Merge branch 'master' into docking

# Conflicts:
#	examples/imgui_impl_opengl3.cpp
This commit is contained in:
omar 2019-03-03 23:34:56 +01:00
commit 49eb5f0280
7 changed files with 88 additions and 48 deletions

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@ -105,7 +105,7 @@ Breaking Changes:
Other Changes: Other Changes:
- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigation to the menu layer. - Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer.
- DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types. - DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types.
We are reusing function instances for larger types to reduce code size. (#643, #320, #708, #1011) We are reusing function instances for larger types to reduce code size. (#643, #320, #708, #1011)
- InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when - InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when
@ -118,6 +118,8 @@ Other Changes:
- InputText: Fixed various display corruption related to swapping the underlying buffer while - InputText: Fixed various display corruption related to swapping the underlying buffer while
a input widget is active (both for writable and read-only paths). Often they would manifest a input widget is active (both for writable and read-only paths). Often they would manifest
when manipulating the scrollbar of a multi-line input text. when manipulating the scrollbar of a multi-line input text.
- ColorPicker: Fixed a bug/assertion when displaying a color picker in a collapsed window
while dragging its title bar. (#2389)
- TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371) - TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371)
- TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to - TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to
hard crashes any more, facilitating integration with scripting languages. (#1651) hard crashes any more, facilitating integration with scripting languages. (#1651)
@ -127,6 +129,8 @@ Other Changes:
- Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute - Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute
tree depth instead of a relative one. tree depth instead of a relative one.
- Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##". - Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##".
- Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f).
- Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier]
- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN - Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN
even if the OpenGL headers/loader happens to define the value. (#2366, #2186) even if the OpenGL headers/loader happens to define the value. (#2366, #2186)
- Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1] - Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1]

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@ -118,8 +118,8 @@ List of Renderer Bindings in this repository:
imgui_impl_dx11.cpp ; DirectX11 imgui_impl_dx11.cpp ; DirectX11
imgui_impl_dx12.cpp ; DirectX12 imgui_impl_dx12.cpp ; DirectX12
imgui_impl_metal.mm ; Metal (with ObjC) imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context) imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL3, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline) imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan imgui_impl_vulkan.cpp ; Vulkan
List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer) List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)

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@ -1,6 +1,7 @@
// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline) // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
@ -13,6 +14,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. // 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. // 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. // 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). // 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
@ -41,17 +43,17 @@
// version version string // version version string
//---------------------------------------- //----------------------------------------
// 2.0 110 "#version 110" // 2.0 110 "#version 110"
// 2.1 120 // 2.1 110 "#version 120"
// 3.0 130 // 3.0 130 "#version 130"
// 3.1 140 // 3.1 140 "#version 140"
// 3.2 150 "#version 150" // 3.2 150 "#version 150"
// 3.3 330 // 3.3 330 "#version 330 core"
// 4.0 400 // 4.0 400 "#version 400 core"
// 4.1 410 "#version 410 core" // 4.1 410 "#version 410 core"
// 4.2 420 // 4.2 420 "#version 410 core"
// 4.3 430 // 4.3 430 "#version 430 core"
// ES 2.0 100 "#version 100" // ES 2.0 100 "#version 100" = WebGL 1.0
// ES 3.0 300 "#version 300 es" // ES 3.0 300 "#version 300 es" = WebGL 2.0
//---------------------------------------- //----------------------------------------
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
@ -70,19 +72,23 @@
#include "TargetConditionals.h" #include "TargetConditionals.h"
#endif #endif
// iOS, Android and Emscripten can use GL ES 3 // Auto-detect GL version
// Call ImGui_ImplOpenGL3_Init() with "#version 300 es" #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__)) #if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__))
#define USE_GL_ES3 #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#endif
#endif #endif
#ifdef USE_GL_ES3 #if defined(IMGUI_IMPL_OPENGL_ES2)
// OpenGL ES 3 #include <GLES2/gl2.h>
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#include <GLES3/gl3.h> // Use GL ES 3 #include <GLES3/gl3.h> // Use GL ES 3
#else #else
// Regular OpenGL // About Desktop OpenGL function loaders:
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> #include <GL/gl3w.h>
@ -116,7 +122,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
io.BackendRendererName = "imgui_impl_opengl3"; io.BackendRendererName = "imgui_impl_opengl3";
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
#ifdef USE_GL_ES3 #if defined(IMGUI_IMPL_OPENGL_ES2)
if (glsl_version == NULL)
glsl_version = "#version 100";
#elif defined(IMGUI_IMPL_OPENGL_ES3)
if (glsl_version == NULL) if (glsl_version == NULL)
glsl_version = "#version 300 es"; glsl_version = "#version 300 es";
#else #else
@ -165,7 +174,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
#endif #endif
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
#endif
#ifdef GL_POLYGON_MODE #ifdef GL_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
#endif #endif
@ -219,11 +230,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
#ifdef GL_SAMPLER_BINDING #ifdef GL_SAMPLER_BINDING
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
#endif #endif
#ifndef IMGUI_IMPL_OPENGL_ES2
// Recreate the VAO every time // Recreate the VAO every time
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.) // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
GLuint vao_handle = 0; GLuint vao_handle = 0;
glGenVertexArrays(1, &vao_handle); glGenVertexArrays(1, &vao_handle);
glBindVertexArray(vao_handle); glBindVertexArray(vao_handle);
#endif
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glEnableVertexAttribArray(g_AttribLocationPosition); glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_AttribLocationUV); glEnableVertexAttribArray(g_AttribLocationUV);
@ -281,7 +295,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx); idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
} }
} }
#ifndef IMGUI_IMPL_OPENGL_ES2
glDeleteVertexArrays(1, &vao_handle); glDeleteVertexArrays(1, &vao_handle);
#endif
// Restore modified GL state // Restore modified GL state
glUseProgram(last_program); glUseProgram(last_program);
@ -290,7 +306,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
glBindSampler(0, last_sampler); glBindSampler(0, last_sampler);
#endif #endif
glActiveTexture(last_active_texture); glActiveTexture(last_active_texture);
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(last_vertex_array); glBindVertexArray(last_vertex_array);
#endif
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
@ -320,7 +338,9 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
glBindTexture(GL_TEXTURE_2D, g_FontTexture); glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#ifdef GL_UNPACK_ROW_LENGTH
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
#endif
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier // Store our identifier
@ -382,10 +402,13 @@ static bool CheckProgram(GLuint handle, const char* desc)
bool ImGui_ImplOpenGL3_CreateDeviceObjects() bool ImGui_ImplOpenGL3_CreateDeviceObjects()
{ {
// Backup GL state // Backup GL state
GLint last_texture, last_array_buffer, last_vertex_array; GLint last_texture, last_array_buffer;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
GLint last_vertex_array;
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
#endif
// Parse GLSL version string // Parse GLSL version string
int glsl_version = 130; int glsl_version = 130;
@ -549,7 +572,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
// Restore modified GL state // Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture); glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2
glBindVertexArray(last_vertex_array); glBindVertexArray(last_vertex_array);
#endif
return true; return true;
} }

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@ -1,6 +1,7 @@
// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline) // dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
// Implemented features: // Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
@ -10,9 +11,9 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
// About OpenGL function loaders: // About Desktop OpenGL function loaders:
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually. // Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad. // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
// About GLSL version: // About GLSL version:
@ -22,7 +23,11 @@
#pragma once #pragma once
// Set default OpenGL loader to be gl3w // Specific OpenGL versions
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
// Set default OpenGL3 loader to be gl3w
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ #if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \

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@ -1523,27 +1523,27 @@ ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed)
// - If we reach ### in the string we discard the hash so far and reset to the seed. // - If we reach ### in the string we discard the hash so far and reset to the seed.
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
ImU32 ImHashStr(const char* data, size_t data_size, ImU32 seed) ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed)
{ {
seed = ~seed; seed = ~seed;
ImU32 crc = seed; ImU32 crc = seed;
const unsigned char* src = (const unsigned char*)data; const unsigned char* data = (const unsigned char*)data_p;
const ImU32* crc32_lut = GCrc32LookupTable; const ImU32* crc32_lut = GCrc32LookupTable;
if (data_size != 0) if (data_size != 0)
{ {
while (data_size-- != 0) while (data_size-- != 0)
{ {
unsigned char c = *src++; unsigned char c = *data++;
if (c == '#' && src[0] == '#' && src[1] == '#') if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
crc = seed; crc = seed;
crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
} }
} }
else else
{ {
while (unsigned char c = *src++) while (unsigned char c = *data++)
{ {
if (c == '#' && src[0] == '#' && src[1] == '#') if (c == '#' && data[0] == '#' && data[1] == '#')
crc = seed; crc = seed;
crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c]; crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
} }
@ -3492,12 +3492,13 @@ void ImGui::NewFrame()
// (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) // (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); IM_ASSERT(g.Initialized);
IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!");
IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!");
IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?"); IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!");
IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
for (int n = 0; n < ImGuiKey_COUNT; n++) for (int n = 0; n < ImGuiKey_COUNT; n++)
IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");

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@ -1515,20 +1515,23 @@ static void ShowDemoWindowWidgets()
static int item_type = 1; static int item_type = 1;
static bool b = false; static bool b = false;
static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
static char str[16] = {};
ImGui::RadioButton("Text", &item_type, 0); ImGui::RadioButton("Text", &item_type, 0);
ImGui::RadioButton("Button", &item_type, 1); ImGui::RadioButton("Button", &item_type, 1);
ImGui::RadioButton("Checkbox", &item_type, 2); ImGui::RadioButton("Checkbox", &item_type, 2);
ImGui::RadioButton("SliderFloat", &item_type, 3); ImGui::RadioButton("SliderFloat", &item_type, 3);
ImGui::RadioButton("ColorEdit4", &item_type, 4); ImGui::RadioButton("InputText", &item_type, 4);
ImGui::RadioButton("ListBox", &item_type, 5); ImGui::RadioButton("ColorEdit4", &item_type, 5);
ImGui::RadioButton("ListBox", &item_type, 6);
ImGui::Separator(); ImGui::Separator();
bool ret = false; bool ret = false;
if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction
if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button
if (item_type == 2) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox if (item_type == 2) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox
if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
if (item_type == 4) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) if (item_type == 4) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing)
if (item_type == 5) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } if (item_type == 5) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
if (item_type == 6) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
ImGui::BulletText( ImGui::BulletText(
"Return value = %d\n" "Return value = %d\n"
"IsItemFocused() = %d\n" "IsItemFocused() = %d\n"

View File

@ -4253,8 +4253,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
ImDrawList* draw_list = window->DrawList; if (window->SkipItems)
return false;
ImDrawList* draw_list = window->DrawList;
ImGuiStyle& style = g.Style; ImGuiStyle& style = g.Style;
ImGuiIO& io = g.IO; ImGuiIO& io = g.IO;