mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-17 21:56:36 +00:00
Merge branch 'master' into 2016-02-colorpicker
This commit is contained in:
commit
326c4e40f8
@ -47,7 +47,11 @@ Gallery
|
||||
|
||||
See the [Screenshots Thread](https://github.com/ocornut/imgui/issues/123) for some user creations.
|
||||
|
||||
![screenshot 1](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/examples_04.png)
|
||||
![screenshot 1](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_01.png)
|
||||
![screenshot 2](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_02.png)
|
||||
|
||||
[![profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler-880.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png)
|
||||
|
||||
![screenshot 2](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_01.png)
|
||||
![screenshot 3](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_02.png)
|
||||
![screenshot 4](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_03.png)
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Allegro 5 bindings
|
||||
// In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
@ -38,14 +40,14 @@ void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
|
||||
al_get_blender(&op, &src, &dst);
|
||||
al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
|
||||
|
||||
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];
|
||||
|
||||
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats
|
||||
static ImVector<ImDrawVertAllegro> vertices;
|
||||
vertices.resize(cmd_list->VtxBuffer.size());
|
||||
for (int i = 0; i < cmd_list->VtxBuffer.size(); ++i)
|
||||
for (int i = 0; i < cmd_list->VtxBuffer.size(); ++i)
|
||||
{
|
||||
const ImDrawVert &dv = cmd_list->VtxBuffer[i];
|
||||
ImDrawVertAllegro v;
|
||||
@ -60,18 +62,18 @@ void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
|
||||
// You can also use '#define ImDrawIdx unsigned int' in imconfig.h and request ImGui to output 32-bit indices
|
||||
static ImVector<int> indices;
|
||||
indices.resize(cmd_list->IdxBuffer.size());
|
||||
for (int i = 0; i < cmd_list->IdxBuffer.size(); ++i)
|
||||
for (int i = 0; i < cmd_list->IdxBuffer.size(); ++i)
|
||||
indices[i] = (int)cmd_list->IdxBuffer.Data[i];
|
||||
|
||||
int idx_offset = 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];
|
||||
if (pcmd->UserCallback)
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
else
|
||||
{
|
||||
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
|
||||
al_set_clipping_rectangle(pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z-pcmd->ClipRect.x, pcmd->ClipRect.w-pcmd->ClipRect.y);
|
||||
@ -102,11 +104,11 @@ bool Imgui_ImplA5_CreateDeviceObjects()
|
||||
ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
|
||||
al_set_new_bitmap_flags(flags);
|
||||
al_set_new_bitmap_format(fmt);
|
||||
if (!img)
|
||||
if (!img)
|
||||
return false;
|
||||
|
||||
ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
|
||||
if (!locked_img)
|
||||
if (!locked_img)
|
||||
{
|
||||
al_destroy_bitmap(img);
|
||||
return false;
|
||||
@ -117,7 +119,7 @@ bool Imgui_ImplA5_CreateDeviceObjects()
|
||||
// Convert software texture to hardware texture.
|
||||
ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
|
||||
al_destroy_bitmap(img);
|
||||
if (!cloned_img)
|
||||
if (!cloned_img)
|
||||
return false;
|
||||
|
||||
// Store our identifier
|
||||
@ -135,7 +137,7 @@ bool Imgui_ImplA5_CreateDeviceObjects()
|
||||
|
||||
void ImGui_ImplA5_InvalidateDeviceObjects()
|
||||
{
|
||||
if (g_Texture)
|
||||
if (g_Texture)
|
||||
{
|
||||
al_destroy_bitmap(g_Texture);
|
||||
ImGui::GetIO().Fonts->TexID = NULL;
|
||||
@ -151,11 +153,11 @@ void ImGui_ImplA5_InvalidateDeviceObjects()
|
||||
bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display)
|
||||
{
|
||||
g_Display = display;
|
||||
|
||||
// Create custom vertex declaration.
|
||||
|
||||
// Create custom vertex declaration.
|
||||
// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
|
||||
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
|
||||
ALLEGRO_VERTEX_ELEMENT elems[] =
|
||||
ALLEGRO_VERTEX_ELEMENT elems[] =
|
||||
{
|
||||
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, pos) },
|
||||
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, uv) },
|
||||
@ -203,13 +205,13 @@ bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
|
||||
{
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
|
||||
switch (ev->type)
|
||||
switch (ev->type)
|
||||
{
|
||||
case ALLEGRO_EVENT_MOUSE_AXES:
|
||||
io.MouseWheel += ev->mouse.dz;
|
||||
return true;
|
||||
case ALLEGRO_EVENT_KEY_CHAR:
|
||||
if (ev->keyboard.display == g_Display)
|
||||
if (ev->keyboard.display == g_Display)
|
||||
if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)ev->keyboard.unichar);
|
||||
return true;
|
||||
@ -225,7 +227,7 @@ bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
|
||||
|
||||
void ImGui_ImplA5_NewFrame()
|
||||
{
|
||||
if (!g_Texture)
|
||||
if (!g_Texture)
|
||||
Imgui_ImplA5_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
@ -249,12 +251,12 @@ void ImGui_ImplA5_NewFrame()
|
||||
io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
|
||||
|
||||
ALLEGRO_MOUSE_STATE mouse;
|
||||
if (keys.display == g_Display)
|
||||
if (keys.display == g_Display)
|
||||
{
|
||||
al_get_mouse_state(&mouse);
|
||||
io.MousePos = ImVec2((float)mouse.x, (float)mouse.y);
|
||||
}
|
||||
else
|
||||
else
|
||||
{
|
||||
io.MousePos = ImVec2(-1, -1);
|
||||
}
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Allegro 5 bindings
|
||||
// In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
@ -9,7 +9,7 @@
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup Allegro
|
||||
// Setup Allegro
|
||||
al_init();
|
||||
al_install_keyboard();
|
||||
al_install_mouse();
|
||||
@ -41,7 +41,7 @@ int main(int, char**)
|
||||
|
||||
// Main loop
|
||||
bool running = true;
|
||||
while (running)
|
||||
while (running)
|
||||
{
|
||||
ALLEGRO_EVENT ev;
|
||||
while (al_get_next_event(queue, &ev))
|
||||
@ -70,7 +70,7 @@ int main(int, char**)
|
||||
}
|
||||
|
||||
// 2. Show another simple window, this time using an explicit Begin/End pair
|
||||
if (show_another_window)
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::SetNextWindowSize(ImVec2(200, 100), ImGuiSetCond_FirstUseEver);
|
||||
ImGui::Begin("Another Window", &show_another_window);
|
||||
@ -79,7 +79,7 @@ int main(int, char**)
|
||||
}
|
||||
|
||||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
|
||||
if (show_test_window)
|
||||
if (show_test_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
|
||||
ImGui::ShowTestWindow(&show_test_window);
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Win32 + DirectX10 binding
|
||||
// In this binding, ImTextureID is used to store a 'ID3D10ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Win32 + DirectX10 binding
|
||||
// In this binding, ImTextureID is used to store a 'ID3D10ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
@ -21,7 +21,7 @@ void CreateRenderTarget()
|
||||
g_pSwapChain->GetDesc(&sd);
|
||||
|
||||
// Create the render target
|
||||
ID3D10Texture2D* pBackBuffer;
|
||||
ID3D10Texture2D* pBackBuffer;
|
||||
D3D10_RENDER_TARGET_VIEW_DESC render_target_view_desc;
|
||||
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
|
||||
render_target_view_desc.Format = sd.BufferDesc.Format;
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Win32 + DirectX11 binding
|
||||
// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
@ -161,7 +163,7 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
|
||||
{
|
||||
const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
|
||||
g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
|
||||
g_pd3dDeviceContext->RSSetScissorRects(1, &r);
|
||||
g_pd3dDeviceContext->RSSetScissorRects(1, &r);
|
||||
g_pd3dDeviceContext->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
@ -290,7 +292,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
static const char* vertexShader =
|
||||
static const char* vertexShader =
|
||||
"cbuffer vertexBuffer : register(b0) \
|
||||
{\
|
||||
float4x4 ProjectionMatrix; \
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Win32 + DirectX11 binding
|
||||
// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
@ -21,7 +21,7 @@ void CreateRenderTarget()
|
||||
g_pSwapChain->GetDesc(&sd);
|
||||
|
||||
// Create the render target
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
|
||||
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
|
||||
render_target_view_desc.Format = sd.BufferDesc.Format;
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Win32 + DirectX9 binding
|
||||
// In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
@ -95,8 +97,8 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
|
||||
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
|
||||
g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
||||
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
|
||||
@ -146,26 +148,26 @@ IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LP
|
||||
io.MouseDown[0] = true;
|
||||
return true;
|
||||
case WM_LBUTTONUP:
|
||||
io.MouseDown[0] = false;
|
||||
io.MouseDown[0] = false;
|
||||
return true;
|
||||
case WM_RBUTTONDOWN:
|
||||
io.MouseDown[1] = true;
|
||||
io.MouseDown[1] = true;
|
||||
return true;
|
||||
case WM_RBUTTONUP:
|
||||
io.MouseDown[1] = false;
|
||||
io.MouseDown[1] = false;
|
||||
return true;
|
||||
case WM_MBUTTONDOWN:
|
||||
io.MouseDown[2] = true;
|
||||
io.MouseDown[2] = true;
|
||||
return true;
|
||||
case WM_MBUTTONUP:
|
||||
io.MouseDown[2] = false;
|
||||
io.MouseDown[2] = false;
|
||||
return true;
|
||||
case WM_MOUSEWHEEL:
|
||||
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
||||
return true;
|
||||
case WM_MOUSEMOVE:
|
||||
io.MousePos.x = (signed short)(lParam);
|
||||
io.MousePos.y = (signed short)(lParam >> 16);
|
||||
io.MousePos.y = (signed short)(lParam >> 16);
|
||||
return true;
|
||||
case WM_KEYDOWN:
|
||||
if (wParam < 256)
|
||||
@ -189,7 +191,7 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
|
||||
g_hWnd = (HWND)hwnd;
|
||||
g_pd3dDevice = device;
|
||||
|
||||
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
||||
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
||||
return false;
|
||||
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
|
||||
return false;
|
||||
@ -242,7 +244,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8B8G8R8, D3DPOOL_DEFAULT, &g_FontTexture) < 0)
|
||||
return false;
|
||||
D3DLOCKED_RECT tex_locked_rect;
|
||||
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
|
||||
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
|
||||
return false;
|
||||
for (int y = 0; y < height; y++)
|
||||
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
|
||||
@ -299,7 +301,7 @@ void ImGui_ImplDX9_NewFrame()
|
||||
|
||||
// Setup time step
|
||||
INT64 current_time;
|
||||
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
|
||||
g_Time = current_time;
|
||||
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Win32 + DirectX9 binding
|
||||
// In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
@ -1,9 +1,9 @@
|
||||
//
|
||||
// imgui_impl_ios.h
|
||||
// imguiex
|
||||
//
|
||||
// Joel Davis (joeld42@gmail.com)
|
||||
//
|
||||
// ImGui iOS+OpenGL+Synergy binding
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
|
||||
// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
|
||||
|
||||
// by Joel Davis (joeld42@gmail.com)
|
||||
|
||||
#pragma once
|
||||
|
||||
|
@ -1,6 +1,7 @@
|
||||
//
|
||||
// imgui_impl_ios.cpp
|
||||
// imguiex
|
||||
// ImGui iOS+OpenGL+Synergy binding
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
|
||||
// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
|
||||
|
||||
#import <OpenGLES/ES3/gl.h>
|
||||
#import <OpenGLES/ES3/glext.h>
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Marmalade binding with IwGx
|
||||
// In this binding, ImTextureID is used to store a 'CIwTexture*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
@ -11,7 +13,7 @@
|
||||
#include "imgui_impl_marmalade.h"
|
||||
|
||||
#include <s3eClipboard.h>
|
||||
#include <s3ePointer.h>
|
||||
#include <s3ePointer.h>
|
||||
#include <s3eKeyboard.h>
|
||||
#include <IwTexture.h>
|
||||
#include <IwGx.h>
|
||||
@ -45,7 +47,7 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
|
||||
CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
|
||||
CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
|
||||
|
||||
for( int i=0; i < nVert; i++ )
|
||||
for( int i=0; i < nVert; i++ )
|
||||
{
|
||||
// TODO: optimize multiplication on gpu using vertex shader
|
||||
pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x;
|
||||
@ -90,12 +92,12 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
|
||||
|
||||
static const char* ImGui_Marmalade_GetClipboardText()
|
||||
{
|
||||
if (s3eClipboardAvailable())
|
||||
if (s3eClipboardAvailable())
|
||||
{
|
||||
int size = s3eClipboardGetText(NULL, 0);
|
||||
if (size > 0)
|
||||
if (size > 0)
|
||||
{
|
||||
if (g_ClipboardText)
|
||||
if (g_ClipboardText)
|
||||
{
|
||||
delete[] g_ClipboardText;
|
||||
g_ClipboardText = NULL;
|
||||
@ -122,7 +124,7 @@ int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserDa
|
||||
// S3E_POINTER_BUTTON_SELECT
|
||||
s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData;
|
||||
|
||||
if (pEvent->m_Pressed == 1)
|
||||
if (pEvent->m_Pressed == 1)
|
||||
{
|
||||
if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
|
||||
g_MousePressed[0] = true;
|
||||
@ -147,7 +149,7 @@ int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
|
||||
io.KeysDown[e->m_Key] = true;
|
||||
if (e->m_Pressed == 0)
|
||||
io.KeysDown[e->m_Key] = false;
|
||||
|
||||
|
||||
io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN;
|
||||
io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN;
|
||||
io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN;
|
||||
@ -194,7 +196,7 @@ bool ImGui_Marmalade_CreateDeviceObjects()
|
||||
|
||||
void ImGui_Marmalade_InvalidateDeviceObjects()
|
||||
{
|
||||
if (g_ClipboardText)
|
||||
if (g_ClipboardText)
|
||||
{
|
||||
delete[] g_ClipboardText;
|
||||
g_ClipboardText = NULL;
|
||||
@ -276,8 +278,8 @@ void ImGui_Marmalade_NewFrame()
|
||||
mouse_x = s3ePointerGetX();
|
||||
mouse_y = s3ePointerGetY();
|
||||
io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
g_MousePressed[i] = false;
|
||||
@ -294,15 +296,15 @@ void ImGui_Marmalade_NewFrame()
|
||||
|
||||
// Show/hide OSD keyboard
|
||||
if (io.WantTextInput)
|
||||
{
|
||||
{
|
||||
// Some text input widget is active?
|
||||
if (!g_osdKeyboardEnabled)
|
||||
if (!g_osdKeyboardEnabled)
|
||||
{
|
||||
g_osdKeyboardEnabled = true;
|
||||
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard
|
||||
}
|
||||
}
|
||||
else
|
||||
else
|
||||
{
|
||||
// No text input widget is active
|
||||
if (g_osdKeyboardEnabled)
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui Marmalade binding with IwGx
|
||||
// In this binding, ImTextureID is used to store a 'CIwTexture*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui GLFW binding with OpenGL3 + shaders
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui GLFW binding with OpenGL3 + shaders
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui GLFW binding with OpenGL
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
@ -263,7 +265,7 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
{
|
||||
io.MousePos = ImVec2(-1,-1);
|
||||
}
|
||||
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui GLFW binding with OpenGL
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui SDL2 binding with OpenGL3
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
@ -13,7 +15,6 @@
|
||||
#include <GL/gl3w.h>
|
||||
|
||||
// Data
|
||||
static SDL_Window* g_Window = NULL;
|
||||
static double g_Time = 0.0f;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static float g_MouseWheel = 0.0f;
|
||||
@ -294,10 +295,8 @@ void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplSdlGL3_Init(SDL_Window *window)
|
||||
bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
|
||||
{
|
||||
g_Window = window;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
|
||||
@ -339,7 +338,7 @@ void ImGui_ImplSdlGL3_Shutdown()
|
||||
ImGui::Shutdown();
|
||||
}
|
||||
|
||||
void ImGui_ImplSdlGL3_NewFrame()
|
||||
void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
ImGui_ImplSdlGL3_CreateDeviceObjects();
|
||||
@ -348,9 +347,11 @@ void ImGui_ImplSdlGL3_NewFrame()
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
SDL_GetWindowSize(g_Window, &w, &h);
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
SDL_GL_GetDrawableSize(window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
|
||||
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
|
||||
|
||||
// Setup time step
|
||||
Uint32 time = SDL_GetTicks();
|
||||
@ -362,7 +363,7 @@ void ImGui_ImplSdlGL3_NewFrame()
|
||||
// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
|
||||
int mx, my;
|
||||
Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
|
||||
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_MOUSE_FOCUS)
|
||||
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
|
||||
io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||
else
|
||||
io.MousePos = ImVec2(-1, -1);
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui SDL2 binding with OpenGL3
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
@ -7,9 +9,9 @@
|
||||
struct SDL_Window;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window *window);
|
||||
IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window);
|
||||
IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
|
||||
IMGUI_API void ImGui_ImplSdlGL3_NewFrame();
|
||||
IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window);
|
||||
IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
|
@ -58,7 +58,7 @@ int main(int, char**)
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
}
|
||||
ImGui_ImplSdlGL3_NewFrame();
|
||||
ImGui_ImplSdlGL3_NewFrame(window);
|
||||
|
||||
// 1. Show a simple window
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
|
||||
@ -98,7 +98,7 @@ int main(int, char**)
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplSdlGL3_Shutdown();
|
||||
SDL_GL_DeleteContext(glcontext);
|
||||
SDL_GL_DeleteContext(glcontext);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui SDL2 binding with OpenGL
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
@ -183,7 +185,7 @@ void ImGui_ImplSdl_InvalidateDeviceObjects()
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplSdl_Init(SDL_Window *window)
|
||||
bool ImGui_ImplSdl_Init(SDL_Window* window)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
@ -205,11 +207,11 @@ bool ImGui_ImplSdl_Init(SDL_Window *window)
|
||||
io.KeyMap[ImGuiKey_X] = SDLK_x;
|
||||
io.KeyMap[ImGuiKey_Y] = SDLK_y;
|
||||
io.KeyMap[ImGuiKey_Z] = SDLK_z;
|
||||
|
||||
|
||||
io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
|
||||
io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
SDL_SysWMinfo wmInfo;
|
||||
SDL_VERSION(&wmInfo.version);
|
||||
@ -235,8 +237,11 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window)
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
int display_w, display_h;
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
SDL_GL_GetDrawableSize(window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
|
||||
|
||||
// Setup time step
|
||||
Uint32 time = SDL_GetTicks();
|
||||
@ -252,7 +257,7 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window)
|
||||
io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||
else
|
||||
io.MousePos = ImVec2(-1,-1);
|
||||
|
||||
|
||||
io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
|
||||
io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
|
||||
|
@ -1,4 +1,6 @@
|
||||
// ImGui SDL2 binding with OpenGL
|
||||
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
@ -7,9 +9,9 @@
|
||||
struct SDL_Window;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window *window);
|
||||
IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window* window);
|
||||
IMGUI_API void ImGui_ImplSdl_Shutdown();
|
||||
IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window *window);
|
||||
IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window* window);
|
||||
IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
|
@ -95,7 +95,7 @@ int main(int, char**)
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplSdl_Shutdown();
|
||||
SDL_GL_DeleteContext(glcontext);
|
||||
SDL_GL_DeleteContext(glcontext);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
|
150
imgui.cpp
150
imgui.cpp
@ -19,9 +19,10 @@
|
||||
- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
|
||||
- How can I help?
|
||||
- How do I update to a newer version of ImGui?
|
||||
- What is ImTextureID and how do I display an image?
|
||||
- Can I have multiple widgets with the same label? Can I have widget without a label? (Yes) / A primer on the use of labels/IDs in ImGui.
|
||||
- I integrated ImGui in my engine and the text or lines are blurry..
|
||||
- I integrated ImGui in my engine and some elements are disappearing when I move windows around..
|
||||
- I integrated ImGui in my engine and some elements are clipping or disappearing when I move windows around..
|
||||
- How can I load a different font than the default?
|
||||
- How can I load multiple fonts?
|
||||
- How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?
|
||||
@ -78,6 +79,7 @@
|
||||
- your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention on your side, no state duplication, less sync, less bugs.
|
||||
- call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
|
||||
- see examples/ folder for standalone sample applications. Prefer reading examples/opengl_example/ first at it is the simplest.
|
||||
you may be able to grab and copy a ready made imgui_impl_*** file from the examples/.
|
||||
- customization: PushStyleColor()/PushStyleVar() or the style editor to tweak the look of the interface (e.g. if you want a more compact UI or a different color scheme).
|
||||
|
||||
- getting started:
|
||||
@ -85,12 +87,13 @@
|
||||
- init: call io.Fonts->GetTexDataAsRGBA32(...) and load the font texture pixels into graphics memory.
|
||||
- every frame:
|
||||
1/ in your mainloop or right after you got your keyboard/mouse info, call ImGui::GetIO() and fill the fields marked 'Input'
|
||||
2/ call ImGui::NewFrame().
|
||||
2/ call ImGui::NewFrame() as early as you can!
|
||||
3/ use any ImGui function you want between NewFrame() and Render()
|
||||
4/ call ImGui::Render() to render all the accumulated command-lists. it will call your RenderDrawListFn handler that you set in the IO structure.
|
||||
4/ call ImGui::Render() as late as you can to end the frame and finalize render data. it will call your RenderDrawListFn handler that you set in the IO structure.
|
||||
(if you don't need to render, you still need to call Render() and ignore the callback, or call EndFrame() instead. if you call neither some aspects of windows focusing/moving will appear broken.)
|
||||
- all rendering information are stored into command-lists until ImGui::Render() is called.
|
||||
- ImGui never touches or know about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you must provide.
|
||||
- effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases.
|
||||
- ImGui never touches or know about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you provide.
|
||||
- effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases of your own application.
|
||||
- refer to the examples applications in the examples/ folder for instruction on how to setup your code.
|
||||
- a typical application skeleton may be:
|
||||
|
||||
@ -107,7 +110,7 @@
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height);
|
||||
// TODO: At this points you've got a texture pointed to by 'pixels' and you need to upload that your your graphic system
|
||||
// TODO: At this points you've got a texture pointed to by 'pixels' and you need to upload that your your graphic system
|
||||
// TODO: Store your texture pointer/identifier (whatever your engine uses) in 'io.Fonts->TexID'
|
||||
|
||||
// Application main loop
|
||||
@ -134,7 +137,7 @@
|
||||
|
||||
// 4) render & swap video buffers
|
||||
ImGui::Render();
|
||||
// swap video buffer, etc.
|
||||
SwapBuffers();
|
||||
}
|
||||
|
||||
- after calling ImGui::NewFrame() you can read back flags from the IO structure to tell how ImGui intends to use your inputs.
|
||||
@ -260,6 +263,18 @@
|
||||
Check the "API BREAKING CHANGES" sections for a list of occasional API breaking changes. If you have a problem with a function, search for its name
|
||||
in the code, there will likely be a comment about it. Please report any issue to the GitHub page!
|
||||
|
||||
|
||||
Q: What is ImTextureID and how do I display an image?
|
||||
A: ImTextureID is a void* used to pass renderer-agnostic texture references around until it hits your render function.
|
||||
ImGui knows nothing about what those bits represent, it just passes them around. It is up to you to decide what you want the void* to carry!
|
||||
It could be an identifier to your OpenGL texture (cast GLuint to void*), a pointer to your custom engine material (cast MyMaterial* to void*), etc.
|
||||
At the end of the chain, your renderer takes this void* to cast it back into whatever it needs to select a current texture to render.
|
||||
Refer to examples applications, where each renderer (in a imgui_impl_xxxx.cpp file) is treating ImTextureID as a different thing.
|
||||
(c++ tip: OpenGL uses integers to identify textures. You can safely store an integer into a void*, just cast it to void*, don't take it's address!)
|
||||
To display a custom image/texture within an ImGui window, you may use ImGui::Image(), ImGui::ImageButton(), ImDrawList::AddImage() functions.
|
||||
ImGui will generate the geometry and draw calls using the ImTextureID that you passed and which your renderer can use.
|
||||
It is your responsibility to get textures uploaded to your GPU.
|
||||
|
||||
Q: Can I have multiple widgets with the same label? Can I have widget without a label? (Yes)
|
||||
A: Yes. A primer on the use of labels/IDs in ImGui..
|
||||
|
||||
@ -298,7 +313,7 @@
|
||||
|
||||
Button("Hello###ID"; // Label = "Hello", ID = hash of "ID"
|
||||
Button("World###ID"; // Label = "World", ID = hash of "ID" (same as above)
|
||||
|
||||
|
||||
sprintf(buf, "My game (%f FPS)###MyGame");
|
||||
Begin(buf); // Variable label, ID = hash of "MyGame"
|
||||
|
||||
@ -357,8 +372,8 @@
|
||||
A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
|
||||
Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension.
|
||||
|
||||
Q. I integrated ImGui in my engine and some elements are disappearing when I move windows around..
|
||||
Most likely you are mishandling the clipping rectangles in your render function. Rectangles provided by ImGui are defined as (x1,y1,x2,y2) and NOT as (x1,y1,width,height).
|
||||
Q: I integrated ImGui in my engine and some elements are clipping or disappearing when I move windows around..
|
||||
A: Most likely you are mishandling the clipping rectangles in your render function. Rectangles provided by ImGui are defined as (x1,y1,x2,y2) and NOT as (x1,y1,width,height).
|
||||
|
||||
Q: How can I load a different font than the default? (default is an embedded version of ProggyClean.ttf, rendered at size 13)
|
||||
A: Use the font atlas to load the TTF file you want:
|
||||
@ -436,7 +451,7 @@
|
||||
- widgets: clean up widgets internal toward exposing everything.
|
||||
- widgets: add disabled and read-only modes (#211)
|
||||
- main: considering adding EndFrame()/Init(). some constructs are awkward in the implementation because of the lack of them.
|
||||
- main: make it so that a frame with no window registered won't refocus every window on subsequent frames (~bump LastFrameActive of all windows).
|
||||
- main: make it so that a frame with no window registered won't refocus every window on subsequent frames (~bump LastFrameActive of all windows).
|
||||
- main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
|
||||
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
|
||||
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
|
||||
@ -641,7 +656,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const
|
||||
static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, const char* display_format, char* buf, int buf_size);
|
||||
static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, int decimal_precision, char* buf, int buf_size);
|
||||
static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const void* value2);
|
||||
static void DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format);
|
||||
static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format);
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Platform dependent default implementations
|
||||
@ -973,7 +988,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char*
|
||||
if ((*str & 0xf0) == 0xe0)
|
||||
{
|
||||
*out_char = 0xFFFD; // will be invalid but not end of string
|
||||
if (in_text_end && in_text_end - (const char*)str < 3) return 1;
|
||||
if (in_text_end && in_text_end - (const char*)str < 3) return 1;
|
||||
if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3;
|
||||
if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below
|
||||
c = (unsigned int)((*str++ & 0x0f) << 12);
|
||||
@ -2377,7 +2392,7 @@ void ImGui::EndFrame()
|
||||
// Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
|
||||
if (g.IO.ImeSetInputScreenPosFn && ImLengthSqr(g.OsImePosRequest - g.OsImePosSet) > 0.0001f)
|
||||
{
|
||||
g.IO.ImeSetInputScreenPosFn((int)g.OsImePosRequest.x, (int)g.OsImePosRequest.y);
|
||||
g.IO.ImeSetInputScreenPosFn((int)g.OsImePosRequest.x, (int)g.OsImePosRequest.y);
|
||||
g.OsImePosSet = g.OsImePosRequest;
|
||||
}
|
||||
|
||||
@ -3130,7 +3145,7 @@ static bool IsPopupOpen(ImGuiID id)
|
||||
return opened;
|
||||
}
|
||||
|
||||
// Mark popup as open (toggle toward open state).
|
||||
// Mark popup as open (toggle toward open state).
|
||||
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
|
||||
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
|
||||
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
|
||||
@ -3308,11 +3323,11 @@ void ImGui::EndPopup()
|
||||
}
|
||||
|
||||
// This is a helper to handle the most simple case of associating one named popup to one given widget.
|
||||
// 1. If you have many possible popups (for different "instances" of a same widget, or for wholly different widgets), you may be better off handling
|
||||
// 1. If you have many possible popups (for different "instances" of a same widget, or for wholly different widgets), you may be better off handling
|
||||
// this yourself so you can store data relative to the widget that opened the popup instead of choosing different popup identifiers.
|
||||
// 2. If you want right-clicking on the same item to reopen the popup at new location, use the same code replacing IsItemHovered() with IsItemHoveredRect()
|
||||
// and passing true to the OpenPopupEx().
|
||||
// Because: hovering an item in a window below the popup won't normally trigger is hovering behavior/coloring. The pattern of ignoring the fact that
|
||||
// Because: hovering an item in a window below the popup won't normally trigger is hovering behavior/coloring. The pattern of ignoring the fact that
|
||||
// the item isn't interactable (because it is blocked by the active popup) may useful in some situation when e.g. large canvas as one item, content of menu
|
||||
// driven by click position.
|
||||
bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button)
|
||||
@ -3471,7 +3486,7 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size,
|
||||
|
||||
ImGuiWindow* ImGui::FindWindowByName(const char* name)
|
||||
{
|
||||
// FIXME-OPT: Store sorted hashes -> pointers so we can do a bissection in a contiguous block
|
||||
// FIXME-OPT: Store sorted hashes -> pointers so we can do a bissection in a contiguous block
|
||||
ImGuiState& g = *GImGui;
|
||||
ImGuiID id = ImHash(name, 0);
|
||||
for (int i = 0; i < g.Windows.Size; i++)
|
||||
@ -3604,7 +3619,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
|
||||
g.CurrentPopupStack.push_back(popup_ref);
|
||||
window->PopupID = popup_ref.PopupID;
|
||||
}
|
||||
|
||||
|
||||
const bool window_appearing_after_being_hidden = (window->HiddenFrames == 1);
|
||||
|
||||
// Process SetNextWindow***() calls
|
||||
@ -3752,7 +3767,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
|
||||
else
|
||||
{
|
||||
size_auto_fit = ImClamp(window->SizeContents + window->WindowPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - g.Style.DisplaySafeAreaPadding));
|
||||
|
||||
|
||||
// Handling case of auto fit window not fitting in screen on one axis, we are growing auto fit size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than DisplaySize-WindowPadding.
|
||||
if (size_auto_fit.x < window->SizeContents.x && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar))
|
||||
size_auto_fit.y += style.ScrollbarSize;
|
||||
@ -5625,7 +5640,7 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display
|
||||
label = str_id;
|
||||
const bool label_hide_text_after_double_hash = (label == str_id); // Only search and hide text after ## if we have passed label and ID separately, otherwise allow "##" within format string.
|
||||
const ImGuiID id = window->GetID(str_id);
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, label_hide_text_after_double_hash);
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, label_hide_text_after_double_hash);
|
||||
|
||||
// We vertically grow up to current line height up the typical widget height.
|
||||
const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset - padding.y); // Latch before ItemSize changes it
|
||||
@ -5919,7 +5934,7 @@ static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const
|
||||
}
|
||||
|
||||
// User can input math operators (e.g. +100) to edit a numerical values.
|
||||
static void DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format)
|
||||
static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format)
|
||||
{
|
||||
while (ImCharIsSpace(*buf))
|
||||
buf++;
|
||||
@ -5938,41 +5953,47 @@ static void DataTypeApplyOpFromText(const char* buf, const char* initial_value_b
|
||||
op = 0;
|
||||
}
|
||||
if (!buf[0])
|
||||
return;
|
||||
return false;
|
||||
|
||||
if (data_type == ImGuiDataType_Int)
|
||||
{
|
||||
if (!scalar_format)
|
||||
scalar_format = "%d";
|
||||
int* v = (int*)data_ptr;
|
||||
int ref_v = *v;
|
||||
if (op && sscanf(initial_value_buf, scalar_format, &ref_v) < 1)
|
||||
return;
|
||||
const int old_v = *v;
|
||||
int arg0 = *v;
|
||||
if (op && sscanf(initial_value_buf, scalar_format, &arg0) < 1)
|
||||
return false;
|
||||
|
||||
// Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision
|
||||
float op_v = 0.0f;
|
||||
if (op == '+') { if (sscanf(buf, "%f", &op_v) == 1) *v = (int)(ref_v + op_v); } // Add (use "+-" to subtract)
|
||||
else if (op == '*') { if (sscanf(buf, "%f", &op_v) == 1) *v = (int)(ref_v * op_v); } // Multiply
|
||||
else if (op == '/') { if (sscanf(buf, "%f", &op_v) == 1 && op_v != 0.0f) *v = (int)(ref_v / op_v); }// Divide
|
||||
else { if (sscanf(buf, scalar_format, &ref_v) == 1) *v = ref_v; } // Assign constant
|
||||
float arg1 = 0.0f;
|
||||
if (op == '+') { if (sscanf(buf, "%f", &arg1) == 1) *v = (int)(arg0 + arg1); } // Add (use "+-" to subtract)
|
||||
else if (op == '*') { if (sscanf(buf, "%f", &arg1) == 1) *v = (int)(arg0 * arg1); } // Multiply
|
||||
else if (op == '/') { if (sscanf(buf, "%f", &arg1) == 1 && arg1 != 0.0f) *v = (int)(arg0 / arg1); }// Divide
|
||||
else { if (sscanf(buf, scalar_format, &arg0) == 1) *v = arg0; } // Assign constant
|
||||
return (old_v != *v);
|
||||
}
|
||||
else if (data_type == ImGuiDataType_Float)
|
||||
{
|
||||
// For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in
|
||||
scalar_format = "%f";
|
||||
float* v = (float*)data_ptr;
|
||||
float ref_v = *v;
|
||||
if (op && sscanf(initial_value_buf, scalar_format, &ref_v) < 1)
|
||||
return;
|
||||
float op_v = 0.0f;
|
||||
if (sscanf(buf, scalar_format, &op_v) < 1)
|
||||
return;
|
||||
const float old_v = *v;
|
||||
float arg0 = *v;
|
||||
if (op && sscanf(initial_value_buf, scalar_format, &arg0) < 1)
|
||||
return false;
|
||||
|
||||
if (op == '+') { *v = ref_v + op_v; } // Add (use "+-" to subtract)
|
||||
else if (op == '*') { *v = ref_v * op_v; } // Multiply
|
||||
else if (op == '/') { if (op_v != 0.0f) *v = ref_v / op_v; } // Divide
|
||||
else { *v = op_v; } // Assign constant
|
||||
float arg1 = 0.0f;
|
||||
if (sscanf(buf, scalar_format, &arg1) < 1)
|
||||
return false;
|
||||
if (op == '+') { *v = arg0 + arg1; } // Add (use "+-" to subtract)
|
||||
else if (op == '*') { *v = arg0 * arg1; } // Multiply
|
||||
else if (op == '/') { if (arg1 != 0.0f) *v = arg0 / arg1; } // Divide
|
||||
else { *v = arg1; } // Assign constant
|
||||
return (old_v != *v);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create text input in place of a slider (when CTRL+Clicking on slider)
|
||||
@ -5988,7 +6009,7 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label
|
||||
|
||||
char buf[32];
|
||||
DataTypeFormatString(data_type, data_ptr, decimal_precision, buf, IM_ARRAYSIZE(buf));
|
||||
bool value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize(), ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll);
|
||||
bool text_value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize(), ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll);
|
||||
if (g.ScalarAsInputTextId == 0)
|
||||
{
|
||||
// First frame
|
||||
@ -6001,9 +6022,9 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label
|
||||
// Release
|
||||
g.ScalarAsInputTextId = 0;
|
||||
}
|
||||
if (value_changed)
|
||||
DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, NULL);
|
||||
return value_changed;
|
||||
if (text_value_changed)
|
||||
return DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, NULL);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Parse display precision back from the display format string
|
||||
@ -6853,7 +6874,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over
|
||||
ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f);
|
||||
overlay = overlay_buf;
|
||||
}
|
||||
|
||||
|
||||
ImVec2 overlay_size = CalcTextSize(overlay, NULL);
|
||||
if (overlay_size.x > 0.0f)
|
||||
RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImGuiAlign_Left|ImGuiAlign_VCenter, &bb.Min, &bb.Max);
|
||||
@ -6918,7 +6939,7 @@ bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int f
|
||||
else
|
||||
*flags &= ~flags_value;
|
||||
}
|
||||
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
@ -7753,7 +7774,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
||||
|
||||
// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
|
||||
if (is_editable)
|
||||
g.OsImePosRequest = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
|
||||
g.OsImePosRequest = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -7825,10 +7846,7 @@ bool ImGui::InputScalarEx(const char* label, ImGuiDataType data_type, void* data
|
||||
extra_flags |= ImGuiInputTextFlags_CharsDecimal;
|
||||
extra_flags |= ImGuiInputTextFlags_AutoSelectAll;
|
||||
if (ImGui::InputText("", buf, IM_ARRAYSIZE(buf), extra_flags))
|
||||
{
|
||||
DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, scalar_format);
|
||||
value_changed = true;
|
||||
}
|
||||
value_changed = DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, scalar_format);
|
||||
|
||||
// Step buttons
|
||||
if (step_ptr)
|
||||
@ -8033,10 +8051,12 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
|
||||
|
||||
const float arrow_size = (g.FontSize + style.FramePadding.x * 2.0f);
|
||||
const bool hovered = IsHovered(frame_bb, id);
|
||||
bool popup_opened = IsPopupOpen(id);
|
||||
bool popup_opened_now = false;
|
||||
|
||||
const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f));
|
||||
RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
|
||||
RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING
|
||||
RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32(popup_opened || hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING
|
||||
RenderCollapseTriangle(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y) + style.FramePadding, true);
|
||||
|
||||
if (*current_item >= 0 && *current_item < items_count)
|
||||
@ -8049,7 +8069,6 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
|
||||
if (label_size.x > 0)
|
||||
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
|
||||
|
||||
bool menu_toggled = false;
|
||||
if (hovered)
|
||||
{
|
||||
SetHoveredID(id);
|
||||
@ -8063,8 +8082,8 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
|
||||
else
|
||||
{
|
||||
FocusWindow(window);
|
||||
ImGui::OpenPopup(label);
|
||||
menu_toggled = true;
|
||||
OpenPopup(label);
|
||||
popup_opened = popup_opened_now = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -8077,8 +8096,15 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
|
||||
height_in_items = 7;
|
||||
|
||||
float popup_height = (label_size.y + style.ItemSpacing.y) * ImMin(items_count, height_in_items) + (style.FramePadding.y * 3);
|
||||
ImRect popup_rect(ImVec2(frame_bb.Min.x, frame_bb.Max.y), ImVec2(frame_bb.Max.x, frame_bb.Max.y + popup_height));
|
||||
popup_rect.Max.y = ImMin(popup_rect.Max.y, g.IO.DisplaySize.y - style.DisplaySafeAreaPadding.y); // Adhoc height limit for Combo. Ideally should be handled in Begin() along with other popups size, we want to have the possibility of moving the popup above as well.
|
||||
float popup_y1 = frame_bb.Max.y;
|
||||
float popup_y2 = ImClamp(popup_y1 + popup_height, popup_y1, g.IO.DisplaySize.y - style.DisplaySafeAreaPadding.y);
|
||||
if ((popup_y2 - popup_y1) < ImMin(popup_height, frame_bb.Min.y - style.DisplaySafeAreaPadding.y))
|
||||
{
|
||||
// Position our combo ABOVE because there's more space to fit! (FIXME: Handle in Begin() or use a shared helper. We have similar code in Begin() for popup placement)
|
||||
popup_y1 = ImClamp(frame_bb.Min.y - popup_height, style.DisplaySafeAreaPadding.y, frame_bb.Min.y);
|
||||
popup_y2 = frame_bb.Min.y;
|
||||
}
|
||||
ImRect popup_rect(ImVec2(frame_bb.Min.x, popup_y1), ImVec2(frame_bb.Max.x, popup_y2));
|
||||
ImGui::SetNextWindowPos(popup_rect.Min);
|
||||
ImGui::SetNextWindowSize(popup_rect.GetSize());
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
|
||||
@ -8101,7 +8127,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
|
||||
value_changed = true;
|
||||
*current_item = i;
|
||||
}
|
||||
if (item_selected && menu_toggled)
|
||||
if (item_selected && popup_opened_now)
|
||||
ImGui::SetScrollHere();
|
||||
ImGui::PopID();
|
||||
}
|
||||
@ -8903,7 +8929,7 @@ void ImGui::Dummy(const ImVec2& size)
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return;
|
||||
|
||||
|
||||
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
|
||||
ItemSize(bb);
|
||||
ItemAdd(bb, NULL);
|
||||
@ -9165,9 +9191,9 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
|
||||
}
|
||||
}
|
||||
|
||||
// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
|
||||
// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
|
||||
// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
|
||||
ImGui::PushID(0x11223347 + (id ? 0 : columns_count));
|
||||
ImGui::PushID(0x11223347 + (id ? 0 : columns_count));
|
||||
window->DC.ColumnsSetID = window->GetID(id ? id : "columns");
|
||||
ImGui::PopID();
|
||||
|
||||
|
21
imgui.h
21
imgui.h
@ -58,7 +58,7 @@ struct ImGuiListClipper; // Helper to manually clip large list of ite
|
||||
// Enumerations (declared as int for compatibility and to not pollute the top of this file)
|
||||
typedef unsigned int ImU32;
|
||||
typedef unsigned short ImWchar; // character for keyboard input/display
|
||||
typedef void* ImTextureID; // user data to refer to a texture (e.g. store your texture handle/id)
|
||||
typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
|
||||
typedef ImU32 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
|
||||
typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_
|
||||
typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_
|
||||
@ -103,14 +103,15 @@ namespace ImGui
|
||||
// Main
|
||||
IMGUI_API ImGuiIO& GetIO();
|
||||
IMGUI_API ImGuiStyle& GetStyle();
|
||||
IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame().
|
||||
IMGUI_API void NewFrame();
|
||||
IMGUI_API void Render(); // finalize rendering data, then call your io.RenderDrawListsFn() function if set.
|
||||
IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
|
||||
IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render().
|
||||
IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render()!
|
||||
IMGUI_API void Render(); // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.
|
||||
IMGUI_API void Shutdown();
|
||||
IMGUI_API void ShowUserGuide(); // help block
|
||||
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block
|
||||
IMGUI_API void ShowTestWindow(bool* opened = NULL); // test window, demonstrate ImGui features
|
||||
IMGUI_API void ShowMetricsWindow(bool* opened = NULL); // metrics window for debugging imgui
|
||||
IMGUI_API void ShowTestWindow(bool* opened = NULL); // test window demonstrating ImGui features
|
||||
IMGUI_API void ShowMetricsWindow(bool* opened = NULL); // metrics window for debugging ImGui
|
||||
|
||||
// Window
|
||||
IMGUI_API bool Begin(const char* name, bool* p_opened = NULL, ImGuiWindowFlags flags = 0); // see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false).
|
||||
@ -124,7 +125,7 @@ namespace ImGui
|
||||
IMGUI_API float GetContentRegionAvailWidth(); //
|
||||
IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
|
||||
IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
|
||||
IMGUI_API float GetWindowContentRegionWidth(); //
|
||||
IMGUI_API float GetWindowContentRegionWidth(); //
|
||||
IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives
|
||||
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList api)
|
||||
IMGUI_API ImVec2 GetWindowSize(); // get current window size
|
||||
@ -137,7 +138,7 @@ namespace ImGui
|
||||
IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. call before Begin()
|
||||
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
|
||||
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()
|
||||
IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin()
|
||||
IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin()
|
||||
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state. call before Begin()
|
||||
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
|
||||
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing
|
||||
@ -352,7 +353,7 @@ namespace ImGui
|
||||
IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
|
||||
|
||||
// Popups
|
||||
IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
|
||||
IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
|
||||
IMGUI_API bool BeginPopup(const char* str_id); // return true if popup if opened and start outputting to it. only call EndPopup() if BeginPopup() returned true!
|
||||
IMGUI_API bool BeginPopupModal(const char* name, bool* p_opened = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside)
|
||||
IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item. read comments in .cpp!
|
||||
@ -716,7 +717,7 @@ struct ImGuiIO
|
||||
// User Functions
|
||||
//------------------------------------------------------------------
|
||||
|
||||
// Rendering function, will be called in Render().
|
||||
// Rendering function, will be called in Render().
|
||||
// Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer.
|
||||
// See example applications if you are unsure of how to implement this.
|
||||
void (*RenderDrawListsFn)(ImDrawData* data);
|
||||
|
@ -443,7 +443,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
|
||||
static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
|
||||
|
||||
ImGui::Text("Password input");
|
||||
static char bufpass[64] = "password123";
|
||||
static char bufpass[64] = "password123";
|
||||
ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
|
||||
ImGui::SameLine(); ShowHelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
|
||||
ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank);
|
||||
@ -454,7 +454,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
|
||||
if (ImGui::TreeNode("Multi-line Text Input"))
|
||||
{
|
||||
static bool read_only = false;
|
||||
static char text[1024*16] =
|
||||
static char text[1024*16] =
|
||||
"/*\n"
|
||||
" The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
|
||||
" the hexadecimal encoding of one offending instruction,\n"
|
||||
@ -816,7 +816,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
|
||||
if (ImGui::TreeNode("Widgets Width"))
|
||||
{
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("PushItemWidth(100)");
|
||||
ImGui::Text("PushItemWidth(100)");
|
||||
ImGui::SameLine(); ShowHelpMarker("Fixed width.");
|
||||
ImGui::PushItemWidth(100);
|
||||
ImGui::DragFloat("float##1", &f);
|
||||
@ -996,8 +996,8 @@ void ImGui::ShowTestWindow(bool* p_opened)
|
||||
|
||||
// Tree
|
||||
const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
|
||||
ImGui::Button("Button##1");
|
||||
ImGui::SameLine(0.0f, spacing);
|
||||
ImGui::Button("Button##1");
|
||||
ImGui::SameLine(0.0f, spacing);
|
||||
if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
|
||||
|
||||
ImGui::AlignFirstTextHeightToWidgets(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit).
|
||||
@ -1006,8 +1006,8 @@ void ImGui::ShowTestWindow(bool* p_opened)
|
||||
if (tree_opened) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
|
||||
|
||||
// Bullet
|
||||
ImGui::Button("Button##3");
|
||||
ImGui::SameLine(0.0f, spacing);
|
||||
ImGui::Button("Button##3");
|
||||
ImGui::SameLine(0.0f, spacing);
|
||||
ImGui::BulletText("Bullet text");
|
||||
|
||||
ImGui::AlignFirstTextHeightToWidgets();
|
||||
@ -1086,7 +1086,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
|
||||
ImGui::PopStyleVar(2);
|
||||
float scroll_x_delta = 0.0f;
|
||||
ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f;
|
||||
ImGui::SameLine(); ImGui::Text("Scroll from code"); ImGui::SameLine();
|
||||
ImGui::SameLine(); ImGui::Text("Scroll from code"); ImGui::SameLine();
|
||||
ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f;
|
||||
if (scroll_x_delta != 0.0f)
|
||||
{
|
||||
@ -1181,7 +1181,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
|
||||
ImGui::Spacing();
|
||||
ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");
|
||||
ImGui::Separator();
|
||||
// NB: As a quirk in this very specific example, we want to differentiate the parent of this menu from the parent of the various popup menus above.
|
||||
// NB: As a quirk in this very specific example, we want to differentiate the parent of this menu from the parent of the various popup menus above.
|
||||
// To do so we are encloding the items in a PushID()/PopID() block to make them two different menusets. If we don't, opening any popup above and hovering our menu here
|
||||
// would open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, which is the desired behavior for regular menus.
|
||||
ImGui::PushID("foo");
|
||||
@ -1396,7 +1396,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
|
||||
ImGui::SameLine(); ShowHelpMarker("NB: Tree node must be poped before ending the cell.\nThere's no storage of state per-cell.");
|
||||
if (node_opened)
|
||||
{
|
||||
ImGui::Columns(2, "tree items");
|
||||
ImGui::Columns(2, "tree items");
|
||||
ImGui::Separator();
|
||||
if (ImGui::TreeNode("Hello")) { ImGui::BulletText("Sailor"); ImGui::TreePop(); } ImGui::NextColumn();
|
||||
if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Marin"); ImGui::TreePop(); } ImGui::NextColumn();
|
||||
@ -1513,7 +1513,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
|
||||
ImGui::Button("Holding me clears the\nthe keyboard capture flag");
|
||||
if (ImGui::IsItemActive())
|
||||
ImGui::CaptureKeyboardFromApp(false);
|
||||
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
@ -1797,7 +1797,7 @@ static void ShowExampleAppCustomRendering(bool* opened)
|
||||
ImGui::Text("Primitives");
|
||||
static float sz = 36.0f;
|
||||
static ImVec4 col = ImVec4(1.0f,1.0f,0.4f,1.0f);
|
||||
ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
|
||||
ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
|
||||
ImGui::ColorEdit3("Color", &col.x);
|
||||
{
|
||||
const ImVec2 p = ImGui::GetCursorScreenPos();
|
||||
@ -2304,7 +2304,7 @@ static void ShowExampleAppPropertyEditor(bool* opened)
|
||||
ImGui::AlignFirstTextHeightToWidgets();
|
||||
ImGui::Text("my sailor is rich");
|
||||
ImGui::NextColumn();
|
||||
if (opened)
|
||||
if (opened)
|
||||
{
|
||||
static float dummy_members[8] = { 0.0f,0.0f,1.0f,3.1416f,100.0f,999.0f };
|
||||
for (int i = 0; i < 8; i++)
|
||||
@ -2337,7 +2337,7 @@ static void ShowExampleAppPropertyEditor(bool* opened)
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::PopID();
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
// Iterate dummy objects with dummy members (all the same data)
|
||||
|
@ -18,7 +18,7 @@
|
||||
#include "imgui_internal.h"
|
||||
|
||||
#include <stdio.h> // vsnprintf, sscanf, printf
|
||||
#if !defined(alloca) && !defined(__FreeBSD__)
|
||||
#if !defined(alloca) && !defined(__FreeBSD__) && !defined(__DragonFly__)
|
||||
#ifdef _WIN32
|
||||
#include <malloc.h> // alloca
|
||||
#else
|
||||
@ -202,7 +202,7 @@ void ImDrawList::UpdateTextureID()
|
||||
AddDrawCmd();
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Try to merge with previous command if it matches, else use current command
|
||||
ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;
|
||||
if (prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL)
|
||||
@ -702,11 +702,11 @@ static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, fl
|
||||
{
|
||||
float dx = x4 - x1;
|
||||
float dy = y4 - y1;
|
||||
float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
|
||||
float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
|
||||
float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
|
||||
float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
|
||||
d2 = (d2 >= 0) ? d2 : -d2;
|
||||
d3 = (d3 >= 0) ? d3 : -d3;
|
||||
if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy))
|
||||
if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy))
|
||||
{
|
||||
path->push_back(ImVec2(x4, y4));
|
||||
}
|
||||
@ -719,8 +719,8 @@ static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, fl
|
||||
float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f;
|
||||
float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;
|
||||
|
||||
PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1);
|
||||
PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1);
|
||||
PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1);
|
||||
PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1);
|
||||
}
|
||||
}
|
||||
|
||||
@ -865,14 +865,14 @@ void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col,
|
||||
PathFill(col);
|
||||
}
|
||||
|
||||
void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
|
||||
{
|
||||
void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
|
||||
PathLineTo(pos0);
|
||||
PathBezierCurveTo(cp0, cp1, pos1, num_segments);
|
||||
PathStroke(col, false, thickness);
|
||||
PathLineTo(pos0);
|
||||
PathBezierCurveTo(cp0, cp1, pos1, num_segments);
|
||||
PathStroke(col, false, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
|
||||
@ -1135,7 +1135,7 @@ static unsigned int stb_decompress_length(unsigned char *input);
|
||||
static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length);
|
||||
static const char* GetDefaultCompressedFontDataTTFBase85();
|
||||
static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; }
|
||||
static void Decode85(const unsigned char* src, unsigned char* dst)
|
||||
static void Decode85(const unsigned char* src, unsigned char* dst)
|
||||
{
|
||||
while (*src)
|
||||
{
|
||||
|
@ -682,8 +682,6 @@ namespace ImGui
|
||||
IMGUI_API void SetHoveredID(ImGuiID id);
|
||||
IMGUI_API void KeepAliveID(ImGuiID id);
|
||||
|
||||
IMGUI_API void EndFrame(); // Automatically called by Render()
|
||||
|
||||
IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
|
||||
IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f);
|
||||
IMGUI_API bool ItemAdd(const ImRect& bb, const ImGuiID* id);
|
||||
@ -706,7 +704,7 @@ namespace ImGui
|
||||
IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align = ImGuiAlign_Default, const ImVec2* clip_min = NULL, const ImVec2* clip_max = NULL);
|
||||
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
|
||||
IMGUI_API void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
|
||||
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col);
|
||||
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col);
|
||||
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
|
||||
|
||||
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_existing_clip_rect = true);
|
||||
|
Loading…
Reference in New Issue
Block a user