Merge branch 'master' into viewport

This commit is contained in:
omar 2018-03-09 10:41:12 +01:00
commit 64cbbed152
8 changed files with 51 additions and 28 deletions

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@ -46,6 +46,8 @@ Various internal refactors have also been done, as part of the navigation work a
Breaking Changes: Breaking Changes:
(IN PROGRESS, WILL ADD TO THIS LIST AS WE WORK ON 1.60) (IN PROGRESS, WILL ADD TO THIS LIST AS WE WORK ON 1.60)
- Fonts: changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical rounding of Ascent/Descent to match TrueType renderer.
If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
- BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
- Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. - Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
- Reorganized context handling to be more explicit, - Reorganized context handling to be more explicit,
@ -104,14 +106,16 @@ Other Changes:
- Popup: Better handling of user mistakenly calling OpenPopup() every frame (with reopen_existing option). The error will now be more visible and easier to understand. (#1497) - Popup: Better handling of user mistakenly calling OpenPopup() every frame (with reopen_existing option). The error will now be more visible and easier to understand. (#1497)
- Popup: BeginPopup(): Exposed extra_flags parameter that are passed through to Begin(). (#1533) - Popup: BeginPopup(): Exposed extra_flags parameter that are passed through to Begin(). (#1533)
- Popup: BeginPopupModal: fixed the conditional test for SetNextWindowPos() which was polling the wrong window, which in practice made the test succeed all the time. - Popup: BeginPopupModal: fixed the conditional test for SetNextWindowPos() which was polling the wrong window, which in practice made the test succeed all the time.
- Tooltip: BeginTooltip() sets NoInputs flag. - Tooltip: BeginTooltip() sets ImGuiWindowFlags_NoInputs flag.
- Scrollbar: Fixed ScrollbarY enable test after ScrollbarX has been enabled being a little off (small regression from Nov 2017). (#1574) - Scrollbar: Fixed ScrollbarY enable test after ScrollbarX has been enabled being a little off (small regression from Nov 2017). (#1574)
- Scrollbar: Fixed ScrollbarX enable test subtracting WindowPadding.x (this has been there since the addition of horizontal scroll bar!). - Scrollbar: Fixed ScrollbarX enable test subtracting WindowPadding.x (this has been there since the addition of horizontal scroll bar!).
- Columns: Clear offsets data when columns count changed. (#1525) - Columns: Clear offsets data when columns count changed. (#1525)
- Columns: Fixed a memory leak of ImGuiColumnsSet's Columns vector. (#1529) [@unprompted] - Columns: Fixed a memory leak of ImGuiColumnsSet's Columns vector. (#1529) [@unprompted]
- Columns: Fixed resizing a window very small breaking some columns positioning (broken in 1.53).
- Columns: The available column extent takes consideration of the right-most clipped pixel, so the right-most column may look a little wider but will contain the same amount of visible contents.
- MenuBar: Fixed menu bar pushing a clipping rect outside of its allocated bound (usually unnoticeable). - MenuBar: Fixed menu bar pushing a clipping rect outside of its allocated bound (usually unnoticeable).
- TreeNode: nodes with the ImGuiTreeNodeFlags_Leaf flag correctly disable highlight when DragDrop is active. (#143, #581) - TreeNode: nodes with the ImGuiTreeNodeFlags_Leaf flag correctly disable highlight when DragDrop is active. (#143, #581)
- Drag and Drop: Increased payload type string to 12 characters instead of 8. (#143) - Drag and Drop: Increased payload type string to 32 characters instead of 8. (#143)
- Drag and Drop: TreeNode as drop target displays rectangle over full frame. (#1597, #143) - Drag and Drop: TreeNode as drop target displays rectangle over full frame. (#1597, #143)
- DragFloat: Fix/workaround for backends which do not preserve a valid mouse position when dragged out of bounds. (#1559) - DragFloat: Fix/workaround for backends which do not preserve a valid mouse position when dragged out of bounds. (#1559)
- Slider, Combo: Use ImGuiCol_FrameBgHovered color when hovered. (#1456) [@stfx] - Slider, Combo: Use ImGuiCol_FrameBgHovered color when hovered. (#1456) [@stfx]
@ -119,6 +123,12 @@ Other Changes:
- Combo: BeginCombo(): Added ImGuiComboFlags_NoPreview to disable the preview and only display a square arrow button. - Combo: BeginCombo(): Added ImGuiComboFlags_NoPreview to disable the preview and only display a square arrow button.
- Combo: Arrow button isn't displayed over frame background so its blended color matches other buttons. Left side of the button isn't rounded. - Combo: Arrow button isn't displayed over frame background so its blended color matches other buttons. Left side of the button isn't rounded.
- PlotLines: plot a flat line if scale_min==scale_max. (#1621) - PlotLines: plot a flat line if scale_min==scale_max. (#1621)
- Fonts: Changed DisplayOffset.y to defaults to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer.
If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622)
- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut]
- Fonts: Moved extra_fonts/ to misc/fonts/.
- ImFontAtlas: Fixed cfg.MergeMode not reusing existing glyphs if available (always overwrote).
- ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527) - ImFontAtlas: Handle stb_truetype stbtt_InitFont() and stbtt_PackBegin() possible failures more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527)
- ImFontAtlas: Moved mouse cursor data out of ImGuiContext, fix drawing them with multiple contexts. Also remove the last remaining undesirable dependency on ImGui in imgui_draw.cpp. (#939) - ImFontAtlas: Moved mouse cursor data out of ImGuiContext, fix drawing them with multiple contexts. Also remove the last remaining undesirable dependency on ImGui in imgui_draw.cpp. (#939)
- ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight flag to disable padding font height to nearest power of two. (#1613) - ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight flag to disable padding font height to nearest power of two. (#1613)
@ -134,18 +144,17 @@ Other Changes:
- Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes). - Misc: Updated stb_rect_pack from 0.10 to 0.11 (minor changes).
- Misc: Added ImGuiConfigFlags_IsSRGB and ImGuiConfigFlags_IsTouchScreen user flags (for io.ConfigFlags). - Misc: Added ImGuiConfigFlags_IsSRGB and ImGuiConfigFlags_IsTouchScreen user flags (for io.ConfigFlags).
(Those flags are not used by ImGui itself, they only exists to make it easy for the engine/back-end to pass information to the application in a standard manner.) (Those flags are not used by ImGui itself, they only exists to make it easy for the engine/back-end to pass information to the application in a standard manner.)
- Fonts: Updated stb_truetype from 1.14 to stb_truetype 1.19. (w/ include fix from some platforms #1622) - Metrics: Added display of Columns state.
- Fonts: Added optional FreeType rasterizer in misc/freetype. Moved from imgui_club repo. (#618) [@Vuhdo, @mikesart, @ocornut]
- Fonts: Moved extra_fonts/ to misc/fonts/.
- Demo: Improved Selectable() examples. (#1528) - Demo: Improved Selectable() examples. (#1528)
- Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions. - Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions.
- Demo: Console: Using ImGuiCol_Text to be more friendly to color changes. - Demo: Console: Using ImGuiCol_Text to be more friendly to color changes.
- Demo: Using IM_COL32() instead of ImColor() in ImDrawList centric contexts. Trying to phase out use of the ImColor helper whenever possible. - Demo: Using IM_COL32() instead of ImColor() in ImDrawList centric contexts. Trying to phase out use of the ImColor helper whenever possible.
- Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your bindings if needed. - Examples: Files in examples/ now include their own changelog so it is easier to occasionally update your bindings if needed.
- Examples: Using Dark theme by default. (#707). Tweaked demo code. - Examples: Using Dark theme by default. (#707). Tweaked demo code.
- Examples: Added support for horizontal mouse wheel for API that allows it. (#1463) - Examples: Added support for horizontal mouse wheel for API that allows it. (#1463) [@tseeker]
- Examples: DirectX12: Added DirectX 12 example. (#301) [@jdm3] - Examples: DirectX12: Added DirectX 12 example. (#301) [@jdm3]
- Examples: OpenGL3+GLFW,SDL: Changed GLSL shader version to 150 (#1466, #1504). - Examples: OpenGL3+GLFW,SDL: Changed GLSL shader version from 330 to 150. (#1466, #1504)
- Examples: OpenGL3+GLFW,SDL: Added a way to override the GLSL version string in the Init function. (#1466, #1504).
- Examples: OpenGL3+GLFW,SDL: Creating VAO in the render function so it can be more easily used by multiple shared OpenGL contexts. (#1217) - Examples: OpenGL3+GLFW,SDL: Creating VAO in the render function so it can be more easily used by multiple shared OpenGL contexts. (#1217)
- Examples: OpenGL3+GLFW: Using 3.2 context instead of 3.3. (#1466) - Examples: OpenGL3+GLFW: Using 3.2 context instead of 3.3. (#1466)
- Examples: OpenGL: Setting up glPixelStorei() explicitly before uploading texture. - Examples: OpenGL: Setting up glPixelStorei() explicitly before uploading texture.

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@ -145,8 +145,7 @@ Frameworks:
- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui) - Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui)
- SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml) or [imgui-backends](https://github.com/Mischa-Alff/imgui-backends) - SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml) or [imgui-backends](https://github.com/Mischa-Alff/imgui-backends)
For other bindings: see [this page](https://github.com/ocornut/imgui/wiki/Links/). For other bindings: see [this page](https://github.com/ocornut/imgui/wiki/Links/). Also see [wiki](https://github.com/ocornut/imgui/wiki) for a few other links and ideas. Contact me if you would like to add to those lists.
Please contact me with the Issues tracker or Twitter to fix/update this list.
Roadmap Roadmap
------- -------

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@ -212,7 +212,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- pie menus patterns (#434) - pie menus patterns (#434)
- markup: simple markup language for color change? (#902) - markup: simple markup language for color change? (#902)
- font: better vertical centering (based e.g on height of lowercase 'x'?). currently Roboto-Medium size 16 px isn't currently centered. !- font: need handling of missing glyphs by not packing/rasterizing glyph 0 of a given font.
- font: MergeMode: flags to select overwriting or not.
- font: MergeMode: duplicate glyphs are stored in the atlas texture which is suboptimal.
- font: better vertical centering (based e.g on height of lowercase 'x'?). currently Roboto-Medium size 16 px isn't currently centered. (#1619)
- font: free the Alpha buffer if user only requested RGBA. - font: free the Alpha buffer if user only requested RGBA.
!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions). !- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
- font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX - font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX

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@ -19,7 +19,7 @@
- Read first - Read first
- How to update to a newer version of Dear ImGui - How to update to a newer version of Dear ImGui
- Getting started with integrating Dear ImGui in your code/engine - Getting started with integrating Dear ImGui in your code/engine
- Using gamepad/keyboard navigation [BETA] - Using gamepad/keyboard navigation controls [BETA]
- API BREAKING CHANGES (read me when you update!) - API BREAKING CHANGES (read me when you update!)
- ISSUES & TODO LIST - ISSUES & TODO LIST
- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
@ -76,7 +76,8 @@
- ESCAPE to revert text to its original value. - ESCAPE to revert text to its original value.
- You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!) - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
- Controls are automatically adjusted for OSX to match standard OSX text editing operations. - Controls are automatically adjusted for OSX to match standard OSX text editing operations.
- Gamepad navigation: see suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at goo.gl/9LgVZW. - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard.
- General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at goo.gl/9LgVZW.
PROGRAMMER GUIDE PROGRAMMER GUIDE
@ -210,9 +211,9 @@
They tell you if ImGui intends to use your inputs. So for example, if 'io.WantCaptureMouse' is set you would typically want to hide They tell you if ImGui intends to use your inputs. So for example, if 'io.WantCaptureMouse' is set you would typically want to hide
mouse inputs from the rest of your application. Read the FAQ below for more information about those flags. mouse inputs from the rest of your application. Read the FAQ below for more information about those flags.
USING GAMEPAD/KEYBOARD NAVIGATION [BETA] USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS [BETA]
- Ask questions and report issues at https://github.com/ocornut/imgui/issues/787 - The gamepad/keyboard navigation is in Beta. Ask questions and report issues at https://github.com/ocornut/imgui/issues/787
- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
- Keyboard: - Keyboard:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays. - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
@ -227,13 +228,13 @@
- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values: - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values:
0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
- We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, maybe a power curve, etc.). Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
- You can download PNG/PSD files depicting the gamepad controls for common controllers at: goo.gl/9LgVZW. - You can download PNG/PSD files depicting the gamepad controls for common controllers at: goo.gl/9LgVZW.
- If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target. - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target.
Please reach out if you think the game vs navigation input sharing could be improved. Please reach out if you think the game vs navigation input sharing could be improved.
- Mouse: - Mouse:
- PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
- Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (in your console/tablet/phone app) to share your PC mouse/keyboard. - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard.
- On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavMoveMouse flag. - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavMoveMouse flag.
Enabling ImGuiConfigFlags_NavMoveMouse instructs dear imgui to move your mouse cursor along with navigation movements. Enabling ImGuiConfigFlags_NavMoveMouse instructs dear imgui to move your mouse cursor along with navigation movements.
When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantMoveMouse' to notify you that it wants the mouse cursor to be moved. When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantMoveMouse' to notify you that it wants the mouse cursor to be moved.
@ -250,6 +251,7 @@
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code. Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
Also read releases logs https://github.com/ocornut/imgui/releases for more details. Also read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2018/03/08 (1.60) - Changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
- 2018/03/03 (1.60) - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. - 2018/03/03 (1.60) - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
- 2018/02/27 (1.XX) - removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (it was used to clip within the DisplayPos..DisplayPos+Size range, I don't know of anyone using it) - 2018/02/27 (1.XX) - removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (it was used to clip within the DisplayPos..DisplayPos+Size range, I don't know of anyone using it)
- 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.

11
imgui.h
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@ -462,7 +462,7 @@ namespace ImGui
// Drag and Drop // Drag and Drop
// [BETA API] Missing Demo code. API may evolve. // [BETA API] Missing Demo code. API may evolve.
IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource() IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 12 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive an item. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive an item. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
@ -758,7 +758,7 @@ enum ImGuiNavInput_
ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) may be directly reading from io.KeyDown[] instead of io.NavInputs[]. // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeyDown[] instead of io.NavInputs[].
ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
ImGuiNavInput_KeyRight_, // move right ImGuiNavInput_KeyRight_, // move right
@ -1400,7 +1400,7 @@ struct ImGuiPayload
ImGuiID SourceId; // Source item id ImGuiID SourceId; // Source item id
ImGuiID SourceParentId; // Source parent id (if available) ImGuiID SourceParentId; // Source parent id (if available)
int DataFrameCount; // Data timestamp int DataFrameCount; // Data timestamp
char DataType[12 + 1]; // Data type tag (short user-supplied string, 12 characters max) char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max)
bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
@ -1680,7 +1680,7 @@ struct ImFontConfig
float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
// [Internal] // [Internal]
char Name[32]; // Name (strictly to ease debugging) char Name[40]; // Name (strictly to ease debugging)
ImFont* DstFont; ImFont* DstFont;
IMGUI_API ImFontConfig(); IMGUI_API ImFontConfig();
@ -1815,7 +1815,7 @@ struct ImFont
// Members: Hot ~62/78 bytes // Members: Hot ~62/78 bytes
float FontSize; // <user set> // Height of characters, set during loading (don't change after loading) float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale() float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
ImVec2 DisplayOffset; // = (0.f,1.f) // Offset font rendering by xx pixels ImVec2 DisplayOffset; // = (0.f,0.f) // Offset font rendering by xx pixels
ImVector<ImFontGlyph> Glyphs; // // All glyphs. ImVector<ImFontGlyph> Glyphs; // // All glyphs.
ImVector<float> IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI). ImVector<float> IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
ImVector<unsigned short> IndexLookup; // // Sparse. Index glyphs by Unicode code-point. ImVector<unsigned short> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
@ -1828,6 +1828,7 @@ struct ImFont
ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData
ImFontAtlas* ContainerAtlas; // // What we has been loaded into ImFontAtlas* ContainerAtlas; // // What we has been loaded into
float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
bool DirtyLookupTables;
int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
// Methods // Methods

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@ -1525,6 +1525,7 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, GetGlyphRangesDefault()); ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, GetGlyphRangesDefault());
font->DisplayOffset.y = 1.0f;
return font; return font;
} }
@ -1543,7 +1544,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels,
// Store a short copy of filename into into the font name for convenience // Store a short copy of filename into into the font name for convenience
const char* p; const char* p;
for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
snprintf(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels);
} }
return AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg, glyph_ranges); return AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg, glyph_ranges);
} }
@ -1817,13 +1818,15 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
ImFontConfig& cfg = atlas->ConfigData[input_i]; ImFontConfig& cfg = atlas->ConfigData[input_i];
ImFontTempBuildData& tmp = tmp_array[input_i]; ImFontTempBuildData& tmp = tmp_array[input_i];
ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true) ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true)
if (cfg.MergeMode)
dst_font->BuildLookupTable();
const float font_scale = stbtt_ScaleForPixelHeight(&tmp.FontInfo, cfg.SizePixels); const float font_scale = stbtt_ScaleForPixelHeight(&tmp.FontInfo, cfg.SizePixels);
int unscaled_ascent, unscaled_descent, unscaled_line_gap; int unscaled_ascent, unscaled_descent, unscaled_line_gap;
stbtt_GetFontVMetrics(&tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); stbtt_GetFontVMetrics(&tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
const float ascent = unscaled_ascent * font_scale; const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));
const float descent = unscaled_descent * font_scale; const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
const float off_x = cfg.GlyphOffset.x; const float off_x = cfg.GlyphOffset.x;
const float off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f); const float off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);
@ -1960,6 +1963,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
// Build all fonts lookup tables // Build all fonts lookup tables
for (int i = 0; i < atlas->Fonts.Size; i++) for (int i = 0; i < atlas->Fonts.Size; i++)
if (atlas->Fonts[i]->DirtyLookupTables)
atlas->Fonts[i]->BuildLookupTable(); atlas->Fonts[i]->BuildLookupTable();
} }
@ -2136,7 +2140,7 @@ ImFont::ImFont()
{ {
Scale = 1.0f; Scale = 1.0f;
FallbackChar = (ImWchar)'?'; FallbackChar = (ImWchar)'?';
DisplayOffset = ImVec2(0.0f, 1.0f); DisplayOffset = ImVec2(0.0f, 0.0f);
ClearOutputData(); ClearOutputData();
} }
@ -2165,6 +2169,7 @@ void ImFont::ClearOutputData()
ConfigData = NULL; ConfigData = NULL;
ContainerAtlas = NULL; ContainerAtlas = NULL;
Ascent = Descent = 0.0f; Ascent = Descent = 0.0f;
DirtyLookupTables = true;
MetricsTotalSurface = 0; MetricsTotalSurface = 0;
} }
@ -2177,6 +2182,7 @@ void ImFont::BuildLookupTable()
IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
IndexAdvanceX.clear(); IndexAdvanceX.clear();
IndexLookup.clear(); IndexLookup.clear();
DirtyLookupTables = false;
GrowIndex(max_codepoint + 1); GrowIndex(max_codepoint + 1);
for (int i = 0; i < Glyphs.Size; i++) for (int i = 0; i < Glyphs.Size; i++)
{ {
@ -2241,6 +2247,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f); glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f);
// Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
DirtyLookupTables = true;
MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + 1.99f); MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + 1.99f);
} }

View File

@ -714,7 +714,7 @@ struct ImGuiContext
ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source
ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly
unsigned char DragDropPayloadBufLocal[8]; unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads
// Widget state // Widget state
ImGuiTextEditState InputTextState; ImGuiTextEditState InputTextState;

View File

@ -315,6 +315,8 @@ bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags)
ImFontConfig& cfg = atlas->ConfigData[input_i]; ImFontConfig& cfg = atlas->ConfigData[input_i];
FreeTypeFont& font_face = fonts[input_i]; FreeTypeFont& font_face = fonts[input_i];
ImFont* dst_font = cfg.DstFont; ImFont* dst_font = cfg.DstFont;
if (cfg.MergeMode)
dst_font->BuildLookupTable();
const float ascent = font_face.Info.Ascender; const float ascent = font_face.Info.Ascender;
const float descent = font_face.Info.Descender; const float descent = font_face.Info.Descender;