mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-07 21:39:54 +02:00
Merge branch 'master' into docking
# Conflicts: # docs/CHANGELOG.txt # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx10.h # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx11.h # examples/imgui_impl_dx12.cpp # examples/imgui_impl_dx12.h # examples/imgui_impl_dx9.cpp # examples/imgui_impl_dx9.h # examples/imgui_impl_metal.h # examples/imgui_impl_metal.mm # examples/imgui_impl_opengl3.cpp # examples/imgui_impl_opengl3.h # examples/imgui_impl_vulkan.cpp # imgui.cpp # imgui.h # imgui_internal.h
This commit is contained in:
@ -1,5 +1,5 @@
|
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-----------------------------------------------------------------------
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dear imgui, v1.74 WIP
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dear imgui, v1.74
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||||
-----------------------------------------------------------------------
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||||
examples/README.txt
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(This is the README file for the examples/ folder. See docs/ for more documentation)
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|
@ -41,7 +41,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
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||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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||||
|
@ -254,7 +254,7 @@
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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 'misc/fonts/README.txt' for more instructions and details.
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||||
// - Read 'docs/FONTS.txt' 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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||||
|
@ -25,9 +25,9 @@ EMS = -s USE_SDL=2 -s WASM=1
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||||
EMS += -s ALLOW_MEMORY_GROWTH=1
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||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
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||||
EMS += -s ASSERTIONS=1
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||||
EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS
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||||
# Uncomment next line to fix possible rendering bugs with emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
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#EMS += -s BINARYEN_TRAP_MODE=clamp
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#EMS += -s NO_FILESYSTEM=1 ## Getting "error: undefined symbol: $FS" if filesystem is removed
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||||
#EMS += -s SAFE_HEAP=1 ## Adds overhead
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||||
|
||||
CPPFLAGS = -I../ -I../../
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||||
|
@ -82,7 +82,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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 'misc/fonts/README.txt' for more instructions and details.
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||||
// - Read 'docs/FONTS.txt' for more instructions and details.
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||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
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||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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||||
|
@ -38,7 +38,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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||||
|
@ -71,7 +71,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -115,7 +115,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
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||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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||||
|
@ -412,7 +412,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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||||
|
@ -126,7 +126,7 @@ int main(int argc, char** argv)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -35,7 +35,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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||||
|
@ -8,27 +8,42 @@ SOURCES = main.cpp
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||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
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||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
EXTRA_WARNINGS ?= 0
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
# We use the EXTRA_WARNINGS flag on our CI setup to eagerly catch zealous warnings
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||||
ifeq ($(EXTRA_WARNINGS), 1)
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||||
CXXFLAGS += -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros
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||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
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||||
## BUILD FLAGS PER PLATFORM
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||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
ifneq ($(EXTRA_WARNINGS), 0)
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||||
CXXFLAGS += -Wextra -pedantic
|
||||
endif
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
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||||
ECHO_MESSAGE = "Mac OS X"
|
||||
ifneq ($(EXTRA_WARNINGS), 0)
|
||||
CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-c++11-long-long
|
||||
endif
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
ifneq ($(EXTRA_WARNINGS), 0)
|
||||
CXXFLAGS += -Wextra -pedantic
|
||||
endif
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
|
@ -81,7 +81,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -69,7 +69,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -110,7 +110,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -396,7 +396,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -76,7 +76,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -83,7 +83,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -106,7 +106,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -74,7 +74,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - 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 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' 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 \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -25,7 +25,7 @@
|
||||
// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
|
||||
// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
|
||||
// 2018-04-18: Misc: Added support for 32-bits vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
|
||||
// 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
@ -108,7 +108,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
||||
// Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves.
|
||||
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 float as well..
|
||||
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
|
||||
static ImVector<ImDrawVertAllegro> vertices;
|
||||
vertices.resize(cmd_list->IdxBuffer.Size);
|
||||
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
|
||||
@ -257,7 +257,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
|
||||
|
||||
// Create custom vertex declaration.
|
||||
// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
|
||||
// Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
|
||||
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
|
||||
ALLEGRO_VERTEX_ELEMENT elems[] =
|
||||
{
|
||||
|
@ -4,7 +4,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// 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.
|
||||
|
@ -4,7 +4,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// 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.
|
||||
|
@ -4,7 +4,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// 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
|
||||
|
@ -4,7 +4,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// 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.
|
||||
|
@ -5,7 +5,7 @@
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// Missing features, issues:
|
||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||
|
||||
|
@ -4,7 +4,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// Missing features, issues:
|
||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||
|
||||
|
@ -4,7 +4,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// 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.
|
||||
|
@ -3,8 +3,12 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
<<<<<<< HEAD
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
=======
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
>>>>>>> master
|
||||
|
||||
// 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.
|
||||
|
@ -3,7 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport / platform windows.
|
||||
|
||||
|
@ -3,9 +3,13 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
<<<<<<< HEAD
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport / platform windows.
|
||||
=======
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
>>>>>>> master
|
||||
|
||||
// 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.
|
||||
|
@ -212,7 +212,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
GLint last_texture;
|
||||
|
@ -6,7 +6,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// 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.
|
||||
@ -415,7 +415,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
GLint last_texture;
|
||||
|
@ -6,7 +6,7 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Multi-viewport support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// 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.
|
||||
|
@ -2,8 +2,12 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
<<<<<<< HEAD
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [x] Platform: Multi-viewport / platform windows. With issues (flickering when creating a new viewport).
|
||||
=======
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
>>>>>>> master
|
||||
// Missing features:
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [ ] Platform: Multi-viewport / platform windows.
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||
|
Reference in New Issue
Block a user