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mirror of https://github.com/Drezil/imgui.git synced 2024-12-18 14:16:36 +00:00

Merge remote-tracking branch 'origin' into 2016-07-navigation

This commit is contained in:
omar 2017-08-07 22:51:18 +08:00
commit 03700ad15e
25 changed files with 330 additions and 196 deletions

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@ -9,10 +9,10 @@ compiler:
- clang
before_install:
- if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
- if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glfw3; fi
- if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-add-repository --yes ppa:zoogie/sdl2-snapshots && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libxrandr-dev libxi-dev libxxf86vm-dev libsdl2-dev; fi
- if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glfw3 && brew install sdl2; fi
script:
- make -C examples/opengl2_example
- make -C examples/opengl3_example
- make -C examples/sdl_opengl3_example

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@ -3,7 +3,7 @@ dear imgui,
[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
(This library is free and will stay free, but needs your support to sustain its development. There are lots of desirable new features and maintenance to do. If you work for a company using ImGui or have the means to do so, please consider financial support. I can invoice for private support, custom development etc. E-mail: omarcornut at gmail)
(This library is free but needs your support to sustain its development. There are lots of desirable new features and maintenance to do. If you are an individual using dear imgui, please consider financial support via Patreon/PayPal. If your company is using dear imgui, please consider sponsorship (e.g. sponsoring a few weeks of development). I can invoice for private support, custom development etc. E-mail: omarcornut at gmail.)
Monthly donations via Patreon:
<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
@ -44,8 +44,8 @@ ImGui allows you create elaborate tools as well as very short-lived ones. On the
Binaries/Demo
-------------
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at the features of ImGui, you can download Windows binaries of the demo app here.
- [imgui-demo-binaries-20161113.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20161113.zip) (Windows binaries, ImGui 1.49+ 2016/11/13, 5 executables, 588 KB)
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20170723.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20170723.zip) (Windows binaries, ImGui 1.51+ 2017/07/23, 5 executables, 808 KB)
Bindings
--------
@ -62,6 +62,7 @@ Languages:
- CyImGui: Python bindings for dear imgui using Cython: https://github.com/chromy/cyimgui
- pyimgui: Another Python bindings for dear imgui: https://github.com/swistakm/pyimgui
- LUA: https://github.com/patrickriordan/imgui_lua_bindings
- imgui-pas: P ascal bindings for imgui https://github.com/dpethes/imgui-pas
Frameworks:
- Main ImGui repository include examples for DirectX9, DirectX10, DirectX11, OpenGL2/3, Vulkan, Allegro 5, SDL+GL2/3, iOS and Marmalade: https://github.com/ocornut/imgui/tree/master/examples

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@ -484,7 +484,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
return;
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }

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@ -183,7 +183,9 @@ int main(int, char**)
// Rendering
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
ImGui::Render();
g_pSwapChain->Present(0, 0);
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
}
ImGui_ImplDX10_Shutdown();

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@ -485,7 +485,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
return;
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }

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@ -186,7 +186,9 @@ int main(int, char**)
// Rendering
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
ImGui::Render();
g_pSwapChain->Present(0, 0);
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
}
ImGui_ImplDX11_Shutdown();

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@ -311,12 +311,14 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
g_pIB->Release();
g_pIB = NULL;
}
if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
{
tex->Release();
ImGui::GetIO().Fonts->TexID = 0;
}
// At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(g_FontTexture == io.Fonts->TexID);
if (g_FontTexture)
g_FontTexture->Release();
g_FontTexture = NULL;
io.Fonts->TexID = NULL;
}
void ImGui_ImplDX9_NewFrame()

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@ -63,7 +63,8 @@ int main(int, char**)
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
// Create the D3DDevice
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)

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@ -1,6 +1,6 @@
#
# Cross Platform Makefile
# Compatible with Ubuntu 14.04.1 and Mac OS X
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
#
# if you using Mac OS X:
@ -37,7 +37,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), MINGW64_NT-6.3)
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows"
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32

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@ -58,7 +58,7 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);

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@ -19,6 +19,7 @@ int main(int, char**)
return 1;
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
// Setup ImGui binding
ImGui_ImplGlfw_Init(window, true);
@ -77,6 +78,7 @@ int main(int, char**)
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
ImGui::Render();
glfwSwapBuffers(window);
}

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@ -1,12 +1,13 @@
#
# Cross Platform Makefile
# Compatible with Ubuntu 14.04.1 and Mac OS X
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
#
# You will need GLFW (http://www.glfw.org)
#
# apt-get install libglfw-dev # Linux
# brew install glfw # Mac OS X
# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw # MSYS2
#
#CXX = g++
@ -39,7 +40,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), MINGW64_NT-6.3)
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows"
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32

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@ -26,6 +26,7 @@ int main(int, char**)
#endif
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
gl3wInit();
// Setup ImGui binding

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@ -49,7 +49,7 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);

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@ -89,6 +89,7 @@ int main(int, char**)
glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
ImGui::Render();
SDL_GL_SwapWindow(window);
}

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@ -0,0 +1,61 @@
#
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
#
# You will need SDL2 (http://www.libsdl.org)
#
# apt-get install libsdl2-dev # Linux
# brew install sdl2 # Mac OS X
# pacman -S mingw-w64-i686-SDL # MSYS2
#
#CXX = g++
EXE = sdl_opengl3_example
OBJS = main.o imgui_impl_sdl_gl3.o
OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o
OBJS += ../libs/gl3w/GL/gl3w.o
UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS = -lGL -ldl `sdl2-config --libs`
CXXFLAGS = -I../../ -I../libs/gl3w `sdl2-config --cflags`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
CXXFLAGS = -I../../ -I../libs/gl3w -I/usr/local/include `sdl2-config --cflags`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows"
LIBS = -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
CXXFLAGS = -I../../ -I../libs/gl3w `pkg-config --cflags sdl2`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
endif
.cpp.o:
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS)
clean:
rm $(EXE) $(OBJS)

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@ -1,4 +1,7 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeDebug/vulkan_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
mkdir Release
cl /nologo /Zi /MD /Ox /Oi /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeRelease/vulkan_example.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib

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@ -1,4 +1,7 @@
@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeDebug/vulkan_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
mkdir Release
cl /nologo /Zi /MD /Ox /Oi /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeRelease/vulkan_example.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib

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@ -18,8 +18,9 @@
io.Fonts->AddFontDefault();
ImFontConfig config;
config.MergeMode = true;
const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
// Usage, e.g.
ImGui::Text("%s Search", ICON_FA_SEARCH);
@ -153,6 +154,9 @@
https://github.com/SamBrishes/kenney-icon-font
https://design.google.com/icons/
IcoMoon - Custom Icon font builder
https://icomoon.io/app
Typefaces for source code beautification
https://github.com/chrissimpkins/codeface

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@ -20,7 +20,8 @@
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
//---- Don't implement help and test window functionality (ShowUserGuide()/ShowStyleEditor()/ShowTestWindow() methods will be empty)
//---- Don't implement test window functionality (ShowTestWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
//---- It is very strongly recommended to NOT disable the test windows. Please read the comment at the top of imgui_demo.cpp to learn why.
//#define IMGUI_DISABLE_TEST_WINDOWS
//---- Don't define obsolete functions names

226
imgui.cpp
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@ -1,4 +1,4 @@
// dear imgui, v1.50 WIP
// dear imgui, v1.51 WIP
// (main code and documentation)
// ** EXPERIMENTAL GAMEPAD/KEYBOARD NAVIGATION BRANCH
@ -106,7 +106,7 @@
4/ call ImGui::Render() as late as you can to end the frame and finalize render data. it will call your RenderDrawListFn handler that you set in the IO structure.
(if you don't need to render, you still need to call Render() and ignore the callback, or call EndFrame() instead. if you call neither some aspects of windows focusing/moving will appear broken.)
- All rendering information are stored into command-lists until ImGui::Render() is called.
- ImGui never touches or know about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you provide.
- ImGui never touches or knows about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you provide.
- Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases of your own application.
- Refer to the examples applications in the examples/ folder for instruction on how to setup your code.
- A typical application skeleton may be:
@ -150,8 +150,9 @@
SwapBuffers();
}
- You can read back 'io.WantCaptureMouse', 'io.WantCaptureKeybord' etc. flags from the IO structure to tell how ImGui intends to use your
inputs and to know if you should share them or hide them from the rest of your application. Read the FAQ below for more information.
- When calling NewFrame(), the 'io.WantCaptureMouse'/'io.WantCaptureKeyboard'/'io.WantTextInput' flags are updated.
They tell you if ImGui intends to use your inputs. So for example, if 'io.WantCaptureMouse' is set you would typically want to hide
mouse inputs from the rest of your application. Read the FAQ below for more information about those flags.
USING GAMEPAD/KEYBOARD NAVIGATION [BETA]
@ -193,6 +194,7 @@
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
Also read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2017/07/20 (1.51) - Removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
- 2017/05/26 (1.50) - Removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
- 2017/05/01 (1.50) - Renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
- 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild().
@ -324,8 +326,9 @@
stb_textedit.h
stb_truetype.h
Don't overwrite imconfig.h if you have made modification to your copy.
Check the "API BREAKING CHANGES" sections for a list of occasional API breaking changes. If you have a problem with a function, search for its name
in the code, there will likely be a comment about it. Please report any issue to the GitHub page!
If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it.
Check the "API BREAKING CHANGES" sections for a list of occasional API breaking changes.
Please report any issue to the GitHub page!
Q: What is ImTextureID and how do I display an image?
A: ImTextureID is a void* used to pass renderer-agnostic texture references around until it hits your render function.
@ -439,11 +442,13 @@
e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. experiment and see what makes more sense!
Q: How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application?
A: You can read the 'io.WantCaptureXXX' flags in the ImGuiIO structure. Preferably read them after calling ImGui::NewFrame() to avoid those flags lagging by one frame, but either should be fine.
When 'io.WantCaptureMouse' or 'io.WantCaptureKeyboard' flags are set you may want to discard/hide the inputs from the rest of your application.
When 'io.WantInputsCharacters' is set to may want to notify your OS to popup an on-screen keyboard, if available.
ImGui is tracking dragging and widget activity that may occur outside the boundary of a window, so 'io.WantCaptureMouse' is a more accurate and complete than testing for ImGui::IsAnyWindowHovered().
(Advanced note: text input releases focus on Return 'KeyDown', so the following Return 'KeyUp' event that your application receive will typically have 'io.WantcaptureKeyboard=false'.
A: You can read the 'io.WantCaptureMouse'/'io.WantCaptureKeyboard'/'ioWantTextInput' flags from the ImGuiIO structure.
- When 'io.WantCaptureMouse' or 'io.WantCaptureKeyboard' flags are set you may want to discard/hide the inputs from the rest of your application.
- When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console without a keyboard).
Preferably read the flags after calling ImGui::NewFrame() to avoid them lagging by one frame. But reading those flags before calling NewFrame() is also generally ok,
as the bool toggles fairly rarely and you don't generally expect to interact with either ImGui or your application during the same frame when that transition occurs.
ImGui is tracking dragging and widget activity that may occur outside the boundary of a window, so 'io.WantCaptureMouse' is more accurate and correct than checking if a window is hovered.
(Advanced note: text input releases focus on Return 'KeyDown', so the following Return 'KeyUp' event that your application receive will typically have 'io.WantCaptureKeyboard=false'.
Depending on your application logic it may or not be inconvenient. You might want to track which key-downs were for ImGui (e.g. with an array of bool) and filter out the corresponding key-ups.)
Q: How can I load a different font than the default? (default is an embedded version of ProggyClean.ttf, rendered at size 13)
@ -473,7 +478,8 @@
ImFontConfig config;
config.OversampleH = 3;
config.OversampleV = 1;
config.GlyphExtraSpacing.x = 1.0f;
config.GlyphOffset.y -= 2.0f; // Move everything by 2 pixels up
config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters
io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, &config);
// Combine multiple fonts into one (e.g. for icon fonts)
@ -548,6 +554,7 @@
- input text multi-line: way to dynamically grow the buffer without forcing the user to initially allocate for worse case (follow up on #200)
- input text multi-line: line numbers? status bar? (follow up on #200)
- input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
- input text multi-line: better horizontal scrolling support (#383, #1224)
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
- input number: optional range min/max for Input*() functions
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
@ -682,6 +689,7 @@
// Clang warnings with -Weverything
#ifdef __clang__
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning : unknown warning group '-Wformat-pedantic *' // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great!
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
@ -1823,7 +1831,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
ID = ImHash(name, 0);
IDStack.push_back(ID);
Flags = 0;
IndexWithinParent = 0;
OrderWithinParent = 0;
PosFloat = Pos = ImVec2(0.0f, 0.0f);
Size = SizeFull = ImVec2(0.0f, 0.0f);
SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);
@ -2823,7 +2831,7 @@ void ImGui::NewFrame()
g.Time += g.IO.DeltaTime;
g.FrameCount += 1;
g.Tooltip[0] = '\0';
g.TooltipOverrideCount = 0;
g.OverlayDrawList.Clear();
g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID);
g.OverlayDrawList.PushClipRectFullScreen();
@ -3248,7 +3256,7 @@ static int ChildWindowComparer(const void* lhs, const void* rhs)
return d;
if (int d = (a->Flags & ImGuiWindowFlags_ComboBox) - (b->Flags & ImGuiWindowFlags_ComboBox))
return d;
return (a->IndexWithinParent - b->IndexWithinParent);
return (a->OrderWithinParent - b->OrderWithinParent);
}
static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window)
@ -3282,14 +3290,19 @@ static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDr
return;
}
// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. May trigger for you if you are using PrimXXX functions incorrectly.
IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = 2 bytes = 64K vertices)
// If this assert triggers because you are drawing lots of stuff manually, A) workaround by calling BeginChild()/EndChild() to put your draw commands in multiple draw lists, B) #define ImDrawIdx to a 'unsigned int' in imconfig.h and render accordingly.
IM_ASSERT((int64_t)draw_list->_VtxCurrentIdx <= ((int64_t)1L << (sizeof(ImDrawIdx)*8))); // Too many vertices in same ImDrawList. See comment above.
// Check that draw_list doesn't use more vertices than indexable in a single draw call (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per window)
// If this assert triggers because you are drawing lots of stuff manually, you can:
// A) Add '#define ImDrawIdx unsigned int' in imconfig.h to set the index size to 4 bytes. You'll need to handle the 4-bytes indices to your renderer.
// For example, the OpenGL example code detect index size at compile-time by doing:
// 'glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);'
// Your own engine or render API may use different parameters or function calls to specify index sizes. 2 and 4 bytes indices are generally supported by most API.
// B) If for some reason you cannot use 4 bytes indices or don't want to, a workaround is to call BeginChild()/EndChild() before reaching the 64K limit to split your draw commands in multiple draw lists.
IM_ASSERT(((ImU64)draw_list->_VtxCurrentIdx >> (sizeof(ImDrawIdx)*8)) == 0); // Too many vertices in same ImDrawList. See comment above.
out_render_list.push_back(draw_list);
GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;
@ -3345,14 +3358,6 @@ void ImGui::EndFrame()
IM_ASSERT(g.Initialized); // Forgot to call ImGui::NewFrame()
IM_ASSERT(g.FrameCountEnded != g.FrameCount); // ImGui::EndFrame() called multiple times, or forgot to call ImGui::NewFrame() again
// Render tooltip
if (g.Tooltip[0])
{
ImGui::BeginTooltip();
ImGui::TextUnformatted(g.Tooltip);
ImGui::EndTooltip();
}
// Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
if (g.IO.ImeSetInputScreenPosFn && ImLengthSqr(g.OsImePosRequest - g.OsImePosSet) > 0.0001f)
{
@ -3842,28 +3847,24 @@ bool ImGui::IsAnyWindowFocused()
return GImGui->NavWindow != NULL;
}
bool ImGui::IsAnyWindowHoveredAtPos(const ImVec2& pos)
{
return FindHoveredWindow(pos, false) != NULL;
}
static bool IsKeyPressedMap(ImGuiKey key, bool repeat)
{
const int key_index = GImGui->IO.KeyMap[key];
return (key_index >= 0) ? ImGui::IsKeyPressed(key_index, repeat) : false;
}
int ImGui::GetKeyIndex(ImGuiKey key)
int ImGui::GetKeyIndex(ImGuiKey imgui_key)
{
IM_ASSERT(key >= 0 && key < ImGuiKey_COUNT);
return GImGui->IO.KeyMap[key];
IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
return GImGui->IO.KeyMap[imgui_key];
}
bool ImGui::IsKeyDown(int key_index)
// Note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]!
bool ImGui::IsKeyDown(int user_key_index)
{
if (key_index < 0) return false;
IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown));
return GImGui->IO.KeysDown[key_index];
if (user_key_index < 0) return false;
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown));
return GImGui->IO.KeysDown[user_key_index];
}
int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate)
@ -3885,21 +3886,21 @@ int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_r
return CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate);
}
bool ImGui::IsKeyPressed(int key_index, bool repeat)
bool ImGui::IsKeyPressed(int user_key_index, bool repeat)
{
ImGuiContext& g = *GImGui;
if (repeat)
return GetKeyPressedAmount(key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
else
return GetKeyPressedAmount(key_index, 0.0f, 0.0f) > 0;
return GetKeyPressedAmount(user_key_index, 0.0f, 0.0f) > 0;
}
bool ImGui::IsKeyReleased(int key_index)
bool ImGui::IsKeyReleased(int user_key_index)
{
ImGuiContext& g = *GImGui;
if (key_index < 0) return false;
IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
if (g.IO.KeysDownDurationPrev[key_index] >= 0.0f && !g.IO.KeysDown[key_index])
if (user_key_index < 0) return false;
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
if (g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index])
return true;
return false;
}
@ -4116,11 +4117,36 @@ ImVec2 ImGui::CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge, float ou
return rect.GetClosestPoint(pos, on_edge);
}
// Tooltip is stored and turned into a BeginTooltip()/EndTooltip() sequence at the end of the frame. Each call override previous value.
void ImGui::SetTooltipV(const char* fmt, va_list args)
static ImRect GetVisibleRect()
{
ImGuiContext& g = *GImGui;
ImFormatStringV(g.Tooltip, IM_ARRAYSIZE(g.Tooltip), fmt, args);
if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y)
return ImRect(g.IO.DisplayVisibleMin, g.IO.DisplayVisibleMax);
return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
}
// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first.
static void BeginTooltipEx(bool override_previous_tooltip)
{
ImGuiContext& g = *GImGui;
char window_name[16];
ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip%02d", g.TooltipOverrideCount);
if (override_previous_tooltip)
if (ImGuiWindow* window = ImGui::FindWindowByName(window_name))
if (window->Active)
{
// Hide previous tooltips. We can't easily "reset" the content of a window so we create a new one.
window->HiddenFrames = 1;
ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip%02d", ++g.TooltipOverrideCount);
}
ImGui::Begin(window_name, NULL, ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize);
}
void ImGui::SetTooltipV(const char* fmt, va_list args)
{
BeginTooltipEx(true);
TextV(fmt, args);
EndTooltip();
}
void ImGui::SetTooltip(const char* fmt, ...)
@ -4131,18 +4157,9 @@ void ImGui::SetTooltip(const char* fmt, ...)
va_end(args);
}
static ImRect GetVisibleRect()
{
ImGuiContext& g = *GImGui;
if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y)
return ImRect(g.IO.DisplayVisibleMin, g.IO.DisplayVisibleMax);
return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
}
void ImGui::BeginTooltip()
{
ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize;
ImGui::Begin("##Tooltip", NULL, flags);
BeginTooltipEx(false);
}
void ImGui::EndTooltip()
@ -4274,7 +4291,7 @@ static bool BeginPopupEx(const char* str_id, ImGuiWindowFlags extra_flags)
}
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGuiWindowFlags flags = extra_flags|ImGuiWindowFlags_Popup|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize;
ImGuiWindowFlags flags = extra_flags|ImGuiWindowFlags_Popup|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize;
char name[20];
if (flags & ImGuiWindowFlags_ChildMenu)
@ -4623,10 +4640,13 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
if (window->ScrollTarget.x < FLT_MAX)
scroll.x = window->ScrollTarget.x - (window->ScrollTargetCenterRatio.x * window->SizeFull.x);
if (window->ScrollTarget.y < FLT_MAX)
scroll.y = window->ScrollTarget.y - ((1.0f - window->ScrollTargetCenterRatio.y) * (window->TitleBarHeight() + window->MenuBarHeight())) - (window->ScrollTargetCenterRatio.y * window->SizeFull.y);
scroll.y = window->ScrollTarget.y - ((1.0f - window->ScrollTargetCenterRatio.y) * (window->TitleBarHeight() + window->MenuBarHeight())) - (window->ScrollTargetCenterRatio.y * (window->SizeFull.y - window->ScrollbarSizes.y));
scroll = ImMax(scroll, ImVec2(0.0f, 0.0f));
if (!window->Collapsed && !window->SkipItems)
scroll = ImMin(scroll, ImMax(ImVec2(0.0f, 0.0f), window->SizeContents - window->SizeFull + window->ScrollbarSizes));
{
scroll.x = ImMin(scroll.x, ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x)));
scroll.y = ImMin(scroll.y, ImMax(0.0f, window->SizeContents.y - (window->SizeFull.y - window->ScrollbarSizes.y)));
}
return scroll;
}
@ -4762,7 +4782,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
if (first_begin_of_the_frame)
{
window->Active = true;
window->IndexWithinParent = 0;
window->OrderWithinParent = 0;
window->BeginCount = 0;
window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
window->LastFrameActive = current_frame;
@ -4881,7 +4901,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
// Position child window
if (flags & ImGuiWindowFlags_ChildWindow)
{
window->IndexWithinParent = parent_window->DC.ChildWindows.Size;
window->OrderWithinParent = parent_window->DC.ChildWindows.Size;
parent_window->DC.ChildWindows.push_back(window);
}
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup))
@ -5037,6 +5057,8 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
// Scrollbars
window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > window->Size.y + style.ItemSpacing.y) && !(flags & ImGuiWindowFlags_NoScrollbar));
window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > window->Size.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
if (window->ScrollbarX && !window->ScrollbarY)
window->ScrollbarY = (window->SizeContents.y > window->Size.y + style.ItemSpacing.y - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
window->BorderSize = (flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
@ -5322,10 +5344,10 @@ static void Scrollbar(ImGuiWindow* window, bool horizontal)
// V denote the main axis of the scrollbar
float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y;
float win_size_avail_v = (horizontal ? window->Size.x : window->Size.y) - other_scrollbar_size_w;
float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w;
float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y;
// The grabable box size generally represent the amount visible (vs the total scrollable amount)
// The grabbable box size generally represent the amount visible (vs the total scrollable amount)
// But we maintain a minimum size in pixel to allow for the user to still aim inside.
const float grab_h_pixels = ImMin(ImMax(scrollbar_size_v * ImSaturate(win_size_avail_v / ImMax(win_size_contents_v, win_size_avail_v)), style.GrabMinSize), scrollbar_size_v);
const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
@ -5590,18 +5612,18 @@ struct ImGuiStyleVarInfo
static const ImGuiStyleVarInfo GStyleVarInfo[ImGuiStyleVar_Count_] =
{
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildWindowRounding) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildWindowRounding) }, // ImGuiStyleVar_ChildWindowRounding
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing
{ ImGuiDataType_Float, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize
{ ImGuiDataType_Float2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
};
static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
@ -6108,13 +6130,13 @@ float ImGui::GetScrollY()
float ImGui::GetScrollMaxX()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->SizeContents.x - window->SizeFull.x - window->ScrollbarSizes.x;
return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x));
}
float ImGui::GetScrollMaxY()
{
ImGuiWindow* window = GetCurrentWindowRead();
return window->SizeContents.y - window->SizeFull.y - window->ScrollbarSizes.y;
return ImMax(0.0f, window->SizeContents.y - (window->SizeFull.y - window->ScrollbarSizes.y));
}
void ImGui::SetScrollX(float scroll_x)
@ -6146,8 +6168,9 @@ void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio)
void ImGui::SetScrollHere(float center_y_ratio)
{
ImGuiWindow* window = GetCurrentWindow();
float target_y = window->DC.CursorPosPrevLine.y + (window->DC.PrevLineHeight * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
SetScrollFromPosY(target_y - window->Pos.y, center_y_ratio);
float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space
target_y += (window->DC.PrevLineHeight * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
SetScrollFromPosY(target_y, center_y_ratio);
}
void ImGui::SetKeyboardFocusHere(int offset)
@ -7246,16 +7269,16 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b
scalar_format = "%d";
int* v = (int*)data_ptr;
const int old_v = *v;
int arg0 = *v;
if (op && sscanf(initial_value_buf, scalar_format, &arg0) < 1)
int arg0i = *v;
if (op && sscanf(initial_value_buf, scalar_format, &arg0i) < 1)
return false;
// Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision
float arg1 = 0.0f;
if (op == '+') { if (sscanf(buf, "%f", &arg1) == 1) *v = (int)(arg0 + arg1); } // Add (use "+-" to subtract)
else if (op == '*') { if (sscanf(buf, "%f", &arg1) == 1) *v = (int)(arg0 * arg1); } // Multiply
else if (op == '/') { if (sscanf(buf, "%f", &arg1) == 1 && arg1 != 0.0f) *v = (int)(arg0 / arg1); }// Divide
else { if (sscanf(buf, scalar_format, &arg0) == 1) *v = arg0; } // Assign constant
float arg1f = 0.0f;
if (op == '+') { if (sscanf(buf, "%f", &arg1f) == 1) *v = (int)(arg0i + arg1f); } // Add (use "+-" to subtract)
else if (op == '*') { if (sscanf(buf, "%f", &arg1f) == 1) *v = (int)(arg0i * arg1f); } // Multiply
else if (op == '/') { if (sscanf(buf, "%f", &arg1f) == 1 && arg1f != 0.0f) *v = (int)(arg0i / arg1f); }// Divide
else { if (sscanf(buf, scalar_format, &arg0i) == 1) *v = arg0i; } // Assign constant (read as integer so big values are not lossy)
return (old_v != *v);
}
else if (data_type == ImGuiDataType_Float)
@ -7264,17 +7287,17 @@ static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_b
scalar_format = "%f";
float* v = (float*)data_ptr;
const float old_v = *v;
float arg0 = *v;
if (op && sscanf(initial_value_buf, scalar_format, &arg0) < 1)
float arg0f = *v;
if (op && sscanf(initial_value_buf, scalar_format, &arg0f) < 1)
return false;
float arg1 = 0.0f;
if (sscanf(buf, scalar_format, &arg1) < 1)
float arg1f = 0.0f;
if (sscanf(buf, scalar_format, &arg1f) < 1)
return false;
if (op == '+') { *v = arg0 + arg1; } // Add (use "+-" to subtract)
else if (op == '*') { *v = arg0 * arg1; } // Multiply
else if (op == '/') { if (arg1 != 0.0f) *v = arg0 / arg1; } // Divide
else { *v = arg1; } // Assign constant
if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract)
else if (op == '*') { *v = arg0f * arg1f; } // Multiply
else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide
else { *v = arg1f; } // Assign constant
return (old_v != *v);
}
@ -9071,7 +9094,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
select_start_offset.y = searches_result_line_number[1] * g.FontSize;
}
// Calculate text height
// Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)
if (is_multiline)
text_size = ImVec2(size.x, line_count * g.FontSize);
}
@ -10388,7 +10411,7 @@ float ImGui::GetColumnOffset(int column_index)
IM_ASSERT(column_index < window->DC.ColumnsData.Size);
const float t = window->DC.ColumnsData[column_index].OffsetNorm;
const float x_offset = window->DC.ColumnsMinX + t * (window->DC.ColumnsMaxX - window->DC.ColumnsMinX);
const float x_offset = ImLerp(window->DC.ColumnsMinX, window->DC.ColumnsMaxX, t);
return (float)(int)x_offset;
}
@ -10490,7 +10513,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
window->DC.ColumnsShowBorders = border;
const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : window->Size.x;
window->DC.ColumnsMinX = window->DC.IndentX; // Lock our horizontal range
window->DC.ColumnsMinX = window->DC.IndentX - g.Style.ItemSpacing.x; // Lock our horizontal range
window->DC.ColumnsMaxX = content_region_width - window->Scroll.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
window->DC.ColumnsStartPosY = window->DC.CursorPos.y;
window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.CursorPos.y;
@ -10636,7 +10659,10 @@ static const char* GetClipboardTextFn_DefaultImpl(void*)
return NULL;
HANDLE wbuf_handle = GetClipboardData(CF_UNICODETEXT);
if (wbuf_handle == NULL)
{
CloseClipboard();
return NULL;
}
if (ImWchar* wbuf_global = (ImWchar*)GlobalLock(wbuf_handle))
{
int buf_len = ImTextCountUtf8BytesFromStr(wbuf_global, NULL) + 1;

95
imgui.h
View File

@ -1,4 +1,4 @@
// dear imgui, v1.50 WIP
// dear imgui, v1.51 WIP
// (headers)
// See imgui.cpp file for documentation.
@ -16,7 +16,7 @@
#include <stddef.h> // ptrdiff_t, NULL
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
#define IMGUI_VERSION "1.50 WIP"
#define IMGUI_VERSION "1.51 WIP"
// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
#ifndef IMGUI_API
@ -80,6 +80,11 @@ typedef int ImGuiSelectableFlags; // flags for Selectable() // e
typedef int ImGuiTreeNodeFlags; // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_
typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
typedef void (*ImGuiSizeConstraintCallback)(ImGuiSizeConstraintCallbackData* data);
#ifdef _MSC_VER
typedef unsigned __int64 ImU64; // 64-bit unsigned integer
#else
typedef unsigned long long ImU64; // 64-bit unsigned integer
#endif
// Others helpers at bottom of the file:
// class ImVector<> // Lightweight std::vector like class.
@ -116,10 +121,12 @@ namespace ImGui
IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render().
IMGUI_API void Render(); // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.
IMGUI_API void Shutdown();
IMGUI_API void ShowUserGuide(); // help block
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block. you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_API void ShowTestWindow(bool* p_open = NULL); // test window demonstrating ImGui features
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // metrics window for debugging ImGui (browse draw commands, individual vertices, window list, etc.)
// Demo/Debug/Info
IMGUI_API void ShowTestWindow(bool* p_open = NULL); // create demo/test window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display ImGui internals: browse window list, draw commands, individual vertices, basic internal state, etc.
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
// Window
IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false).
@ -356,9 +363,9 @@ namespace ImGui
IMGUI_API void ValueColor(const char* prefix, ImU32 v);
// Tooltips
IMGUI_API void SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
IMGUI_API void SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1); // set text tooltip under mouse-cursor, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
IMGUI_API void SetTooltipV(const char* fmt, va_list args);
IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text
IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of contents).
IMGUI_API void EndTooltip();
// Menus
@ -416,7 +423,6 @@ namespace ImGui
IMGUI_API bool IsRootWindowOrAnyChildHovered(); // is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup)
IMGUI_API bool IsAnyWindowFocused();
IMGUI_API bool IsAnyWindowHovered(); // is mouse hovering any visible window
IMGUI_API bool IsAnyWindowHoveredAtPos(const ImVec2& pos); // is given position hovering any active imgui window
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
IMGUI_API float GetTime();
@ -435,10 +441,10 @@ namespace ImGui
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
// Inputs
IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[] array, imgui doesn't know the semantic of each entry, uses your own indices!
IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // uses user's key indices as stored in the keys_down[] array. if repeat=true. uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(int key_index); // "
IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]!
IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..
IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
IMGUI_API bool IsMouseDown(int button); // is mouse button held
IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down)
@ -469,9 +475,9 @@ namespace ImGui
IMGUI_API ImGuiContext* GetCurrentContext();
IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
// Obsolete (will be removed)
// Obsolete functions (Will be removed! Also see 'API BREAKING CHANGES' section in imgui.cpp)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
static inline bool IsPosHoveringAnyWindow(const ImVec2& pos) { return IsAnyWindowHoveredAtPos(pos); } // OBSOLETE 1.50+
static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETE 1.51+. This was partly broken. You probably wanted to use ImGui::GetIO().WantCaptureMouse instead.
static inline bool IsMouseHoveringAnyWindow() { return IsAnyWindowHovered(); } // OBSOLETE 1.50+
static inline bool IsMouseHoveringWindow() { return IsWindowHoveredRect(); } // OBSOLETE 1.50+
static inline bool CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1<<5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); } // OBSOLETE 1.49+
@ -670,22 +676,24 @@ enum ImGuiCol_
ImGuiCol_COUNT
};
// Enumeration for PushStyleVar() / PopStyleVar()
// NB: the enum only refers to fields of ImGuiStyle() which makes sense to be pushed/poped in UI code. Feel free to add others.
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/poped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
enum ImGuiStyleVar_
{
ImGuiStyleVar_Alpha, // float
ImGuiStyleVar_WindowPadding, // ImVec2
ImGuiStyleVar_WindowRounding, // float
ImGuiStyleVar_WindowMinSize, // ImVec2
ImGuiStyleVar_ChildWindowRounding, // float
ImGuiStyleVar_FramePadding, // ImVec2
ImGuiStyleVar_FrameRounding, // float
ImGuiStyleVar_ItemSpacing, // ImVec2
ImGuiStyleVar_ItemInnerSpacing, // ImVec2
ImGuiStyleVar_IndentSpacing, // float
ImGuiStyleVar_GrabMinSize, // float
ImGuiStyleVar_ButtonTextAlign, // flags ImGuiAlign_*
// Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
ImGuiStyleVar_Alpha, // float Alpha
ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
ImGuiStyleVar_WindowRounding, // float WindowRounding
ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
ImGuiStyleVar_ChildWindowRounding, // float ChildWindowRounding
ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
ImGuiStyleVar_FrameRounding, // float FrameRounding
ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
ImGuiStyleVar_IndentSpacing, // float IndentSpacing
ImGuiStyleVar_GrabMinSize, // float GrabMinSize
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
ImGuiStyleVar_Count_
};
@ -999,11 +1007,11 @@ struct ImGuiTextBuffer
// Helper: Simple Key->value storage
// Typically you don't have to worry about this since a storage is held within each Window.
// We use it to e.g. store collapse state for a tree (Int 0/1), store color edit options.
// You can use it as custom user storage for temporary values.
// Declare your own storage if:
// We use it to e.g. store collapse state for a tree (Int 0/1), store color edit options.
// This is optimized for efficient reading (dichotomy into a contiguous buffer), rare writing (typically tied to user interactions)
// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
// - You want to store custom debug data easily without adding or editing structures in your code.
// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
struct ImGuiStorage
{
@ -1191,6 +1199,7 @@ struct ImDrawVert
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
// The type has to be described within the macro (you can either declare the struct or use a typedef)
// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif
@ -1207,11 +1216,12 @@ struct ImDrawChannel
// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions).
// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), however you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
// Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions).
struct ImDrawList
{
// This is what you have to render
ImVector<ImDrawCmd> CmdBuffer; // Commands. Typically 1 command = 1 gpu draw call.
ImVector<ImDrawCmd> CmdBuffer; // Commands. Typically 1 command = 1 GPU draw call.
ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
@ -1302,7 +1312,7 @@ struct ImDrawData
// Functions
ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; }
IMGUI_API void DeIndexAllBuffers(); // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
IMGUI_API void DeIndexAllBuffers(); // For backward compatibility or convenience: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
};
@ -1315,13 +1325,13 @@ struct ImFontConfig
float SizePixels; // // Size in pixels for rasterizer
int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input
const ImWchar* GlyphRanges; // // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
// [Internal]
char Name[32]; // Name (strictly for debugging)
char Name[32]; // Name (strictly to ease debugging)
ImFont* DstFont;
IMGUI_API ImFontConfig();
@ -1334,8 +1344,7 @@ struct ImFontConfig
// 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// 3. Upload the pixels data into a texture within your graphics system.
// 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
// 5. Call ClearTexData() to free textures memory on the heap.
// NB: If you use a 'glyph_ranges' array you need to make sure that your array persist up until the ImFont is cleared. We only copy the pointer, not the data.
// IMPORTANT: If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the ImFont is build (when calling GetTextData*** or Build()). We only copy the pointer, not the data.
struct ImFontAtlas
{
IMGUI_API ImFontAtlas();
@ -1358,10 +1367,10 @@ struct ImFontAtlas
// Pitch = Width * BytesPerPixels
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
void SetTexID(void* id) { TexID = id; }
void SetTexID(ImTextureID id) { TexID = id; }
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
// NB: Make sure that your string are UTF-8 and NOT in your local code page. See FAQ for details.
// NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create a UTF-8 string literally using the u8"Hello world" syntax. See FAQ for details.
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
@ -1371,7 +1380,7 @@ struct ImFontAtlas
// Members
// (Access texture data via GetTexData*() calls which will setup a default font for you.)
void* TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It ia passed back to you during rendering.
ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
int TexWidth; // Texture width calculated during Build().

View File

@ -1,11 +1,22 @@
// dear imgui, v1.50 WIP
// dear imgui, v1.51 WIP
// (demo code)
// Message to the person tempted to delete this file when integrating ImGui into their code base:
// Do NOT remove this file from your project! It is useful reference code that you and other users will want to refer to.
// Don't do it! Do NOT remove this file from your project! It is useful reference code that you and other users will want to refer to.
// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowTestWindow().
// During development, you can call ImGui::ShowTestWindow() in your code to learn about various features of ImGui.
// Removing this file from your project is hindering your access to documentation, likely leading you to poorer usage of the library.
// During development, you can call ImGui::ShowTestWindow() in your code to learn about various features of ImGui. Have it wired in a debug menu!
// Removing this file from your project is hindering access to documentation for everyone in your team, likely leading you to poorer usage of the library.
// Note that you can #define IMGUI_DISABLE_TEST_WINDOWS in imconfig.h for the same effect.
// If you want to link core ImGui in your public builds but not those test windows, #define IMGUI_DISABLE_TEST_WINDOWS in imconfig.h and those functions will be empty.
// For any other case, if you have ImGui available you probably want this to be available for reference and execution.
// Thank you,
// -Your beloved friend, imgui_demo.cpp (that you won't delete)
// Message to beginner C/C++ programmer about the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions.
// We do this as a way to gather code and data in the same place, make the demo code faster to read, faster to write, and smaller. A static variable persist across calls,
// so it is essentially like a global variable but declared inside the scope of the function.
// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant or used in threads.
// This may be a pattern you want to use in your code (simple is beautiful!), but most of the real data you would be editing is likely to be stored outside your function.
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
@ -15,7 +26,7 @@
#include <ctype.h> // toupper, isprint
#include <math.h> // sqrtf, powf, cosf, sinf, floorf, ceilf
#include <stdio.h> // vsnprintf, sscanf, printf
#include <stdlib.h> // NULL, malloc, free, qsort, atoi
#include <stdlib.h> // NULL, malloc, free, atoi
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
#include <stddef.h> // intptr_t
#else
@ -1087,9 +1098,9 @@ void ImGui::ShowTestWindow(bool* p_open)
static int track_line = 50, scroll_to_px = 200;
ImGui::Checkbox("Track", &track);
ImGui::PushItemWidth(100);
ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line %.0f");
bool scroll_to = ImGui::Button("Scroll To");
ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "y = %.0f px");
ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line = %.0f");
bool scroll_to = ImGui::Button("Scroll To Pos");
ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "Y = %.0f px");
ImGui::PopItemWidth();
if (scroll_to) track = false;
@ -1113,7 +1124,9 @@ void ImGui::ShowTestWindow(bool* p_open)
ImGui::Text("Line %d", line);
}
}
float scroll_y = ImGui::GetScrollY(), scroll_max_y = ImGui::GetScrollMaxY();
ImGui::EndChild();
ImGui::Text("%.0f/%0.f", scroll_y, scroll_max_y);
ImGui::EndGroup();
}
ImGui::TreePop();
@ -1148,12 +1161,14 @@ void ImGui::ShowTestWindow(bool* p_open)
ImGui::PopID();
}
}
float scroll_x = ImGui::GetScrollX(), scroll_max_x = ImGui::GetScrollMaxX();
ImGui::EndChild();
ImGui::PopStyleVar(2);
float scroll_x_delta = 0.0f;
ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f;
ImGui::SameLine(); ImGui::Text("Scroll from code"); ImGui::SameLine();
ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f;
ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine();
ImGui::Text("Scroll from code"); ImGui::SameLine();
ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine();
ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x);
if (scroll_x_delta != 0.0f)
{
ImGui::BeginChild("scrolling"); // Demonstrate a trick: you can use Begin to set yourself in the context of another window (here we are already out of your child window)
@ -2468,10 +2483,10 @@ static void ShowExampleAppLog(bool* p_open)
{
static ExampleAppLog log;
// Demo fill
// Demo: add random items (unless Ctrl is held)
static float last_time = -1.0f;
float time = ImGui::GetTime();
if (time - last_time >= 0.3f)
if (time - last_time >= 0.20f && !ImGui::GetIO().KeyCtrl)
{
const char* random_words[] = { "system", "info", "warning", "error", "fatal", "notice", "log" };
log.AddLog("[%s] Hello, time is %.1f, rand() %d\n", random_words[rand() % IM_ARRAYSIZE(random_words)], time, (int)rand());

View File

@ -1,4 +1,4 @@
// dear imgui, v1.50 WIP
// dear imgui, v1.51 WIP
// (drawing and font code)
// Contains implementation for
@ -359,13 +359,13 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1];
draw_cmd.ElemCount += idx_count;
int vtx_buffer_size = VtxBuffer.Size;
VtxBuffer.resize(vtx_buffer_size + vtx_count);
_VtxWritePtr = VtxBuffer.Data + vtx_buffer_size;
int vtx_buffer_old_size = VtxBuffer.Size;
VtxBuffer.resize(vtx_buffer_old_size + vtx_count);
_VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size;
int idx_buffer_size = IdxBuffer.Size;
IdxBuffer.resize(idx_buffer_size + idx_count);
_IdxWritePtr = IdxBuffer.Data + idx_buffer_size;
int idx_buffer_old_size = IdxBuffer.Size;
IdxBuffer.resize(idx_buffer_old_size + idx_count);
_IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
}
// Fully unrolled with inline call to keep our debug builds decently fast.
@ -933,7 +933,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
if (text_begin == text_end)
return;
// Note: This is one of the few instance of breaking the encapsulation of ImDrawList, as we pull this from ImGui state, but it is just SO useful.
// IMPORTANT: This is one of the few instance of breaking the encapsulation of ImDrawList, as we pull this from ImGui state, but it is just SO useful.
// Might just move Font/FontSize to ImDrawList?
if (font == NULL)
font = GImGui->Font;
@ -955,7 +955,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
{
AddText(GImGui->Font, GImGui->FontSize, pos, col, text_begin, text_end);
AddText(NULL, 0.0f, pos, col, text_begin, text_end);
}
void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col)
@ -1161,7 +1161,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
}
else
{
IM_ASSERT(!Fonts.empty()); // When using MergeMode make sure that a font has already been added before. You can use ImGui::AddFontDefault() to add the default imgui font.
IM_ASSERT(!Fonts.empty()); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.
}
ConfigData.push_back(*font_cfg);
@ -2167,8 +2167,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
}
}
// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug build.
// Inlined here:
// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
{
idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);

View File

@ -1,4 +1,4 @@
// dear imgui, v1.50 WIP
// dear imgui, v1.51 WIP
// (internals)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@ -487,7 +487,7 @@ struct ImGuiContext
float DragSpeedScaleSlow;
float DragSpeedScaleFast;
ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
char Tooltip[1024];
int TooltipOverrideCount;
ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
ImVec2 OsImePosRequest, OsImePosSet; // Cursor position request & last passed to the OS Input Method Editor
@ -575,7 +575,7 @@ struct ImGuiContext
DragSpeedScaleSlow = 1.0f / 100.0f;
DragSpeedScaleFast = 10.0f;
ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
memset(Tooltip, 0, sizeof(Tooltip));
TooltipOverrideCount = 0;
OsImePosRequest = OsImePosSet = ImVec2(-1.0f, -1.0f);
ModalWindowDarkeningRatio = 0.0f;
@ -701,7 +701,7 @@ struct IMGUI_API ImGuiWindow
char* Name;
ImGuiID ID; // == ImHash(Name)
ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
int IndexWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
int OrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
ImVec2 PosFloat;
ImVec2 Pos; // Position rounded-up to nearest pixel
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)