diff --git a/README.md b/README.md index 48dd80dd..09ed595e 100644 --- a/README.md +++ b/README.md @@ -144,11 +144,12 @@ The library started its life and is best known as "ImGui" only due to the fact t
I integrated ImGui in my engine and the text or lines are blurry..
I integrated ImGui in my engine and some elements are disappearing when I move windows around..
How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs. -
How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application? +
How can I tell when ImGui wants my mouse/keyboard inputs VS when I can pass them to my application?
How can I load a different font than the default?
How can I easily use icons in my application?
How can I load multiple fonts?
How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? +
How can I preserve my ImGui context across reloading a DLL? (loss of the global/static variables)
How can I use the drawing facilities without an ImGui window? (using ImDrawList API) See the FAQ in imgui.cpp for answers. diff --git a/examples/allegro5_example/main.cpp b/examples/allegro5_example/main.cpp index a8cd156b..f99ff5e9 100644 --- a/examples/allegro5_example/main.cpp +++ b/examples/allegro5_example/main.cpp @@ -72,7 +72,7 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200, 100), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(200, 100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello"); ImGui::End(); @@ -81,7 +81,7 @@ int main(int, char**) // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() if (show_test_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); ImGui::ShowTestWindow(&show_test_window); } diff --git a/examples/apple_example/imguiex-ios/debug_hud.cpp b/examples/apple_example/imguiex-ios/debug_hud.cpp index c75938a3..63bec89b 100644 --- a/examples/apple_example/imguiex-ios/debug_hud.cpp +++ b/examples/apple_example/imguiex-ios/debug_hud.cpp @@ -24,18 +24,17 @@ void DebugHUD_InitDefaults( DebugHUD *hud ) hud->cubeColor2[3] = 1.0f; } -void DebugHUD_DoInterface( DebugHUD *hud ) +void DebugHUD_DoInterface(DebugHUD *hud) { if (hud->show_test_window) { - ImGui::SetNextWindowPos( ImVec2( 400, 20 ), ImGuiSetCond_FirstUseEver ); - ImGui::ShowTestWindow( &hud->show_test_window ); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); + ImGui::ShowTestWindow(&hud->show_test_window ); } if (hud->show_example_window) { - ImGui::SetNextWindowPos( ImVec2( 20, 20 ), ImGuiSetCond_FirstUseEver ); - ImGui::SetNextWindowSize( ImVec2( 350, 200 ), ImGuiSetCond_FirstUseEver ); + ImGui::SetNextWindowSize(ImVec2(350, 200), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &hud->show_example_window); ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1); ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2); diff --git a/examples/directx10_example/main.cpp b/examples/directx10_example/main.cpp index a7b282da..6b89ba9e 100644 --- a/examples/directx10_example/main.cpp +++ b/examples/directx10_example/main.cpp @@ -167,7 +167,7 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello"); ImGui::End(); @@ -176,7 +176,7 @@ int main(int, char**) // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() if (show_test_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! ImGui::ShowTestWindow(&show_test_window); } diff --git a/examples/directx11_example/main.cpp b/examples/directx11_example/main.cpp index 9e85d9e7..63b22095 100644 --- a/examples/directx11_example/main.cpp +++ b/examples/directx11_example/main.cpp @@ -170,7 +170,7 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello"); ImGui::End(); @@ -179,7 +179,7 @@ int main(int, char**) // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() if (show_test_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! ImGui::ShowTestWindow(&show_test_window); } diff --git a/examples/directx9_example/main.cpp b/examples/directx9_example/main.cpp index ecc382a7..036712c4 100644 --- a/examples/directx9_example/main.cpp +++ b/examples/directx9_example/main.cpp @@ -121,7 +121,7 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello"); ImGui::End(); @@ -130,7 +130,7 @@ int main(int, char**) // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() if (show_test_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); ImGui::ShowTestWindow(&show_test_window); } diff --git a/examples/marmalade_example/main.cpp b/examples/marmalade_example/main.cpp index c49aa844..e08e306b 100644 --- a/examples/marmalade_example/main.cpp +++ b/examples/marmalade_example/main.cpp @@ -56,7 +56,7 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello"); ImGui::End(); @@ -65,7 +65,7 @@ int main(int, char**) // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() if (show_test_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); ImGui::ShowTestWindow(&show_test_window); } diff --git a/examples/opengl2_example/main.cpp b/examples/opengl2_example/main.cpp index 28cb90ff..aa0816f9 100644 --- a/examples/opengl2_example/main.cpp +++ b/examples/opengl2_example/main.cpp @@ -59,7 +59,7 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello"); ImGui::End(); @@ -68,7 +68,7 @@ int main(int, char**) // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() if (show_test_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); ImGui::ShowTestWindow(&show_test_window); } diff --git a/examples/opengl3_example/main.cpp b/examples/opengl3_example/main.cpp index a1c45a53..a11bc59d 100644 --- a/examples/opengl3_example/main.cpp +++ b/examples/opengl3_example/main.cpp @@ -67,7 +67,7 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello"); ImGui::End(); @@ -76,7 +76,7 @@ int main(int, char**) // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() if (show_test_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); ImGui::ShowTestWindow(&show_test_window); } diff --git a/examples/sdl_opengl2_example/main.cpp b/examples/sdl_opengl2_example/main.cpp index 72cf21a5..53e428ba 100644 --- a/examples/sdl_opengl2_example/main.cpp +++ b/examples/sdl_opengl2_example/main.cpp @@ -72,7 +72,7 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello"); ImGui::End(); @@ -81,7 +81,7 @@ int main(int, char**) // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() if (show_test_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); ImGui::ShowTestWindow(&show_test_window); } diff --git a/examples/sdl_opengl3_example/main.cpp b/examples/sdl_opengl3_example/main.cpp index c396405f..56b79065 100644 --- a/examples/sdl_opengl3_example/main.cpp +++ b/examples/sdl_opengl3_example/main.cpp @@ -75,7 +75,7 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello"); ImGui::End(); @@ -84,7 +84,7 @@ int main(int, char**) // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() if (show_test_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); ImGui::ShowTestWindow(&show_test_window); } diff --git a/examples/vulkan_example/main.cpp b/examples/vulkan_example/main.cpp index 26539269..a4922b09 100644 --- a/examples/vulkan_example/main.cpp +++ b/examples/vulkan_example/main.cpp @@ -698,7 +698,7 @@ int main(int, char**) // 2. Show another simple window, this time using an explicit Begin/End pair if (show_another_window) { - ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver); ImGui::Begin("Another Window", &show_another_window); ImGui::Text("Hello"); ImGui::End(); @@ -707,7 +707,7 @@ int main(int, char**) // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() if (show_test_window) { - ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); ImGui::ShowTestWindow(&show_test_window); } diff --git a/extra_fonts/README.txt b/extra_fonts/README.txt index 82bc557a..9a311459 100644 --- a/extra_fonts/README.txt +++ b/extra_fonts/README.txt @@ -24,6 +24,7 @@ // Usage, e.g. ImGui::Text("%s Search", ICON_FA_SEARCH); + --------------------------------- FONTS LOADING INSTRUCTIONS --------------------------------- @@ -84,11 +85,27 @@ font->DisplayOffset.y += 1; // Render 1 pixel down +--------------------------------- + BUILDING CUSTOM GLYPH RANGES +--------------------------------- + + You can use the ImFontAtlas::GlyphRangesBuilder helper to create glyph ranges based on text input. + For exemple: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs. + + ImVector ranges; + ImFontAtlas::GlyphRangesBuilder builder; + builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) + builder.AddChar(0x7262); // Add a specific character + builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges + builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); + + --------------------------------- REMAPPING CODEPOINTS --------------------------------- - All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese CP-1251 for Cyrillic) will not work. + All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese CP-1251 for Cyrillic) will NOT work! In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. You can also try to remap your local codepage characters to their Unicode codepoint using font->AddRemapChar(), but international users may have problems reading/editing your source code. @@ -169,6 +186,9 @@ Inconsolata http://www.levien.com/type/myfonts/inconsolata.html + Google Noto Fonts (worldwide languages) + https://www.google.com/get/noto/ + Adobe Source Code Pro: Monospaced font family for user interface and coding environments https://github.com/adobe-fonts/source-code-pro diff --git a/imgui.cpp b/imgui.cpp index ebbbb584..08cda15f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -30,11 +30,12 @@ - I integrated ImGui in my engine and the text or lines are blurry.. - I integrated ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs. - - How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application? + - How can I tell when ImGui wants my mouse/keyboard inputs VS when I can pass them to my application? - How can I load a different font than the default? - How can I easily use icons in my application? - How can I load multiple fonts? - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic? + - How can I preserve my ImGui context across reloading a DLL? (loss of the global/static variables) - How can I use the drawing facilities without an ImGui window? (using ImDrawList API) - ISSUES & TODO-LIST - CODE @@ -194,7 +195,9 @@ 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. - - 2017/07/30 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - 2017/08/11 (1.51) - renamed ImGuiSetCond_*** types and flags to ImGuiCond_***. Kept redirection enums (will obsolete). + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0))' - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse @@ -444,7 +447,7 @@ e.g. when displaying a single object that may change over time (1-1 relationship), using a static string as ID will preserve your node open/closed state when the targeted object change. e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. experiment and see what makes more sense! - Q: How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application? + Q: How can I tell when ImGui wants my mouse/keyboard inputs VS when I can pass them to my application? A: You can read the 'io.WantCaptureMouse'/'io.WantCaptureKeyboard'/'ioWantTextInput' flags from the ImGuiIO structure. - When 'io.WantCaptureMouse' or 'io.WantCaptureKeyboard' flags are set you may want to discard/hide the inputs from the rest of your application. - When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console without a keyboard). @@ -495,19 +498,33 @@ 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. - All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will not work. - In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. - You can also try to remap your local codepage characters to their Unicode codepoint using font->AddRemapChar(), but international users may have problems reading/editing your source code. - io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); // Load Japanese characters - io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() - io.ImeWindowHandle = MY_HWND; // To input using Microsoft IME, give ImGui the hwnd of your application + // Add default Japanese ranges + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); + + // Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) + ImVector ranges; + ImFontAtlas::GlyphRangesBuilder builder; + builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) + builder.AddChar(0x7262); // Add a specific character + builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges + builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); - As for text input, depends on you passing the right character code to io.AddInputCharacter(). The example applications do that. + All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. + Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work! + Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. + + Text input: it is up to your application to pass the right character code to io.AddInputCharacter(). The applications in examples/ are doing that. + For languages using IME, on Windows you can copy the Hwnd of your application to io.ImeWindowHandle. The default implementation of io.ImeSetInputScreenPosFn() on Windows will set your IME position correctly. + + Q: How can I preserve my ImGui context across reloading a DLL? (loss of the global/static variables) + A: Create your own context 'ctx = CreateContext()' + 'SetCurrentContext(ctx)' and your own font atlas 'ctx->GetIO().Fonts = new ImFontAtlas()' so you don't rely on the default globals. Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API) A: The easiest way is to create a dummy window. Call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flag, zero background alpha, then retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. + You can also perfectly create a standalone ImDrawList instance _but_ you need ImGui to be initialized because ImDrawList pulls from ImGui data to retrieve the coordinates of the white pixel. - tip: the construct 'IMGUI_ONCE_UPON_A_FRAME { ... }' will run the block of code only once a frame. You can use it to quickly add custom UI in the middle of a deep nested inner loop in your code. - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug" @@ -725,9 +742,9 @@ static void SetCurrentFont(ImFont* font); static void SetCurrentWindow(ImGuiWindow* window); static void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x); static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y); -static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiSetCond cond); -static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiSetCond cond); -static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiSetCond cond); +static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond); +static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond); +static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond); static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs); static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags); static inline bool IsWindowContentHoverable(ImGuiWindow* window); @@ -778,12 +795,13 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y); // Context //----------------------------------------------------------------------------- -// Default font atlas storage . +// Default font atlas storage. // New contexts always point by default to this font atlas. It can be changed by reassigning the GetIO().Fonts variable. static ImFontAtlas GImDefaultFontAtlas; // Default context storage + current context pointer. // Implicitely used by all ImGui functions. Always assumed to be != NULL. Change to a different context by calling ImGui::SetCurrentContext() +// If you are hot-reloading this code in a DLL you will lose the static/global variables. Create your own context+font atlas instead of relying on those default (see FAQ entry "How can I preserve my ImGui context across reloading a DLL?"). // ImGui is currently not thread-safe because of this variable. If you want thread-safety to allow N threads to access N different contexts, you might work around it by: // - Having multiple instances of the ImGui code compiled inside different namespace (easiest/safest, if you have a finite number of contexts) // - or: Changing this variable to be TLS. You may #define GImGui in imconfig.h for further custom hackery. Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 @@ -1910,7 +1928,7 @@ ImGuiWindow::ImGuiWindow(const char* name) AutoFitChildAxises = 0x00; AutoPosLastDirection = -1; HiddenFrames = 0; - SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiSetCond_Always | ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; SetWindowPosCenterWanted = false; LastFrameActive = -1; @@ -3112,7 +3130,7 @@ void ImGui::NewFrame() CloseInactivePopups(); // Create implicit window - we will only render it if the user has added something to it. - ImGui::SetNextWindowSize(ImVec2(400,400), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); ImGui::Begin("Debug"); } @@ -3776,20 +3794,13 @@ void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - - ImVec2 a, b, c; float start_x = (float)(int)(g.FontSize * 0.307f + 0.5f); float rem_third = (float)(int)((g.FontSize - start_x) / 3.0f); - a.x = pos.x + 0.5f + start_x; - b.x = a.x + rem_third; - c.x = a.x + rem_third * 3.0f; - b.y = pos.y - 1.0f + (float)(int)(g.Font->Ascent * (g.FontSize / g.Font->FontSize) + 0.5f) + (float)(int)(g.Font->DisplayOffset.y); - a.y = b.y - rem_third; - c.y = b.y - rem_third * 2.0f; - - window->DrawList->PathLineTo(a); - window->DrawList->PathLineTo(b); - window->DrawList->PathLineTo(c); + float bx = pos.x + 0.5f + start_x + rem_third; + float by = pos.y - 1.0f + (float)(int)(g.Font->Ascent * (g.FontSize / g.Font->FontSize) + 0.5f) + (float)(int)(g.Font->DisplayOffset.y); + window->DrawList->PathLineTo(ImVec2(bx - rem_third, by - rem_third)); + window->DrawList->PathLineTo(ImVec2(bx, by)); + window->DrawList->PathLineTo(ImVec2(bx + rem_third*2, by - rem_third*2)); window->DrawList->PathStroke(col, false); } @@ -4635,9 +4646,9 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl } else { - window->SetWindowPosAllowFlags &= ~ImGuiSetCond_FirstUseEver; - window->SetWindowSizeAllowFlags &= ~ImGuiSetCond_FirstUseEver; - window->SetWindowCollapsedAllowFlags &= ~ImGuiSetCond_FirstUseEver; + window->SetWindowPosAllowFlags &= ~ImGuiCond_FirstUseEver; + window->SetWindowSizeAllowFlags &= ~ImGuiCond_FirstUseEver; + window->SetWindowCollapsedAllowFlags &= ~ImGuiCond_FirstUseEver; } if (settings->Pos.x != FLT_MAX) @@ -4722,7 +4733,7 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) // You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. // - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. // - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. -// - Passing non-zero 'size' is roughly equivalent to calling SetNextWindowSize(size, ImGuiSetCond_FirstUseEver) prior to calling Begin(). +// - Passing non-zero 'size' is roughly equivalent to calling SetNextWindowSize(size, ImGuiCond_FirstUseEver) prior to calling Begin(). bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { return ImGui::Begin(name, p_open, ImVec2(0.f, 0.f), -1.0f, flags); @@ -4785,12 +4796,12 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us if (g.SetNextWindowPosCond) { const ImVec2 backup_cursor_pos = window->DC.CursorPos; // FIXME: not sure of the exact reason of this saving/restore anymore :( need to look into that. - if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowPosAllowFlags |= ImGuiSetCond_Appearing; + if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowPosAllowFlags |= ImGuiCond_Appearing; window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.SetNextWindowPosCond) != 0; if (window_pos_set_by_api && ImLengthSqr(g.SetNextWindowPosVal - ImVec2(-FLT_MAX,-FLT_MAX)) < 0.001f) { window->SetWindowPosCenterWanted = true; // May be processed on the next frame if this is our first frame and we are measuring size - window->SetWindowPosAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing); + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); } else { @@ -4801,7 +4812,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us } if (g.SetNextWindowSizeCond) { - if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowSizeAllowFlags |= ImGuiSetCond_Appearing; + if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowSizeAllowFlags |= ImGuiCond_Appearing; window_size_set_by_api = (window->SetWindowSizeAllowFlags & g.SetNextWindowSizeCond) != 0; SetWindowSize(window, g.SetNextWindowSizeVal, g.SetNextWindowSizeCond); g.SetNextWindowSizeCond = 0; @@ -4817,7 +4828,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us } if (g.SetNextWindowCollapsedCond) { - if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowCollapsedAllowFlags |= ImGuiSetCond_Appearing; + if (!window_was_active || window_appearing_after_being_hidden) window->SetWindowCollapsedAllowFlags |= ImGuiCond_Appearing; SetWindowCollapsed(window, g.SetNextWindowCollapsedVal, g.SetNextWindowCollapsedCond); g.SetNextWindowCollapsedCond = 0; } @@ -5854,12 +5865,12 @@ static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y) window->DC.CursorMaxPos.y -= window->Scroll.y; } -static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiSetCond cond) +static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time if (cond && (window->SetWindowPosAllowFlags & cond) == 0) return; - window->SetWindowPosAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing); + window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); window->SetWindowPosCenterWanted = false; // Set @@ -5870,13 +5881,13 @@ static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiSetCond co window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected. } -void ImGui::SetWindowPos(const ImVec2& pos, ImGuiSetCond cond) +void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond) { ImGuiWindow* window = GetCurrentWindowRead(); SetWindowPos(window, pos, cond); } -void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond) +void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond) { if (ImGuiWindow* window = FindWindowByName(name)) SetWindowPos(window, pos, cond); @@ -5888,12 +5899,12 @@ ImVec2 ImGui::GetWindowSize() return window->Size; } -static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiSetCond cond) +static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) return; - window->SetWindowSizeAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing); + window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); // Set if (size.x > 0.0f) @@ -5918,30 +5929,30 @@ static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiSetCond } } -void ImGui::SetWindowSize(const ImVec2& size, ImGuiSetCond cond) +void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) { SetWindowSize(GImGui->CurrentWindow, size, cond); } -void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond) +void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond) { ImGuiWindow* window = FindWindowByName(name); if (window) SetWindowSize(window, size, cond); } -static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiSetCond cond) +static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond) { // Test condition (NB: bit 0 is always true) and clear flags for next time if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0) return; - window->SetWindowCollapsedAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing); + window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); // Set window->Collapsed = collapsed; } -void ImGui::SetWindowCollapsed(bool collapsed, ImGuiSetCond cond) +void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) { SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); } @@ -5951,7 +5962,7 @@ bool ImGui::IsWindowCollapsed() return GImGui->CurrentWindow->Collapsed; } -void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond) +void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond) { ImGuiWindow* window = FindWindowByName(name); if (window) @@ -5976,25 +5987,25 @@ void ImGui::SetWindowFocus(const char* name) } } -void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond) +void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond) { ImGuiContext& g = *GImGui; g.SetNextWindowPosVal = pos; - g.SetNextWindowPosCond = cond ? cond : ImGuiSetCond_Always; + g.SetNextWindowPosCond = cond ? cond : ImGuiCond_Always; } -void ImGui::SetNextWindowPosCenter(ImGuiSetCond cond) +void ImGui::SetNextWindowPosCenter(ImGuiCond cond) { ImGuiContext& g = *GImGui; g.SetNextWindowPosVal = ImVec2(-FLT_MAX, -FLT_MAX); - g.SetNextWindowPosCond = cond ? cond : ImGuiSetCond_Always; + g.SetNextWindowPosCond = cond ? cond : ImGuiCond_Always; } -void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond) +void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) { ImGuiContext& g = *GImGui; g.SetNextWindowSizeVal = size; - g.SetNextWindowSizeCond = cond ? cond : ImGuiSetCond_Always; + g.SetNextWindowSizeCond = cond ? cond : ImGuiCond_Always; } void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeConstraintCallback custom_callback, void* custom_callback_user_data) @@ -6010,21 +6021,21 @@ void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; g.SetNextWindowContentSizeVal = size; - g.SetNextWindowContentSizeCond = ImGuiSetCond_Always; + g.SetNextWindowContentSizeCond = ImGuiCond_Always; } void ImGui::SetNextWindowContentWidth(float width) { ImGuiContext& g = *GImGui; g.SetNextWindowContentSizeVal = ImVec2(width, g.SetNextWindowContentSizeCond ? g.SetNextWindowContentSizeVal.y : 0.0f); - g.SetNextWindowContentSizeCond = ImGuiSetCond_Always; + g.SetNextWindowContentSizeCond = ImGuiCond_Always; } -void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond) +void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) { ImGuiContext& g = *GImGui; g.SetNextWindowCollapsedVal = collapsed; - g.SetNextWindowCollapsedCond = cond ? cond : ImGuiSetCond_Always; + g.SetNextWindowCollapsedCond = cond ? cond : ImGuiCond_Always; } void ImGui::SetNextWindowFocus() @@ -6879,14 +6890,14 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) bool is_open; if (g.SetNextTreeNodeOpenCond != 0) { - if (g.SetNextTreeNodeOpenCond & ImGuiSetCond_Always) + if (g.SetNextTreeNodeOpenCond & ImGuiCond_Always) { is_open = g.SetNextTreeNodeOpenVal; storage->SetInt(id, is_open); } else { - // We treat ImGuiSetCondition_Once and ImGuiSetCondition_FirstUseEver the same because tree node state are not saved persistently. + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. const int stored_value = storage->GetInt(id, -1); if (stored_value == -1) { @@ -7153,11 +7164,11 @@ float ImGui::GetTreeNodeToLabelSpacing() return g.FontSize + (g.Style.FramePadding.x * 2.0f); } -void ImGui::SetNextTreeNodeOpen(bool is_open, ImGuiSetCond cond) +void ImGui::SetNextTreeNodeOpen(bool is_open, ImGuiCond cond) { ImGuiContext& g = *GImGui; g.SetNextTreeNodeOpenVal = is_open; - g.SetNextTreeNodeOpenCond = cond ? cond : ImGuiSetCond_Always; + g.SetNextTreeNodeOpenCond = cond ? cond : ImGuiCond_Always; } void ImGui::PushID(const char* str_id) @@ -10029,7 +10040,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (menu_is_open) { - SetNextWindowPos(popup_pos, ImGuiSetCond_Always); + SetNextWindowPos(popup_pos, ImGuiCond_Always); ImGuiWindowFlags flags = ImGuiWindowFlags_ShowBorders | ((window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) ? ImGuiWindowFlags_ChildMenu|ImGuiWindowFlags_ChildWindow : ImGuiWindowFlags_ChildMenu); menu_is_open = BeginPopupEx(label, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) } @@ -10493,20 +10504,19 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl PushID(label); BeginGroup(); - if ((flags & ImGuiColorEditFlags_NoSidePreview) == 0) + if (!(flags & ImGuiColorEditFlags_NoSidePreview)) flags |= ImGuiColorEditFlags_NoSmallPreview; - if ((flags & ImGuiColorEditFlags_NoOptions) == 0) - { - // Context menu: display and store options. + // Context menu: display and store options. + if (!(flags & ImGuiColorEditFlags_NoOptions)) ColorPickerOptionsPopup(flags, col); - // Read stored options - if ((flags & ImGuiColorEditFlags__PickerMask) == 0) - flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; - IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check that only 1 is selected + // Read stored options + if (!(flags & ImGuiColorEditFlags__PickerMask)) + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; + IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check that only 1 is selected + if (!(flags & ImGuiColorEditFlags_NoOptions)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); - } // Setup bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); @@ -10648,7 +10658,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if ((flags & ImGuiColorEditFlags_NoInputs) == 0) { PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; if (flags & ImGuiColorEditFlags_RGB || (flags & ImGuiColorEditFlags__InputsMask) == 0) value_changed |= ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_RGB); @@ -11222,21 +11232,6 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) } } -// FIXME: May want to remove those helpers? -void ImGui::ValueColor(const char* prefix, const ImVec4& v) -{ - Text("%s: (%.2f,%.2f,%.2f,%.2f)", prefix, v.x, v.y, v.z, v.w); - SameLine(); - ColorButton(prefix, v); -} - -void ImGui::ValueColor(const char* prefix, ImU32 v) -{ - Text("%s: %08X", prefix, v); - SameLine(); - ColorButton(prefix, ColorConvertU32ToFloat4(v)); -} - //----------------------------------------------------------------------------- // PLATFORM DEPENDENT HELPERS //----------------------------------------------------------------------------- @@ -11470,7 +11465,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL"); ImGui::Text("HoveredId: 0x%08X/0x%08X", g.HoveredId, g.HoveredIdPreviousFrame); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not ImGui::Text("ActiveId: 0x%08X/0x%08X, ActiveIdSource: %s", g.ActiveId, g.ActiveIdPreviousFrame, input_source_names[g.ActiveIdSource]); - ImGui::Text("ActiveIdWindow: '%s", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); + ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); ImGui::Text("NavWindow: '%s', NavId: 0x%08X, NavLayer: %d", g.NavWindow ? g.NavWindow->Name : "NULL", g.NavId, g.NavLayer); ImGui::Text("NavRefRectRel: (%.1f,%.1f)(%.1f,%.1f)", g.NavRefRectRel.Min.x, g.NavRefRectRel.Min.y, g.NavRefRectRel.Max.x, g.NavRefRectRel.Max.y); ImGui::Text("NavUsable: %d, NavActive: %d", g.IO.NavUsable, g.IO.NavActive); diff --git a/imgui.h b/imgui.h index 4183f1da..cfcfab2d 100644 --- a/imgui.h +++ b/imgui.h @@ -74,7 +74,7 @@ typedef int ImGuiNavInput; // an input identifier for gamepad nav // e typedef int ImGuiColorEditFlags; // color edit flags for Color*() // enum ImGuiColorEditFlags_ typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_ typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_ -typedef int ImGuiSetCond; // condition flags for Set*() // enum ImGuiSetCond_ +typedef int ImGuiCond; // condition flags for Set*() // enum ImGuiCond_ typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_ typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_ typedef int ImGuiTreeNodeFlags; // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_ @@ -149,22 +149,22 @@ namespace ImGui IMGUI_API bool IsWindowCollapsed(); IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows - IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position. call before Begin() - IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. call before Begin() - IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // set next window position. call before Begin() + IMGUI_API void SetNextWindowPosCenter(ImGuiCond cond = 0); // set next window position to be centered on screen. call before Begin() + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeConstraintCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints. IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin() IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin() - IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin() - IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. - IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. - IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus(). - IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position. - IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. - IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state - IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus. + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus. IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] @@ -347,7 +347,7 @@ namespace ImGui IMGUI_API void TreePop(); // ~ Unindent()+PopId() IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing() IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode - IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiSetCond cond = 0); // set next TreeNode/CollapsingHeader open state. + IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header @@ -365,8 +365,6 @@ namespace ImGui IMGUI_API void Value(const char* prefix, int v); IMGUI_API void Value(const char* prefix, unsigned int v); IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); - IMGUI_API void ValueColor(const char* prefix, const ImVec4& v); - IMGUI_API void ValueColor(const char* prefix, ImU32 v); // Tooltips IMGUI_API void SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1); // set text tooltip under mouse-cursor, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip(). @@ -748,13 +746,18 @@ enum ImGuiMouseCursor_ }; // Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions -// All those functions treat 0 as a shortcut to ImGuiSetCond_Always -enum ImGuiSetCond_ +// All those functions treat 0 as a shortcut to ImGuiCond_Always +enum ImGuiCond_ { - ImGuiSetCond_Always = 1 << 0, // Set the variable - ImGuiSetCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed) - ImGuiSetCond_FirstUseEver = 1 << 2, // Set the variable if the window has no saved data (if doesn't exist in the .ini file) - ImGuiSetCond_Appearing = 1 << 3 // Set the variable if the window is appearing after being hidden/inactive (or the first time) + ImGuiCond_Always = 1 << 0, // Set the variable + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the window has no saved data (if doesn't exist in the .ini file) + ImGuiCond_Appearing = 1 << 3 // Set the variable if the window is appearing after being hidden/inactive (or the first time) + +// Obsolete names (will be obsolete) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing +#endif }; struct ImGuiStyle @@ -1395,7 +1398,7 @@ struct ImFontAtlas void SetTexID(ImTextureID id) { TexID = id; } // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) - // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create a UTF-8 string literally using the u8"Hello world" syntax. See FAQ for details. + // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details. IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs @@ -1403,6 +1406,19 @@ struct ImFontAtlas IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + // Helpers to build glyph ranges from text data. Feed all your application strings/characters to it then call BuildRanges(). + struct GlyphRangesBuilder + { + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + GlyphRangesBuilder() { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); } + bool GetBit(int n) { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; } + void SetBit(int n) { UsedChars[n >> 3] |= 1 << (n & 7); } // Set bit 'c' in the array + void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges + }; + // Members // (Access texture data via GetTexData*() calls which will setup a default font for you.) ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 6d0f104e..a6145931 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -183,7 +183,7 @@ void ImGui::ShowTestWindow(bool* p_open) if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; if (no_nav) window_flags |= ImGuiWindowFlags_NoNavInputs; - ImGui::SetNextWindowSize(ImVec2(550,680), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(550,680), ImGuiCond_FirstUseEver); if (!ImGui::Begin("ImGui Demo", p_open, window_flags)) { // Early out if the window is collapsed, as an optimization. @@ -858,8 +858,8 @@ void ImGui::ShowTestWindow(bool* p_open) if (ImGui::Button("Uint8 + HSV")) ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_HSV); ImGui::SameLine(); - if (ImGui::Button("Float + HDR + NoClamp")) - ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_HDR); + if (ImGui::Button("Float + HDR")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_RGB); ImGui::TreePop(); } @@ -2131,12 +2131,12 @@ static void ShowExampleAppManipulatingWindowTitle(bool*) // You can use the "##" and "###" markers to manipulate the display/ID. // Using "##" to display same title but have unique identifier. - ImGui::SetNextWindowPos(ImVec2(100,100), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(100,100), ImGuiCond_FirstUseEver); ImGui::Begin("Same title as another window##1"); ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); ImGui::End(); - ImGui::SetNextWindowPos(ImVec2(100,200), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(100,200), ImGuiCond_FirstUseEver); ImGui::Begin("Same title as another window##2"); ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); ImGui::End(); @@ -2144,7 +2144,7 @@ static void ShowExampleAppManipulatingWindowTitle(bool*) // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" char buf[128]; sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime()/0.25f)&3], rand()); - ImGui::SetNextWindowPos(ImVec2(100,300), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(100,300), ImGuiCond_FirstUseEver); ImGui::Begin(buf); ImGui::Text("This window has a changing title."); ImGui::End(); @@ -2153,7 +2153,7 @@ static void ShowExampleAppManipulatingWindowTitle(bool*) // Demonstrate using the low-level ImDrawList to draw custom shapes. static void ShowExampleAppCustomRendering(bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(350,560), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(350,560), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Custom rendering", p_open)) { ImGui::End(); @@ -2306,7 +2306,7 @@ struct ExampleAppConsole void Draw(const char* title, bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiCond_FirstUseEver); if (!ImGui::Begin(title, p_open)) { ImGui::End(); @@ -2567,7 +2567,7 @@ struct ExampleAppLog void Draw(const char* title, bool* p_open = NULL) { - ImGui::SetNextWindowSize(ImVec2(500,400), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(500,400), ImGuiCond_FirstUseEver); ImGui::Begin(title, p_open); if (ImGui::Button("Clear")) Clear(); ImGui::SameLine(); @@ -2624,7 +2624,7 @@ static void ShowExampleAppLog(bool* p_open) // Demonstrate create a window with multiple child windows. static void ShowExampleAppLayout(bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); if (ImGui::Begin("Example: Layout", p_open, ImGuiWindowFlags_MenuBar)) { if (ImGui::BeginMenuBar()) @@ -2670,7 +2670,7 @@ static void ShowExampleAppLayout(bool* p_open) // Demonstrate create a simple property editor. static void ShowExampleAppPropertyEditor(bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(430,450), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(430,450), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Property editor", p_open)) { ImGui::End(); @@ -2743,7 +2743,7 @@ static void ShowExampleAppPropertyEditor(bool* p_open) // Demonstrate/test rendering huge amount of text, and the incidence of clipping. static void ShowExampleAppLongText(bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiSetCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Long text display", p_open)) { ImGui::End(); diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 42a87b47..876fd7df 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -1694,6 +1694,44 @@ const ImWchar* ImFontAtlas::GetGlyphRangesThai() return &ranges[0]; } +//----------------------------------------------------------------------------- +// ImFontAtlas::GlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontAtlas::GlyphRangesBuilder::AddText(const char* text, const char* text_end) +{ + while (text_end ? (text < text_end) : *text) + { + unsigned int c = 0; + int c_len = ImTextCharFromUtf8(&c, text, text_end); + text += c_len; + if (c_len == 0) + break; + if (c < 0x10000) + AddChar((ImWchar)c); + } +} + +void ImFontAtlas::GlyphRangesBuilder::AddRanges(const ImWchar* ranges) +{ + for (; ranges[0]; ranges += 2) + for (ImWchar c = ranges[0]; c <= ranges[1]; c++) + AddChar(c); +} + +void ImFontAtlas::GlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +{ + for (int n = 0; n < 0x10000; n++) + if (GetBit(n)) + { + out_ranges->push_back((ImWchar)n); + while (n < 0x10000 && GetBit(n + 1)) + n++; + out_ranges->push_back((ImWchar)n); + } + out_ranges->push_back(0); +} + //----------------------------------------------------------------------------- // ImFont //----------------------------------------------------------------------------- diff --git a/imgui_internal.h b/imgui_internal.h index 181d4f1e..d64e812b 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -466,17 +466,17 @@ struct ImGuiContext ImVec2 SetNextWindowSizeVal; ImVec2 SetNextWindowContentSizeVal; bool SetNextWindowCollapsedVal; - ImGuiSetCond SetNextWindowPosCond; - ImGuiSetCond SetNextWindowSizeCond; - ImGuiSetCond SetNextWindowContentSizeCond; - ImGuiSetCond SetNextWindowCollapsedCond; + ImGuiCond SetNextWindowPosCond; + ImGuiCond SetNextWindowSizeCond; + ImGuiCond SetNextWindowContentSizeCond; + ImGuiCond SetNextWindowCollapsedCond; ImRect SetNextWindowSizeConstraintRect; // Valid if 'SetNextWindowSizeConstraint' is true ImGuiSizeConstraintCallback SetNextWindowSizeConstraintCallback; - void* SetNextWindowSizeConstraintCallbackUserData; + void* SetNextWindowSizeConstraintCallbackUserData; bool SetNextWindowSizeConstraint; bool SetNextWindowFocus; bool SetNextTreeNodeOpenVal; - ImGuiSetCond SetNextTreeNodeOpenCond; + ImGuiCond SetNextTreeNodeOpenCond; // Render ImDrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user @@ -741,9 +741,9 @@ struct IMGUI_API ImGuiWindow int AutoFitChildAxises; int AutoPosLastDirection; int HiddenFrames; - int SetWindowPosAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag. - int SetWindowSizeAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag. - int SetWindowCollapsedAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag. + ImGuiCond SetWindowPosAllowFlags; // store condition flags for next SetWindowPos() call. + ImGuiCond SetWindowSizeAllowFlags; // store condition flags for next SetWindowSize() call. + ImGuiCond SetWindowCollapsedAllowFlags; // store condition flags for next SetWindowCollapsed() call. bool SetWindowPosCenterWanted; ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame