mirror of
				https://github.com/Drezil/imgui.git
				synced 2025-10-30 20:51:06 +01:00 
			
		
		
		
	Merge branch 'viewport' into docking
This commit is contained in:
		| @@ -93,6 +93,8 @@ Other Changes: | ||||
|   introduced in 1.50 and broken in 1.60. (#1698, #894, #713). | ||||
| - TextUnformatted(): Fixed a case where large-text path would read bytes past the text_end marker depending | ||||
|   on the position of new lines in the buffer (it wasn't affecting the output but still not the right thing to do!)  | ||||
| - ListBox(): Fixed frame sizing when items_count==1 unnecessarily showing a scrollbar. (#2173) [@luk1337, @ocornut]   | ||||
| - ListBox(): Tweaked frame sizing so list boxes will look more consistent when FramePadding is far from ItemSpacing.  | ||||
| - RenderText(): Some optimization for very large text buffers, useful for non-optimized builds. | ||||
| - BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f. | ||||
| - ArrowButton(): Fixed arrow shape being horizontally misaligned by (FramePadding.y-FramePadding.x) if they are different. | ||||
| @@ -103,6 +105,7 @@ Other Changes: | ||||
|   in particular, points_count==0 could lead to a memory stomp if the draw list was previously empty. | ||||
| - Examples: DirectX10, DirectX11: Removed seemingly unnecessary calls to invalidate and recreate device objects | ||||
|   in the WM_SIZE handler. (#2088) [@ice1000] | ||||
| - Examples: OpenGL3+GLFW: Fixed error condition when using the GLAD loader. (#2157) [@blackball] | ||||
|  | ||||
|  | ||||
| ----------------------------------------------------------------------- | ||||
| @@ -126,7 +129,7 @@ Other Changes: | ||||
|   Although it is not perfect and will keep being improved, it is fairly functional and used by many. (#787) | ||||
| - Fixed a build issue with non-Cygwin GCC under Windows. | ||||
| - Demo: Added a "Configuration" block to make io.ConfigFlags/io.BackendFlags more prominent. | ||||
| - Examples: OpenGL3: Fixed error condition when using the GLAD loader. (#2059, #2002) [@jiri] | ||||
| - Examples: OpenGL3+SDL2: Fixed error condition when using the GLAD loader. (#2059, #2002) [@jiri] | ||||
|  | ||||
|  | ||||
| ----------------------------------------------------------------------- | ||||
|   | ||||
| @@ -12,6 +12,13 @@ | ||||
| #include <stdio.h> | ||||
| #include <GLFW/glfw3.h> | ||||
|  | ||||
| // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. | ||||
| // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.  | ||||
| // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. | ||||
| #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) | ||||
| #pragma comment(lib, "legacy_stdio_definitions") | ||||
| #endif | ||||
|  | ||||
| static void glfw_error_callback(int error, const char* description) | ||||
| { | ||||
|     fprintf(stderr, "Glfw Error %d: %s\n", error, description); | ||||
|   | ||||
| @@ -20,7 +20,15 @@ | ||||
| #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM | ||||
| #endif | ||||
|  | ||||
| #include <GLFW/glfw3.h> // Include glfw3.h after our OpenGL definitions | ||||
| // Include glfw3.h after our OpenGL definitions | ||||
| #include <GLFW/glfw3.h>  | ||||
|  | ||||
| // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. | ||||
| // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.  | ||||
| // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. | ||||
| #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) | ||||
| #pragma comment(lib, "legacy_stdio_definitions") | ||||
| #endif | ||||
|  | ||||
| static void glfw_error_callback(int error, const char* description) | ||||
| { | ||||
| @@ -64,7 +72,7 @@ int main(int, char**) | ||||
| #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) | ||||
|     bool err = glewInit() != GLEW_OK; | ||||
| #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) | ||||
|     bool err = gladLoadGL() != 0; | ||||
|     bool err = gladLoadGL() == 0; | ||||
| #endif | ||||
|     if (err) | ||||
|     { | ||||
|   | ||||
| @@ -11,6 +11,13 @@ | ||||
| #include <GLFW/glfw3.h> | ||||
| #include <vulkan/vulkan.h> | ||||
|  | ||||
| // [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers. | ||||
| // To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.  | ||||
| // Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio. | ||||
| #if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) | ||||
| #pragma comment(lib, "legacy_stdio_definitions") | ||||
| #endif | ||||
|  | ||||
| //#define IMGUI_UNLIMITED_FRAME_RATE | ||||
| #ifdef _DEBUG | ||||
| #define IMGUI_VULKAN_DEBUG_REPORT | ||||
|   | ||||
| @@ -4,8 +4,11 @@ | ||||
| - On Windows with Visual Studio's CLI | ||||
|  | ||||
| ``` | ||||
| set SDL2DIR=path_to_your_sdl2_folder | ||||
| cl /Zi /MD /I %SDL2DIR%\include /I .. /I ..\.. main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console | ||||
| set SDL2_DIR=path_to_your_sdl2_folder | ||||
| cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console | ||||
| #          ^^ include paths                  ^^ source files                                                           ^^ output exe                    ^^ output dir   ^^ libraries | ||||
| # or for 64-bit: | ||||
| cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console | ||||
| ``` | ||||
|  | ||||
| - On Linux and similar Unixes | ||||
|   | ||||
| @@ -1,3 +1,8 @@ | ||||
| @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. | ||||
| mkdir Debug | ||||
| cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console | ||||
| set OUT_DIR=Debug | ||||
| set OUT_EXE=example_sdl_opengl2.exe | ||||
| set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include | ||||
| set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl2.cpp ..\..\imgui*.cpp | ||||
| set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib | ||||
| mkdir %OUT_DIR% | ||||
| cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_DIR%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console | ||||
|   | ||||
| @@ -136,6 +136,15 @@ int main(int, char**) | ||||
|         glClear(GL_COLOR_BUFFER_BIT); | ||||
|         //glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound | ||||
|         ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData()); | ||||
|  | ||||
|         // Update and Render additional Platform Windows | ||||
|         if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) | ||||
|         { | ||||
|             ImGui::UpdatePlatformWindows(); | ||||
|             ImGui::RenderPlatformWindowsDefault(); | ||||
|         } | ||||
|  | ||||
|         SDL_GL_MakeCurrent(window, gl_context); | ||||
|         SDL_GL_SwapWindow(window); | ||||
|     } | ||||
|  | ||||
|   | ||||
| @@ -4,8 +4,11 @@ | ||||
| - On Windows with Visual Studio's CLI | ||||
|  | ||||
| ``` | ||||
| set SDL2DIR=path_to_your_sdl2_folder | ||||
| cl /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2DIR%\include main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /link /libpath:%SDL2DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console | ||||
| set SDL2_DIR=path_to_your_sdl2_folder | ||||
| cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console | ||||
| #          ^^ include paths                                 ^^ source files                                                                                  ^^ output exe                    ^^ output dir   ^^ libraries | ||||
| # or for 64-bit: | ||||
| cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console | ||||
| ``` | ||||
|  | ||||
| - On Linux and similar Unixes | ||||
|   | ||||
| @@ -1,3 +1,8 @@ | ||||
| @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. | ||||
| mkdir Debug | ||||
| cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\gl3w /I %SDL2_DIR%\include *.cpp ..\imgui_impl_opengl3.cpp ..\imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_sdl_opengl3.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console | ||||
| set OUT_DIR=Debug | ||||
| set OUT_EXE=example_sdl_opengl3.exe | ||||
| set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I..\libs\gl3w | ||||
| set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c | ||||
| set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib | ||||
| mkdir %OUT_DIR% | ||||
| cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console | ||||
|   | ||||
| @@ -9,6 +9,8 @@ | ||||
| // 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 | ||||
|  | ||||
| #pragma once | ||||
|  | ||||
| struct ID3D10Device; | ||||
|  | ||||
| IMGUI_IMPL_API bool     ImGui_ImplDX10_Init(ID3D10Device* device); | ||||
|   | ||||
| @@ -9,6 +9,8 @@ | ||||
| // 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 | ||||
|  | ||||
| #pragma once | ||||
|  | ||||
| struct ID3D11Device; | ||||
| struct ID3D11DeviceContext; | ||||
|  | ||||
|   | ||||
| @@ -10,6 +10,8 @@ | ||||
| // 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 | ||||
|  | ||||
| #pragma once | ||||
|  | ||||
| enum DXGI_FORMAT; | ||||
| struct ID3D12Device; | ||||
| struct ID3D12GraphicsCommandList; | ||||
|   | ||||
| @@ -8,6 +8,8 @@ | ||||
| // 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 | ||||
|  | ||||
| #pragma once | ||||
|  | ||||
| struct IDirect3DDevice9; | ||||
|  | ||||
| IMGUI_IMPL_API bool     ImGui_ImplDX9_Init(IDirect3DDevice9* device); | ||||
|   | ||||
| @@ -9,6 +9,8 @@ | ||||
| // 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 | ||||
|  | ||||
| #pragma once | ||||
|  | ||||
| IMGUI_IMPL_API bool     ImGui_ImplFreeGLUT_Init(); | ||||
| IMGUI_IMPL_API void     ImGui_ImplFreeGLUT_InstallFuncs(); | ||||
| IMGUI_IMPL_API void     ImGui_ImplFreeGLUT_Shutdown(); | ||||
|   | ||||
| @@ -548,7 +548,7 @@ static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) | ||||
| //-------------------------------------------------------------------------------------------------------- | ||||
|  | ||||
| // We provide a Win32 implementation because this is such a common issue for IME users | ||||
| #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__) | ||||
| #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__) | ||||
| #define HAS_WIN32_IME   1 | ||||
| #include <imm.h> | ||||
| #ifdef _MSC_VER | ||||
|   | ||||
| @@ -17,6 +17,8 @@ | ||||
| // The 'glsl_version' initialization parameter defaults to "#version 150" if NULL. | ||||
| // Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! | ||||
|  | ||||
| #pragma once | ||||
|  | ||||
| struct GLFWwindow; | ||||
|  | ||||
| IMGUI_IMPL_API bool     ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); | ||||
|   | ||||
| @@ -8,6 +8,8 @@ | ||||
| // 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 | ||||
|  | ||||
| #pragma once | ||||
|  | ||||
| IMGUI_IMPL_API bool     ImGui_Marmalade_Init(bool install_callbacks); | ||||
| IMGUI_IMPL_API void     ImGui_Marmalade_Shutdown(); | ||||
| IMGUI_IMPL_API void     ImGui_Marmalade_NewFrame(); | ||||
|   | ||||
| @@ -17,6 +17,8 @@ | ||||
| // confuse your GPU driver.  | ||||
| // The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. | ||||
|  | ||||
| #pragma once | ||||
|  | ||||
| IMGUI_IMPL_API bool     ImGui_ImplOpenGL2_Init(); | ||||
| IMGUI_IMPL_API void     ImGui_ImplOpenGL2_Shutdown(); | ||||
| IMGUI_IMPL_API void     ImGui_ImplOpenGL2_NewFrame(); | ||||
|   | ||||
| @@ -20,6 +20,8 @@ | ||||
| // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" | ||||
| // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. | ||||
|  | ||||
| #pragma once | ||||
|  | ||||
| // Set default OpenGL loader to be gl3w | ||||
| #if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)     \ | ||||
|  && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)     \ | ||||
|   | ||||
| @@ -15,6 +15,8 @@ | ||||
| // 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 | ||||
|  | ||||
| #pragma once | ||||
|  | ||||
| struct SDL_Window; | ||||
| typedef union SDL_Event SDL_Event; | ||||
|  | ||||
|   | ||||
| @@ -852,6 +852,7 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_d | ||||
| void ImGui_ImplVulkanH_CreateWindowDataCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, uint32_t queue_family, ImGui_ImplVulkanH_WindowData* wd, const VkAllocationCallbacks* allocator) | ||||
| { | ||||
|     IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); | ||||
|     (void)physical_device; | ||||
|     (void)allocator; | ||||
|  | ||||
|     // Create Command Buffers | ||||
|   | ||||
| @@ -12,6 +12,8 @@ | ||||
| // The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.  | ||||
| // IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ | ||||
|  | ||||
| #pragma once | ||||
|  | ||||
| #include <vulkan/vulkan.h> | ||||
|  | ||||
| #define IMGUI_VK_QUEUED_FRAMES      2 | ||||
|   | ||||
| @@ -387,7 +387,7 @@ float ImGui_ImplWin32_GetDpiScaleForRect(int x1, int y1, int x2, int y2) | ||||
| // IME (Input Method Editor) basic support for e.g. Asian language users | ||||
| //-------------------------------------------------------------------------------------------------------- | ||||
|  | ||||
| #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__) | ||||
| #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(__GNUC__) | ||||
| #define HAS_WIN32_IME   1 | ||||
| #include <imm.h> | ||||
| #ifdef _MSC_VER | ||||
| @@ -538,9 +538,14 @@ static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) | ||||
|  | ||||
| static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title) | ||||
| { | ||||
|     // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string. | ||||
|     ImGuiViewportDataWin32* data = (ImGuiViewportDataWin32*)viewport->PlatformUserData; | ||||
|     IM_ASSERT(data->Hwnd != 0); | ||||
|     ::SetWindowTextA(data->Hwnd, title); | ||||
|     int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, NULL, 0); | ||||
|     ImVector<wchar_t> title_w; | ||||
|     title_w.resize(n); | ||||
|     ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n); | ||||
|     ::SetWindowTextW(data->Hwnd, title_w.Data); | ||||
| } | ||||
|  | ||||
| static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha) | ||||
|   | ||||
| @@ -9,6 +9,8 @@ | ||||
| // Missing features: | ||||
| //  [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice). | ||||
|  | ||||
| #pragma once | ||||
|  | ||||
| IMGUI_IMPL_API bool     ImGui_ImplWin32_Init(void* hwnd); | ||||
| IMGUI_IMPL_API void     ImGui_ImplWin32_Shutdown(); | ||||
| IMGUI_IMPL_API void     ImGui_ImplWin32_NewFrame(); | ||||
|   | ||||
| @@ -31,6 +31,7 @@ | ||||
| //---- Don't implement some functions to reduce linkage requirements. | ||||
| //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS   // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. | ||||
| //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS         // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. | ||||
| //#define IMGUI_DISABLE_WIN32_FUNCTIONS                     // [Win32] Won't use and link with any Win32 function. | ||||
| //#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS             // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf. | ||||
| //#define IMGUI_DISABLE_MATH_FUNCTIONS                      // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h. | ||||
| //#define IMGUI_DISABLE_DEFAULT_ALLOCATORS                  // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). | ||||
|   | ||||
							
								
								
									
										12
									
								
								imgui.cpp
									
									
									
									
									
								
							
							
						
						
									
										12
									
								
								imgui.cpp
									
									
									
									
									
								
							| @@ -788,15 +788,15 @@ CODE | ||||
|       config.OversampleV = 1; | ||||
|       config.GlyphOffset.y -= 2.0f;      // Move everything by 2 pixels up | ||||
|       config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters | ||||
|       io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, &config); | ||||
|       io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config); | ||||
|  | ||||
|       // Combine multiple fonts into one (e.g. for icon fonts) | ||||
|       static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 }; | ||||
|       ImFontConfig config; | ||||
|       config.MergeMode = true; | ||||
|       io.Fonts->AddFontDefault(); | ||||
|       io.Fonts->LoadFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font | ||||
|       io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs | ||||
|       io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font | ||||
|       io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs | ||||
|  | ||||
|  Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? | ||||
|  A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. | ||||
| @@ -3273,7 +3273,7 @@ void ImGui::NewFrame() | ||||
|     { | ||||
|         if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) | ||||
|         { | ||||
|             IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()?"); | ||||
|             IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); | ||||
|             IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL  && "Platform init didn't install handlers?"); | ||||
|             IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); | ||||
|             IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL  && "Platform init didn't install handlers?"); | ||||
| @@ -12887,7 +12887,7 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting | ||||
| // [SECTION] PLATFORM DEPENDENT HELPERS | ||||
| //----------------------------------------------------------------------------- | ||||
|  | ||||
| #if defined(_WIN32) && !defined(_WINDOWS_) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)) | ||||
| #if defined(_WIN32) && !defined(_WINDOWS_) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)) | ||||
| #ifndef WIN32_LEAN_AND_MEAN | ||||
| #define WIN32_LEAN_AND_MEAN | ||||
| #endif | ||||
| @@ -12899,7 +12899,7 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting | ||||
| #endif | ||||
|  | ||||
| // Win32 API clipboard implementation | ||||
| #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) | ||||
| #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) | ||||
|  | ||||
| #ifdef _MSC_VER | ||||
| #pragma comment(lib, "user32") | ||||
|   | ||||
| @@ -736,7 +736,7 @@ static void ShowDemoWindowWidgets() | ||||
|             //   Instead we are encoding a few strings with hexadecimal constants. Don't do this in your application! | ||||
|             //   Please use u8"text in any language" in your application! | ||||
|             // Note that characters values are preserved even by InputText() if the font cannot be displayed, so you can safely copy & paste garbled characters into another application. | ||||
|             ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->LoadFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt for details."); | ||||
|             ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt for details."); | ||||
|             ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. | ||||
|             ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); | ||||
|             static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; | ||||
|   | ||||
| @@ -1265,7 +1265,7 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float | ||||
| } | ||||
|  | ||||
| //------------------------------------------------------------------------- | ||||
| // [SECTION] Widgets: Combo Box | ||||
| // [SECTION] Widgets: ComboBox | ||||
| //------------------------------------------------------------------------- | ||||
| // - BeginCombo() | ||||
| // - EndCombo() | ||||
| @@ -1906,7 +1906,10 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa | ||||
|         } | ||||
|     } | ||||
|     if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id)) | ||||
|     { | ||||
|         FocusableItemUnregister(window); | ||||
|         return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format); | ||||
|     } | ||||
|  | ||||
|     // Actual drag behavior | ||||
|     ItemSize(total_bb, style.FramePadding.y); | ||||
| @@ -2337,7 +2340,10 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co | ||||
|         } | ||||
|     } | ||||
|     if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id)) | ||||
|     { | ||||
|         FocusableItemUnregister(window); | ||||
|         return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format); | ||||
|     } | ||||
|  | ||||
|     ItemSize(total_bb, style.FramePadding.y); | ||||
|  | ||||
| @@ -2608,8 +2614,8 @@ int ImParseFormatPrecision(const char* fmt, int default_precision) | ||||
|     return (precision == INT_MAX) ? default_precision : precision; | ||||
| } | ||||
|  | ||||
| // Create text input in place of a slider (when CTRL+Clicking on slider) | ||||
| // FIXME: Logic is messy and confusing. | ||||
| // Create text input in place of an active drag/slider (used when doing a CTRL+Click on drag/slider widgets) | ||||
| // FIXME: Logic is awkward and confusing. This should be reworked to facilitate using in other situations. | ||||
| bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format) | ||||
| { | ||||
|     ImGuiContext& g = *GImGui; | ||||
| @@ -2618,9 +2624,8 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const c | ||||
|     // Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen) | ||||
|     // On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id | ||||
|     SetActiveID(g.ScalarAsInputTextId, window); | ||||
|     g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); | ||||
|     SetHoveredID(0); | ||||
|     FocusableItemUnregister(window); | ||||
|     g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); | ||||
|  | ||||
|     char fmt_buf[32]; | ||||
|     char data_buf[32]; | ||||
| @@ -4994,7 +4999,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags | ||||
| // - Selectable() | ||||
| //------------------------------------------------------------------------- | ||||
|  | ||||
| // Tip: pass an empty label (e.g. "##dummy") then you can use the space to draw other text or image. | ||||
| // Tip: pass a non-visible label (e.g. "##dummy") then you can use the space to draw other text or image. | ||||
| // But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. | ||||
| bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) | ||||
| { | ||||
| @@ -5105,9 +5110,9 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags | ||||
| // - ListBoxFooter() | ||||
| //------------------------------------------------------------------------- | ||||
|  | ||||
| // FIXME: Rename to BeginListBox() | ||||
| // FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature. | ||||
| // Helper to calculate the size of a listbox and display a label on the right. | ||||
| // Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an empty label "##empty" | ||||
| // Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty" | ||||
| bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) | ||||
| { | ||||
|     ImGuiWindow* window = GetCurrentWindow(); | ||||
| @@ -5133,24 +5138,26 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) | ||||
|     return true; | ||||
| } | ||||
|  | ||||
| // FIXME: Rename to BeginListBox() | ||||
| // FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. | ||||
| bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) | ||||
| { | ||||
|     // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. | ||||
|     // We don't add +0.40f if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size. | ||||
|     // Size default to hold ~7.25 items. | ||||
|     // We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar. | ||||
|     // We don't add this extra bit if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size. | ||||
|     // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution. | ||||
|     if (height_in_items < 0) | ||||
|         height_in_items = ImMin(items_count, 7); | ||||
|     float height_in_items_f = height_in_items < items_count ? (height_in_items + 0.40f) : (height_in_items + 0.00f); | ||||
|     const ImGuiStyle& style = GetStyle(); | ||||
|     float height_in_items_f = (height_in_items < items_count) ? (height_in_items + 0.25f) : (height_in_items + 0.00f); | ||||
|  | ||||
|     // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). | ||||
|     ImVec2 size; | ||||
|     size.x = 0.0f; | ||||
|     size.y = GetTextLineHeightWithSpacing() * height_in_items_f + GetStyle().ItemSpacing.y; | ||||
|     size.y = GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f; | ||||
|     return ListBoxHeader(label, size); | ||||
| } | ||||
|  | ||||
| // FIXME: Rename to EndListBox() | ||||
| // FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. | ||||
| void ImGui::ListBoxFooter() | ||||
| { | ||||
|     ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow; | ||||
|   | ||||
		Reference in New Issue
	
	Block a user