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:
omar 2019-11-26 12:23:43 +01:00
commit 813e0c18e6
49 changed files with 533 additions and 346 deletions

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@ -41,6 +41,9 @@ jobs:
}
# Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long.
- name: Build example_null (extra warnings)
run: mingw32-make -C examples/example_null EXTRA_WARNINGS=1
- name: Build Win32 example_glfw_opengl2
shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
@ -150,8 +153,8 @@ jobs:
sudo apt-get update
sudo apt-get install -y libglfw3-dev libsdl2-dev
- name: Build example_null
run: make -C examples/example_null
- name: Build example_null (extra warnings)
run: make -C examples/example_null EXTRA_WARNINGS=1
- name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2
@ -179,8 +182,8 @@ jobs:
brew install glfw3
brew install sdl2
- name: Build example_null
run: make -C examples/example_null
- name: Build example_null (extra warnings)
run: make -C examples/example_null EXTRA_WARNINGS=1
- name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2

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@ -30,6 +30,7 @@ HOW TO UPDATE?
-----------------------------------------------------------------------
<<<<<<< HEAD
DOCKING BRANCH (In Progress)
-----------------------------------------------------------------------
@ -100,6 +101,9 @@ Other changes:
-----------------------------------------------------------------------
VERSION 1.74 WIP (In Progress)
=======
VERSION 1.74 (Released 2019-11-25)
>>>>>>> master
-----------------------------------------------------------------------
Breaking Changes:
@ -119,6 +123,10 @@ Breaking Changes:
Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate.
If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
- Misc: Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS. (#1038)
- Misc: Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS.
- Fonts: ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to
conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
- Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate]
@ -148,12 +156,15 @@ Other Changes:
- Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815)
- Misc: Windows: Disabled win32 function by default when building with UWP. (#2892, #2895)
- Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings).
- Misc: Added IMGUI_DISABLE_FILE_FUNCTIONS/IMGUI_DISABLE_DEFAULT_FILE_FUNCTION to nullify or disable
default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734)
- Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut]
- Docs: Moved misc/fonts/README.txt to docs/FONTS.txt.
- Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page.
- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups]
- Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen]
- Metrics: Expose basic details of each window key/value state storage.
- Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled.
- Examples: Emscripten: Removed NO_FILESYSTEM from Makefile, seems to fail on some setup. (#2734) [@Funto]
- Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0
but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov]
- Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(),
@ -376,11 +387,11 @@ Other Changes:
collapsing/docking button to the other side of the title bar.
- Style: Made window close button cross slightly smaller.
- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture.
- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices.
- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bit indices.
The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable
this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero.
This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not
support 32-bits indices. Most examples back-ends have been modified to support the VtxOffset field.
support 32-bit indices. Most examples back-ends have been modified to support the VtxOffset field.
- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command.
This is provided for convenience and consistency with VtxOffset.
- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to
@ -394,7 +405,7 @@ Other Changes:
dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168]
- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes
(64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends.
(64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends.
- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(),
the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode
support. (#2538, #2541)
@ -1802,7 +1813,7 @@ Changes:
- Fixed border rendering in various situations when using non-pixel aligned glyphs.
- Fixed border rendering of windows to always contain the border within the window.
- Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303)
- Fixed int>void\* warnings for 64-bits architectures with fancy warnings enabled.
- Fixed int>void\* warnings for 64-bit architectures with fancy warnings enabled.
- Renamed the dubious Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
- InputText(): Fixed and better handling of using keyboard while mouse button if being held and dragging. (#429)
- InputText(): Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing.

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@ -436,7 +436,7 @@ Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear img
(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file for more details about font loading.)
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file for more details about font loading.)
New programmers: remember that in C/C++ and most programming languages if you want to use a
backslash \ within a string literal, you need to write it double backslash "\\":
@ -453,15 +453,15 @@ io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
The most convenient and practical way is to merge an icon font such as FontAwesome inside you
main font. Then you can refer to icons within your strings.
You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment.
(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file for more details about icons font loading.)
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file for more details about icons font loading.)
With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas,
and copying your own graphics data into it. See misc/fonts/README.txt about using the AddCustomRectFontGlyph API.
and copying your own graphics data into it. See docs/FONTS.txt about using the AddCustomRectFontGlyph API.
---
### Q: How can I load multiple fonts?
Use the font atlas to pack them into a single texture:
(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file and the code in ImFontAtlas for more details.)
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file and the code in ImFontAtlas for more details.)
```cpp
ImGuiIO& io = ImGui::GetIO();

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@ -1,9 +1,7 @@
----------------------------------------------------------------------
dear imgui, v1.74 WIP
----------------------------------------------------------------------
misc/fonts/README.txt
This is the Readme dedicated to fonts.
----------------------------------------------------------------------
dear imgui
FONTS DOCUMENTATION
Also read https://www.dearimgui.org/faq for more fonts related infos.
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
a 13 pixels high, pixel-perfect font used by default.
@ -12,7 +10,6 @@ We embed it font in source code so you can use Dear ImGui without any file syste
You may also load external .TTF/.OTF files.
The files in this folder are suggested fonts, provided as a convenience.
Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
Please read the FAQ: https://www.dearimgui.org/faq
Please use the Discord server: http://discord.dearimgui.org and not the Github issue tracker for basic font loading questions.
@ -22,13 +19,13 @@ Please use the Discord server: http://discord.dearimgui.org and not the Github i
---------------------------------------
- Readme First / FAQ
- Using Icons
- Fonts Loading Instructions
- FreeType rasterizer, Small font sizes
- Using Icons
- Using FreeType rasterizer
- Building Custom Glyph Ranges
- Using custom colorful icons
- Embedding Fonts in Source Code
- Credits/Licences for fonts included in this folder
- Credits/Licences for fonts included in repository
- Fonts Links
@ -38,52 +35,13 @@ Please use the Discord server: http://discord.dearimgui.org and not the Github i
- You can use the style editor ImGui::ShowStyleEditor() in the "Fonts" section to browse your fonts
and understand what's going on if you have an issue.
- Make sure your font ranges data are persistent (available during the call to GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
- Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
- Make sure your font ranges data are persistent and available at the time the font atlas is being built.
- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
u8"hello"
u8"こんにちは" // this will be encoded as UTF-8
- If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\filename".
---------------------------------------
USING ICONS
---------------------------------------
Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons)
is an easy and practical way to use icons in your Dear ImGui application.
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without
having to change fonts back and forth.
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut:
https://github.com/juliettef/IconFontCppHeaders
The C++11 version of those files uses the u8"" utf-8 encoding syntax + \u
#define ICON_FA_SEARCH u8"\uf002"
The pre-C++11 version has the values directly encoded as utf-8:
#define ICON_FA_SEARCH "\xEF\x80\x82"
Example Setup:
// Merge icons into default tool font
#include "IconsFontAwesome.h"
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
ImFontConfig config;
config.MergeMode = true;
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
Example Usage:
// Usage, e.g.
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
ImGui::Button(ICON_FA_SEARCH " Search");
// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
See Links below for other icons fonts and related tools.
Read FAQ for details.
---------------------------------------
@ -97,6 +55,11 @@ Load default font:
Load .TTF/.OTF file with:
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
Load multiple fonts:
ImGuiIO& io = ImGui::GetIO();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
@ -115,23 +78,6 @@ For advanced options create a ImFontConfig structure and pass it to the AddFont
config.GlyphExtraSpacing.x = 1.0f;
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
Read about oversampling here:
https://github.com/nothings/stb/blob/master/tests/oversample
If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you
set OversampleH/OversampleV to 1 and use a small font size.
Mind the fact that some graphics drivers have texture size limitation.
If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
Some solutions:
- 1) Reduce glyphs ranges by calculating them from source localization data.
You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
- 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
- 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
- 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
Combine two fonts into one:
// Load a first font
@ -147,6 +93,25 @@ Combine two fonts into one:
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges);
io.Fonts->Build();
Font atlas is too large?
- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
- The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
- In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended
unless you set OversampleH/OversampleV to 1 and use a small font size.
- Mind the fact that some graphics drivers have texture size limitation.
- If you are building a PC application, mind the fact that users may run on hardware with lower specs than yours.
Some solutions:
- 1) Reduce glyphs ranges by calculating them from source localization data.
You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
- 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
- 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
- 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
- Read about oversampling here: https://github.com/nothings/stb/blob/master/tests/oversample
Add a fourth parameter to bake specific font ranges only:
// Basic Latin, Extended Latin
@ -165,6 +130,49 @@ Offset font vertically by altering the io.Font->DisplayOffset value:
font->DisplayOffset.y = 1; // Render 1 pixel down
---------------------------------------
USING ICONS
---------------------------------------
Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons)
is an easy and practical way to use icons in your Dear ImGui application.
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without
having to change fonts back and forth.
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut:
https://github.com/juliettef/IconFontCppHeaders
Those files contains a bunch of named #define which you can use to refer to specific icons of the font, e.g.:
#define ICON_FA_MUSIC "\xef\x80\x81"
#define ICON_FA_SEARCH "\xef\x80\x82"
Example Setup:
// Merge icons into default tool font
#include "IconsFontAwesome.h"
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
ImFontConfig config;
config.MergeMode = true;
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
Example Usage:
// Usage, e.g.
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
ImGui::Button(ICON_FA_SEARCH " Search");
Important to understand: C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
See Links below for other icons fonts and related tools.
---------------------------------------
FREETYPE RASTERIZER, SMALL FONT SIZES
---------------------------------------
@ -258,9 +266,11 @@ or:
---------------------------------------
CREDITS/LICENSES FOR FONTS INCLUDED IN THIS FOLDER
CREDITS/LICENSES FOR FONTS INCLUDED IN REPOSITORY
---------------------------------------
Some fonts are available in the misc/fonts/ folder:
Roboto-Medium.ttf
Apache License 2.0
@ -333,15 +343,17 @@ REGULAR FONTS
(Japanese) M+ fonts by Coji Morishita are free
http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
MONOSPACE FONTS
MONOSPACE FONTS (PIXEL PERFECT)
(Pixel Perfect) Proggy Fonts, by Tristan Grimmer
Proggy Fonts, by Tristan Grimmer
http://www.proggyfonts.net or http://upperbounds.net
(Pixel Perfect) Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A)
Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A)
https://github.com/kmar/Sweet16Font
Also include .inl file to use directly in dear imgui.
MONOSPACE FONTS (REGULAR)
Google Noto Mono Fonts
https://www.google.com/get/noto/

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@ -186,10 +186,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
- button: provide a button that looks framed. (?)
- image/image button: misalignment on padded/bordered button?
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
- image button: not taking an explicit id can be problematic. (#2464, #1390)
- button: provide a button that looks framed. (?)
- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar)
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946)
@ -260,7 +260,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
- stb: add defines to disable stb implementations
- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
- style: better default styles. (#707)
- style: add a highlighted text color (for headers, etc.)

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@ -1,5 +1,5 @@
-----------------------------------------------------------------------
dear imgui, v1.74 WIP
dear imgui, v1.74
-----------------------------------------------------------------------
examples/README.txt
(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();
//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.
// - 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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@ -25,9 +25,9 @@ EMS = -s USE_SDL=2 -s WASM=1
EMS += -s ALLOW_MEMORY_GROWTH=1
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
EMS += -s ASSERTIONS=1
EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS
# Uncomment next line to fix possible rendering bugs with emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp
#EMS += -s NO_FILESYSTEM=1 ## Getting "error: undefined symbol: $FS" if filesystem is removed
#EMS += -s SAFE_HEAP=1 ## Adds overhead
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.
// - 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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@ -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);

View File

@ -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();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

View File

@ -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);

View File

@ -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);

View File

@ -8,27 +8,42 @@ SOURCES = main.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
EXTRA_WARNINGS ?= 0
CXXFLAGS = -I../ -I../../
CXXFLAGS += -g -Wall -Wformat
LIBS =
# We use the EXTRA_WARNINGS flag on our CI setup to eagerly catch zealous warnings
ifeq ($(EXTRA_WARNINGS), 1)
CXXFLAGS += -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros
endif
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
ifneq ($(EXTRA_WARNINGS), 0)
CXXFLAGS += -Wextra -pedantic
endif
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
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

View File

@ -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);

View File

@ -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);

View File

@ -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);

View File

@ -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);

View File

@ -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);

View File

@ -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);

View File

@ -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);

View File

@ -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);

View File

@ -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[] =
{

View File

@ -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.

View File

@ -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.

View File

@ -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

View File

@ -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.

View File

@ -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

View File

@ -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

View File

@ -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.

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@ -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.

View File

@ -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.

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@ -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.

View File

@ -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;

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@ -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;

View File

@ -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.

View File

@ -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

View File

@ -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

View File

@ -34,9 +34,10 @@
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices').
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
//---- Include imgui_user.h at the end of imgui.h as a convenience
@ -64,9 +65,9 @@
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices).
// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer.
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bit indices).
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
//#define ImDrawIdx unsigned int

253
imgui.cpp
View File

@ -1,4 +1,4 @@
// dear imgui, v1.74 WIP
// dear imgui, v1.74
// (main code and documentation)
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
@ -29,12 +29,12 @@ DOCUMENTATION
- MISSION STATEMENT
- END-USER GUIDE
- PROGRAMMER GUIDE
- Read first.
- How to update to a newer version of Dear ImGui.
- Getting started with integrating Dear ImGui in your code/engine.
- This is how a simple application may look like (2 variations).
- This is how a simple rendering function may look like.
- Using gamepad/keyboard navigation controls.
- READ FIRST
- HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
- GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
- HOW A SIMPLE APPLICATION MAY LOOK LIKE (2 variations)
- HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
- USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
- API BREAKING CHANGES (read me when you update!)
- FREQUENTLY ASKED QUESTIONS (FAQ)
- Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)
@ -45,7 +45,8 @@ CODE
// [SECTION] FORWARD DECLARATIONS
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions)
// [SECTION] MISC HELPERS/UTILITIES (Geomtry, String, Format, Hash, File functions)
// [SECTION] MISC HELPERS/UTILITIES (File functions)
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
// [SECTION] ImGuiStorage
@ -120,8 +121,8 @@ CODE
PROGRAMMER GUIDE
================
READ FIRST:
READ FIRST
----------
- Remember to read the FAQ (https://www.dearimgui.org/faq)
- Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction
or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs.
@ -142,8 +143,8 @@ CODE
However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
- C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI:
HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
----------------------------------------------
- Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h)
- Or maintain your own branch where you have imconfig.h modified.
- Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
@ -152,8 +153,8 @@ CODE
likely be a comment about it. Please report any issue to the GitHub page!
- Try to keep your copy of dear imgui reasonably up to date.
GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE:
GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
---------------------------------------------------------------
- Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
- Add the Dear ImGui source files to your projects or using your preferred build system.
It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL).
@ -165,7 +166,8 @@ CODE
- Refer to the bindings and demo applications in the examples/ folder for instruction on how to setup your code.
- If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
HOW A SIMPLE APPLICATION MAY LOOK LIKE:
HOW A SIMPLE APPLICATION MAY LOOK LIKE
--------------------------------------
EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder).
// Application init: create a dear imgui context, setup some options, load fonts
@ -201,8 +203,7 @@ CODE
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
HOW A SIMPLE APPLICATION MAY LOOK LIKE:
EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE.
EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE
// Application init: create a dear imgui context, setup some options, load fonts
ImGui::CreateContext();
@ -256,8 +257,8 @@ CODE
// Shutdown
ImGui::DestroyContext();
HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE:
HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
---------------------------------------------
void void MyImGuiRenderFunction(ImDrawData* draw_data)
{
// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
@ -294,7 +295,7 @@ CODE
MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y));
// Render 'pcmd->ElemCount/3' indexed triangles.
// By default the indices ImDrawIdx are 16-bits, you can change them to 32-bits in imconfig.h if your engine doesn't support 16-bits indices.
// By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer);
}
idx_buffer += pcmd->ElemCount;
@ -309,7 +310,7 @@ CODE
- Refer to the FAQ for more information. Amusingly, it is called a FAQ because people frequently run into the same issues!
USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
------------------------------------------
- The gamepad/keyboard navigation is fairly functional and keeps being improved.
- Gamepad support is particularly useful to use dear imgui on a console system (e.g. PS4, Switch, XB1) without a mouse!
- You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787
@ -363,6 +364,9 @@ CODE
- 2019/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
- 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
- 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
- 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
- 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): Begin() (5 arguments signature), IsRootWindowOrAnyChildHovered(), AlignFirstTextHeightToWidgets(), SetNextWindowPosCenter(), ImFont::Glyph. See docs/Changelog.txt or grep this log for details and new names, or see how they were implemented until 1.73.
- 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
@ -481,14 +485,9 @@ CODE
- 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
- 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal.
- 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you.
If your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color.
ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col)
{
float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a;
return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a);
}
If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
- 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
- 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
@ -758,7 +757,7 @@ CODE
Q: How can I easily use icons in my application?
Q: How can I load multiple fonts?
Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
>> See https://www.dearimgui.org/faq and misc/fonts/README.txt
>> See https://www.dearimgui.org/faq and docs/FONTS.txt
Q&A: Community
==============
@ -1100,7 +1099,7 @@ ImGuiIO::ImGuiIO()
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
void ImGuiIO::AddInputCharacter(unsigned int c)
{
if (c > 0 && c < 0x10000)
if (c > 0 && c <= IM_UNICODE_CODEPOINT_MAX)
InputQueueCharacters.push_back((ImWchar)c);
}
@ -1110,7 +1109,7 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
{
unsigned int c = 0;
utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
if (c > 0 && c < 0x10000)
if (c > 0 && c <= IM_UNICODE_CODEPOINT_MAX)
InputQueueCharacters.push_back((ImWchar)c);
}
}
@ -1121,7 +1120,7 @@ void ImGuiIO::ClearInputCharacters()
}
//-----------------------------------------------------------------------------
// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions)
// [SECTION] MISC HELPERS/UTILITIES (Geometry, String, Format, Hash, File functions)
//-----------------------------------------------------------------------------
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
@ -1225,7 +1224,7 @@ const char* ImStrchrRange(const char* str, const char* str_end, char c)
int ImStrlenW(const ImWchar* str)
{
//return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bits
//return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit
int n = 0;
while (*str++) n++;
return n;
@ -1293,12 +1292,16 @@ const char* ImStrSkipBlank(const char* str)
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
// B) When buf==NULL vsnprintf() will return the output size.
#ifndef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
//#define IMGUI_USE_STB_SPRINTF
#ifdef IMGUI_USE_STB_SPRINTF
#define STB_SPRINTF_IMPLEMENTATION
#include "imstb_sprintf.h"
#include "stb_sprintf.h"
#endif
#if defined(_MSC_VER) && !defined(vsnprintf)
@ -1337,7 +1340,7 @@ int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
buf[w] = 0;
return w;
}
#endif // #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
// CRC32 needs a 1KB lookup table (not cache friendly)
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
@ -1409,10 +1412,16 @@ ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed)
return ~crc;
}
FILE* ImFileOpen(const char* filename, const char* mode)
//-----------------------------------------------------------------------------
// [SECTION] MISC HELPERS/UTILITIES (File functions)
//-----------------------------------------------------------------------------
// Default file functions
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
ImFileHandle ImFileOpen(const char* filename, const char* mode)
{
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
// We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can)
// We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1;
const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1;
ImVector<ImWchar> buf;
@ -1425,42 +1434,48 @@ FILE* ImFileOpen(const char* filename, const char* mode)
#endif
}
// Load file content into memory
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; }
ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); }
ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); }
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
// Helper: Load file content into memory
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size, int padding_bytes)
void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
{
IM_ASSERT(filename && file_open_mode);
IM_ASSERT(filename && mode);
if (out_file_size)
*out_file_size = 0;
FILE* f;
if ((f = ImFileOpen(filename, file_open_mode)) == NULL)
ImFileHandle f;
if ((f = ImFileOpen(filename, mode)) == NULL)
return NULL;
long file_size_signed;
if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET))
size_t file_size = (size_t)ImFileGetSize(f);
if (file_size == (size_t)-1)
{
fclose(f);
ImFileClose(f);
return NULL;
}
size_t file_size = (size_t)file_size_signed;
void* file_data = IM_ALLOC(file_size + padding_bytes);
if (file_data == NULL)
{
fclose(f);
ImFileClose(f);
return NULL;
}
if (fread(file_data, 1, file_size, f) != file_size)
if (ImFileRead(file_data, 1, file_size, f) != file_size)
{
fclose(f);
ImFileClose(f);
IM_FREE(file_data);
return NULL;
}
if (padding_bytes > 0)
memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
fclose(f);
ImFileClose(f);
if (out_file_size)
*out_file_size = file_size;
@ -1471,7 +1486,7 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
//-----------------------------------------------------------------------------
// Convert UTF-8 to 32-bits character, process single character input.
// Convert UTF-8 to 32-bit character, process single character input.
// Based on stb_from_utf8() from github.com/nothings/stb/
// We handle UTF-8 decoding error by skipping forward.
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
@ -1486,7 +1501,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char*
}
if ((*str & 0xe0) == 0xc0)
{
*out_char = 0xFFFD; // will be invalid but not end of string
*out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string
if (in_text_end && in_text_end - (const char*)str < 2) return 1;
if (*str < 0xc2) return 2;
c = (unsigned int)((*str++ & 0x1f) << 6);
@ -1497,7 +1512,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char*
}
if ((*str & 0xf0) == 0xe0)
{
*out_char = 0xFFFD; // will be invalid but not end of string
*out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string
if (in_text_end && in_text_end - (const char*)str < 3) return 1;
if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3;
if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below
@ -1511,7 +1526,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char*
}
if ((*str & 0xf8) == 0xf0)
{
*out_char = 0xFFFD; // will be invalid but not end of string
*out_char = IM_UNICODE_CODEPOINT_INVALID; // will be invalid but not end of string
if (in_text_end && in_text_end - (const char*)str < 4) return 1;
if (*str > 0xf4) return 4;
if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4;
@ -1542,7 +1557,7 @@ int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const cha
in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
if (c == 0)
break;
if (c < 0x10000) // FIXME: Losing characters that don't fit in 2 bytes
if (c <= IM_UNICODE_CODEPOINT_MAX) // FIXME: Losing characters that don't fit in 2 bytes
*buf_out++ = (ImWchar)c;
}
*buf_out = 0;
@ -1560,7 +1575,7 @@ int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
if (c == 0)
break;
if (c < 0x10000)
if (c <= IM_UNICODE_CODEPOINT_MAX)
char_count++;
}
return char_count;
@ -4071,9 +4086,12 @@ void ImGui::Shutdown(ImGuiContext* context)
g.SettingsWindows.clear();
g.SettingsHandlers.clear();
if (g.LogFile && g.LogFile != stdout)
if (g.LogFile)
{
fclose(g.LogFile);
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
if (g.LogFile != stdout)
#endif
ImFileClose(g.LogFile);
g.LogFile = NULL;
}
g.LogBuffer.clear();
@ -4139,7 +4157,7 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
// (A) Handle the ImDrawCmd::VtxOffset value in your renderer back-end, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
// Most example back-ends already support this from 1.71. Pre-1.71 back-ends won't.
// Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
// (B) Or handle 32-bits indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
// (B) Or handle 32-bit indices in your renderer back-end, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
// Most example back-ends already support this. For example, the OpenGL example code detect index size at compile-time:
// glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
// Your own engine or render API may use different parameters or function calls to specify index sizes.
@ -6111,7 +6129,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Handle manual resize: Resize Grips, Borders, Gamepad
int border_held = -1;
ImU32 resize_grip_col[4] = {};
const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4
const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
if (handle_borders_and_resize_grips && !window->Collapsed)
if (UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]))
@ -9820,9 +9838,15 @@ void ImGui::LogText(const char* fmt, ...)
va_list args;
va_start(args, fmt);
if (g.LogFile)
vfprintf(g.LogFile, fmt, args);
else
{
g.LogBuffer.Buf.resize(0);
g.LogBuffer.appendfv(fmt, args);
ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
}
else
{
g.LogBuffer.appendfv(fmt, args);
}
va_end(args);
}
@ -9899,8 +9923,11 @@ void ImGui::LogToTTY(int auto_open_depth)
ImGuiContext& g = *GImGui;
if (g.LogEnabled)
return;
IM_UNUSED(auto_open_depth);
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
LogBegin(ImGuiLogType_TTY, auto_open_depth);
g.LogFile = stdout;
#endif
}
// Start logging/capturing text output to given file
@ -9917,8 +9944,8 @@ void ImGui::LogToFile(int auto_open_depth, const char* filename)
filename = g.IO.LogFilename;
if (!filename || !filename[0])
return;
FILE* f = ImFileOpen(filename, "ab");
if (f == NULL)
ImFileHandle f = ImFileOpen(filename, "ab");
if (!f)
{
IM_ASSERT(0);
return;
@ -9955,10 +9982,12 @@ void ImGui::LogFinish()
switch (g.LogType)
{
case ImGuiLogType_TTY:
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
fflush(g.LogFile);
#endif
break;
case ImGuiLogType_File:
fclose(g.LogFile);
ImFileClose(g.LogFile);
break;
case ImGuiLogType_Buffer:
break;
@ -9984,7 +10013,11 @@ void ImGui::LogButtons()
ImGuiContext& g = *GImGui;
PushID("LogButtons");
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
const bool log_to_tty = Button("Log To TTY"); SameLine();
#else
const bool log_to_tty = false;
#endif
const bool log_to_file = Button("Log To File"); SameLine();
const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
PushAllowKeyboardFocus(false);
@ -10117,18 +10150,12 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
line_end[-1] = 0;
const char* name_end = line_end - 1;
const char* type_start = line + 1;
char* type_end = (char*)(intptr_t)ImStrchrRange(type_start, name_end, ']');
char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
if (!type_end || !name_start)
{
name_start = type_start; // Import legacy entries that have no type
type_start = "Window";
}
else
{
continue;
*type_end = 0; // Overwrite first ']'
name_start++; // Skip second '['
}
entry_handler = FindSettingsHandler(type_start);
entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
}
@ -10152,11 +10179,11 @@ void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
size_t ini_data_size = 0;
const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
FILE* f = ImFileOpen(ini_filename, "wt");
ImFileHandle f = ImFileOpen(ini_filename, "wt");
if (!f)
return;
fwrite(ini_data, sizeof(char), ini_data_size, f);
fclose(f);
ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
ImFileClose(f);
}
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
@ -14767,7 +14794,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
static bool show_windows_rects = false;
static int show_windows_rect_type = WRT_WorkRect;
static bool show_windows_begin_order = false;
static bool show_drawcmd_clip_rects = true;
static bool show_drawcmd_details = true;
static bool show_docking_nodes = false;
// Basic info
@ -14821,9 +14848,9 @@ void ImGui::ShowMetricsWindow(bool* p_open)
return;
if (window && !window->WasActive)
ImGui::Text("(Note: owning Window is inactive: DrawList is not being rendered!)");
ImGui::TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
int elem_offset = 0;
unsigned int elem_offset = 0;
for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++)
{
if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0)
@ -14833,45 +14860,77 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
continue;
}
ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
char buf[300];
ImFormatString(buf, IM_ARRAYSIZE(buf), "Draw %4d triangles, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
pcmd->ElemCount/3, (void*)(intptr_t)pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd: %4d triangles, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
pcmd->ElemCount/3, (void*)(intptr_t)pcmd->TextureId,
pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
if (show_drawcmd_clip_rects && fg_draw_list && ImGui::IsItemHovered())
if (show_drawcmd_details && fg_draw_list && ImGui::IsItemHovered())
{
ImRect clip_rect = pcmd->ClipRect;
ImRect vtxs_rect;
for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
for (unsigned int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,0,255,255));
vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,255,0,255));
fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255,0,255,255));
fg_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(255,255,0,255));
}
if (!pcmd_node_open)
continue;
// Calculate approximate coverage area (touched pixel count)
// This will be in pixels squared as long there's no post-scaling happening to the renderer output.
float total_area = 0.0f;
for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3)
{
ImVec2 triangle[3];
for (int n = 0; n < 3; n++)
triangle[n] = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos;
total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
}
// Display vertex information summary. Hover to get all triangles drawn in wire-frame
ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
ImGui::Selectable(buf);
if (fg_draw_list && ImGui::IsItemHovered() && show_drawcmd_details)
{
// Draw wire-frame version of everything
ImDrawListFlags backup_flags = fg_draw_list->Flags;
fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
ImRect clip_rect = pcmd->ClipRect;
fg_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255));
for (unsigned int base_idx = elem_offset; base_idx < (elem_offset + pcmd->ElemCount); base_idx += 3)
{
ImVec2 triangle[3];
for (int n = 0; n < 3; n++)
triangle[n] = draw_list->VtxBuffer[idx_buffer ? idx_buffer[base_idx + n] : (base_idx + n)].pos;
fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f);
}
fg_draw_list->Flags = backup_flags;
}
// Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
ImGui::Text("ElemCount: %d, ElemCount/3: %d, VtxOffset: +%d, IdxOffset: +%d", pcmd->ElemCount, pcmd->ElemCount/3, pcmd->VtxOffset, pcmd->IdxOffset);
ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
while (clipper.Step())
for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++)
{
char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf);
ImVec2 triangles_pos[3];
ImVec2 triangle[3];
for (int n = 0; n < 3; n++, idx_i++)
{
int vtx_i = idx_buffer ? idx_buffer[idx_i] : idx_i;
ImDrawVert& v = draw_list->VtxBuffer[vtx_i];
triangles_pos[n] = v.pos;
ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
triangle[n] = v.pos;
buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
(n == 0) ? "elem" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
(n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
}
ImGui::Selectable(buf, false);
if (fg_draw_list && ImGui::IsItemHovered())
{
ImDrawListFlags backup_flags = fg_draw_list->Flags;
fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles.
fg_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f);
fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255,255,0,255), true, 1.0f);
fg_draw_list->Flags = backup_flags;
}
}
@ -15031,7 +15090,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGui::PushID(tab);
if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2);
if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine();
ImGui::Text("%02d%c Tab 0x%08X '%s'", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, tab->Window ? tab->Window->Name : "N/A");
ImGui::Text("%02d%c Tab 0x%08X '%s'", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "");
ImGui::PopID();
}
ImGui::TreePop();
@ -15195,7 +15254,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
}
ImGui::Unindent();
}
ImGui::Checkbox("Show clipping rectangle when hovering ImDrawCmd node", &show_drawcmd_clip_rects);
ImGui::Checkbox("Show details when hovering ImDrawCmd node", &show_drawcmd_details);
ImGui::TreePop();
}

39
imgui.h
View File

@ -1,4 +1,4 @@
// dear imgui, v1.74 WIP
// dear imgui, v1.74
// (headers)
// See imgui.cpp file for documentation.
@ -48,8 +48,8 @@ Index of this file:
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.74 WIP"
#define IMGUI_VERSION_NUM 17301
#define IMGUI_VERSION "1.74"
#define IMGUI_VERSION_NUM 17400
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch
#define IMGUI_HAS_DOCK 1 // Docking WIP branch
@ -83,6 +83,8 @@ Index of this file:
#else
#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro.
#endif
#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Last Unicode code point supported by this build.
#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Standard invalid Unicode code point.
// Warnings
#if defined(__clang__)
@ -1092,7 +1094,7 @@ enum ImGuiBackendFlags_
ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected.
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices.
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
// [BETA] Viewports
ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Back-end Platform supports multiple viewports.
@ -1345,6 +1347,7 @@ struct ImVector
inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; }
inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
// NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
@ -1823,7 +1826,7 @@ struct ImGuiListClipper
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
};
// Helpers macros to generate 32-bits encoded colors
// Helpers macros to generate 32-bit encoded colors
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
#define IM_COL32_R_SHIFT 16
#define IM_COL32_G_SHIFT 8
@ -1887,13 +1890,13 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset'
// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices.
// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
struct ImDrawCmd
{
unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices.
unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bit indices.
unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void* UserCallbackData; // The draw callback code can access this.
@ -1902,8 +1905,8 @@ struct ImDrawCmd
};
// Vertex index
// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end)
// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h)
// (to allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end)
// (to use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h)
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx;
#endif
@ -2012,7 +2015,7 @@ struct ImDrawList
// Primitives
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round
IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round
IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size)
IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
@ -2142,7 +2145,7 @@ struct ImFontGlyphRangesBuilder
ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
ImFontGlyphRangesBuilder() { Clear(); }
inline void Clear() { int size_in_bytes = 0x10000 / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX+1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
inline void AddChar(ImWchar c) { SetBit(c); } // Add character
@ -2154,12 +2157,12 @@ struct ImFontGlyphRangesBuilder
// See ImFontAtlas::AddCustomRectXXX functions.
struct ImFontAtlasCustomRect
{
unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
unsigned int ID; // Input // User ID. Use < 0x110000 to map into a font glyph, >= 0x110000 for other/internal/custom texture data.
unsigned short Width, Height; // Input // Desired rectangle dimension
unsigned short X, Y; // Output // Packed position in Atlas
float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance
ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset
ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font
float GlyphAdvanceX; // Input // For custom font glyphs only (ID < 0x110000): glyph xadvance
ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID < 0x110000): glyph display offset
ImFont* Font; // Input // For custom font glyphs only (ID < 0x110000): target font
ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
bool IsPacked() const { return X != 0xFFFF; }
};
@ -2238,9 +2241,9 @@ struct ImFontAtlas
// After calling Build(), you can query the rectangle position and render your pixels.
// You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
// so you can render e.g. custom colorful icons and use them as regular glyphs.
// Read misc/fonts/README.txt for more details about using colorful icons.
IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
// Read docs/FONTS.txt for more details about using colorful icons.
IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x110000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x110000 to register a rectangle to map into a specific font.
const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
// [Internal]

View File

@ -1,4 +1,4 @@
// dear imgui, v1.74 WIP
// dear imgui, v1.74
// (demo code)
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
@ -139,7 +139,7 @@ static void ShowExampleAppCustomRendering(bool* p_open);
static void ShowExampleMenuFile();
// Helper to display a little (?) mark which shows a tooltip when hovered.
// In your own code you may want to display an actual icon if you are using a merged icon fonts (see misc/fonts/README.txt)
// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.txt)
static void HelpMarker(const char* desc)
{
ImGui::TextDisabled("(?)");
@ -169,25 +169,28 @@ void ImGui::ShowUserGuide()
ImGuiIO& io = ImGui::GetIO();
ImGui::BulletText("Double-click on title bar to collapse window.");
ImGui::BulletText("Click and drag on lower corner to resize window\n(double-click to auto fit window to its contents).");
if (io.ConfigWindowsMoveFromTitleBarOnly)
ImGui::BulletText("Click and drag on title bar to move window.");
else
ImGui::BulletText("Click and drag on any empty space to move window.");
ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
if (io.FontAllowUserScaling)
ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");
ImGui::BulletText("Mouse Wheel to scroll.");
ImGui::BulletText("While editing text:\n");
ImGui::BulletText("While inputing text:\n");
ImGui::Indent();
ImGui::BulletText("Hold SHIFT or use mouse to select text.");
ImGui::BulletText("CTRL+Left/Right to word jump.");
ImGui::BulletText("CTRL+A or double-click to select all.");
ImGui::BulletText("CTRL+X,CTRL+C,CTRL+V to use clipboard.");
ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");
ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo.");
ImGui::BulletText("ESCAPE to revert.");
ImGui::BulletText("You can apply arithmetic operators +,*,/ on numerical values.\nUse +- to subtract.");
ImGui::Unindent();
ImGui::BulletText("With keyboard navigation enabled:");
ImGui::Indent();
ImGui::BulletText("Arrow keys to navigate.");
ImGui::BulletText("Space to activate a widget.");
ImGui::BulletText("Return to input text into a widget.");
ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window.");
ImGui::BulletText("Alt to jump to the menu layer of a window.");
ImGui::BulletText("CTRL+Tab to select a window.");
ImGui::Unindent();
}
//-----------------------------------------------------------------------------
@ -334,12 +337,20 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (ImGui::CollapsingHeader("Help"))
{
ImGui::Text("ABOUT THIS DEMO:");
ImGui::BulletText("Sections below are demonstrating many aspects of the library.");
ImGui::BulletText("The \"Examples\" menu above leads to more demo contents.");
ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n"
"and Metrics (general purpose Dear ImGui debugging tool).");
ImGui::Separator();
ImGui::Text("PROGRAMMER GUIDE:");
ImGui::BulletText("Please see the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");
ImGui::BulletText("Please see the comments in imgui.cpp.");
ImGui::BulletText("Please see the examples/ application.");
ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");
ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");
ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");
ImGui::BulletText("See comments in imgui.cpp.");
ImGui::BulletText("See example applications in the examples/ folder.");
ImGui::BulletText("Read the FAQ at http://www.dearimgui.org/faq/");
ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");
ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");
ImGui::Separator();
ImGui::Text("USER GUIDE:");
@ -416,7 +427,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (ImGui::TreeNode("Backend Flags"))
{
HelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.");
HelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.\nHere we expose then as read-only fields to avoid breaking interactions with your back-end.");
ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying actual back-end flags.
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
@ -431,6 +442,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (ImGui::TreeNode("Style"))
{
HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function.");
ImGui::ShowStyleEditor();
ImGui::TreePop();
ImGui::Separator();
@ -813,14 +825,14 @@ static void ShowDemoWindowWidgets()
if (ImGui::TreeNode("UTF-8 Text"))
{
// UTF-8 test with Japanese characters
// (Needs a suitable font, try Noto, or Arial Unicode, or M+ fonts. Read misc/fonts/README.txt for details.)
// (Needs a suitable font, try Noto, or Arial Unicode, or M+ fonts. Read docs/FONTS.txt for details.)
// - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8
// - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. Visual Studio save your file as 'UTF-8 without signature')
// - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 CHARACTERS IN THIS SOURCE FILE.
// Instead we are encoding a few strings with hexadecimal constants. Don't do this in your application!
// Please use u8"text in any language" in your application!
// Note that characters values are preserved even by InputText() if the font cannot be displayed, so you can safely copy & paste garbled characters into another application.
ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt for details.");
ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. Read docs/FONTS.txt for details.");
ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string.
ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
@ -3164,11 +3176,17 @@ void ImGui::ShowAboutWindow(bool* p_open)
#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS");
#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_MATH_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_MATH_FUNCTIONS");
#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_FILE_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS
ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS");
@ -3316,7 +3334,7 @@ void ImGui::ShowFontSelector(const char* label)
HelpMarker(
"- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"
"- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
"- Read FAQ and documentation in misc/fonts/ for more details.\n"
"- Read FAQ and docs/FONTS.txt for more details.\n"
"- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
}
@ -3444,7 +3462,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)
{
// Tips: in a real user application, you may want to merge and use an icon font into the main font, so instead of "Save"/"Revert" you'd use icons.
// Read the FAQ and misc/fonts/README.txt about using icon fonts. It's really easy and super convenient!
// Read the FAQ and docs/FONTS.txt about using icon fonts. It's really easy and super convenient!
ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i];
ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) style.Colors[i] = ref->Colors[i];
}
@ -3462,7 +3480,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
{
ImGuiIO& io = ImGui::GetIO();
ImFontAtlas* atlas = io.Fonts;
HelpMarker("Read FAQ and misc/fonts/README.txt for details on font loading.");
HelpMarker("Read FAQ and docs/FONTS.txt for details on font loading.");
ImGui::PushItemWidth(120);
for (int i = 0; i < atlas->Fonts.Size; i++)
{
@ -3482,17 +3500,17 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar);
ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar);
const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface);
ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt);
ImGui::Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt);
for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
if (const ImFontConfig* cfg = &font->ConfigData[config_i])
ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
{
// Display all glyphs of the fonts in separate pages of 256 characters
for (int base = 0; base < 0x10000; base += 256)
for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
{
int count = 0;
for (int n = 0; n < 256; n++)
for (unsigned int n = 0; n < 256; n++)
count += font->FindGlyphNoFallback((ImWchar)(base + n)) ? 1 : 0;
if (count > 0 && ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
{
@ -3500,7 +3518,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
float cell_spacing = style.ItemSpacing.y;
ImVec2 base_pos = ImGui::GetCursorScreenPos();
ImDrawList* draw_list = ImGui::GetWindowDrawList();
for (int n = 0; n < 256; n++)
for (unsigned int n = 0; n < 256; n++)
{
ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);

View File

@ -1,4 +1,4 @@
// dear imgui, v1.74 WIP
// dear imgui, v1.74
// (drawing and font code)
/*
@ -1731,7 +1731,8 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed
int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height)
{
IM_ASSERT(id >= 0x10000);
// Breaking change on 2019/11/21 (1.74): ImFontAtlas::AddCustomRectRegular() now requires an ID >= 0x110000 (instead of >= 0x10000)
IM_ASSERT(id >= 0x110000);
IM_ASSERT(width > 0 && width <= 0xFFFF);
IM_ASSERT(height > 0 && height <= 0xFFFF);
ImFontAtlasCustomRect r;
@ -1911,7 +1912,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
{
if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
continue;
@ -2195,7 +2196,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
for (int i = 0; i < atlas->CustomRects.Size; i++)
{
const ImFontAtlasCustomRect& r = atlas->CustomRects[i];
if (r.Font == NULL || r.ID > 0x10000)
if (r.Font == NULL || r.ID >= 0x110000)
continue;
IM_ASSERT(r.Font->ContainerAtlas == atlas);
@ -2459,7 +2460,7 @@ void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
text += c_len;
if (c_len == 0)
break;
if (c < 0x10000)
if (c <= IM_UNICODE_CODEPOINT_MAX)
AddChar((ImWchar)c);
}
}
@ -2473,12 +2474,12 @@ void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
{
int max_codepoint = 0x10000;
for (int n = 0; n < max_codepoint; n++)
const int max_codepoint = IM_UNICODE_CODEPOINT_MAX;
for (int n = 0; n <= max_codepoint; n++)
if (GetBit(n))
{
out_ranges->push_back((ImWchar)n);
while (n < max_codepoint - 1 && GetBit(n + 1))
while (n < max_codepoint && GetBit(n + 1))
n++;
out_ranges->push_back((ImWchar)n);
}
@ -2607,7 +2608,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
{
IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
int index_size = IndexLookup.Size;
unsigned int index_size = (unsigned int)IndexLookup.Size;
if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists
return;
@ -3026,9 +3027,9 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
x += char_width;
}
// Give back unused vertices
draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data));
draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data));
// Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.
draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()
draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data);
draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
draw_list->_VtxWritePtr = vtx_write;
draw_list->_IdxWritePtr = idx_write;

View File

@ -1,4 +1,4 @@
// dear imgui, v1.74 WIP
// dear imgui, v1.74
// (internal structures/api)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@ -31,7 +31,7 @@ Index of this file:
#error Must include imgui.h before imgui_internal.h
#endif
#include <stdio.h> // FILE*
#include <stdio.h> // FILE*, sscanf
#include <stdlib.h> // NULL, malloc, free, qsort, atoi, atof
#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
#include <limits.h> // INT_MIN, INT_MAX
@ -60,6 +60,14 @@ Index of this file:
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
// Legacy defines
#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74
#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
#endif
#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74
#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
#endif
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
@ -139,43 +147,8 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow*
//-----------------------------------------------------------------------------
// Generic helpers
//-----------------------------------------------------------------------------
// - Macros
// - Helpers: Misc
// - Helpers: Bit manipulation
// - Helpers: Geometry
// - Helpers: String, Formatting
// - Helpers: UTF-8 <> wchar conversions
// - Helpers: ImVec2/ImVec4 operators
// - Helpers: Maths
// - Helper: ImBoolVector
// - Helper: ImPool<>
// - Helper: ImChunkStream<>
//-----------------------------------------------------------------------------
// Macros
#define IM_PI 3.14159265358979323846f
#ifdef _WIN32
#define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018/05 news: Microsoft announced that Notepad will finally display Unix-style carriage returns!)
#else
#define IM_NEWLINE "\n"
#endif
#define IM_TABSIZE (4)
#if (__cplusplus >= 201100)
#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "")
#else
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
#endif
#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
#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) //
// Error handling
#ifndef IM_ASSERT_USER_ERROR
#define IM_ASSERT_USER_ERROR(_EXPR,_MSG) IM_ASSERT((_EXPR) && (_MSG)) // Recoverable User Error
#endif
//-----------------------------------------------------------------------------
// Debug Logging
#ifndef IMGUI_DEBUG_LOG
@ -186,6 +159,40 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
//#define IMGUI_DEBUG_LOG_VIEWPORT IMGUI_DEBUG_LOG // Enable log
//#define IMGUI_DEBUG_LOG_DOCKING IMGUI_DEBUG_LOG // Enable log
// Static Asserts
#if (__cplusplus >= 201100)
#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "")
#else
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
#endif
// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much.
#define IMGUI_DEBUG_PARANOID 0
#if IMGUI_DEBUG_PARANOID
#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR)
#else
#define IM_ASSERT_PARANOID(_EXPR)
#endif
// Error handling
// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults.
#ifndef IM_ASSERT_USER_ERROR
#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && (_MSG)) // Recoverable User Error
#endif
// Misc Macros
#define IM_PI 3.14159265358979323846f
#ifdef _WIN32
#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!)
#else
#define IM_NEWLINE "\n"
#endif
#define IM_TABSIZE (4)
#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
#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) //
// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
#ifdef _MSC_VER
#define IMGUI_CDECL __cdecl
@ -193,9 +200,22 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
#define IMGUI_CDECL
#endif
//-----------------------------------------------------------------------------
// Generic helpers
//-----------------------------------------------------------------------------
// - Helpers: Misc
// - Helpers: Bit manipulation
// - Helpers: String, Formatting
// - Helpers: UTF-8 <> wchar conversions
// - Helpers: ImVec2/ImVec4 operators
// - Helpers: Maths
// - Helpers: Geometry
// - Helper: ImBoolVector
// - Helper: ImPool<>
// - Helper: ImChunkStream<>
//-----------------------------------------------------------------------------
// Helpers: Misc
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0);
IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode);
#define ImQsort qsort
IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);
@ -207,13 +227,6 @@ static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { ret
static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
// Helpers: Geometry
IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy);
// Helpers: String, Formatting
IMGUI_API int ImStricmp(const char* str1, const char* str2);
IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count);
@ -263,9 +276,35 @@ static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs)
static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x*rhs.x, lhs.y*rhs.y, lhs.z*rhs.z, lhs.w*rhs.w); }
#endif
// Helpers: File System
#if defined(__EMSCRIPTEN__) && !defined(IMGUI_DISABLE_FILE_FUNCTIONS)
#define IMGUI_DISABLE_FILE_FUNCTIONS
#endif
#ifdef IMGUI_DISABLE_FILE_FUNCTIONS
#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
typedef void* ImFileHandle;
static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; }
static inline bool ImFileClose(ImFileHandle) { return false; }
static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; }
static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; }
static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; }
#endif
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
typedef FILE* ImFileHandle;
IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode);
IMGUI_API bool ImFileClose(ImFileHandle file);
IMGUI_API ImU64 ImFileGetSize(ImFileHandle file);
IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file);
IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file);
#else
#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions
#endif
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0);
// Helpers: Maths
// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy)
#ifndef IMGUI_DISABLE_MATH_FUNCTIONS
#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
static inline float ImFabs(float x) { return fabsf(x); }
static inline float ImSqrt(float x) { return sqrtf(x); }
static inline float ImPow(float x, float y) { return powf(x, y); }
@ -308,6 +347,14 @@ static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a)
static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
// Helpers: Geometry
IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; }
IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy);
// Helper: ImBoolVector
// Store 1-bit per value. Note that Resize() currently clears the whole vector.
struct IMGUI_API ImBoolVector
@ -1254,7 +1301,7 @@ struct ImGuiContext
// Capture/Logging
bool LogEnabled;
ImGuiLogType LogType;
FILE* LogFile; // If != NULL log to stdout/ file
ImFileHandle LogFile; // If != NULL log to stdout/ file
ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
float LogLinePosY;
bool LogLineFirstItem;
@ -1674,7 +1721,7 @@ struct ImGuiTabItem
float Width; // Width currently displayed
float ContentWidth; // Width of actual contents, stored during BeginTabItem() call
ImGuiTabItem() { ID = Flags = 0; Window = NULL; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; }
ImGuiTabItem() { ID = 0; Flags = 0; Window = NULL; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; }
};
// Storage for a tab bar (sizeof() 92~96 bytes)

View File

@ -1,4 +1,4 @@
// dear imgui, v1.74 WIP
// dear imgui, v1.74
// (widgets code)
/*
@ -2481,7 +2481,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
return value_changed;
}
// For 32-bits and larger types, slider bounds are limited to half the natural type range.
// For 32-bit and larger types, slider bounds are limited to half the natural type range.
// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok.
// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders.
bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb)
@ -3164,7 +3164,7 @@ namespace ImStb
static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; }
static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; }
static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }
static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; }
static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; }
static ImWchar STB_TEXTEDIT_NEWLINE = '\n';
static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx)
{
@ -3347,6 +3347,10 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
if (c >= 0xE000 && c <= 0xF8FF)
return false;
// Filter Unicode ranges we are not handling in this build.
if (c > IM_UNICODE_CODEPOINT_MAX)
return false;
// Generic named filters
if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))
{
@ -3770,7 +3774,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
s += ImTextCharFromUtf8(&c, s, NULL);
if (c == 0)
break;
if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, callback_user_data))
if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data))
continue;
clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
}
@ -3994,7 +3998,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter.
searches_remaining += is_multiline ? 1 : 0;
int line_count = 0;
//for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bits
//for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bit
for (const ImWchar* s = text_begin; *s != 0; s++)
if (*s == '\n')
{
@ -4071,7 +4075,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
break;
if (rect_pos.y < clip_rect.y)
{
//p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bits
//p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bit
//p = p ? p + 1 : text_selected_end;
while (p < text_selected_end)
if (*p++ == '\n')

View File

@ -1,9 +1,10 @@
// ImGui - binary_to_compressed_c.cpp
// dear imgui
// (binary_to_compressed_c.cpp)
// Helper tool to turn a file into a C array, if you want to embed font data in your source code.
// The data is first compressed with stb_compress() to reduce source code size,
// then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex)
// (If we used 32-bits constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent)
// (If we used 32-bit constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent)
// Note that even with compression, the output array is likely to be bigger than the binary file..
// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()