mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-07 13:35:49 +02:00
Merge branch 'master' into docking
# Conflicts: # imgui.cpp
This commit is contained in:
206
imgui.cpp
206
imgui.cpp
@ -40,7 +40,7 @@ DOCUMENTATION
|
||||
- READ FIRST
|
||||
- HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
|
||||
- GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
|
||||
- HOW A SIMPLE APPLICATION MAY LOOK LIKE (2 variations)
|
||||
- HOW A SIMPLE APPLICATION MAY LOOK LIKE
|
||||
- HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
|
||||
- USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
|
||||
- API BREAKING CHANGES (read me when you update!)
|
||||
@ -141,7 +141,7 @@ CODE
|
||||
- Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
|
||||
- The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
|
||||
- Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
|
||||
You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links docs/README.md.
|
||||
You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in the FAQ.
|
||||
- Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
|
||||
For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI,
|
||||
where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
|
||||
@ -155,6 +155,7 @@ CODE
|
||||
However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
|
||||
- C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
|
||||
|
||||
|
||||
HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
|
||||
----------------------------------------------
|
||||
- Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h)
|
||||
@ -165,6 +166,7 @@ CODE
|
||||
likely be a comment about it. Please report any issue to the GitHub page!
|
||||
- Try to keep your copy of dear imgui reasonably up to date.
|
||||
|
||||
|
||||
GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
|
||||
---------------------------------------------------------------
|
||||
- Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
|
||||
@ -179,9 +181,11 @@ CODE
|
||||
- Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code.
|
||||
- If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
|
||||
|
||||
|
||||
HOW A SIMPLE APPLICATION MAY LOOK LIKE
|
||||
--------------------------------------
|
||||
EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder).
|
||||
EXHIBIT 1: USING THE EXAMPLE BINDINGS (= imgui_impl_XXX.cpp files from the examples/ folder).
|
||||
The sub-folders in examples/ contains examples applications following this structure.
|
||||
|
||||
// Application init: create a dear imgui context, setup some options, load fonts
|
||||
ImGui::CreateContext();
|
||||
@ -270,8 +274,15 @@ CODE
|
||||
// Shutdown
|
||||
ImGui::DestroyContext();
|
||||
|
||||
To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest your application,
|
||||
you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
|
||||
Please read the FAQ and example applications for details about this!
|
||||
|
||||
|
||||
HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
|
||||
---------------------------------------------
|
||||
The bindings in impl_impl_XXX.cpp files contains many working implementations of a rendering function.
|
||||
|
||||
void void MyImGuiRenderFunction(ImDrawData* draw_data)
|
||||
{
|
||||
// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
|
||||
@ -316,11 +327,6 @@ CODE
|
||||
}
|
||||
}
|
||||
|
||||
- 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.
|
||||
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 Dear ImGui.
|
||||
- Refer to the FAQ for more information. Amusingly, it is called a FAQ because people frequently run into the same issues!
|
||||
|
||||
USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
|
||||
------------------------------------------
|
||||
@ -378,7 +384,7 @@ CODE
|
||||
|
||||
|
||||
- 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
|
||||
- 2019/12/17 (1.75) - made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
|
||||
- 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
|
||||
- 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
|
||||
- 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
|
||||
- ShowTestWindow() -> use ShowDemoWindow()
|
||||
@ -2263,7 +2269,9 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
|
||||
// We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect
|
||||
ImRect unclipped_rect = window->ClipRect;
|
||||
if (g.NavMoveRequest)
|
||||
unclipped_rect.Add(g.NavScoringRectScreen);
|
||||
unclipped_rect.Add(g.NavScoringRect);
|
||||
if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
|
||||
unclipped_rect.Add(ImRect(window->Pos + window->NavRectRel[0].Min, window->Pos + window->NavRectRel[0].Max));
|
||||
|
||||
const ImVec2 pos = window->DC.CursorPos;
|
||||
int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);
|
||||
@ -3201,7 +3209,7 @@ bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
if (!bb.Overlaps(window->ClipRect))
|
||||
if (id == 0 || id != g.ActiveId)
|
||||
if (id == 0 || (id != g.ActiveId && id != g.NavId))
|
||||
if (clip_even_when_logged || !g.LogEnabled)
|
||||
return true;
|
||||
return false;
|
||||
@ -3853,7 +3861,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
|
||||
g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
|
||||
}
|
||||
|
||||
static ImGuiKeyModFlags GetMergedKeyModFlags()
|
||||
ImGuiKeyModFlags ImGui::GetMergedKeyModFlags()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None;
|
||||
@ -3976,7 +3984,7 @@ void ImGui::NewFrame()
|
||||
for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
|
||||
g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;
|
||||
|
||||
// Update gamepad/keyboard directional navigation
|
||||
// Update gamepad/keyboard navigation
|
||||
NavUpdate();
|
||||
|
||||
// Update mouse input state
|
||||
@ -7406,6 +7414,14 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
||||
// Check user IM_ASSERT macro
|
||||
// (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means you assert macro is incorrectly defined!
|
||||
// If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
|
||||
// This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
|
||||
// #define IM_ASSERT(EXPR) SomeCode(EXPR); SomeMoreCode(); // Wrong!
|
||||
// #define IM_ASSERT(EXPR) do { SomeCode(EXPR); SomeMoreCode(); } while (0) // Correct!
|
||||
if (true) IM_ASSERT(1); else IM_ASSERT(0);
|
||||
|
||||
// Check user data
|
||||
// (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
|
||||
IM_ASSERT(g.Initialized);
|
||||
@ -8363,7 +8379,7 @@ void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_
|
||||
}
|
||||
else
|
||||
{
|
||||
if (g.NavLayer == 0 && focus_window)
|
||||
if (g.NavLayer == ImGuiNavLayer_Main && focus_window)
|
||||
focus_window = NavRestoreLastChildNavWindow(focus_window);
|
||||
FocusWindow(focus_window);
|
||||
}
|
||||
@ -8740,7 +8756,7 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect
|
||||
}
|
||||
}
|
||||
|
||||
// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057
|
||||
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
|
||||
static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -8748,7 +8764,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
|
||||
if (g.NavLayer != window->DC.NavLayerCurrent)
|
||||
return false;
|
||||
|
||||
const ImRect& curr = g.NavScoringRectScreen; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
|
||||
const ImRect& curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
|
||||
g.NavScoringCount++;
|
||||
|
||||
// When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
|
||||
@ -8862,7 +8878,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
|
||||
// 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
|
||||
// Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
|
||||
if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match
|
||||
if (g.NavLayer == 1 && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
|
||||
if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
|
||||
if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f))
|
||||
{
|
||||
result->DistAxial = dist_axial;
|
||||
@ -8973,7 +8989,7 @@ void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const Im
|
||||
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0)
|
||||
if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != ImGuiNavLayer_Main)
|
||||
return;
|
||||
IM_ASSERT(move_flags != 0); // No points calling this with no wrapping
|
||||
ImRect bb_rel = window->NavRectRel[0];
|
||||
@ -9223,7 +9239,7 @@ static void ImGui::NavUpdate()
|
||||
// Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own Layer 0
|
||||
if (g.NavWindow)
|
||||
NavSaveLastChildNavWindowIntoParent(g.NavWindow);
|
||||
if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0)
|
||||
if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
|
||||
g.NavWindow->NavLastChildNavWindow = NULL;
|
||||
|
||||
// Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
|
||||
@ -9260,7 +9276,7 @@ static void ImGui::NavUpdate()
|
||||
if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
|
||||
ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
|
||||
}
|
||||
else if (g.NavLayer != 0)
|
||||
else if (g.NavLayer != ImGuiNavLayer_Main)
|
||||
{
|
||||
// Leave the "menu" layer
|
||||
NavRestoreLayer(ImGuiNavLayer_Main);
|
||||
@ -9334,6 +9350,7 @@ static void ImGui::NavUpdate()
|
||||
if (g.NavMoveDir != ImGuiDir_None)
|
||||
{
|
||||
g.NavMoveRequest = true;
|
||||
g.NavMoveRequestKeyMods = g.IO.KeyMods;
|
||||
g.NavMoveDirLast = g.NavMoveDir;
|
||||
}
|
||||
if (g.NavMoveRequest && g.NavId == 0)
|
||||
@ -9381,7 +9398,7 @@ static void ImGui::NavUpdate()
|
||||
g.NavMoveResultOther.Clear();
|
||||
|
||||
// When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
|
||||
if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
|
||||
if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == ImGuiNavLayer_Main)
|
||||
{
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1));
|
||||
@ -9397,11 +9414,11 @@ static void ImGui::NavUpdate()
|
||||
|
||||
// For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
|
||||
ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0);
|
||||
g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0,0,0,0);
|
||||
g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y);
|
||||
g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
|
||||
g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
|
||||
IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
|
||||
g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : ImRect(0,0,0,0);
|
||||
g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y);
|
||||
g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x);
|
||||
g.NavScoringRect.Max.x = g.NavScoringRect.Min.x;
|
||||
IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
|
||||
//GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
|
||||
g.NavScoringCount = 0;
|
||||
#if IMGUI_DEBUG_NAV_RECTS
|
||||
@ -9444,7 +9461,7 @@ static void ImGui::NavUpdateMoveResult()
|
||||
IM_ASSERT(g.NavWindow && result->Window);
|
||||
|
||||
// Scroll to keep newly navigated item fully into view.
|
||||
if (g.NavLayer == 0)
|
||||
if (g.NavLayer == ImGuiNavLayer_Main)
|
||||
{
|
||||
ImVec2 delta_scroll;
|
||||
if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge)
|
||||
@ -9471,7 +9488,7 @@ static void ImGui::NavUpdateMoveResult()
|
||||
// Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
|
||||
g.NavJustMovedToId = result->ID;
|
||||
g.NavJustMovedToFocusScopeId = result->FocusScopeId;
|
||||
|
||||
g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods;
|
||||
}
|
||||
SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
|
||||
g.NavMoveFromClampedRefRect = false;
|
||||
@ -9483,7 +9500,7 @@ static float ImGui::NavUpdatePageUpPageDown()
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL)
|
||||
return 0.0f;
|
||||
if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != 0)
|
||||
if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main)
|
||||
return 0.0f;
|
||||
|
||||
ImGuiWindow* window = g.NavWindow;
|
||||
@ -15103,7 +15120,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
static bool show_windows_begin_order = false;
|
||||
static bool show_tables_rects = false;
|
||||
static int show_tables_rect_type = TRT_WorkRect;
|
||||
static bool show_drawcmd_details = true;
|
||||
static bool show_drawcmd_mesh = true;
|
||||
static bool show_drawcmd_aabb = true;
|
||||
static bool show_docking_nodes = false;
|
||||
|
||||
// Basic info
|
||||
@ -15140,6 +15158,38 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
return ImRect();
|
||||
}
|
||||
|
||||
static void NodeDrawCmdShowMeshAndBoundingBox(ImGuiWindow* window, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, int elem_offset, bool show_mesh, bool show_aabb)
|
||||
{
|
||||
IM_ASSERT(show_mesh || show_aabb);
|
||||
ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
|
||||
ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
|
||||
|
||||
// Draw wire-frame version of all triangles
|
||||
ImRect clip_rect = draw_cmd->ClipRect;
|
||||
ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
|
||||
ImDrawListFlags backup_flags = fg_draw_list->Flags;
|
||||
fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
|
||||
for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + draw_cmd->ElemCount); base_idx += 3)
|
||||
{
|
||||
ImVec2 triangle[3];
|
||||
for (int n = 0; n < 3; n++)
|
||||
{
|
||||
ImVec2 p = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos;
|
||||
triangle[n] = p;
|
||||
vtxs_rect.Add(p);
|
||||
}
|
||||
if (show_mesh)
|
||||
fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f); // In yellow: mesh triangles
|
||||
}
|
||||
// Draw bounding boxes
|
||||
if (show_aabb)
|
||||
{
|
||||
fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
|
||||
fg_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
|
||||
}
|
||||
fg_draw_list->Flags = backup_flags;
|
||||
}
|
||||
|
||||
static void NodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, ImDrawList* draw_list, const char* label)
|
||||
{
|
||||
bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
|
||||
@ -15177,15 +15227,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
pcmd->ElemCount/3, (void*)(intptr_t)pcmd->TextureId,
|
||||
pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
|
||||
bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
|
||||
if (show_drawcmd_details && fg_draw_list && ImGui::IsItemHovered())
|
||||
{
|
||||
ImRect clip_rect = pcmd->ClipRect;
|
||||
ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
|
||||
for (unsigned int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
|
||||
vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
|
||||
fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255,0,255,255));
|
||||
fg_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(255,255,0,255));
|
||||
}
|
||||
if (ImGui::IsItemHovered() && (show_drawcmd_mesh || show_drawcmd_aabb) && fg_draw_list)
|
||||
NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, show_drawcmd_mesh, show_drawcmd_aabb);
|
||||
if (!pcmd_node_open)
|
||||
continue;
|
||||
|
||||
@ -15203,22 +15246,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
// Display vertex information summary. Hover to get all triangles drawn in wire-frame
|
||||
ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
|
||||
ImGui::Selectable(buf);
|
||||
if (fg_draw_list && ImGui::IsItemHovered() && show_drawcmd_details)
|
||||
{
|
||||
// Draw wire-frame version of everything
|
||||
ImDrawListFlags backup_flags = fg_draw_list->Flags;
|
||||
fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
|
||||
ImRect clip_rect = pcmd->ClipRect;
|
||||
fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255));
|
||||
for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3)
|
||||
{
|
||||
ImVec2 triangle[3];
|
||||
for (int n = 0; n < 3; n++)
|
||||
triangle[n] = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos;
|
||||
fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f);
|
||||
}
|
||||
fg_draw_list->Flags = backup_flags;
|
||||
}
|
||||
if (ImGui::IsItemHovered() && fg_draw_list)
|
||||
NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, true, false);
|
||||
|
||||
// Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
|
||||
ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
|
||||
@ -15284,6 +15313,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
ImGui::GetForegroundDrawList()->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
|
||||
if (!open)
|
||||
return;
|
||||
|
||||
if (!window->WasActive)
|
||||
ImGui::TextDisabled("Note: window is not currently visible.");
|
||||
if (window->MemoryCompacted)
|
||||
ImGui::TextDisabled("Note: some memory buffers have been compacted/freed.");
|
||||
|
||||
ImGuiWindowFlags flags = window->Flags;
|
||||
NodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
|
||||
ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y);
|
||||
@ -15426,6 +15461,38 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
// Tools
|
||||
if (ImGui::TreeNode("Tools"))
|
||||
{
|
||||
// The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
|
||||
if (ImGui::Button("Item Picker.."))
|
||||
ImGui::DebugStartItemPicker();
|
||||
ImGui::SameLine();
|
||||
MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
|
||||
|
||||
ImGui::Checkbox("Show windows begin order", &show_windows_begin_order);
|
||||
ImGui::Checkbox("Show windows rectangles", &show_windows_rects);
|
||||
ImGui::SameLine();
|
||||
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12);
|
||||
show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count, WRT_Count);
|
||||
if (show_windows_rects && g.NavWindow)
|
||||
{
|
||||
ImGui::BulletText("'%s':", g.NavWindow->Name);
|
||||
ImGui::Indent();
|
||||
for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
|
||||
{
|
||||
ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
|
||||
ImGui::Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
|
||||
}
|
||||
ImGui::Unindent();
|
||||
}
|
||||
ImGui::Checkbox("Show mesh when hovering ImDrawCmd", &show_drawcmd_mesh);
|
||||
ImGui::Checkbox("Show bounding boxes when hovering ImDrawCmd", &show_drawcmd_aabb);
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
// Contents
|
||||
Funcs::NodeWindows(g.Windows, "Windows");
|
||||
//Funcs::NodeWindows(g.WindowsFocusOrder, "WindowsFocusOrder");
|
||||
if (ImGui::TreeNode("Viewport", "Viewports (%d)", g.Viewports.Size))
|
||||
@ -15560,35 +15627,6 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
// Tools
|
||||
if (ImGui::TreeNode("Tools"))
|
||||
{
|
||||
// The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
|
||||
if (ImGui::Button("Item Picker.."))
|
||||
ImGui::DebugStartItemPicker();
|
||||
ImGui::SameLine();
|
||||
MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
|
||||
|
||||
ImGui::Checkbox("Show windows begin order", &show_windows_begin_order);
|
||||
ImGui::Checkbox("Show windows rectangles", &show_windows_rects);
|
||||
ImGui::SameLine();
|
||||
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 12);
|
||||
show_windows_rects |= ImGui::Combo("##show_windows_rect_type", &show_windows_rect_type, wrt_rects_names, WRT_Count, WRT_Count);
|
||||
if (show_windows_rects && g.NavWindow)
|
||||
{
|
||||
ImGui::BulletText("'%s':", g.NavWindow->Name);
|
||||
ImGui::Indent();
|
||||
for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
|
||||
{
|
||||
ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
|
||||
ImGui::Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
|
||||
}
|
||||
ImGui::Unindent();
|
||||
}
|
||||
ImGui::Checkbox("Show details when hovering ImDrawCmd node", &show_drawcmd_details);
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
// Overlay: Display windows Rectangles and Begin Order
|
||||
if (show_windows_rects || show_windows_begin_order)
|
||||
{
|
||||
|
Reference in New Issue
Block a user