColorEditFlags flags, scoped in Vector4 refCol)
{
fixed (byte* labelPtr = &label.GetPinnableNullTerminatedReference())
fixed (Vector4* colPtr = &col)
fixed (Vector4* refColPtr = &refCol)
{
var res = ImGuiNative.ColorPicker4(labelPtr, &colPtr->X, flags, &refColPtr->X) != 0;
label.Dispose();
return res;
}
}
public static bool ColorPicker4(ImU8String label, scoped ref Vector4 col, scoped in Vector4 refCol)
{
fixed (byte* labelPtr = &label.GetPinnableNullTerminatedReference())
fixed (Vector4* colPtr = &col)
fixed (Vector4* refColPtr = &refCol)
{
var res = ImGuiNative.ColorPicker4(labelPtr, &colPtr->X, ImGuiColorEditFlags.None, &refColPtr->X) != 0;
label.Dispose();
return res;
}
}
}