Removed trailing spaces (#2038, #2299)

This commit is contained in:
omar 2019-01-20 17:56:17 +01:00
parent e837099b67
commit 2c38b32db1
49 changed files with 314 additions and 321 deletions

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@ -36,8 +36,8 @@ int main(int, char**)
ImGui_ImplAllegro5_Init(display); ImGui_ImplAllegro5_Init(display);
// Load Fonts // Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details. // - Read 'misc/fonts/README.txt' for more instructions and details.
@ -67,7 +67,7 @@ int main(int, char**)
while (al_get_next_event(queue, &ev)) while (al_get_next_event(queue, &ev))
{ {
ImGui_ImplAllegro5_ProcessEvent(&ev); ImGui_ImplAllegro5_ProcessEvent(&ev);
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
running = false; running = false;
if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE) if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
{ {
@ -96,7 +96,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window); ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)

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@ -1,4 +1,3 @@
#import <TargetConditionals.h> #import <TargetConditionals.h>
#if TARGET_OS_IPHONE #if TARGET_OS_IPHONE

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@ -1,4 +1,3 @@
#import "AppDelegate.h" #import "AppDelegate.h"
@implementation AppDelegate @implementation AppDelegate

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@ -1,4 +1,3 @@
#import <MetalKit/MetalKit.h> #import <MetalKit/MetalKit.h>
@interface Renderer : NSObject <MTKViewDelegate> @interface Renderer : NSObject <MTKViewDelegate>

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@ -1,4 +1,3 @@
#import "Renderer.h" #import "Renderer.h"
#import <Metal/Metal.h> #import <Metal/Metal.h>
@ -50,7 +49,7 @@
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60); io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer]; id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
static bool show_demo_window = true; static bool show_demo_window = true;
static bool show_another_window = false; static bool show_another_window = false;
static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f }; static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
@ -87,7 +86,7 @@
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window); ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@ -113,13 +112,13 @@
ImGui::Render(); ImGui::Render();
ImDrawData *drawData = ImGui::GetDrawData(); ImDrawData *drawData = ImGui::GetDrawData();
ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder); ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder);
[renderEncoder popDebugGroup]; [renderEncoder popDebugGroup];
[renderEncoder endEncoding]; [renderEncoder endEncoding];
[commandBuffer presentDrawable:view.currentDrawable]; [commandBuffer presentDrawable:view.currentDrawable];
} }
[commandBuffer commit]; [commandBuffer commit];
} }

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@ -1,4 +1,3 @@
#import <Metal/Metal.h> #import <Metal/Metal.h>
#import <MetalKit/MetalKit.h> #import <MetalKit/MetalKit.h>
#import "Renderer.h" #import "Renderer.h"

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@ -1,4 +1,3 @@
#import "ViewController.h" #import "ViewController.h"
#import "Renderer.h" #import "Renderer.h"
#include "imgui.h" #include "imgui.h"
@ -21,9 +20,9 @@
- (void)viewDidLoad - (void)viewDidLoad
{ {
[super viewDidLoad]; [super viewDidLoad];
self.mtkView.device = MTLCreateSystemDefaultDevice(); self.mtkView.device = MTLCreateSystemDefaultDevice();
if (!self.mtkView.device) { if (!self.mtkView.device) {
NSLog(@"Metal is not supported"); NSLog(@"Metal is not supported");
abort(); abort();
@ -42,7 +41,7 @@
owner:self owner:self
userInfo:nil]; userInfo:nil];
[self.view addTrackingArea:trackingArea]; [self.view addTrackingArea:trackingArea];
// If we want to receive key events, we either need to be in the responder chain of the key view, // If we want to receive key events, we either need to be in the responder chain of the key view,
// or else we can install a local monitor. The consequence of this heavy-handed approach is that // or else we can install a local monitor. The consequence of this heavy-handed approach is that
// we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our // we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
@ -56,9 +55,9 @@
} else { } else {
return event; return event;
} }
}]; }];
ImGui_ImplOSX_Init(); ImGui_ImplOSX_Init();
#endif #endif
} }
@ -97,7 +96,7 @@
CGPoint touchLocation = [anyTouch locationInView:self.view]; CGPoint touchLocation = [anyTouch locationInView:self.view];
ImGuiIO &io = ImGui::GetIO(); ImGuiIO &io = ImGui::GetIO();
io.MousePos = ImVec2(touchLocation.x, touchLocation.y); io.MousePos = ImVec2(touchLocation.x, touchLocation.y);
BOOL hasActiveTouch = NO; BOOL hasActiveTouch = NO;
for (UITouch *touch in event.allTouches) { for (UITouch *touch in event.allTouches) {
if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) { if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) {

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@ -1,4 +1,3 @@
#import <TargetConditionals.h> #import <TargetConditionals.h>
#if TARGET_OS_IPHONE #if TARGET_OS_IPHONE

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@ -9,7 +9,7 @@
#import <OpenGL/gl.h> #import <OpenGL/gl.h>
#import <OpenGL/glu.h> #import <OpenGL/glu.h>
//----------------------------------------------------------------------------------- //-----------------------------------------------------------------------------------
// ImGuiExampleView // ImGuiExampleView
//----------------------------------------------------------------------------------- //-----------------------------------------------------------------------------------
@ -29,7 +29,7 @@
-(void)prepareOpenGL -(void)prepareOpenGL
{ {
[super prepareOpenGL]; [super prepareOpenGL];
#ifndef DEBUG #ifndef DEBUG
GLint swapInterval = 1; GLint swapInterval = 1;
[[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval]; [[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
@ -65,7 +65,7 @@
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window); ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@ -102,7 +102,7 @@
// Present // Present
[[self openGLContext] flushBuffer]; [[self openGLContext] flushBuffer];
if (!animationTimer) if (!animationTimer)
animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES]; animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
} }
@ -174,14 +174,14 @@
{ {
if (_window != nil) if (_window != nil)
return (_window); return (_window);
NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0); NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0);
_window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES]; _window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
[_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"]; [_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
[_window setOpaque:YES]; [_window setOpaque:YES];
[_window makeKeyAndOrderFront:NSApp]; [_window makeKeyAndOrderFront:NSApp];
return (_window); return (_window);
} }
@ -194,12 +194,12 @@
appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"]; appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"];
menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"]; menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"];
[menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand]; [menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
menuItem = [[NSMenuItem alloc] init]; menuItem = [[NSMenuItem alloc] init];
[menuItem setSubmenu:appMenu]; [menuItem setSubmenu:appMenu];
[mainMenuBar addItem:menuItem]; [mainMenuBar addItem:menuItem];
appMenu = nil; appMenu = nil;
[NSApp setMainMenu:mainMenuBar]; [NSApp setMainMenu:mainMenuBar];
} }
@ -217,14 +217,14 @@
// Menu // Menu
[self setupMenu]; [self setupMenu];
NSOpenGLPixelFormatAttribute attrs[] = NSOpenGLPixelFormatAttribute attrs[] =
{ {
NSOpenGLPFADoubleBuffer, NSOpenGLPFADoubleBuffer,
NSOpenGLPFADepthSize, 32, NSOpenGLPFADepthSize, 32,
0 0
}; };
NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs]; NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format]; ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format];
format = nil; format = nil;
@ -233,7 +233,7 @@
[view setWantsBestResolutionOpenGLSurface:YES]; [view setWantsBestResolutionOpenGLSurface:YES];
#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070 #endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
[self.window setContentView:view]; [self.window setContentView:view];
if ([view openGLContext] == nil) if ([view openGLContext] == nil)
NSLog(@"No OpenGL Context!"); NSLog(@"No OpenGL Context!");

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@ -32,7 +32,7 @@ void my_display_code()
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window); ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@ -82,7 +82,7 @@ void glut_display_func()
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
int main(int argc, char** argv) int main(int argc, char** argv)
{ {
// Create GLUT window // Create GLUT window
glutInit(&argc, argv); glutInit(&argc, argv);
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
@ -91,7 +91,7 @@ int main(int argc, char** argv)
glutCreateWindow("Dear ImGui FreeGLUT+OpenGL2 Example"); glutCreateWindow("Dear ImGui FreeGLUT+OpenGL2 Example");
// Setup GLUT display function // Setup GLUT display function
// We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us, // We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us,
// otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves. // otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
glutDisplayFunc(glut_display_func); glutDisplayFunc(glut_display_func);
@ -110,8 +110,8 @@ int main(int argc, char** argv)
ImGui_ImplOpenGL2_Init(); ImGui_ImplOpenGL2_Init();
// Load Fonts // Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details. // - Read 'misc/fonts/README.txt' for more instructions and details.

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@ -13,7 +13,7 @@
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions") #pragma comment(lib, "legacy_stdio_definitions")
@ -52,8 +52,8 @@ int main(int, char**)
ImGui_ImplOpenGL2_Init(); ImGui_ImplOpenGL2_Init();
// Load Fonts // Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details. // - Read 'misc/fonts/README.txt' for more instructions and details.
@ -100,7 +100,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window); ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)

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@ -7,7 +7,7 @@
#include "imgui_impl_opengl3.h" #include "imgui_impl_opengl3.h"
#include <stdio.h> #include <stdio.h>
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually. // About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad. // Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
@ -21,10 +21,10 @@
#endif #endif
// Include glfw3.h after our OpenGL definitions // Include glfw3.h after our OpenGL definitions
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions") #pragma comment(lib, "legacy_stdio_definitions")

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@ -12,7 +12,7 @@
#include <vulkan/vulkan.h> #include <vulkan/vulkan.h>
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma. // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions") #pragma comment(lib, "legacy_stdio_definitions")
@ -376,8 +376,8 @@ int main(int, char**)
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
// Load Fonts // Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details. // - Read 'misc/fonts/README.txt' for more instructions and details.
@ -459,7 +459,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window); ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)

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@ -30,8 +30,8 @@ int main(int, char**)
ImGui_Marmalade_Init(true); ImGui_Marmalade_Init(true);
// Load Fonts // Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details. // - Read 'misc/fonts/README.txt' for more instructions and details.
@ -81,7 +81,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window); ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)

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@ -49,8 +49,8 @@ int main(int, char**)
ImGui_ImplOpenGL2_Init(); ImGui_ImplOpenGL2_Init();
// Load Fonts // Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details. // - Read 'misc/fonts/README.txt' for more instructions and details.
@ -104,7 +104,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window); ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)

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@ -9,7 +9,7 @@
#include <stdio.h> #include <stdio.h>
#include <SDL.h> #include <SDL.h>
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually. // About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad. // Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
@ -89,8 +89,8 @@ int main(int, char**)
ImGui_ImplOpenGL3_Init(glsl_version); ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts // Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details. // - Read 'misc/fonts/README.txt' for more instructions and details.
@ -146,7 +146,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window); ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)

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@ -357,8 +357,8 @@ int main(int, char**)
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass); ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
// Load Fonts // Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details. // - Read 'misc/fonts/README.txt' for more instructions and details.
@ -420,7 +420,7 @@ int main(int, char**)
ImGui_ImplSDL2_ProcessEvent(&event); ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT) if (event.type == SDL_QUIT)
done = true; done = true;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, (int)event.window.data1, (int)event.window.data2); ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, (int)event.window.data1, (int)event.window.data2);
} }
@ -444,7 +444,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window); ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
@ -470,7 +470,7 @@ int main(int, char**)
ImGui::Render(); ImGui::Render();
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
FrameRender(wd); FrameRender(wd);
FramePresent(wd); FramePresent(wd);
} }

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@ -125,8 +125,8 @@ int main(int, char**)
ImGui_ImplDX10_Init(g_pd3dDevice); ImGui_ImplDX10_Init(g_pd3dDevice);
// Load Fonts // Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details. // - Read 'misc/fonts/README.txt' for more instructions and details.
@ -180,7 +180,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window); ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)

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@ -128,8 +128,8 @@ int main(int, char**)
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// Load Fonts // Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details. // - Read 'misc/fonts/README.txt' for more instructions and details.
@ -184,7 +184,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window); ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)

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@ -164,7 +164,7 @@ HRESULT CreateDeviceD3D(HWND hWnd)
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart(); D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++) for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
{ {
g_mainRenderTargetDescriptor[i] = rtvHandle; g_mainRenderTargetDescriptor[i] = rtvHandle;
rtvHandle.ptr += rtvDescriptorSize; rtvHandle.ptr += rtvDescriptorSize;
@ -298,14 +298,14 @@ int main(int, char**)
// Setup Platform/Renderer bindings // Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd); ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT, ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM,
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart()); g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// Load Fonts // Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details. // - Read 'misc/fonts/README.txt' for more instructions and details.
@ -359,7 +359,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window); ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)

View File

@ -90,8 +90,8 @@ int main(int, char**)
ImGui_ImplDX9_Init(g_pd3dDevice); ImGui_ImplDX9_Init(g_pd3dDevice);
// Load Fonts // Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details. // - Read 'misc/fonts/README.txt' for more instructions and details.
@ -147,7 +147,7 @@ int main(int, char**)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window); ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated) if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)

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@ -8,7 +8,7 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). // 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
@ -311,9 +311,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
ImGui_ImplDX10_InvalidateDeviceObjects(); ImGui_ImplDX10_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX10 sample code but remove this dependency you can: // If you would like to use this DX10 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader // Create the vertex shader
@ -353,7 +353,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
return false; return false;
// Create the input layout // Create the input layout
D3D10_INPUT_ELEMENT_DESC local_layout[] = D3D10_INPUT_ELEMENT_DESC local_layout[] =
{ {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },

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@ -110,7 +110,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ctx->Unmap(g_pIB, 0); ctx->Unmap(g_pIB, 0);
// Setup orthographic projection matrix into our constant buffer // Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
{ {
D3D11_MAPPED_SUBRESOURCE mapped_resource; D3D11_MAPPED_SUBRESOURCE mapped_resource;
if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
@ -318,9 +318,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
ImGui_ImplDX11_InvalidateDeviceObjects(); ImGui_ImplDX11_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can: // If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader // Create the vertex shader
@ -360,7 +360,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
return false; return false;
// Create the input layout // Create the input layout
D3D11_INPUT_ELEMENT_DESC local_layout[] = D3D11_INPUT_ELEMENT_DESC local_layout[] =
{ {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },

View File

@ -144,7 +144,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
g_pIB->Unmap(0, &range); g_pIB->Unmap(0, &range);
// Setup orthographic projection matrix into our constant buffer // Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
VERTEX_CONSTANT_BUFFER vertex_constant_buffer; VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
{ {
VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer; VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
@ -437,9 +437,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
} }
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) // By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX12 sample code but remove this dependency you can: // If you would like to use this DX12 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details. // See https://github.com/ocornut/imgui/pull/638 for sources and details.
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc; D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;

View File

@ -19,7 +19,7 @@ struct D3D12_CPU_DESCRIPTOR_HANDLE;
struct D3D12_GPU_DESCRIPTOR_HANDLE; struct D3D12_GPU_DESCRIPTOR_HANDLE;
// cmd_list is the command list that the implementation will use to render imgui draw lists. // cmd_list is the command list that the implementation will use to render imgui draw lists.
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate // Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle. // render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture. // font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,

View File

@ -8,7 +8,7 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. // 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.

View File

@ -103,7 +103,7 @@ void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y)
if (c >= 32) if (c >= 32)
io.AddInputCharacter((unsigned short)c); io.AddInputCharacter((unsigned short)c);
// Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26. // Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
// This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here. // This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here.
if (c >= 1 && c <= 26) if (c >= 1 && c <= 26)
io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = true; io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = true;

View File

@ -97,7 +97,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{ {
if (g_PrevUserCallbackKey != NULL) if (g_PrevUserCallbackKey != NULL)
g_PrevUserCallbackKey(window, key, scancode, action, mods); g_PrevUserCallbackKey(window, key, scancode, action, mods);
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -172,7 +172,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this. g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
g_PrevUserCallbackMousebutton = NULL; g_PrevUserCallbackMousebutton = NULL;
g_PrevUserCallbackScroll = NULL; g_PrevUserCallbackScroll = NULL;

View File

@ -73,7 +73,7 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)
dispatch_once(&onceToken, ^{ dispatch_once(&onceToken, ^{
g_sharedMetalContext = [[MetalContext alloc] init]; g_sharedMetalContext = [[MetalContext alloc] init];
}); });
ImGui_ImplMetal_CreateDeviceObjects(device); ImGui_ImplMetal_CreateDeviceObjects(device);
return true; return true;
@ -100,7 +100,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device) bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
{ {
[g_sharedMetalContext makeFontTextureWithDevice:device]; [g_sharedMetalContext makeFontTextureWithDevice:device];
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.Fonts->TexID = (__bridge void *)g_sharedMetalContext.fontTexture; // ImTextureID == void* io.Fonts->TexID = (__bridge void *)g_sharedMetalContext.fontTexture; // ImTextureID == void*
@ -132,9 +132,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
#pragma mark - MetalBuffer implementation #pragma mark - MetalBuffer implementation
@implementation MetalBuffer @implementation MetalBuffer
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer - (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
{ {
if ((self = [super init])) if ((self = [super init]))
{ {
_buffer = buffer; _buffer = buffer;
_lastReuseTime = [NSDate date].timeIntervalSince1970; _lastReuseTime = [NSDate date].timeIntervalSince1970;
@ -146,9 +146,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
#pragma mark - FramebufferDescriptor implementation #pragma mark - FramebufferDescriptor implementation
@implementation FramebufferDescriptor @implementation FramebufferDescriptor
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor - (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
{ {
if ((self = [super init])) if ((self = [super init]))
{ {
_sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount; _sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
_colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat; _colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
@ -158,7 +158,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return self; return self;
} }
- (nonnull id)copyWithZone:(nullable NSZone *)zone - (nonnull id)copyWithZone:(nullable NSZone *)zone
{ {
FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init]; FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init];
copy.sampleCount = self.sampleCount; copy.sampleCount = self.sampleCount;
@ -168,7 +168,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return copy; return copy;
} }
- (NSUInteger)hash - (NSUInteger)hash
{ {
NSUInteger sc = _sampleCount & 0x3; NSUInteger sc = _sampleCount & 0x3;
NSUInteger cf = _colorPixelFormat & 0x3FF; NSUInteger cf = _colorPixelFormat & 0x3FF;
@ -178,7 +178,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return hash; return hash;
} }
- (BOOL)isEqual:(id)object - (BOOL)isEqual:(id)object
{ {
FramebufferDescriptor *other = object; FramebufferDescriptor *other = object;
if (![other isKindOfClass:[FramebufferDescriptor class]]) if (![other isKindOfClass:[FramebufferDescriptor class]])
@ -195,7 +195,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
@implementation MetalContext @implementation MetalContext
- (instancetype)init { - (instancetype)init {
if ((self = [super init])) if ((self = [super init]))
{ {
_renderPipelineStateCache = [NSMutableDictionary dictionary]; _renderPipelineStateCache = [NSMutableDictionary dictionary];
_bufferCache = [NSMutableArray array]; _bufferCache = [NSMutableArray array];
@ -204,7 +204,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return self; return self;
} }
- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device - (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
{ {
MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init]; MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
depthStencilDescriptor.depthWriteEnabled = NO; depthStencilDescriptor.depthWriteEnabled = NO;
@ -216,7 +216,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
// You can make that change in your implementation. // You can make that change in your implementation.
- (void)makeFontTextureWithDevice:(id<MTLDevice>)device - (void)makeFontTextureWithDevice:(id<MTLDevice>)device
{ {
ImGuiIO &io = ImGui::GetIO(); ImGuiIO &io = ImGui::GetIO();
unsigned char* pixels; unsigned char* pixels;
@ -237,17 +237,17 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
self.fontTexture = texture; self.fontTexture = texture;
} }
- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device - (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
{ {
NSTimeInterval now = [NSDate date].timeIntervalSince1970; NSTimeInterval now = [NSDate date].timeIntervalSince1970;
// Purge old buffers that haven't been useful for a while // Purge old buffers that haven't been useful for a while
if (now - self.lastBufferCachePurge > 1.0) if (now - self.lastBufferCachePurge > 1.0)
{ {
NSMutableArray *survivors = [NSMutableArray array]; NSMutableArray *survivors = [NSMutableArray array];
for (MetalBuffer *candidate in self.bufferCache) for (MetalBuffer *candidate in self.bufferCache)
{ {
if (candidate.lastReuseTime > self.lastBufferCachePurge) if (candidate.lastReuseTime > self.lastBufferCachePurge)
{ {
[survivors addObject:candidate]; [survivors addObject:candidate];
} }
@ -255,51 +255,51 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
self.bufferCache = [survivors mutableCopy]; self.bufferCache = [survivors mutableCopy];
self.lastBufferCachePurge = now; self.lastBufferCachePurge = now;
} }
// See if we have a buffer we can reuse // See if we have a buffer we can reuse
MetalBuffer *bestCandidate = nil; MetalBuffer *bestCandidate = nil;
for (MetalBuffer *candidate in self.bufferCache) for (MetalBuffer *candidate in self.bufferCache)
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime)) if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
bestCandidate = candidate; bestCandidate = candidate;
if (bestCandidate != nil) if (bestCandidate != nil)
{ {
[self.bufferCache removeObject:bestCandidate]; [self.bufferCache removeObject:bestCandidate];
bestCandidate.lastReuseTime = now; bestCandidate.lastReuseTime = now;
return bestCandidate; return bestCandidate;
} }
// No luck; make a new buffer // No luck; make a new buffer
id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared]; id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
return [[MetalBuffer alloc] initWithBuffer:backing]; return [[MetalBuffer alloc] initWithBuffer:backing];
} }
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer - (void)enqueueReusableBuffer:(MetalBuffer *)buffer
{ {
[self.bufferCache addObject:buffer]; [self.bufferCache addObject:buffer];
} }
- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device - (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
{ {
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
// Thie hit rate for this cache should be very near 100%. // Thie hit rate for this cache should be very near 100%.
id<MTLRenderPipelineState> renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor]; id<MTLRenderPipelineState> renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor];
if (renderPipelineState == nil) if (renderPipelineState == nil)
{ {
// No luck; make a new render pipeline state // No luck; make a new render pipeline state
renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device]; renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device];
// Cache render pipeline state for later reuse // Cache render pipeline state for later reuse
self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState; self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState;
} }
return renderPipelineState; return renderPipelineState;
} }
- (id<MTLRenderPipelineState>)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id<MTLDevice>)device - (id<MTLRenderPipelineState>)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id<MTLDevice>)device
{ {
NSError *error = nil; NSError *error = nil;
NSString *shaderSource = @"" NSString *shaderSource = @""
"#include <metal_stdlib>\n" "#include <metal_stdlib>\n"
"using namespace metal;\n" "using namespace metal;\n"
@ -335,23 +335,23 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
" half4 texColor = texture.sample(linearSampler, in.texCoords);\n" " half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
" return half4(in.color) * texColor;\n" " return half4(in.color) * texColor;\n"
"}\n"; "}\n";
id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error]; id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error];
if (library == nil) if (library == nil)
{ {
NSLog(@"Error: failed to create Metal library: %@", error); NSLog(@"Error: failed to create Metal library: %@", error);
return nil; return nil;
} }
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"]; id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"]; id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
if (vertexFunction == nil || fragmentFunction == nil) if (vertexFunction == nil || fragmentFunction == nil)
{ {
NSLog(@"Error: failed to find Metal shader functions in library: %@", error); NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
return nil; return nil;
} }
MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor]; MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos); vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
@ -365,7 +365,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
vertexDescriptor.layouts[0].stepRate = 1; vertexDescriptor.layouts[0].stepRate = 1;
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex; vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert); vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init]; MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipelineDescriptor.vertexFunction = vertexFunction; pipelineDescriptor.vertexFunction = vertexFunction;
pipelineDescriptor.fragmentFunction = fragmentFunction; pipelineDescriptor.fragmentFunction = fragmentFunction;
@ -381,17 +381,17 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha; pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat; pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat; pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error]; id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
if (error != nil) if (error != nil)
{ {
NSLog(@"Error: failed to create Metal pipeline state: %@", error); NSLog(@"Error: failed to create Metal pipeline state: %@", error);
} }
return renderPipelineState; return renderPipelineState;
} }
- (void)emptyRenderPipelineStateCache - (void)emptyRenderPipelineStateCache
{ {
[self.renderPipelineStateCache removeAllObjects]; [self.renderPipelineStateCache removeAllObjects];
} }
@ -407,21 +407,21 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
return; return;
drawData->ScaleClipRects(io.DisplayFramebufferScale); drawData->ScaleClipRects(io.DisplayFramebufferScale);
[commandEncoder setCullMode:MTLCullModeNone]; [commandEncoder setCullMode:MTLCullModeNone];
[commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState]; [commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
// Setup viewport, orthographic projection matrix // Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to // Our visible imgui space lies from draw_data->DisplayPos (top left) to
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
MTLViewport viewport = MTLViewport viewport =
{ {
.originX = 0.0, .originX = 0.0,
.originY = 0.0, .originY = 0.0,
.width = double(fb_width), .width = double(fb_width),
.height = double(fb_height), .height = double(fb_height),
.znear = 0.0, .znear = 0.0,
.zfar = 1.0 .zfar = 1.0
}; };
[commandEncoder setViewport:viewport]; [commandEncoder setViewport:viewport];
float L = drawData->DisplayPos.x; float L = drawData->DisplayPos.x;
@ -437,26 +437,26 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
{ 0.0f, 0.0f, 1/(F-N), 0.0f }, { 0.0f, 0.0f, 1/(F-N), 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f }, { (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
}; };
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1]; [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
size_t vertexBufferLength = 0; size_t vertexBufferLength = 0;
size_t indexBufferLength = 0; size_t indexBufferLength = 0;
for (int n = 0; n < drawData->CmdListsCount; n++) for (int n = 0; n < drawData->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = drawData->CmdLists[n]; const ImDrawList* cmd_list = drawData->CmdLists[n];
vertexBufferLength += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); vertexBufferLength += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferLength += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); indexBufferLength += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
} }
MetalBuffer *vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; MetalBuffer *vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
MetalBuffer *indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; MetalBuffer *indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device]; id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
[commandEncoder setRenderPipelineState:renderPipelineState]; [commandEncoder setRenderPipelineState:renderPipelineState];
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0]; [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
size_t vertexBufferOffset = 0; size_t vertexBufferOffset = 0;
size_t indexBufferOffset = 0; size_t indexBufferOffset = 0;
ImVec2 pos = drawData->DisplayPos; ImVec2 pos = drawData->DisplayPos;
@ -464,12 +464,12 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
{ {
const ImDrawList* cmd_list = drawData->CmdLists[n]; const ImDrawList* cmd_list = drawData->CmdLists[n];
ImDrawIdx idx_buffer_offset = 0; ImDrawIdx idx_buffer_offset = 0;
memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0]; [commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
@ -489,8 +489,8 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
.width = NSUInteger(clip_rect.z - clip_rect.x), .width = NSUInteger(clip_rect.z - clip_rect.x),
.height = NSUInteger(clip_rect.w - clip_rect.y) }; .height = NSUInteger(clip_rect.w - clip_rect.y) };
[commandEncoder setScissorRect:scissorRect]; [commandEncoder setScissorRect:scissorRect];
// Bind texture, Draw // Bind texture, Draw
if (pcmd->TextureId != NULL) if (pcmd->TextureId != NULL)
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0]; [commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0];
@ -503,13 +503,13 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
} }
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx); idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
} }
vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert); vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferOffset += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx); indexBufferOffset += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
} }
__weak id weakSelf = self; __weak id weakSelf = self;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>) [commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
{ {
dispatch_async(dispatch_get_main_queue(), ^{ dispatch_async(dispatch_get_main_queue(), ^{
[weakSelf enqueueReusableBuffer:vertexBuffer]; [weakSelf enqueueReusableBuffer:vertexBuffer];

View File

@ -13,10 +13,10 @@
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
// confuse your GPU driver. // confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. // 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. // 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
@ -72,7 +72,7 @@ void ImGui_ImplOpenGL2_NewFrame()
// OpenGL2 Render function. // OpenGL2 Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
{ {
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@ -88,7 +88,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

View File

@ -13,7 +13,7 @@
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. // This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read.
// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more // If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more
// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might // complicated, will require your code to reset every single OpenGL attributes to their initial state, and might
// confuse your GPU driver. // confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
#pragma once #pragma once

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@ -76,7 +76,7 @@
#include <GLES3/gl3.h> // Use GL ES 3 #include <GLES3/gl3.h> // Use GL ES 3
#else #else
// Regular OpenGL // Regular OpenGL
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually. // About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad. // Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)

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@ -9,9 +9,9 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
// About OpenGL function loaders: // About OpenGL function loaders:
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually. // About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad. // Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
// About GLSL version: // About GLSL version:

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@ -53,14 +53,14 @@ bool ImGui_ImplOSX_Init()
io.KeyMap[ImGuiKey_X] = 'X'; io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y'; io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z'; io.KeyMap[ImGuiKey_Z] = 'Z';
io.SetClipboardTextFn = [](void*, const char* str) -> void io.SetClipboardTextFn = [](void*, const char* str) -> void
{ {
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
[pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil]; [pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
[pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString]; [pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
}; };
io.GetClipboardTextFn = [](void*) -> const char* io.GetClipboardTextFn = [](void*) -> const char*
{ {
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
@ -71,7 +71,7 @@ bool ImGui_ImplOSX_Init()
NSString* string = [pasteboard stringForType:NSPasteboardTypeString]; NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
if (string == nil) if (string == nil)
return NULL; return NULL;
const char* string_c = (const char*)[string UTF8String]; const char* string_c = (const char*)[string UTF8String];
size_t string_len = strlen(string_c); size_t string_len = strlen(string_c);
static ImVector<char> s_clipboard; static ImVector<char> s_clipboard;
@ -79,7 +79,7 @@ bool ImGui_ImplOSX_Init()
strcpy(s_clipboard.Data, string_c); strcpy(s_clipboard.Data, string_c);
return s_clipboard.Data; return s_clipboard.Data;
}; };
return true; return true;
} }
@ -235,6 +235,6 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
resetKeys(); resetKeys();
return io.WantCaptureKeyboard; return io.WantCaptureKeyboard;
} }
return false; return false;
} }

View File

@ -23,14 +23,14 @@
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. // 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. // 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. // 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. // 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). // 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. // 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. // 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. // 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. // 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). // 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. // 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. // 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. // 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. // 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
@ -238,7 +238,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
io.MousePos = ImVec2((float)mx, (float)my); io.MousePos = ImVec2((float)mx, (float)my);
} }
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor. // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
// The function is only supported from SDL 2.0.4 (released Jan 2016) // The function is only supported from SDL 2.0.4 (released Jan 2016)
bool any_mouse_button_down = ImGui::IsAnyMouseDown(); bool any_mouse_button_down = ImGui::IsAnyMouseDown();
SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE); SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);

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@ -8,7 +8,7 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// CHANGELOG // CHANGELOG
@ -310,7 +310,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
scissor.extent.width = (uint32_t)(pcmd->ClipRect.z - pcmd->ClipRect.x); scissor.extent.width = (uint32_t)(pcmd->ClipRect.z - pcmd->ClipRect.x);
scissor.extent.height = (uint32_t)(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // FIXME: Why +1 here? scissor.extent.height = (uint32_t)(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // FIXME: Why +1 here?
vkCmdSetScissor(command_buffer, 0, 1, &scissor); vkCmdSetScissor(command_buffer, 0, 1, &scissor);
// Draw // Draw
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0); vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
} }
@ -735,11 +735,11 @@ void ImGui_ImplVulkan_NewFrame()
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers // Internal / Miscellaneous Vulkan Helpers
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// You probably do NOT need to use or care about those functions. // You probably do NOT need to use or care about those functions.
// Those functions only exist because: // Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the upcoming multi-viewport feature will need them internally. // 2) the upcoming multi-viewport feature will need them internally.
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, // Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
// but it is too much code to duplicate everywhere so we exceptionally expose them. // but it is too much code to duplicate everywhere so we exceptionally expose them.
// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). // Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
@ -808,7 +808,7 @@ VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physic
} }
else else
{ {
// Request several formats, the first found will be used // Request several formats, the first found will be used
for (int request_i = 0; request_i < request_formats_count; request_i++) for (int request_i = 0; request_i < request_formats_count; request_i++)
for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space) if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space)
@ -919,7 +919,7 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice
wd->BackBufferCount = 0; wd->BackBufferCount = 0;
if (wd->RenderPass) if (wd->RenderPass)
vkDestroyRenderPass(device, wd->RenderPass, allocator); vkDestroyRenderPass(device, wd->RenderPass, allocator);
// If min image count was not specified, request different count of images dependent on selected present mode // If min image count was not specified, request different count of images dependent on selected present mode
if (min_image_count == 0) if (min_image_count == 0)
min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode); min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode);

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@ -8,7 +8,7 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
#pragma once #pragma once
@ -47,11 +47,11 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers // Internal / Miscellaneous Vulkan Helpers
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// You probably do NOT need to use or care about those functions. // You probably do NOT need to use or care about those functions.
// Those functions only exist because: // Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. // 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the upcoming multi-viewport feature will need them internally. // 2) the upcoming multi-viewport feature will need them internally.
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, // Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
// but it is too much code to duplicate everywhere so we exceptionally expose them. // but it is too much code to duplicate everywhere so we exceptionally expose them.
// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). // Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work. // You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.

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@ -34,7 +34,7 @@
// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. // 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. // 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. // 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. // 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set. // 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
// Win32 Data // Win32 Data
@ -242,7 +242,7 @@ void ImGui_ImplWin32_NewFrame()
#define DBT_DEVNODES_CHANGED 0x0007 #define DBT_DEVNODES_CHANGED 0x0007
#endif #endif
// Process Win32 mouse/keyboard inputs. // Process Win32 mouse/keyboard inputs.
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application. // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application. // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.

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@ -40,19 +40,19 @@ DOCUMENTATION
- How can I tell whether to dispatch mouse/keyboard to imgui or to my application? - How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
- How can I display an image? What is ImTextureID, how does it works? - How can I display an image? What is ImTextureID, how does it works?
- How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack. - How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack.
- How can I use my own math types instead of ImVec2/ImVec4? - How can I use my own math types instead of ImVec2/ImVec4?
- How can I load a different font than the default? - How can I load a different font than the default?
- How can I easily use icons in my application? - How can I easily use icons in my application?
- How can I load multiple fonts? - How can I load multiple fonts?
- How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?
- How can I interact with standard C++ types (such as std::string and std::vector)? - How can I interact with standard C++ types (such as std::string and std::vector)?
- How can I use the drawing facilities without an ImGui window? (using ImDrawList API) - How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
- How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad) - How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad)
- I integrated Dear ImGui in my engine and the text or lines are blurry.. - I integrated Dear ImGui in my engine and the text or lines are blurry..
- I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
- How can I help? - How can I help?
CODE CODE
(search for "[SECTION]" in the code to find them) (search for "[SECTION]" in the code to find them)
// [SECTION] FORWARD DECLARATIONS // [SECTION] FORWARD DECLARATIONS
@ -205,7 +205,7 @@ CODE
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
g_pSwapChain->Present(1, 0); g_pSwapChain->Present(1, 0);
} }
// Shutdown // Shutdown
ImGui_ImplDX11_Shutdown(); ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown(); ImGui_ImplWin32_Shutdown();
@ -276,7 +276,7 @@ CODE
// TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by ImGui const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by ImGui
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by ImGui const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by ImGui
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
@ -297,7 +297,7 @@ CODE
// (some elements visible outside their bounds) but you can fix that once everything else works! // (some elements visible outside their bounds) but you can fix that once everything else works!
// - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize) // - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize)
// In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize. // In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize.
// However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github), // However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github),
// always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
// - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
ImVec2 pos = draw_data->DisplayPos; ImVec2 pos = draw_data->DisplayPos;
@ -314,13 +314,13 @@ CODE
- The examples/ folders contains many actual implementation of the pseudo-codes above. - The examples/ folders contains many actual implementation of the pseudo-codes above.
- When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated. - When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated.
They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs
from the rest of your application. In every cases you need to pass on the inputs to imgui. Refer to the FAQ for more information. from the rest of your application. In every cases you need to pass on the inputs to imgui. Refer to the FAQ for more information.
- Please read the FAQ below!. Amusingly, it is called a FAQ because people frequently run into the same issues! - Please read the FAQ below!. Amusingly, it is called a FAQ because people frequently run into the same issues!
USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
- The gamepad/keyboard navigation is fairly functional and keeps being improved. - The gamepad/keyboard navigation is fairly functional and keeps being improved.
- Gamepad support is particularly useful to use dear imgui on a console system (e.g. PS4, Switch, XB1) without a mouse! - Gamepad support is particularly useful to use dear imgui on a console system (e.g. PS4, Switch, XB1) without a mouse!
- You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787
- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
@ -370,7 +370,7 @@ CODE
- 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
- 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
- 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
- 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
- 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
- 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
@ -387,7 +387,7 @@ CODE
old binding will still work as is, however prefer using the separated bindings as they will be updated to be multi-viewport conformant. old binding will still work as is, however prefer using the separated bindings as they will be updated to be multi-viewport conformant.
when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call. when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call.
- 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
- 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
- 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
@ -567,7 +567,7 @@ CODE
A: Short explanation: A: Short explanation:
- You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures. - You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures.
- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value. - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value.
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason). - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward. Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.
Long explanation: Long explanation:
@ -575,10 +575,10 @@ CODE
At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code
to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.). to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.).
- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. - Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
We carry the information to identify a "texture" in the ImTextureID type. We carry the information to identify a "texture" in the ImTextureID type.
ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice. ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function. Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
- In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying - In the examples/ bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying
an image from the end-user perspective. This is what the _examples_ rendering functions are using: an image from the end-user perspective. This is what the _examples_ rendering functions are using:
OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp) OpenGL: ImTextureID = GLuint (see ImGui_ImplGlfwGL3_RenderDrawData() function in imgui_impl_glfw_gl3.cpp)
@ -586,13 +586,13 @@ CODE
DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp) DirectX11: ImTextureID = ID3D11ShaderResourceView* (see ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp)
DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp) DirectX12: ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE (see ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp)
For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID. For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure
tying together both the texture and information about its format and how to read it. tying together both the texture and information about its format and how to read it.
- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about - If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about
the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase
is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them. is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID
representation suggested by the example bindings is probably the best choice. representation suggested by the example bindings is probably the best choice.
(Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer) (Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer)
@ -600,7 +600,7 @@ CODE
// Cast our texture type to ImTextureID / void* // Cast our texture type to ImTextureID / void*
MyTexture* texture = g_CoffeeTableTexture; MyTexture* texture = g_CoffeeTableTexture;
ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height)); ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
The renderer function called after ImGui::Render() will receive that same value that the user code passed: The renderer function called after ImGui::Render() will receive that same value that the user code passed:
@ -633,7 +633,7 @@ CODE
// Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it: // Now that we have an OpenGL texture, assuming our imgui rendering function (imgui_impl_xxx.cpp file) takes GLuint as ImTextureID, we can display it:
ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height)); ImGui::Image((void*)(intptr_t)my_opengl_texture, ImVec2(my_image_width, my_image_height));
C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTexture / void*, and vice-versa. C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTexture / void*, and vice-versa.
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTexture / void*. Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTexture / void*.
Examples: Examples:
@ -655,7 +655,7 @@ CODE
Dear ImGui internally need to uniquely identify UI elements. Dear ImGui internally need to uniquely identify UI elements.
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID. Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
Interactive widgets (such as calls to Button buttons) need a unique ID. Interactive widgets (such as calls to Button buttons) need a unique ID.
Unique ID are used internally to track active widgets and occasionally associate state to widgets. Unique ID are used internally to track active widgets and occasionally associate state to widgets.
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element. Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
@ -765,7 +765,7 @@ CODE
e.g. when displaying a list of objects, using indices or pointers as ID will preserve the e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
node open/closed state differently. See what makes more sense in your situation! node open/closed state differently. See what makes more sense in your situation!
Q: How can I use my own math types instead of ImVec2/ImVec4? Q: How can I use my own math types instead of ImVec2/ImVec4?
A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions. A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions.
This way you'll be able to use your own types everywhere, e.g. passsing glm::vec2 to ImGui functions instead of ImVec2. This way you'll be able to use your own types everywhere, e.g. passsing glm::vec2 to ImGui functions instead of ImVec2.
@ -775,7 +775,7 @@ CODE
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code. Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code.
(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.) (Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
(Read the 'misc/fonts/README.txt' file for more details about font loading.) (Read the 'misc/fonts/README.txt' file for more details about font loading.)
New programmers: remember that in C/C++ and most programming languages if you want to use a New programmers: remember that in C/C++ and most programming languages if you want to use a
@ -786,7 +786,7 @@ CODE
Q: How can I easily use icons in my application? Q: How can I easily use icons in my application?
A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you
main font. Then you can refer to icons within your strings. main font. Then you can refer to icons within your strings.
You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment. You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment.
(Read the 'misc/fonts/README.txt' file for more details about icons font loading.) (Read the 'misc/fonts/README.txt' file for more details about icons font loading.)
@ -838,14 +838,14 @@ CODE
(such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter(). Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter().
The applications in examples/ are doing that. The applications in examples/ are doing that.
Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state. You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state.
Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for
the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly. the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly.
Q: How can I interact with standard C++ types (such as std::string and std::vector)? Q: How can I interact with standard C++ types (such as std::string and std::vector)?
A: - Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), A: - Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers),
and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use
any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases. any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
@ -853,18 +853,18 @@ CODE
- To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API - To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API
lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API. lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API.
Prefer using them over the old and awkward Combo()/ListBox() api. Prefer using them over the old and awkward Combo()/ListBox() api.
- Generally for most high-level types you should be able to access the underlying data type. - Generally for most high-level types you should be able to access the underlying data type.
You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code). You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code).
- Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass - Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass
to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application. to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application.
Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances. Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances.
Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those
are not configurable and not the same across implementations. are not configurable and not the same across implementations.
- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount - If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount
of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern
is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead. is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead.
One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str
This is a small helper where you can instance strings with configurable local buffers length. Many game engines will This is a small helper where you can instance strings with configurable local buffers length. Many game engines will
provide similar or better string helpers. provide similar or better string helpers.
Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API) Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
@ -872,21 +872,21 @@ CODE
(The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse) (The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse)
Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
- You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows. - You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows.
- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create
your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data.
Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls". A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls".
(short version: map gamepad inputs into the io.NavInputs[] array + set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad) (short version: map gamepad inputs into the io.NavInputs[] array + set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad)
- You can share your computer mouse seamlessly with your console/tablet/phone using Synergy (https://symless.com/synergy) - You can share your computer mouse seamlessly with your console/tablet/phone using Synergy (https://symless.com/synergy)
This is the preferred solution for developer productivity. This is the preferred solution for developer productivity.
In particular, the "micro-synergy-client" repository (https://github.com/symless/micro-synergy-client) has simple In particular, the "micro-synergy-client" repository (https://github.com/symless/micro-synergy-client) has simple
and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect
to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer. to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer.
Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols. Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols.
- You may also use a third party solution such as Remote ImGui (https://github.com/JordiRos/remoteimgui) which sends - You may also use a third party solution such as Remote ImGui (https://github.com/JordiRos/remoteimgui) which sends
the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine.
- For touch inputs, you can increase the hit box of widgets (via the style.TouchPadding setting) to accommodate - For touch inputs, you can increase the hit box of widgets (via the style.TouchPadding setting) to accommodate
for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing
for screen real-estate and precision. for screen real-estate and precision.
@ -899,7 +899,7 @@ CODE
Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height). Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height).
Q: How can I help? Q: How can I help?
A: - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt A: - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt
and see how you want to help and can help! and see how you want to help and can help!
- Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for dear imgui. - Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for dear imgui.
- Individuals: you can also become a Patron (http://www.patreon.com/imgui) or donate on PayPal! See README. - Individuals: you can also become a Patron (http://www.patreon.com/imgui) or donate on PayPal! See README.
@ -1044,7 +1044,7 @@ static void UpdateManualResize(ImGuiWindow* window, const ImVec2& si
// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call // 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call
// SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading. // SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading.
// In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into. // In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into.
// 2) Important: Dear ImGui functions are not thread-safe because of this pointer. // 2) Important: Dear ImGui functions are not thread-safe because of this pointer.
// If you want thread-safety to allow N threads to access N different contexts, you can: // If you want thread-safety to allow N threads to access N different contexts, you can:
// - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h: // - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h:
// struct ImGuiContext; // struct ImGuiContext;
@ -2909,7 +2909,7 @@ void* ImGui::MemAlloc(size_t size)
void ImGui::MemFree(void* ptr) void ImGui::MemFree(void* ptr)
{ {
if (ptr) if (ptr)
if (ImGuiContext* ctx = GImGui) if (ImGuiContext* ctx = GImGui)
ctx->IO.MetricsActiveAllocations--; ctx->IO.MetricsActiveAllocations--;
return GImAllocatorFreeFunc(ptr, GImAllocatorUserData); return GImAllocatorFreeFunc(ptr, GImAllocatorUserData);
@ -3907,8 +3907,8 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
} }
// Find window given position, search front-to-back // Find window given position, search front-to-back
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically // FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is // with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
// called, aka before the next Begin(). Moving window isn't affected. // called, aka before the next Begin(). Moving window isn't affected.
static void FindHoveredWindow() static void FindHoveredWindow()
{ {
@ -6734,8 +6734,8 @@ void ImGui::ClosePopupToLevel(int remaining, bool apply_focus_to_window_under)
// FIXME: This code is faulty and we may want to eventually to replace or remove the 'apply_focus_to_window_under=true' path completely. // FIXME: This code is faulty and we may want to eventually to replace or remove the 'apply_focus_to_window_under=true' path completely.
// Instead of using g.OpenPopupStack[remaining-1].Window etc. we should find the highest root window that is behind the popups we are closing. // Instead of using g.OpenPopupStack[remaining-1].Window etc. we should find the highest root window that is behind the popups we are closing.
// The current code will set focus to the parent of the popup window which is incorrect. // The current code will set focus to the parent of the popup window which is incorrect.
// It rarely manifested until now because UpdateMouseMovingWindow() would call FocusWindow() again on the clicked window, // It rarely manifested until now because UpdateMouseMovingWindow() would call FocusWindow() again on the clicked window,
// leading to a chain of focusing A (clicked window) then B (parent window of the popup) then A again. // leading to a chain of focusing A (clicked window) then B (parent window of the popup) then A again.
// However if the clicked window has the _NoMove flag set we would be left with B focused. // However if the clicked window has the _NoMove flag set we would be left with B focused.
// For now, we have disabled this path when called from ClosePopupsOverWindow() because the users of ClosePopupsOverWindow() don't need to alter focus anyway, // For now, we have disabled this path when called from ClosePopupsOverWindow() because the users of ClosePopupsOverWindow() don't need to alter focus anyway,
@ -7949,7 +7949,7 @@ static void ImGui::NavUpdateWindowing()
{ {
// Move to parent menu if necessary // Move to parent menu if necessary
ImGuiWindow* new_nav_window = g.NavWindow; ImGuiWindow* new_nav_window = g.NavWindow;
while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0 while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0
&& (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
&& (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
new_nav_window = new_nav_window->ParentWindow; new_nav_window = new_nav_window->ParentWindow;
@ -8427,7 +8427,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
{ {
// Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
// We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
BeginTooltip(); BeginTooltip();
if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
{ {

42
imgui.h
View File

@ -228,11 +228,11 @@ namespace ImGui
// Windows // Windows
// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
// - You may append multiple times to the same window during the same frame. // - You may append multiple times to the same window during the same frame.
// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
// which clicking will set the boolean to false when clicked. // which clicking will set the boolean to false when clicked.
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
// [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. // [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc.
// where the EndXXX call should only be called if the corresponding BeginXXX function returned true.] // where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
// - Note that the bottom of window stack always contains a window called "Debug". // - Note that the bottom of window stack always contains a window called "Debug".
IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
@ -321,7 +321,7 @@ namespace ImGui
IMGUI_API void PopButtonRepeat(); IMGUI_API void PopButtonRepeat();
// Cursor / Layout // Cursor / Layout
// - By "cursor" we mean the current output position. // - By "cursor" we mean the current output position.
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
IMGUI_API void SameLine(float local_pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. IMGUI_API void SameLine(float local_pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
@ -337,7 +337,7 @@ namespace ImGui
IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
IMGUI_API void SetCursorPosY(float local_y); // IMGUI_API void SetCursorPosY(float local_y); //
IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API) IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize] IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
@ -485,7 +485,7 @@ namespace ImGui
IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
// Widgets: Selectables // Widgets: Selectables
// - A selectable highlights when hovered, and can display another color when selected. // - A selectable highlights when hovered, and can display another color when selected.
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. // - Neighbors selectable extend their highlight bounds in order to leave no gap between them.
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
@ -504,7 +504,7 @@ namespace ImGui
IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
// Widgets: Value() Helpers. // Widgets: Value() Helpers.
// - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
IMGUI_API void Value(const char* prefix, bool b); IMGUI_API void Value(const char* prefix, bool b);
IMGUI_API void Value(const char* prefix, int v); IMGUI_API void Value(const char* prefix, int v);
@ -584,7 +584,7 @@ namespace ImGui
IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
// Clipping // Clipping
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
IMGUI_API void PopClipRect(); IMGUI_API void PopClipRect();
@ -654,8 +654,8 @@ namespace ImGui
IMGUI_API void ResetMouseDragDelta(int button = 0); // IMGUI_API void ResetMouseDragDelta(int button = 0); //
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
// Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard) // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
IMGUI_API const char* GetClipboardText(); IMGUI_API const char* GetClipboardText();
@ -814,7 +814,7 @@ enum ImGuiTabBarFlags_
ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown
}; };
// Flags for ImGui::BeginTabItem() // Flags for ImGui::BeginTabItem()
enum ImGuiTabItemFlags_ enum ImGuiTabItemFlags_
@ -1161,7 +1161,7 @@ enum ImGuiCond_
// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). // Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
// You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it. // You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it.
// Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. // Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, // Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
// do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. // do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -1221,7 +1221,7 @@ struct ImVector
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// ImGuiStyle // ImGuiStyle
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). // You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, // During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. // and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -1250,7 +1250,7 @@ struct ImGuiStyle
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
float TabBorderSize; // Thickness of border around tabs. float TabBorderSize; // Thickness of border around tabs.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered. ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows. ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
@ -1266,7 +1266,7 @@ struct ImGuiStyle
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// ImGuiIO // ImGuiIO
// Communicate most settings and inputs/outputs to Dear ImGui using this structure. // Communicate most settings and inputs/outputs to Dear ImGui using this structure.
// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -1354,7 +1354,7 @@ struct ImGuiIO
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
// Functions // Functions
IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
@ -1412,7 +1412,7 @@ struct ImGuiIO
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. // - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
struct ImGuiInputTextCallbackData struct ImGuiInputTextCallbackData
{ {
ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
@ -1716,7 +1716,7 @@ struct ImColor
// Draw callbacks for advanced uses. // Draw callbacks for advanced uses.
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, // NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state, // you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. // B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' // The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
@ -1966,13 +1966,13 @@ enum ImFontAtlasFlags_
// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. // - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. // - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) // - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. // This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
// Common pitfalls: // Common pitfalls:
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. // - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future! // - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
struct ImFontAtlas struct ImFontAtlas
@ -1993,7 +1993,7 @@ struct ImFontAtlas
// Build atlas, retrieve pixel data. // Build atlas, retrieve pixel data.
// User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
// The pitch is always = Width * BytesPerPixels (1 or 4) // The pitch is always = Width * BytesPerPixels (1 or 4)
// Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
// the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
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 GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel

View File

@ -3,22 +3,22 @@
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base: // Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other coders // Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other coders
// will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of // will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of
// your game/app! Removing this file from your project is hindering access to documentation for everyone in your team, // your game/app! 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. // likely leading you to poorer usage of the library.
// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). // Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
// If you want to link core Dear ImGui in your shipped builds but want an easy guarantee that the demo will not be linked, // If you want to link core Dear ImGui in your shipped builds but want an easy guarantee that the demo will not be linked,
// you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. // you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.
// In other situation, whenever you have Dear ImGui available you probably want this to be available for reference. // In other situation, whenever you have Dear ImGui available you probably want this to be available for reference.
// Thank you, // Thank you,
// -Your beloved friend, imgui_demo.cpp (that you won't delete) // -Your beloved friend, imgui_demo.cpp (that you won't delete)
// Message to beginner C/C++ programmers about the meaning of the 'static' keyword: // Message to beginner C/C++ programmers about the meaning of the 'static' keyword:
// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is // In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is
// essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data // essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data
// in the same place, to make the demo source code faster to read, faster to write, and smaller in size. // in the same place, to make the demo source code faster to read, faster to write, and smaller in size.
// 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 // 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 might be a pattern you will want to use in your code, but most of the real data you would be editing is // or used in threads. This might be a pattern you will want to use in your code, but most of the real data you would be editing is
// likely going to be stored outside your functions. // likely going to be stored outside your functions.
/* /*
@ -421,7 +421,7 @@ static void ShowDemoWindowWidgets()
// Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.
for (int i = 0; i < 7; i++) for (int i = 0; i < 7; i++)
{ {
if (i > 0) if (i > 0)
ImGui::SameLine(); ImGui::SameLine();
ImGui::PushID(i); ImGui::PushID(i);
ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.6f)); ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.6f));
@ -915,7 +915,7 @@ static void ShowDemoWindowWidgets()
if (ImGui::TreeNode("Multi-line Text Input")) if (ImGui::TreeNode("Multi-line Text Input"))
{ {
// Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize
// and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings. // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings.
static bool read_only = false; static bool read_only = false;
static char text[1024*16] = static char text[1024*16] =
@ -1152,15 +1152,15 @@ static void ShowDemoWindowWidgets()
if (ImGui::TreeNode("Data Types")) if (ImGui::TreeNode("Data Types"))
{ {
// The DragScalar/InputScalar/SliderScalar functions allow various data types: signed/unsigned int/long long and float/double // The DragScalar/InputScalar/SliderScalar functions allow various data types: signed/unsigned int/long long and float/double
// To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum to pass the type, // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum to pass the type,
// and passing all arguments by address. // and passing all arguments by address.
// This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types. // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types.
// In practice, if you frequently use a given type that is not covered by the normal API entry points, you can wrap it // In practice, if you frequently use a given type that is not covered by the normal API entry points, you can wrap it
// yourself inside a 1 line function which can take typed argument as value instead of void*, and then pass their address // yourself inside a 1 line function which can take typed argument as value instead of void*, and then pass their address
// to the generic function. For example: // to the generic function. For example:
// bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld")
// { // {
// return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format);
// } // }
// Limits (as helper variables that we can take the address of) // Limits (as helper variables that we can take the address of)
@ -1355,7 +1355,7 @@ static void ShowDemoWindowWidgets()
static int mode = 0; static int mode = 0;
if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine();
if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine();
if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; }
static const char* names[9] = { "Bobby", "Beatrice", "Betty", "Brianna", "Barry", "Bernard", "Bibi", "Blaine", "Bryn" }; static const char* names[9] = { "Bobby", "Beatrice", "Betty", "Brianna", "Barry", "Bernard", "Bibi", "Blaine", "Bryn" };
for (int n = 0; n < IM_ARRAYSIZE(names); n++) for (int n = 0; n < IM_ARRAYSIZE(names); n++)
{ {
@ -1500,7 +1500,7 @@ static void ShowDemoWindowWidgets()
if (embed_all_inside_a_child_window) if (embed_all_inside_a_child_window)
ImGui::EndChild(); ImGui::EndChild();
// Calling IsItemHovered() after begin returns the hovered status of the title bar. // Calling IsItemHovered() after begin returns the hovered status of the title bar.
// This is useful in particular if you want to create a context menu (with BeginPopupContextItem) associated to the title bar of a window. // This is useful in particular if you want to create a context menu (with BeginPopupContextItem) associated to the title bar of a window.
static bool test_window = false; static bool test_window = false;
ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window);
@ -2026,7 +2026,7 @@ static void ShowDemoWindowPopups()
// if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); }
// With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state.
// This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below.
if (ImGui::TreeNode("Popups")) if (ImGui::TreeNode("Popups"))
{ {
@ -2122,7 +2122,7 @@ static void ShowDemoWindowPopups()
ImGui::Text("(You can also right-click me to the same popup as above.)"); ImGui::Text("(You can also right-click me to the same popup as above.)");
ImGui::OpenPopupOnItemClick("item context menu", 1); ImGui::OpenPopupOnItemClick("item context menu", 1);
// When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem(). // When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem().
// BeginPopupContextItem() will use the last item ID as the popup ID. // BeginPopupContextItem() will use the last item ID as the popup ID.
// In addition here, we want to include your editable label inside the button label. We use the ### operator to override the ID (read FAQ about ID for details) // In addition here, we want to include your editable label inside the button label. We use the ### operator to override the ID (read FAQ about ID for details)
static char name[32] = "Label1"; static char name[32] = "Label1";
@ -3385,10 +3385,10 @@ struct ExampleAppLog
ImVector<int> LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines ImVector<int> LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines
bool ScrollToBottom; bool ScrollToBottom;
void Clear() void Clear()
{ {
Buf.clear(); Buf.clear();
LineOffsets.clear(); LineOffsets.clear();
LineOffsets.push_back(0); LineOffsets.push_back(0);
} }
@ -3438,11 +3438,11 @@ struct ExampleAppLog
else else
{ {
// The simplest and easy way to display the entire buffer: // The simplest and easy way to display the entire buffer:
// ImGui::TextUnformatted(buf_begin, buf_end); // ImGui::TextUnformatted(buf_begin, buf_end);
// And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward to skip non-visible lines. // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward to skip non-visible lines.
// Here we instead demonstrate using the clipper to only process lines that are within the visible area. // Here we instead demonstrate using the clipper to only process lines that are within the visible area.
// If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them on your side is recommended. // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them on your side is recommended.
// Using ImGuiListClipper requires A) random access into your data, and B) items all being the same height, // Using ImGuiListClipper requires A) random access into your data, and B) items all being the same height,
// both of which we can handle since we an array pointing to the beginning of each line of text. // both of which we can handle since we an array pointing to the beginning of each line of text.
// When using the filter (in the block of code above) we don't have random access into the data to display anymore, which is why we don't use the clipper. // When using the filter (in the block of code above) we don't have random access into the data to display anymore, which is why we don't use the clipper.
// Storing or skimming through the search result would make it possible (and would be recommended if you want to search through tens of thousands of entries) // Storing or skimming through the search result would make it possible (and would be recommended if you want to search through tens of thousands of entries)
@ -3485,7 +3485,7 @@ static void ShowExampleAppLog(bool* p_open)
{ {
const char* categories[3] = { "info", "warn", "error" }; const char* categories[3] = { "info", "warn", "error" };
const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" };
log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n",
ImGui::GetFrameCount(), categories[counter % IM_ARRAYSIZE(categories)], ImGui::GetTime(), words[counter % IM_ARRAYSIZE(words)]); ImGui::GetFrameCount(), categories[counter % IM_ARRAYSIZE(categories)], ImGui::GetTime(), words[counter % IM_ARRAYSIZE(words)]);
counter++; counter++;
} }
@ -3952,16 +3952,16 @@ struct MyDocument
bool Open; // Set when the document is open (in this demo, we keep an array of all available documents to simplify the demo) bool Open; // Set when the document is open (in this demo, we keep an array of all available documents to simplify the demo)
bool OpenPrev; // Copy of Open from last update. bool OpenPrev; // Copy of Open from last update.
bool Dirty; // Set when the document has been modified bool Dirty; // Set when the document has been modified
bool WantClose; // Set when the document bool WantClose; // Set when the document
ImVec4 Color; // An arbitrary variable associated to the document ImVec4 Color; // An arbitrary variable associated to the document
MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f,1.0f,1.0f,1.0f)) MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f,1.0f,1.0f,1.0f))
{ {
Name = name; Name = name;
Open = OpenPrev = open; Open = OpenPrev = open;
Dirty = false; Dirty = false;
WantClose = false; WantClose = false;
Color = color; Color = color;
} }
void DoOpen() { Open = true; } void DoOpen() { Open = true; }
void DoQueueClose() { WantClose = true; } void DoQueueClose() { WantClose = true; }
@ -4018,8 +4018,8 @@ struct ExampleAppDocuments
// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface. // [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface.
// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, as opposed // If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, as opposed
// to clicking on the regular tab closing button) and stops being submitted, it will take a frame for the tab bar to notice its absence. // to clicking on the regular tab closing button) and stops being submitted, it will take a frame for the tab bar to notice its absence.
// During this frame there will be a gap in the tab bar, and if the tab that has disappeared was the selected one, the tab bar // During this frame there will be a gap in the tab bar, and if the tab that has disappeared was the selected one, the tab bar
// will report no selected tab during the frame. This will effectively give the impression of a flicker for one frame. // will report no selected tab during the frame. This will effectively give the impression of a flicker for one frame.
// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch. // We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch.
// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag. // Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag.

View File

@ -958,7 +958,7 @@ void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, floa
return; return;
} }
// Note that we are adding a point at both a_min and a_max. // Note that we are adding a point at both a_min and a_max.
// If you are trying to draw a full closed circle you don't want the overlapping points! // If you are trying to draw a full closed circle you don't want the overlapping points!
_Path.reserve(_Path.Size + (num_segments + 1)); _Path.reserve(_Path.Size + (num_segments + 1));
for (int i = 0; i <= num_segments; i++) for (int i = 0; i <= num_segments; i++)
@ -1848,7 +1848,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
continue; continue;
if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font?
continue; continue;
// Add to avail set/counters // Add to avail set/counters
src_tmp.GlyphsCount++; src_tmp.GlyphsCount++;
dst_tmp.GlyphsCount++; dst_tmp.GlyphsCount++;
@ -2019,7 +2019,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
float char_off_x = font_off_x; float char_off_x = font_off_x;
if (char_advance_x_org != char_advance_x_mod) if (char_advance_x_org != char_advance_x_mod)
char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
// Register glyph // Register glyph
stbtt_aligned_quad q; stbtt_aligned_quad q;
float dummy_x = 0.0f, dummy_y = 0.0f; float dummy_x = 0.0f, dummy_y = 0.0f;
@ -2300,7 +2300,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
3,7,6,3,1,2,3,9,1,3,1,6,3,2,1,3,11,3,1,6,10,3,2,3,1,2,1,5,1,1,11,3,6,4,1,7,2,1,2,5,5,34,4,14,18,4,19,7,5,8,2,6,79,1,5,2,14,8,2,9,2,1,36,28,16, 3,7,6,3,1,2,3,9,1,3,1,6,3,2,1,3,11,3,1,6,10,3,2,3,1,2,1,5,1,1,11,3,6,4,1,7,2,1,2,5,5,34,4,14,18,4,19,7,5,8,2,6,79,1,5,2,14,8,2,9,2,1,36,28,16,
4,1,1,1,2,12,6,42,39,16,23,7,15,15,3,2,12,7,21,64,6,9,28,8,12,3,3,41,59,24,51,55,57,294,9,9,2,6,2,15,1,2,13,38,90,9,9,9,3,11,7,1,1,1,5,6,3,2, 4,1,1,1,2,12,6,42,39,16,23,7,15,15,3,2,12,7,21,64,6,9,28,8,12,3,3,41,59,24,51,55,57,294,9,9,2,6,2,15,1,2,13,38,90,9,9,9,3,11,7,1,1,1,5,6,3,2,
1,2,2,3,8,1,4,4,1,5,7,1,4,3,20,4,9,1,1,1,5,5,17,1,5,2,6,2,4,1,4,5,7,3,18,11,11,32,7,5,4,7,11,127,8,4,3,3,1,10,1,1,6,21,14,1,16,1,7,1,3,6,9,65, 1,2,2,3,8,1,4,4,1,5,7,1,4,3,20,4,9,1,1,1,5,5,17,1,5,2,6,2,4,1,4,5,7,3,18,11,11,32,7,5,4,7,11,127,8,4,3,3,1,10,1,1,6,21,14,1,16,1,7,1,3,6,9,65,
51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39, 51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39,
}; };
static ImWchar base_ranges[] = // not zero-terminated static ImWchar base_ranges[] = // not zero-terminated
{ {
@ -3049,8 +3049,8 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
draw_list->PathFillConvex(col); draw_list->PathFillConvex(col);
} }
// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it, // FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it,
// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match // and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match
// the boldness or positioning of what the font uses... // the boldness or positioning of what the font uses...
void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col) void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col)
{ {

View File

@ -358,9 +358,9 @@ enum ImGuiItemStatusFlags_
#ifdef IMGUI_ENABLE_TEST_ENGINE #ifdef IMGUI_ENABLE_TEST_ENGINE
, // [imgui-test only] , // [imgui-test only]
ImGuiItemStatusFlags_Openable = 1 << 10, // ImGuiItemStatusFlags_Openable = 1 << 10, //
ImGuiItemStatusFlags_Opened = 1 << 11, // ImGuiItemStatusFlags_Opened = 1 << 11, //
ImGuiItemStatusFlags_Checkable = 1 << 12, // ImGuiItemStatusFlags_Checkable = 1 << 12, //
ImGuiItemStatusFlags_Checked = 1 << 13 // ImGuiItemStatusFlags_Checked = 1 << 13 //
#endif #endif
}; };
@ -1430,7 +1430,7 @@ namespace ImGui
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
IMGUI_API void TreePushRawID(ImGuiID id); IMGUI_API void TreePushRawID(ImGuiID id);
// Template functions are instantiated in imgui_widgets.cpp for a finite number of types. // Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
// To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
// e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); " // e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); "
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, const T v_min, const T v_max, const char* format, float power, ImGuiDragFlags flags); template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, const T v_min, const T v_max, const char* format, float power, ImGuiDragFlags flags);

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@ -1458,7 +1458,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* const items[
return value_changed; return value_changed;
} }
// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" // Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0"
bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)
{ {
int items_count = 0; int items_count = 0;
@ -3123,7 +3123,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
// Edit a string of text // Edit a string of text
// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". // - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!".
// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match // This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. // Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.
// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. // - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.
// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h // - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h
@ -3149,7 +3149,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
if (is_resizable) if (is_resizable)
IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!
if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope, if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope,
BeginGroup(); BeginGroup();
const ImGuiID id = window->GetID(label); const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImVec2 label_size = CalcTextSize(label, NULL, true);
@ -4610,7 +4610,7 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl
// - TreeNodeV() // - TreeNodeV()
// - TreeNodeEx() // - TreeNodeEx()
// - TreeNodeExV() // - TreeNodeExV()
// - TreeNodeBehavior() [Internal] // - TreeNodeBehavior() [Internal]
// - TreePush() // - TreePush()
// - TreePop() // - TreePop()
// - TreeAdvanceToLabelPos() // - TreeAdvanceToLabelPos()
@ -5869,7 +5869,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
return true; return true;
} }
// When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order. // When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order.
// Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user. // Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user.
if ((flags & ImGuiTabBarFlags_Reorderable) && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1) if ((flags & ImGuiTabBarFlags_Reorderable) && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1)
ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByVisibleOffset); ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByVisibleOffset);
@ -5884,7 +5884,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible;
tab_bar->CurrFrameVisible = g.FrameCount; tab_bar->CurrFrameVisible = g.FrameCount;
// Layout // Layout
ItemSize(ImVec2(tab_bar->OffsetMax, tab_bar->BarRect.GetHeight())); ItemSize(ImVec2(tab_bar->OffsetMax, tab_bar->BarRect.GetHeight()));
window->DC.CursorPos.x = tab_bar->BarRect.Min.x; window->DC.CursorPos.x = tab_bar->BarRect.Min.x;
@ -5998,7 +5998,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
found_selected_tab_id = true; found_selected_tab_id = true;
// Refresh tab width immediately if we can (for manual tab bar, WidthContent will lag by one frame which is mostly noticeable when changing style.FramePadding.x) // Refresh tab width immediately if we can (for manual tab bar, WidthContent will lag by one frame which is mostly noticeable when changing style.FramePadding.x)
// Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
// and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.
width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents; width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents;

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@ -3,7 +3,7 @@
// This is also an example of how you may wrap your own similar types. // This is also an example of how you may wrap your own similar types.
// Compatibility: // Compatibility:
// - std::string support is only guaranteed to work from C++11. // - std::string support is only guaranteed to work from C++11.
// If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture) // If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture)
// Changelog: // Changelog:

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@ -3,7 +3,7 @@
// This is also an example of how you may wrap your own similar types. // This is also an example of how you may wrap your own similar types.
// Compatibility: // Compatibility:
// - std::string support is only guaranteed to work from C++11. // - std::string support is only guaranteed to work from C++11.
// If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture) // If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture)
// Changelog: // Changelog:

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@ -56,7 +56,7 @@ int main(int argc, char** argv)
return binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding, use_compression) ? 0 : 1; return binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding, use_compression) ? 0 : 1;
} }
char Encode85Byte(unsigned int x) char Encode85Byte(unsigned int x)
{ {
x = (x % 85) + 35; x = (x % 85) + 35;
return (x>='\\') ? x+1 : x; return (x>='\\') ? x+1 : x;
@ -214,7 +214,7 @@ static int stb__window = 0x40000; // 256K
static int stb_not_crap(int best, int dist) static int stb_not_crap(int best, int dist)
{ {
return ((best > 2 && dist <= 0x00100) return ((best > 2 && dist <= 0x00100)
|| (best > 5 && dist <= 0x04000) || (best > 5 && dist <= 0x04000)
|| (best > 7 && dist <= 0x80000)); || (best > 7 && dist <= 0x80000));
} }
@ -296,15 +296,15 @@ static int stb_compress_chunk(stb_uchar *history,
stb_out(dist-1); stb_out(dist-1);
} else if (best > 5 && best <= 0x100 && dist <= 0x4000) { } else if (best > 5 && best <= 0x100 && dist <= 0x4000) {
outliterals(lit_start, q-lit_start); lit_start = (q += best); outliterals(lit_start, q-lit_start); lit_start = (q += best);
stb_out2(0x4000 + dist-1); stb_out2(0x4000 + dist-1);
stb_out(best-1); stb_out(best-1);
} else if (best > 7 && best <= 0x100 && dist <= 0x80000) { } else if (best > 7 && best <= 0x100 && dist <= 0x80000) {
outliterals(lit_start, q-lit_start); lit_start = (q += best); outliterals(lit_start, q-lit_start); lit_start = (q += best);
stb_out3(0x180000 + dist-1); stb_out3(0x180000 + dist-1);
stb_out(best-1); stb_out(best-1);
} else if (best > 8 && best <= 0x10000 && dist <= 0x80000) { } else if (best > 8 && best <= 0x10000 && dist <= 0x80000) {
outliterals(lit_start, q-lit_start); lit_start = (q += best); outliterals(lit_start, q-lit_start); lit_start = (q += best);
stb_out3(0x100000 + dist-1); stb_out3(0x100000 + dist-1);
stb_out2(best-1); stb_out2(best-1);
} else if (best > 9 && dist <= 0x1000000) { } else if (best > 9 && dist <= 0x1000000) {
if (best > 65536) best = 65536; if (best > 65536) best = 65536;

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@ -38,7 +38,7 @@
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
#endif #endif
namespace namespace
{ {
// Glyph metrics: // Glyph metrics:
// -------------- // --------------
@ -72,7 +72,7 @@ namespace
// |------------- advanceX ----------->| // |------------- advanceX ----------->|
/// A structure that describe a glyph. /// A structure that describe a glyph.
struct GlyphInfo struct GlyphInfo
{ {
int Width; // Glyph's width in pixels. int Width; // Glyph's width in pixels.
int Height; // Glyph's height in pixels. int Height; // Glyph's height in pixels.
@ -139,7 +139,7 @@ namespace
LoadFlags |= FT_LOAD_TARGET_LIGHT; LoadFlags |= FT_LOAD_TARGET_LIGHT;
else if (UserFlags & ImGuiFreeType::MonoHinting) else if (UserFlags & ImGuiFreeType::MonoHinting)
LoadFlags |= FT_LOAD_TARGET_MONO; LoadFlags |= FT_LOAD_TARGET_MONO;
else else
LoadFlags |= FT_LOAD_TARGET_NORMAL; LoadFlags |= FT_LOAD_TARGET_NORMAL;
return true; return true;
@ -147,16 +147,16 @@ namespace
void FreeTypeFont::CloseFont() void FreeTypeFont::CloseFont()
{ {
if (Face) if (Face)
{ {
FT_Done_Face(Face); FT_Done_Face(Face);
Face = NULL; Face = NULL;
} }
} }
void FreeTypeFont::SetPixelHeight(int pixel_height) void FreeTypeFont::SetPixelHeight(int pixel_height)
{ {
// Vuhdo: I'm not sure how to deal with font sizes properly. As far as I understand, currently ImGui assumes that the 'pixel_height' // Vuhdo: I'm not sure how to deal with font sizes properly. As far as I understand, currently ImGui assumes that the 'pixel_height'
// is a maximum height of an any given glyph, i.e. it's the sum of font's ascender and descender. Seems strange to me. // is a maximum height of an any given glyph, i.e. it's the sum of font's ascender and descender. Seems strange to me.
// NB: FT_Set_Pixel_Sizes() doesn't seem to get us the same result. // NB: FT_Set_Pixel_Sizes() doesn't seem to get us the same result.
FT_Size_RequestRec req; FT_Size_RequestRec req;
@ -391,7 +391,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
buf_rects.resize(total_glyphs_count); buf_rects.resize(total_glyphs_count);
memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());
// Allocate temporary rasterization data buffers. // Allocate temporary rasterization data buffers.
// We could not find a way to retrieve accurate glyph size without rendering them. // We could not find a way to retrieve accurate glyph size without rendering them.
// (e.g. slot->metrics->width not always matching bitmap->width, especially considering the Oblique transform) // (e.g. slot->metrics->width not always matching bitmap->width, especially considering the Oblique transform)
// We allocate in chunks of 256 KB to not waste too much extra memory ahead. Hopefully users of FreeType won't find the temporary allocations. // We allocate in chunks of 256 KB to not waste too much extra memory ahead. Hopefully users of FreeType won't find the temporary allocations.
@ -539,7 +539,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
float char_off_x = font_off_x; float char_off_x = font_off_x;
if (char_advance_x_org != char_advance_x_mod) if (char_advance_x_org != char_advance_x_mod)
char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
// Register glyph // Register glyph
float x0 = info.OffsetX + char_off_x; float x0 = info.OffsetX + char_off_x;
float y0 = info.OffsetY + font_off_y; float y0 = info.OffsetY + font_off_y;

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@ -12,10 +12,10 @@ namespace ImGuiFreeType
// When disabled, FreeType generates blurrier glyphs, more or less matches the stb's output. // When disabled, FreeType generates blurrier glyphs, more or less matches the stb's output.
// The Default hinting mode usually looks good, but may distort glyphs in an unusual way. // The Default hinting mode usually looks good, but may distort glyphs in an unusual way.
// The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer. // The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer.
// You can set those flags on a per font basis in ImFontConfig::RasterizerFlags. // You can set those flags on a per font basis in ImFontConfig::RasterizerFlags.
// Use the 'extra_flags' parameter of BuildFontAtlas() to force a flag on all your fonts. // Use the 'extra_flags' parameter of BuildFontAtlas() to force a flag on all your fonts.
enum RasterizerFlags enum RasterizerFlags
{ {
// By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter. // By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter.
NoHinting = 1 << 0, // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes. NoHinting = 1 << 0, // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes.