mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-18 22:26:34 +00:00
Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui_widgets.cpp
This commit is contained in:
commit
80533ea5e1
12
.github/workflows/build.yml
vendored
12
.github/workflows/build.yml
vendored
@ -458,10 +458,20 @@ jobs:
|
||||
popd
|
||||
make -C examples/example_emscripten_wgpu
|
||||
|
||||
Android:
|
||||
runs-on: ubuntu-18.04
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
|
||||
- name: Build example_android_opengl3
|
||||
run: |
|
||||
cd examples/example_android_opengl3/android
|
||||
gradle assembleDebug
|
||||
|
||||
Discord-CI:
|
||||
runs-on: ubuntu-18.04
|
||||
if: always()
|
||||
needs: [Windows, Linux, MacOS, iOS, Emscripten]
|
||||
needs: [Windows, Linux, MacOS, iOS, Emscripten, Android]
|
||||
steps:
|
||||
- uses: dearimgui/github_discord_notifier@latest
|
||||
with:
|
||||
|
187
backends/imgui_impl_android.cpp
Normal file
187
backends/imgui_impl_android.cpp
Normal file
@ -0,0 +1,187 @@
|
||||
// dear imgui: Platform Binding for Android native app
|
||||
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
|
||||
// Missing features:
|
||||
// [ ] Platform: Clipboard support.
|
||||
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
|
||||
// Important:
|
||||
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
|
||||
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021-03-04: Initial version.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_android.h"
|
||||
#include <time.h>
|
||||
#include <map>
|
||||
#include <queue>
|
||||
#include <android/native_window.h>
|
||||
#include <android/input.h>
|
||||
#include <android/keycodes.h>
|
||||
#include <android/log.h>
|
||||
|
||||
// Android data
|
||||
static double g_Time = 0.0;
|
||||
static ANativeWindow* g_Window;
|
||||
static char g_LogTag[] = "ImGuiExample";
|
||||
static std::map<int32_t, std::queue<int32_t>> g_KeyEventQueues; // FIXME: Remove dependency on map and queue once we use upcoming input queue.
|
||||
|
||||
int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int32_t event_type = AInputEvent_getType(input_event);
|
||||
switch (event_type)
|
||||
{
|
||||
case AINPUT_EVENT_TYPE_KEY:
|
||||
{
|
||||
int32_t event_key_code = AKeyEvent_getKeyCode(input_event);
|
||||
int32_t event_action = AKeyEvent_getAction(input_event);
|
||||
int32_t event_meta_state = AKeyEvent_getMetaState(input_event);
|
||||
|
||||
io.KeyCtrl = ((event_meta_state & AMETA_CTRL_ON) != 0);
|
||||
io.KeyShift = ((event_meta_state & AMETA_SHIFT_ON) != 0);
|
||||
io.KeyAlt = ((event_meta_state & AMETA_ALT_ON) != 0);
|
||||
|
||||
switch (event_action)
|
||||
{
|
||||
// FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer
|
||||
// goes up from a key. We use a simple key event queue/ and process one event per key per frame in
|
||||
// ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787
|
||||
case AKEY_EVENT_ACTION_DOWN:
|
||||
case AKEY_EVENT_ACTION_UP:
|
||||
g_KeyEventQueues[event_key_code].push(event_action);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case AINPUT_EVENT_TYPE_MOTION:
|
||||
{
|
||||
int32_t event_action = AMotionEvent_getAction(input_event);
|
||||
int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
|
||||
event_action &= AMOTION_EVENT_ACTION_MASK;
|
||||
switch (event_action)
|
||||
{
|
||||
case AMOTION_EVENT_ACTION_DOWN:
|
||||
case AMOTION_EVENT_ACTION_UP:
|
||||
// Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP,
|
||||
// but we have to process them separately to identify the actual button pressed. This is done below via
|
||||
// AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback).
|
||||
if((AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_FINGER)
|
||||
|| (AMotionEvent_getToolType(input_event, event_pointer_index) == AMOTION_EVENT_TOOL_TYPE_UNKNOWN))
|
||||
{
|
||||
io.MouseDown[0] = (event_action == AMOTION_EVENT_ACTION_DOWN) ? true : false;
|
||||
io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
|
||||
}
|
||||
break;
|
||||
case AMOTION_EVENT_ACTION_BUTTON_PRESS:
|
||||
case AMOTION_EVENT_ACTION_BUTTON_RELEASE:
|
||||
{
|
||||
int32_t button_state = AMotionEvent_getButtonState(input_event);
|
||||
io.MouseDown[0] = (button_state & AMOTION_EVENT_BUTTON_PRIMARY) ? true : false;
|
||||
io.MouseDown[1] = (button_state & AMOTION_EVENT_BUTTON_SECONDARY) ? true : false;
|
||||
io.MouseDown[2] = (button_state & AMOTION_EVENT_BUTTON_TERTIARY) ? true : false;
|
||||
}
|
||||
break;
|
||||
case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse)
|
||||
case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN
|
||||
io.MousePos = ImVec2(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index));
|
||||
break;
|
||||
case AMOTION_EVENT_ACTION_SCROLL:
|
||||
io.MouseWheel = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index);
|
||||
io.MouseWheelH = AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
return 1;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool ImGui_ImplAndroid_Init(ANativeWindow* window)
|
||||
{
|
||||
g_Window = window;
|
||||
g_Time = 0.0;
|
||||
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendPlatformName = "imgui_impl_android";
|
||||
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = AKEYCODE_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = AKEYCODE_DPAD_LEFT; // also covers physical keyboard arrow key
|
||||
io.KeyMap[ImGuiKey_RightArrow] = AKEYCODE_DPAD_RIGHT; // also covers physical keyboard arrow key
|
||||
io.KeyMap[ImGuiKey_UpArrow] = AKEYCODE_DPAD_UP; // also covers physical keyboard arrow key
|
||||
io.KeyMap[ImGuiKey_DownArrow] = AKEYCODE_DPAD_DOWN; // also covers physical keyboard arrow key
|
||||
io.KeyMap[ImGuiKey_PageUp] = AKEYCODE_PAGE_UP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = AKEYCODE_PAGE_DOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = AKEYCODE_MOVE_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = AKEYCODE_MOVE_END;
|
||||
io.KeyMap[ImGuiKey_Insert] = AKEYCODE_INSERT;
|
||||
io.KeyMap[ImGuiKey_Delete] = AKEYCODE_FORWARD_DEL;
|
||||
io.KeyMap[ImGuiKey_Backspace] = AKEYCODE_DEL;
|
||||
io.KeyMap[ImGuiKey_Space] = AKEYCODE_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = AKEYCODE_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = AKEYCODE_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = AKEYCODE_NUMPAD_ENTER;
|
||||
io.KeyMap[ImGuiKey_A] = AKEYCODE_A;
|
||||
io.KeyMap[ImGuiKey_C] = AKEYCODE_C;
|
||||
io.KeyMap[ImGuiKey_V] = AKEYCODE_V;
|
||||
io.KeyMap[ImGuiKey_X] = AKEYCODE_X;
|
||||
io.KeyMap[ImGuiKey_Y] = AKEYCODE_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = AKEYCODE_Z;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplAndroid_Shutdown()
|
||||
{
|
||||
}
|
||||
|
||||
void ImGui_ImplAndroid_NewFrame()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer backend. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
|
||||
|
||||
// Process queued key events
|
||||
// FIXME: This is a workaround for multiple key event actions occurring at once (see above) and can be removed once we use upcoming input queue.
|
||||
for (auto& key_queue : g_KeyEventQueues)
|
||||
{
|
||||
if (key_queue.second.empty())
|
||||
continue;
|
||||
io.KeysDown[key_queue.first] = (key_queue.second.front() == AKEY_EVENT_ACTION_DOWN);
|
||||
key_queue.second.pop();
|
||||
}
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int32_t window_width = ANativeWindow_getWidth(g_Window);
|
||||
int32_t window_height = ANativeWindow_getHeight(g_Window);
|
||||
int display_width = window_width;
|
||||
int display_height = window_height;
|
||||
|
||||
io.DisplaySize = ImVec2((float)window_width, (float)window_height);
|
||||
if (window_width > 0 && window_height > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height);
|
||||
|
||||
// Setup time step
|
||||
struct timespec current_timespec;
|
||||
clock_gettime(CLOCK_MONOTONIC, ¤t_timespec);
|
||||
double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0);
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
|
||||
g_Time = current_time;
|
||||
}
|
26
backends/imgui_impl_android.h
Normal file
26
backends/imgui_impl_android.h
Normal file
@ -0,0 +1,26 @@
|
||||
// dear imgui: Platform Binding for Android native app
|
||||
// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Keyboard arrays indexed using AKEYCODE_* codes, e.g. ImGui::IsKeyPressed(AKEYCODE_SPACE).
|
||||
// Missing features:
|
||||
// [ ] Platform: Clipboard support.
|
||||
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
|
||||
// Important:
|
||||
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
|
||||
// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446)
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#pragma once
|
||||
|
||||
struct ANativeWindow;
|
||||
struct AInputEvent;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window);
|
||||
IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event);
|
||||
IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame();
|
@ -269,11 +269,15 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
int width, height, bytes_per_pixel;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
|
||||
|
||||
// Convert RGBA32 to BGRA32 as the earlier is not well supported by DX9 devices
|
||||
// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
|
||||
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
|
||||
if (io.Fonts->TexPixelsUseColors)
|
||||
for (ImU32* p = (ImU32*)pixels, *p_end = p + width * height; p < p_end; p++)
|
||||
*p = IMGUI_COL_TO_DX9_ARGB(*p);
|
||||
{
|
||||
ImU32* dst_start = (ImU32*)ImGui::MemAlloc(width * height * bytes_per_pixel);
|
||||
for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + width * height; dst < dst_end; src++, dst++)
|
||||
*dst = IMGUI_COL_TO_DX9_ARGB(*src);
|
||||
pixels = (unsigned char*)dst_start;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Upload texture to graphics system
|
||||
@ -290,6 +294,11 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)g_FontTexture);
|
||||
|
||||
#ifndef IMGUI_USE_BGRA_PACKED_COLOR
|
||||
if (io.Fonts->TexPixelsUseColors)
|
||||
ImGui::MemFree(pixels);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -179,7 +179,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
#endif
|
||||
io.BackendPlatformName = "imgui_impl_glfw";
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
|
||||
|
@ -220,7 +220,8 @@ bool ImGui_Marmalade_Init(bool install_callbacks)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_marmalade";
|
||||
|
||||
io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = s3eKeyTab
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
|
||||
|
@ -173,7 +173,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
|
||||
#endif
|
||||
io.BackendPlatformName = "imgui_impl_sdl";
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
|
||||
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
|
||||
|
@ -731,7 +731,7 @@ void ImGui_ImplWGPU_InvalidateDeviceObjects()
|
||||
|
||||
bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
// Setup backend capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_webgpu";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
@ -106,7 +106,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
ImGui_ImplWin32_InitPlatformInterface();
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array that we will update during the application lifetime.
|
||||
io.KeyMap[ImGuiKey_Tab] = VK_TAB;
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
||||
|
@ -57,6 +57,7 @@ In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder
|
||||
|
||||
List of Platforms Backends:
|
||||
|
||||
imgui_impl_android.cpp ; Android native app API
|
||||
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
|
||||
imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
|
||||
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
|
||||
|
@ -119,12 +119,19 @@ Other Changes:
|
||||
- Window: Shrink close button hit-testing region when it covers an abnormally high portion of the window visible
|
||||
area (e.g. when window is collapsed + moved in a corner) to facilitate moving the window away. (#3825)
|
||||
- Window, Nav: Fixed crash when calling SetWindowFocus(NULL) as the time a new window appears. (#3865) [@nem0]
|
||||
- Tables: Fixed unaligned accesses when using TableSetBgColor(ImGuiTableBgTarget_CellBg). (#3872)
|
||||
- IsItemHovered(): fixed return value false positive when used after EndChild(), EndGroup() or widgets using
|
||||
either of them, when the hovered location is located within a child window, e.g. InputTextMultiline().
|
||||
This is intended to have no side effects, but brace yourself for the possible comeback.. (#3851, #1370)
|
||||
- Added GetAllocatorFunctions() to facilitate sharing allocators accross DLL boundaries. (#3836)
|
||||
- ImFontAtlas: Added 'bool TexPixelsUseColors' output to help backend decide of underlying texture format. (#3369)
|
||||
This can currently only ever be set by the Freetype renderer.
|
||||
- imgui_freetype: Added ImGuiFreeTypeBuilderFlags_Bitmap flag to request Freetype loading bitmap data.
|
||||
This may have an effect on size and must be called with correct size values. (#3879) [@metarutaiga]
|
||||
- ImDrawList: AddCircle, AddCircleFilled(): Tweaked default segment count calculation to honor MaxError
|
||||
with more accuracy. Made default segment count always even for better looking result. (#3808) [@thedmd]
|
||||
- ImDrawList: AddCircle, AddCircleFilled(): New default for style.
|
||||
- Backends: Android: Added native Android backend. (#3446) [@duddel]
|
||||
- Backends: Win32: Added ImGui_ImplWin32_EnableAlphaCompositing() to facilitate experimenting with
|
||||
alpha compositing and transparent windows. (#2766, #3447 etc.).
|
||||
- Backends: OpenGL, Vulkan, DX9, DX10, DX11, DX12, Metal, WebGPU, Allegro: Rework blending equation to
|
||||
@ -133,6 +140,7 @@ Other Changes:
|
||||
(#2693, #2764, #2766, #2873, #3447, #3813, #3816) [@ocornut, @thedmd, @ShawnM427, @Ubpa, @aiekick]
|
||||
- Backends: DX9: Fix to support IMGUI_USE_BGRA_PACKED_COLOR. (#3844) [@Xiliusha]
|
||||
- Backends: DX9: Fix to support colored glyphs, using newly introduced 'TexPixelsUseColors' info. (#3844)
|
||||
- Examples: Android: Added Android + GL ES2 example. (#3446) [@duddel]
|
||||
- Examples: Reworked setup of clear color to be compatible with transparent values.
|
||||
- CI: Use a dedicated "scheduled" workflow to trigger scheduled builds. Forks may disable this workflow if
|
||||
scheduled builds builds are not required. [@rokups]
|
||||
|
@ -79,6 +79,10 @@ Changelog, so if you want to update them later it will be easier to catch up wit
|
||||
Allegro 5 example. <BR>
|
||||
= main.cpp + imgui_impl_allegro5.cpp
|
||||
|
||||
[example_android_opengl3/](https://github.com/ocornut/imgui/blob/master/examples/example_android_opengl3/) <BR>
|
||||
Android + OpenGL3 (ES) example. <BR>
|
||||
= main.cpp + imgui_impl_android.cpp + imgui_impl_opengl3.cpp
|
||||
|
||||
[example_apple_metal/](https://github.com/ocornut/imgui/blob/master/examples/example_metal/) <BR>
|
||||
OSX & iOS + Metal example. <BR>
|
||||
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm <BR>
|
||||
|
@ -117,7 +117,7 @@ Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/
|
||||
|
||||
Officially maintained backends/bindings (in repository):
|
||||
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, Vulkan, WebGPU.
|
||||
- Platforms: GLFW, SDL2, Win32, Glut, OSX.
|
||||
- Platforms: GLFW, SDL2, Win32, Glut, OSX, Android.
|
||||
- Frameworks: Emscripten, Allegro5, Marmalade.
|
||||
|
||||
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
|
||||
|
40
examples/example_android_opengl3/CMakeLists.txt
Normal file
40
examples/example_android_opengl3/CMakeLists.txt
Normal file
@ -0,0 +1,40 @@
|
||||
cmake_minimum_required(VERSION 3.6)
|
||||
|
||||
project(ImGuiExample)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 11)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
set(CMAKE_CXX_EXTENSIONS OFF)
|
||||
|
||||
add_library(${CMAKE_PROJECT_NAME} SHARED
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/main.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_demo.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_draw.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_tables.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_widgets.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_android.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_opengl3.cpp
|
||||
${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c
|
||||
)
|
||||
|
||||
set(CMAKE_SHARED_LINKER_FLAGS
|
||||
"${CMAKE_SHARED_LINKER_FLAGS} -u ANativeActivity_onCreate"
|
||||
)
|
||||
|
||||
target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE
|
||||
IMGUI_IMPL_OPENGL_ES3
|
||||
)
|
||||
|
||||
target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../..
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/../../backends
|
||||
${ANDROID_NDK}/sources/android/native_app_glue
|
||||
)
|
||||
|
||||
target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE
|
||||
android
|
||||
EGL
|
||||
GLESv3
|
||||
log
|
||||
)
|
12
examples/example_android_opengl3/android/.gitignore
vendored
Normal file
12
examples/example_android_opengl3/android/.gitignore
vendored
Normal file
@ -0,0 +1,12 @@
|
||||
.cxx
|
||||
.externalNativeBuild
|
||||
build/
|
||||
*.iml
|
||||
|
||||
.idea
|
||||
.gradle
|
||||
local.properties
|
||||
|
||||
# Android Studio puts a Gradle wrapper here, that we don't want:
|
||||
gradle/
|
||||
gradlew*
|
34
examples/example_android_opengl3/android/app/build.gradle
Normal file
34
examples/example_android_opengl3/android/app/build.gradle
Normal file
@ -0,0 +1,34 @@
|
||||
apply plugin: 'com.android.application'
|
||||
apply plugin: 'kotlin-android'
|
||||
|
||||
android {
|
||||
compileSdkVersion 29
|
||||
buildToolsVersion "30.0.3"
|
||||
ndkVersion "21.4.7075529"
|
||||
defaultConfig {
|
||||
applicationId "imgui.example.android"
|
||||
minSdkVersion 23
|
||||
targetSdkVersion 29
|
||||
versionCode 1
|
||||
versionName "1.0"
|
||||
}
|
||||
|
||||
buildTypes {
|
||||
release {
|
||||
minifyEnabled false
|
||||
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt')
|
||||
}
|
||||
}
|
||||
|
||||
externalNativeBuild {
|
||||
cmake {
|
||||
path "../../CMakeLists.txt"
|
||||
}
|
||||
}
|
||||
}
|
||||
repositories {
|
||||
mavenCentral()
|
||||
}
|
||||
dependencies {
|
||||
implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version"
|
||||
}
|
@ -0,0 +1,24 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
package="imgui.example.android">
|
||||
|
||||
<application
|
||||
android:label="ImGuiExample"
|
||||
android:allowBackup="false"
|
||||
android:fullBackupContent="false"
|
||||
android:hasCode="true">
|
||||
|
||||
<activity
|
||||
android:name="imgui.example.android.MainActivity"
|
||||
android:theme="@android:style/Theme.NoTitleBar.Fullscreen"
|
||||
android:configChanges="orientation|keyboardHidden|screenSize">
|
||||
<meta-data android:name="android.app.lib_name"
|
||||
android:value="ImGuiExample" />
|
||||
|
||||
<intent-filter>
|
||||
<action android:name="android.intent.action.MAIN" />
|
||||
<category android:name="android.intent.category.LAUNCHER" />
|
||||
</intent-filter>
|
||||
</activity>
|
||||
</application>
|
||||
</manifest>
|
@ -0,0 +1,40 @@
|
||||
package imgui.example.android
|
||||
|
||||
import android.app.NativeActivity
|
||||
import android.os.Bundle
|
||||
import android.content.Context
|
||||
import android.view.inputmethod.InputMethodManager
|
||||
import android.view.KeyEvent
|
||||
import java.util.concurrent.LinkedBlockingQueue
|
||||
|
||||
class MainActivity : NativeActivity() {
|
||||
public override fun onCreate(savedInstanceState: Bundle?) {
|
||||
super.onCreate(savedInstanceState)
|
||||
}
|
||||
|
||||
fun showSoftInput() {
|
||||
val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
|
||||
inputMethodManager.showSoftInput(this.window.decorView, 0)
|
||||
}
|
||||
|
||||
fun hideSoftInput() {
|
||||
val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager
|
||||
inputMethodManager.hideSoftInputFromWindow(this.window.decorView.windowToken, 0)
|
||||
}
|
||||
|
||||
// Queue for the Unicode characters to be polled from native code (via pollUnicodeChar())
|
||||
private var unicodeCharacterQueue: LinkedBlockingQueue<Int> = LinkedBlockingQueue()
|
||||
|
||||
// We assume dispatchKeyEvent() of the NativeActivity is actually called for every
|
||||
// KeyEvent and not consumed by any View before it reaches here
|
||||
override fun dispatchKeyEvent(event: KeyEvent): Boolean {
|
||||
if (event.action == KeyEvent.ACTION_DOWN) {
|
||||
unicodeCharacterQueue.offer(event.getUnicodeChar(event.metaState))
|
||||
}
|
||||
return super.dispatchKeyEvent(event)
|
||||
}
|
||||
|
||||
fun pollUnicodeChar(): Int {
|
||||
return unicodeCharacterQueue.poll() ?: 0
|
||||
}
|
||||
}
|
24
examples/example_android_opengl3/android/build.gradle
Normal file
24
examples/example_android_opengl3/android/build.gradle
Normal file
@ -0,0 +1,24 @@
|
||||
buildscript {
|
||||
ext.kotlin_version = '1.4.30'
|
||||
repositories {
|
||||
google()
|
||||
jcenter()
|
||||
|
||||
}
|
||||
dependencies {
|
||||
classpath 'com.android.tools.build:gradle:4.0.1'
|
||||
classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version"
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
allprojects {
|
||||
repositories {
|
||||
google()
|
||||
jcenter()
|
||||
}
|
||||
}
|
||||
|
||||
task clean(type: Delete) {
|
||||
delete rootProject.buildDir
|
||||
}
|
1
examples/example_android_opengl3/android/settings.gradle
Normal file
1
examples/example_android_opengl3/android/settings.gradle
Normal file
@ -0,0 +1 @@
|
||||
include ':app'
|
369
examples/example_android_opengl3/main.cpp
Normal file
369
examples/example_android_opengl3/main.cpp
Normal file
@ -0,0 +1,369 @@
|
||||
// dear imgui: standalone example application for Android + OpenGL ES 3
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_android.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <android/log.h>
|
||||
#include <android_native_app_glue.h>
|
||||
#include <android/asset_manager.h>
|
||||
#include <EGL/egl.h>
|
||||
#include <GLES3/gl3.h>
|
||||
|
||||
// Data
|
||||
static EGLDisplay g_EglDisplay = EGL_NO_DISPLAY;
|
||||
static EGLSurface g_EglSurface = EGL_NO_SURFACE;
|
||||
static EGLContext g_EglContext = EGL_NO_CONTEXT;
|
||||
static struct android_app* g_App = NULL;
|
||||
static bool g_Initialized = false;
|
||||
static char g_LogTag[] = "ImGuiExample";
|
||||
|
||||
// Forward declarations of helper functions
|
||||
static int ShowSoftKeyboardInput();
|
||||
static int PollUnicodeChars();
|
||||
static int GetAssetData(const char* filename, void** out_data);
|
||||
|
||||
void init(struct android_app* app)
|
||||
{
|
||||
if (g_Initialized)
|
||||
return;
|
||||
|
||||
g_App = app;
|
||||
ANativeWindow_acquire(g_App->window);
|
||||
|
||||
// Initialize EGL
|
||||
// This is mostly boilerplate code for EGL...
|
||||
{
|
||||
g_EglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
|
||||
if (g_EglDisplay == EGL_NO_DISPLAY)
|
||||
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY");
|
||||
|
||||
if (eglInitialize(g_EglDisplay, 0, 0) != EGL_TRUE)
|
||||
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglInitialize() returned with an error");
|
||||
|
||||
const EGLint egl_attributes[] = { EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_RED_SIZE, 8, EGL_DEPTH_SIZE, 24, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE };
|
||||
EGLint num_configs = 0;
|
||||
if (eglChooseConfig(g_EglDisplay, egl_attributes, nullptr, 0, &num_configs) != EGL_TRUE)
|
||||
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned with an error");
|
||||
if (num_configs == 0)
|
||||
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglChooseConfig() returned 0 matching config");
|
||||
|
||||
// Get the first matching config
|
||||
EGLConfig egl_config;
|
||||
eglChooseConfig(g_EglDisplay, egl_attributes, &egl_config, 1, &num_configs);
|
||||
EGLint egl_format;
|
||||
eglGetConfigAttrib(g_EglDisplay, egl_config, EGL_NATIVE_VISUAL_ID, &egl_format);
|
||||
ANativeWindow_setBuffersGeometry(g_App->window, 0, 0, egl_format);
|
||||
|
||||
const EGLint egl_context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE };
|
||||
g_EglContext = eglCreateContext(g_EglDisplay, egl_config, EGL_NO_CONTEXT, egl_context_attributes);
|
||||
|
||||
if (g_EglContext == EGL_NO_CONTEXT)
|
||||
__android_log_print(ANDROID_LOG_ERROR, g_LogTag, "%s", "eglCreateContext() returned EGL_NO_CONTEXT");
|
||||
|
||||
g_EglSurface = eglCreateWindowSurface(g_EglDisplay, egl_config, g_App->window, NULL);
|
||||
eglMakeCurrent(g_EglDisplay, g_EglSurface, g_EglSurface, g_EglContext);
|
||||
}
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Disable loading/saving of .ini file from disk.
|
||||
// FIXME: Consider using LoadIniSettingsFromMemory() / SaveIniSettingsToMemory() to save in appropriate location for Android.
|
||||
io.IniFilename = NULL;
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplAndroid_Init(g_App->window);
|
||||
ImGui_ImplOpenGL3_Init("#version 300 es");
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'docs/FONTS.md' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
// - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them.
|
||||
|
||||
// We load the default font with increased size to improve readability on many devices with "high" DPI.
|
||||
// FIXME: Put some effort into DPI awareness.
|
||||
// Important: when calling AddFontFromMemoryTTF(), ownership of font_data is transfered by Dear ImGui by default (deleted is handled by Dear ImGui), unless we set FontDataOwnedByAtlas=false in ImFontConfig
|
||||
ImFontConfig font_cfg;
|
||||
font_cfg.SizePixels = 22.0f;
|
||||
io.Fonts->AddFontDefault(&font_cfg);
|
||||
//void* font_data;
|
||||
//int font_data_size;
|
||||
//ImFont* font;
|
||||
//font_data_size = GetAssetData("Roboto-Medium.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
|
||||
//IM_ASSERT(font != NULL);
|
||||
//font_data_size = GetAssetData("Cousine-Regular.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f);
|
||||
//IM_ASSERT(font != NULL);
|
||||
//font_data_size = GetAssetData("DroidSans.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 16.0f);
|
||||
//IM_ASSERT(font != NULL);
|
||||
//font_data_size = GetAssetData("ProggyTiny.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 10.0f);
|
||||
//IM_ASSERT(font != NULL);
|
||||
//font_data_size = GetAssetData("ArialUni.ttf", &font_data);
|
||||
//font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
// Arbitrary scale-up
|
||||
// FIXME: Put some effort into DPI awareness
|
||||
ImGui::GetStyle().ScaleAllSizes(3.0f);
|
||||
|
||||
g_Initialized = true;
|
||||
}
|
||||
|
||||
void tick()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (g_EglDisplay == EGL_NO_DISPLAY)
|
||||
return;
|
||||
|
||||
// Our state
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Poll Unicode characters via JNI
|
||||
// FIXME: do not call this every frame because of JNI overhead
|
||||
PollUnicodeChars();
|
||||
|
||||
// Open on-screen (soft) input if requested by Dear ImGui
|
||||
static bool WantTextInputLast = false;
|
||||
if (io.WantTextInput && !WantTextInputLast)
|
||||
ShowSoftKeyboardInput();
|
||||
WantTextInputLast = io.WantTextInput;
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplAndroid_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
eglSwapBuffers(g_EglDisplay, g_EglSurface);
|
||||
}
|
||||
|
||||
void shutdown()
|
||||
{
|
||||
if (!g_Initialized)
|
||||
return;
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplAndroid_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
if (g_EglDisplay != EGL_NO_DISPLAY)
|
||||
{
|
||||
eglMakeCurrent(g_EglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
||||
|
||||
if (g_EglContext != EGL_NO_CONTEXT)
|
||||
eglDestroyContext(g_EglDisplay, g_EglContext);
|
||||
|
||||
if (g_EglSurface != EGL_NO_SURFACE)
|
||||
eglDestroySurface(g_EglDisplay, g_EglSurface);
|
||||
|
||||
eglTerminate(g_EglDisplay);
|
||||
}
|
||||
|
||||
g_EglDisplay = EGL_NO_DISPLAY;
|
||||
g_EglContext = EGL_NO_CONTEXT;
|
||||
g_EglSurface = EGL_NO_SURFACE;
|
||||
ANativeWindow_release(g_App->window);
|
||||
|
||||
g_Initialized = false;
|
||||
}
|
||||
|
||||
static void handleAppCmd(struct android_app* app, int32_t appCmd)
|
||||
{
|
||||
switch (appCmd)
|
||||
{
|
||||
case APP_CMD_SAVE_STATE:
|
||||
break;
|
||||
case APP_CMD_INIT_WINDOW:
|
||||
init(app);
|
||||
break;
|
||||
case APP_CMD_TERM_WINDOW:
|
||||
shutdown();
|
||||
break;
|
||||
case APP_CMD_GAINED_FOCUS:
|
||||
break;
|
||||
case APP_CMD_LOST_FOCUS:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
static int32_t handleInputEvent(struct android_app* app, AInputEvent* inputEvent)
|
||||
{
|
||||
return ImGui_ImplAndroid_HandleInputEvent(inputEvent);
|
||||
}
|
||||
|
||||
void android_main(struct android_app* app)
|
||||
{
|
||||
app->onAppCmd = handleAppCmd;
|
||||
app->onInputEvent = handleInputEvent;
|
||||
|
||||
while (true)
|
||||
{
|
||||
int out_events;
|
||||
struct android_poll_source* out_data;
|
||||
|
||||
// Poll all events. If the app is not visible, this loop blocks until g_Initialized == true.
|
||||
while (ALooper_pollAll(g_Initialized ? 0 : -1, NULL, &out_events, (void**)&out_data) >= 0)
|
||||
{
|
||||
// Process one event
|
||||
if (out_data != NULL)
|
||||
out_data->process(app, out_data);
|
||||
|
||||
// Exit the app by returning from within the infinite loop
|
||||
if (app->destroyRequested != 0)
|
||||
{
|
||||
// shutdown() should have been called already while processing the
|
||||
// app command APP_CMD_TERM_WINDOW. But we play save here
|
||||
if (!g_Initialized)
|
||||
shutdown();
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Initiate a new frame
|
||||
tick();
|
||||
}
|
||||
}
|
||||
|
||||
// Unfortunately, there is no way to show the on-screen input from native code.
|
||||
// Therefore, we call ShowSoftKeyboardInput() of the main activity implemented in MainActivity.kt via JNI.
|
||||
static int ShowSoftKeyboardInput()
|
||||
{
|
||||
JavaVM* java_vm = g_App->activity->vm;
|
||||
JNIEnv* java_env = NULL;
|
||||
|
||||
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
|
||||
if (jni_return == JNI_ERR)
|
||||
return -1;
|
||||
|
||||
jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
|
||||
if (jni_return != JNI_OK)
|
||||
return -2;
|
||||
|
||||
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
|
||||
if (native_activity_clazz == NULL)
|
||||
return -3;
|
||||
|
||||
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "showSoftInput", "()V");
|
||||
if (method_id == NULL)
|
||||
return -4;
|
||||
|
||||
java_env->CallVoidMethod(g_App->activity->clazz, method_id);
|
||||
|
||||
jni_return = java_vm->DetachCurrentThread();
|
||||
if (jni_return != JNI_OK)
|
||||
return -5;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Unfortunately, the native KeyEvent implementation has no getUnicodeChar() function.
|
||||
// Therefore, we implement the processing of KeyEvents in MainActivity.kt and poll
|
||||
// the resulting Unicode characters here via JNI and send them to Dear ImGui.
|
||||
static int PollUnicodeChars()
|
||||
{
|
||||
JavaVM* java_vm = g_App->activity->vm;
|
||||
JNIEnv* java_env = NULL;
|
||||
|
||||
jint jni_return = java_vm->GetEnv((void**)&java_env, JNI_VERSION_1_6);
|
||||
if (jni_return == JNI_ERR)
|
||||
return -1;
|
||||
|
||||
jni_return = java_vm->AttachCurrentThread(&java_env, NULL);
|
||||
if (jni_return != JNI_OK)
|
||||
return -2;
|
||||
|
||||
jclass native_activity_clazz = java_env->GetObjectClass(g_App->activity->clazz);
|
||||
if (native_activity_clazz == NULL)
|
||||
return -3;
|
||||
|
||||
jmethodID method_id = java_env->GetMethodID(native_activity_clazz, "pollUnicodeChar", "()I");
|
||||
if (method_id == NULL)
|
||||
return -4;
|
||||
|
||||
// Send the actual characters to Dear ImGui
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
jint unicode_character;
|
||||
while ((unicode_character = java_env->CallIntMethod(g_App->activity->clazz, method_id)) != 0)
|
||||
io.AddInputCharacter(unicode_character);
|
||||
|
||||
jni_return = java_vm->DetachCurrentThread();
|
||||
if (jni_return != JNI_OK)
|
||||
return -5;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Helper to retrieve data placed into the assets/ directory (android/app/src/main/assets)
|
||||
static int GetAssetData(const char* filename, void** outData)
|
||||
{
|
||||
int num_bytes = 0;
|
||||
AAsset* asset_descriptor = AAssetManager_open(g_App->activity->assetManager, filename, AASSET_MODE_BUFFER);
|
||||
if (asset_descriptor)
|
||||
{
|
||||
num_bytes = AAsset_getLength(asset_descriptor);
|
||||
*outData = IM_ALLOC(num_bytes);
|
||||
int64_t num_bytes_read = AAsset_read(asset_descriptor, *outData, num_bytes);
|
||||
AAsset_close(asset_descriptor);
|
||||
IM_ASSERT(num_bytes_read == num_bytes);
|
||||
}
|
||||
return num_bytes;
|
||||
}
|
62
imgui.cpp
62
imgui.cpp
@ -971,8 +971,8 @@ static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_d
|
||||
static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
|
||||
static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
|
||||
#endif
|
||||
static ImGuiMemAllocFunc* GImAllocatorAllocFunc = MallocWrapper;
|
||||
static ImGuiMemFreeFunc* GImAllocatorFreeFunc = FreeWrapper;
|
||||
static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper;
|
||||
static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper;
|
||||
static void* GImAllocatorUserData = NULL;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -3174,20 +3174,22 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
|
||||
return IsItemFocused();
|
||||
|
||||
// Test for bounding box overlap, as updated as ItemAdd()
|
||||
if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect))
|
||||
ImGuiItemStatusFlags status_flags = window->DC.LastItemStatusFlags;
|
||||
if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
|
||||
return false;
|
||||
IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function
|
||||
|
||||
// Test if we are hovering the right window (our window could be behind another window)
|
||||
// [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself.
|
||||
// Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while.
|
||||
//if (g.HoveredWindow != window)
|
||||
// return false;
|
||||
if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped))
|
||||
// [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
|
||||
// [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
|
||||
// to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
|
||||
// the test that has been running for a long while.
|
||||
if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
|
||||
if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)
|
||||
return false;
|
||||
|
||||
// Test if another item is active (e.g. being dragged)
|
||||
if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
|
||||
if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
|
||||
if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)
|
||||
return false;
|
||||
|
||||
@ -3342,7 +3344,7 @@ void* ImGui::MemAlloc(size_t size)
|
||||
{
|
||||
if (ImGuiContext* ctx = GImGui)
|
||||
ctx->IO.MetricsActiveAllocations++;
|
||||
return GImAllocatorAllocFunc(size, GImAllocatorUserData);
|
||||
return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
|
||||
}
|
||||
|
||||
// IM_FREE() == ImGui::MemFree()
|
||||
@ -3351,7 +3353,7 @@ void ImGui::MemFree(void* ptr)
|
||||
if (ptr)
|
||||
if (ImGuiContext* ctx = GImGui)
|
||||
ctx->IO.MetricsActiveAllocations--;
|
||||
return GImAllocatorFreeFunc(ptr, GImAllocatorUserData);
|
||||
return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
|
||||
}
|
||||
|
||||
const char* ImGui::GetClipboardText()
|
||||
@ -3388,7 +3390,7 @@ void ImGui::SetCurrentContext(ImGuiContext* ctx)
|
||||
#endif
|
||||
}
|
||||
|
||||
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc* alloc_func, ImGuiMemFreeFunc* free_func, void* user_data)
|
||||
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
|
||||
{
|
||||
GImAllocatorAllocFunc = alloc_func;
|
||||
GImAllocatorFreeFunc = free_func;
|
||||
@ -3396,7 +3398,7 @@ void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc* alloc_func, ImGuiMemFreeFun
|
||||
}
|
||||
|
||||
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
|
||||
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc** p_alloc_func, ImGuiMemFreeFunc** p_free_func, void** p_user_data)
|
||||
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
|
||||
{
|
||||
*p_alloc_func = GImAllocatorAllocFunc;
|
||||
*p_free_func = GImAllocatorFreeFunc;
|
||||
@ -3920,7 +3922,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
|
||||
|
||||
// Modal windows prevents mouse from hovering behind them.
|
||||
ImGuiWindow* modal_window = GetTopMostPopupModal();
|
||||
if (modal_window && g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window))
|
||||
if (modal_window && g.HoveredWindow && !IsWindowChildOf(g.HoveredWindow->RootWindow, modal_window))
|
||||
clear_hovered_windows = true;
|
||||
|
||||
// Disabled mouse?
|
||||
@ -3948,7 +3950,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
|
||||
clear_hovered_windows = true;
|
||||
|
||||
if (clear_hovered_windows)
|
||||
g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL;
|
||||
g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
|
||||
|
||||
// Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app)
|
||||
if (g.WantCaptureMouseNextFrame != -1)
|
||||
@ -4300,7 +4302,7 @@ void ImGui::Shutdown(ImGuiContext* context)
|
||||
g.CurrentWindowStack.clear();
|
||||
g.WindowsById.Clear();
|
||||
g.NavWindow = NULL;
|
||||
g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL;
|
||||
g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
|
||||
g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
|
||||
g.MovingWindow = NULL;
|
||||
g.ColorStack.clear();
|
||||
@ -4804,7 +4806,6 @@ static void FindHoveredWindow()
|
||||
}
|
||||
|
||||
g.HoveredWindow = hovered_window;
|
||||
g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
|
||||
g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
|
||||
|
||||
if (g.MovingWindow)
|
||||
@ -5281,6 +5282,8 @@ void ImGui::EndChild()
|
||||
// Not navigable into
|
||||
ItemAdd(bb, 0);
|
||||
}
|
||||
if (g.HoveredWindow == window)
|
||||
parent_window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
|
||||
}
|
||||
g.WithinEndChild = false;
|
||||
g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
|
||||
@ -7027,6 +7030,7 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind
|
||||
FocusWindow(NULL);
|
||||
}
|
||||
|
||||
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
|
||||
void ImGui::SetCurrentFont(ImFont* font)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -7150,30 +7154,28 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
|
||||
{
|
||||
IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
||||
if (flags & ImGuiHoveredFlags_AnyWindow)
|
||||
{
|
||||
if (g.HoveredWindow == NULL)
|
||||
return false;
|
||||
}
|
||||
else
|
||||
|
||||
if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
|
||||
{
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows))
|
||||
{
|
||||
case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows:
|
||||
if (g.HoveredWindow == NULL || g.HoveredWindow->RootWindowDockStop != g.CurrentWindow->RootWindowDockStop)
|
||||
if (g.HoveredWindow->RootWindowDockStop != window->RootWindowDockStop)
|
||||
return false;
|
||||
break;
|
||||
case ImGuiHoveredFlags_RootWindow:
|
||||
if (g.HoveredWindow != g.CurrentWindow->RootWindowDockStop)
|
||||
if (g.HoveredWindow != window->RootWindowDockStop)
|
||||
return false;
|
||||
break;
|
||||
case ImGuiHoveredFlags_ChildWindows:
|
||||
if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow))
|
||||
if (!IsWindowChildOf(g.HoveredWindow, window))
|
||||
return false;
|
||||
break;
|
||||
default:
|
||||
if (g.HoveredWindow != g.CurrentWindow)
|
||||
if (g.HoveredWindow != window)
|
||||
return false;
|
||||
break;
|
||||
}
|
||||
@ -8330,6 +8332,7 @@ void ImGui::BeginGroup()
|
||||
group_data.BackupCurrLineSize = window->DC.CurrLineSize;
|
||||
group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
|
||||
group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
|
||||
group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
|
||||
group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
|
||||
group_data.EmitItem = true;
|
||||
|
||||
@ -8383,6 +8386,11 @@ void ImGui::EndGroup()
|
||||
window->DC.LastItemId = g.ActiveIdPreviousFrame;
|
||||
window->DC.LastItemRect = group_bb;
|
||||
|
||||
// Forward Hovered flag
|
||||
const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
|
||||
if (group_contains_curr_hovered_id)
|
||||
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
|
||||
|
||||
// Forward Edited flag
|
||||
if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
|
||||
window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited;
|
||||
@ -16264,7 +16272,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
Text("WINDOWING");
|
||||
Indent();
|
||||
Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
|
||||
Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
|
||||
Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL");
|
||||
Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
|
||||
Text("HoveredDockNode: 0x%08X", g.HoveredDockNode ? g.HoveredDockNode->ID : 0);
|
||||
Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
|
||||
|
10
imgui.h
10
imgui.h
@ -201,8 +201,8 @@ typedef void* ImTextureID; // User data for rendering backend to identi
|
||||
typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string.
|
||||
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
|
||||
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
|
||||
typedef void* (ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
|
||||
typedef void (ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
|
||||
typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
|
||||
typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
|
||||
|
||||
// Character types
|
||||
// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
|
||||
@ -903,8 +903,8 @@ namespace ImGui
|
||||
// - Those functions are not reliant on the current context.
|
||||
// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
|
||||
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
|
||||
IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc* alloc_func, ImGuiMemFreeFunc* free_func, void* user_data = NULL);
|
||||
IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc** p_alloc_func, ImGuiMemFreeFunc** p_free_func, void** p_user_data);
|
||||
IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
|
||||
IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
|
||||
IMGUI_API void* MemAlloc(size_t size);
|
||||
IMGUI_API void MemFree(void* ptr);
|
||||
|
||||
@ -2881,7 +2881,7 @@ struct ImGuiViewport
|
||||
{
|
||||
ImGuiID ID; // Unique identifier for the viewport
|
||||
ImGuiViewportFlags Flags; // See ImGuiViewportFlags_
|
||||
ImVec2 Pos; // Main Area: Position of the viewport (Dear Imgui coordinates are the same as OS desktop/native coordinates)
|
||||
ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
|
||||
ImVec2 Size; // Main Area: Size of the viewport.
|
||||
ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
|
||||
ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
|
||||
|
@ -136,6 +136,16 @@ Index of this file:
|
||||
#define vsnprintf _vsnprintf
|
||||
#endif
|
||||
|
||||
// Format specifiers, printing 64-bit hasn't been decently standardized...
|
||||
// In a real application you should be using PRId64 and PRIu64 from <inttypes.h> (non-windows) and on Windows define them yourself.
|
||||
#ifdef _MSC_VER
|
||||
#define IM_PRId64 "I64d"
|
||||
#define IM_PRIu64 "I64u"
|
||||
#else
|
||||
#define IM_PRId64 "lld"
|
||||
#define IM_PRIu64 "llu"
|
||||
#endif
|
||||
|
||||
// Helpers macros
|
||||
// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste,
|
||||
// but making an exception here as those are largely simplifying code...
|
||||
@ -1972,12 +1982,12 @@ static void ShowDemoWindowWidgets()
|
||||
ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u");
|
||||
ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u");
|
||||
ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u");
|
||||
ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%I64d");
|
||||
ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%I64d");
|
||||
ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%I64d");
|
||||
ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%I64u ms");
|
||||
ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%I64u ms");
|
||||
ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%I64u ms");
|
||||
ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" IM_PRId64);
|
||||
ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" IM_PRId64);
|
||||
ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" IM_PRId64);
|
||||
ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" IM_PRIu64 " ms");
|
||||
ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" IM_PRIu64 " ms");
|
||||
ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" IM_PRIu64 " ms");
|
||||
ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one);
|
||||
ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic);
|
||||
ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e");
|
||||
@ -1990,8 +2000,8 @@ static void ShowDemoWindowWidgets()
|
||||
ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u");
|
||||
ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d");
|
||||
ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u");
|
||||
ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%I64d");
|
||||
ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%I64u ms");
|
||||
ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" IM_PRId64);
|
||||
ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" IM_PRIu64 " ms");
|
||||
|
||||
static bool inputs_step = true;
|
||||
ImGui::Text("Inputs");
|
||||
@ -5460,29 +5470,34 @@ static void ShowDemoWindowMisc()
|
||||
ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos);
|
||||
ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible);
|
||||
|
||||
// Display Keyboard/Mouse state
|
||||
if (ImGui::TreeNode("Keyboard, Mouse & Navigation State"))
|
||||
// Display Mouse state
|
||||
if (ImGui::TreeNode("Mouse State"))
|
||||
{
|
||||
if (ImGui::IsMousePosValid())
|
||||
ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
|
||||
else
|
||||
ImGui::Text("Mouse pos: <INVALID>");
|
||||
ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
|
||||
ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
|
||||
ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
|
||||
ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
|
||||
ImGui::Text("Mouse dblclick:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
|
||||
ImGui::Text("Mouse dblclick:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)){ ImGui::SameLine(); ImGui::Text("b%d", i); }
|
||||
ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
|
||||
ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
|
||||
ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i]); }
|
||||
// Display Keyboard/Mouse state
|
||||
if (ImGui::TreeNode("Keyboard & Navigation State"))
|
||||
{
|
||||
ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyDown(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i]); }
|
||||
ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); }
|
||||
ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); }
|
||||
ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
|
||||
ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
|
||||
|
||||
ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); }
|
||||
ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f (%.02f secs)", i, io.NavInputs[i], io.NavInputsDownDuration[i]); }
|
||||
ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); }
|
||||
ImGui::Text("NavInputs duration:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputsDownDuration[i]); }
|
||||
|
||||
ImGui::Button("Hovering me sets the\nkeyboard capture flag");
|
||||
if (ImGui::IsItemHovered())
|
||||
@ -5491,7 +5506,6 @@ static void ShowDemoWindowMisc()
|
||||
ImGui::Button("Holding me clears the\nthe keyboard capture flag");
|
||||
if (ImGui::IsItemActive())
|
||||
ImGui::CaptureKeyboardFromApp(false);
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
|
@ -1467,7 +1467,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
|
||||
return;
|
||||
}
|
||||
|
||||
const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
|
||||
const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
|
||||
if (push_texture_id)
|
||||
PushTextureID(user_texture_id);
|
||||
|
||||
|
@ -226,6 +226,7 @@ namespace ImStb
|
||||
#define IM_NEWLINE "\n"
|
||||
#endif
|
||||
#define IM_TABSIZE (4)
|
||||
#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + (_ALIGN - 1)) & ~(_ALIGN - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8
|
||||
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
|
||||
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
|
||||
#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds
|
||||
@ -557,20 +558,22 @@ struct ImSpan
|
||||
|
||||
// Helper: ImSpanAllocator<>
|
||||
// Facilitate storing multiple chunks into a single large block (the "arena")
|
||||
// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges.
|
||||
template<int CHUNKS>
|
||||
struct ImSpanAllocator
|
||||
{
|
||||
char* BasePtr;
|
||||
int TotalSize;
|
||||
int CurrSpan;
|
||||
int CurrOff;
|
||||
int CurrIdx;
|
||||
int Offsets[CHUNKS];
|
||||
int Sizes[CHUNKS];
|
||||
|
||||
ImSpanAllocator() { memset(this, 0, sizeof(*this)); }
|
||||
inline void ReserveBytes(int n, size_t sz) { IM_ASSERT(n == CurrSpan && n < CHUNKS); IM_UNUSED(n); Offsets[CurrSpan++] = TotalSize; TotalSize += (int)sz; }
|
||||
inline int GetArenaSizeInBytes() { return TotalSize; }
|
||||
inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; }
|
||||
inline int GetArenaSizeInBytes() { return CurrOff; }
|
||||
inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; }
|
||||
inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrSpan == CHUNKS); return (void*)(BasePtr + Offsets[n]); }
|
||||
inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrSpan == CHUNKS); return (n + 1 < CHUNKS) ? BasePtr + Offsets[n + 1] : (void*)(BasePtr + TotalSize); }
|
||||
inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); }
|
||||
inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); }
|
||||
template<typename T>
|
||||
inline void GetSpan(int n, ImSpan<T>* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); }
|
||||
};
|
||||
@ -604,7 +607,7 @@ struct IMGUI_API ImPool
|
||||
// Helper: ImChunkStream<>
|
||||
// Build and iterate a contiguous stream of variable-sized structures.
|
||||
// This is used by Settings to store persistent data while reducing allocation count.
|
||||
// We store the chunk size first, and align the final size on 4 bytes boundaries (this what the '(X + 3) & ~3' statement is for)
|
||||
// We store the chunk size first, and align the final size on 4 bytes boundaries.
|
||||
// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.
|
||||
template<typename T>
|
||||
struct IMGUI_API ImChunkStream
|
||||
@ -614,7 +617,7 @@ struct IMGUI_API ImChunkStream
|
||||
void clear() { Buf.clear(); }
|
||||
bool empty() const { return Buf.Size == 0; }
|
||||
int size() const { return Buf.Size; }
|
||||
T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = ((HDR_SZ + sz) + 3u) & ~3u; int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); }
|
||||
T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); }
|
||||
T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); }
|
||||
T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; }
|
||||
int chunk_size(const T* p) { return ((const int*)p)[-1]; }
|
||||
@ -706,12 +709,13 @@ enum ImGuiItemStatusFlags_
|
||||
{
|
||||
ImGuiItemStatusFlags_None = 0,
|
||||
ImGuiItemStatusFlags_HoveredRect = 1 << 0,
|
||||
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
|
||||
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // LastItemDisplayRect is valid
|
||||
ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
|
||||
ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues.
|
||||
ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
|
||||
ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
|
||||
ImGuiItemStatusFlags_Deactivated = 1 << 6 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
|
||||
ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
|
||||
ImGuiItemStatusFlags_HoveredWindow = 1 << 7 // Override the HoveredWindow test to allow cross-window hover testing.
|
||||
|
||||
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
||||
, // [imgui_tests only]
|
||||
@ -933,7 +937,7 @@ struct ImGuiStyleMod
|
||||
};
|
||||
|
||||
// Stacked storage data for BeginGroup()/EndGroup()
|
||||
struct ImGuiGroupData
|
||||
struct IMGUI_API ImGuiGroupData
|
||||
{
|
||||
ImGuiID WindowID;
|
||||
ImVec2 BackupCursorPos;
|
||||
@ -944,6 +948,7 @@ struct ImGuiGroupData
|
||||
float BackupCurrLineTextBaseOffset;
|
||||
ImGuiID BackupActiveIdIsAlive;
|
||||
bool BackupActiveIdPreviousFrameIsAlive;
|
||||
bool BackupHoveredIdIsAlive;
|
||||
bool EmitItem;
|
||||
};
|
||||
|
||||
@ -1476,7 +1481,6 @@ struct ImGuiContext
|
||||
int WindowsActiveCount; // Number of unique windows submitted by frame
|
||||
ImGuiWindow* CurrentWindow; // Window being drawn into
|
||||
ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs.
|
||||
ImGuiWindow* HoveredRootWindow; // == HoveredWindow ? HoveredWindow->RootWindow : NULL, merely a shortcut to avoid null test in some situation.
|
||||
ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
|
||||
ImGuiDockNode* HoveredDockNode; // Hovered dock node.
|
||||
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
|
||||
@ -1720,7 +1724,6 @@ struct ImGuiContext
|
||||
WindowsActiveCount = 0;
|
||||
CurrentWindow = NULL;
|
||||
HoveredWindow = NULL;
|
||||
HoveredRootWindow = NULL;
|
||||
HoveredWindowUnderMovingWindow = NULL;
|
||||
HoveredDockNode = NULL;
|
||||
MovingWindow = NULL;
|
||||
|
@ -538,9 +538,9 @@ void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count)
|
||||
{
|
||||
// Allocate single buffer for our arrays
|
||||
ImSpanAllocator<3> span_allocator;
|
||||
span_allocator.ReserveBytes(0, columns_count * sizeof(ImGuiTableColumn));
|
||||
span_allocator.ReserveBytes(1, columns_count * sizeof(ImGuiTableColumnIdx));
|
||||
span_allocator.ReserveBytes(2, columns_count * sizeof(ImGuiTableCellData));
|
||||
span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn));
|
||||
span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx));
|
||||
span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4);
|
||||
table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes());
|
||||
memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes());
|
||||
span_allocator.SetArenaBasePtr(table->RawData);
|
||||
|
@ -500,7 +500,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
flags |= ImGuiButtonFlags_PressedOnDefault_;
|
||||
|
||||
ImGuiWindow* backup_hovered_window = g.HoveredWindow;
|
||||
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window->RootWindow;
|
||||
const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window->RootWindow;
|
||||
if (flatten_hovered_children)
|
||||
g.HoveredWindow = window;
|
||||
|
||||
|
@ -6,6 +6,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
|
||||
// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a prefered texture format.
|
||||
// 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+).
|
||||
// 2021/01/26: simplified integration by using '#define IMGUI_ENABLE_FREETYPE'.
|
||||
@ -152,12 +153,13 @@ namespace
|
||||
if (error != 0)
|
||||
return false;
|
||||
|
||||
memset(&Info, 0, sizeof(Info));
|
||||
SetPixelHeight((uint32_t)cfg.SizePixels);
|
||||
|
||||
// Convert to FreeType flags (NB: Bold and Oblique are processed separately)
|
||||
UserFlags = cfg.FontBuilderFlags | extra_font_builder_flags;
|
||||
LoadFlags = FT_LOAD_NO_BITMAP;
|
||||
|
||||
LoadFlags = 0;
|
||||
if ((UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) == 0)
|
||||
LoadFlags |= FT_LOAD_NO_BITMAP;
|
||||
|
||||
if (UserFlags & ImGuiFreeTypeBuilderFlags_NoHinting)
|
||||
LoadFlags |= FT_LOAD_NO_HINTING;
|
||||
if (UserFlags & ImGuiFreeTypeBuilderFlags_NoAutoHint)
|
||||
@ -179,6 +181,9 @@ namespace
|
||||
if (UserFlags & ImGuiFreeTypeBuilderFlags_LoadColor)
|
||||
LoadFlags |= FT_LOAD_COLOR;
|
||||
|
||||
memset(&Info, 0, sizeof(Info));
|
||||
SetPixelHeight((uint32_t)cfg.SizePixels);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -197,7 +202,7 @@ namespace
|
||||
// is a maximum height of an any given glyph, i.e. it's the sum of font's ascender and descender. Seems strange to me.
|
||||
// NB: FT_Set_Pixel_Sizes() doesn't seem to get us the same result.
|
||||
FT_Size_RequestRec req;
|
||||
req.type = FT_SIZE_REQUEST_TYPE_REAL_DIM;
|
||||
req.type = (UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) ? FT_SIZE_REQUEST_TYPE_NOMINAL : FT_SIZE_REQUEST_TYPE_REAL_DIM;
|
||||
req.width = 0;
|
||||
req.height = (uint32_t)pixel_height * 64;
|
||||
req.horiResolution = 0;
|
||||
@ -225,7 +230,7 @@ namespace
|
||||
|
||||
// Need an outline for this to work
|
||||
FT_GlyphSlot slot = Face->glyph;
|
||||
IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE);
|
||||
IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP);
|
||||
|
||||
// Apply convenience transform (this is not picking from real "Bold"/"Italic" fonts! Merely applying FreeType helper transform. Oblique == Slanting)
|
||||
if (UserFlags & ImGuiFreeTypeBuilderFlags_Bold)
|
||||
|
@ -26,7 +26,8 @@ enum ImGuiFreeTypeBuilderFlags
|
||||
ImGuiFreeTypeBuilderFlags_Bold = 1 << 5, // Styling: Should we artificially embolden the font?
|
||||
ImGuiFreeTypeBuilderFlags_Oblique = 1 << 6, // Styling: Should we slant the font, emulating italic style?
|
||||
ImGuiFreeTypeBuilderFlags_Monochrome = 1 << 7, // Disable anti-aliasing. Combine this with MonoHinting for best results!
|
||||
ImGuiFreeTypeBuilderFlags_LoadColor = 1 << 8 // Enable FreeType color-layered glyphs
|
||||
ImGuiFreeTypeBuilderFlags_LoadColor = 1 << 8, // Enable FreeType color-layered glyphs
|
||||
ImGuiFreeTypeBuilderFlags_Bitmap = 1 << 9 // Enable FreeType bitmap glyphs
|
||||
};
|
||||
|
||||
namespace ImGuiFreeType
|
||||
|
Loading…
Reference in New Issue
Block a user