mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-18 22:26:34 +00:00
Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui.h # imgui_internal.h
This commit is contained in:
commit
8414c0bb09
@ -102,9 +102,12 @@ Breaking Changes:
|
||||
- Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively
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ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is anticipation of adding new
|
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flags to ColorEdit/ColorPicker functions which would make those ambiguous. (#2384) [@haldean]
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- Renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). (#2391)
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||||
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||||
Other Changes:
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- Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered
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behind every other windows. (#2391)
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- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer.
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- DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types.
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We are reusing function instances for larger types to reduce code size. (#643, #320, #708, #1011)
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@ -130,6 +133,7 @@ Other Changes:
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tree depth instead of a relative one.
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- Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##".
|
||||
- Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f).
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- Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo.
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||||
- Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier]
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||||
- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN
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even if the OpenGL headers/loader happens to define the value. (#2366, #2186)
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|
124
imgui.cpp
124
imgui.cpp
@ -375,6 +375,7 @@ CODE
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- 2018/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api.
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- 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
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- 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
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||||
- 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value!
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- 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
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@ -885,7 +886,8 @@ CODE
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A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags.
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(The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse)
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Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
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- You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows (1 overlay per viewport).
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- You can call ImGui::GetBackgroundDrawList() or ImGui::GetForegroundDrawList() and use those draw list to display
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contents behind or over every other imgui windows. (1 bg/fg drawlist per viewport)
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- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create
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your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data.
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|
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@ -3133,33 +3135,51 @@ int ImGui::GetFrameCount()
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return GImGui->FrameCount;
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}
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ImDrawList* ImGui::GetOverlayDrawList(ImGuiViewport* viewport_public)
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static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
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{
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// Create the draw list on demand, because it is not frequently used for all viewports
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// Create the draw list on demand, because they are not frequently used for all viewports
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ImGuiContext& g = *GImGui;
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ImGuiViewportP* viewport = (ImGuiViewportP*)viewport_public;
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if (viewport->OverlayDrawList == NULL)
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IM_ASSERT(drawlist_no >= 0 && drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));
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ImDrawList* draw_list = viewport->DrawLists[drawlist_no];
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if (draw_list == NULL)
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||||
{
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viewport->OverlayDrawList = IM_NEW(ImDrawList)(&g.DrawListSharedData);
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viewport->OverlayDrawList->_OwnerName = "##Overlay";
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draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
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||||
draw_list->_OwnerName = drawlist_name;
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viewport->DrawLists[drawlist_no] = draw_list;
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}
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||||
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||||
// Our ImDrawList system requires that there is always a command
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if (viewport->LastFrameOverlayDrawList != g.FrameCount)
|
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if (viewport->LastFrameDrawLists[drawlist_no] != g.FrameCount)
|
||||
{
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||||
viewport->OverlayDrawList->Clear();
|
||||
viewport->OverlayDrawList->PushTextureID(g.IO.Fonts->TexID);
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||||
viewport->OverlayDrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
|
||||
viewport->OverlayDrawList->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
|
||||
viewport->LastFrameOverlayDrawList = g.FrameCount;
|
||||
draw_list->Clear();
|
||||
draw_list->PushTextureID(g.IO.Fonts->TexID);
|
||||
draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
|
||||
draw_list->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
|
||||
viewport->LastFrameDrawLists[drawlist_no] = g.FrameCount;
|
||||
}
|
||||
return viewport->OverlayDrawList;
|
||||
return draw_list;
|
||||
}
|
||||
|
||||
ImDrawList* ImGui::GetOverlayDrawList()
|
||||
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
|
||||
{
|
||||
return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background");
|
||||
}
|
||||
|
||||
ImDrawList* ImGui::GetBackgroundDrawList()
|
||||
{
|
||||
ImGuiWindow* window = GImGui->CurrentWindow;
|
||||
return GetOverlayDrawList(window->Viewport);
|
||||
return GetBackgroundDrawList(window->Viewport);
|
||||
}
|
||||
|
||||
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
|
||||
{
|
||||
return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
|
||||
}
|
||||
|
||||
ImDrawList* ImGui::GetForegroundDrawList()
|
||||
{
|
||||
ImGuiWindow* window = GImGui->CurrentWindow;
|
||||
return GetForegroundDrawList(window->Viewport);
|
||||
}
|
||||
|
||||
ImDrawListSharedData* ImGui::GetDrawListSharedData()
|
||||
@ -3589,7 +3609,6 @@ void ImGui::NewFrame()
|
||||
g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, virtual_space_max.x, virtual_space_max.y);
|
||||
g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
|
||||
|
||||
// Setup Overlay draw list for the viewport.
|
||||
// Mark rendering data as invalid to prevent user who may have a handle on it to use it.
|
||||
for (int n = 0; n < g.Viewports.Size; n++)
|
||||
{
|
||||
@ -3985,7 +4004,7 @@ static void ImGui::EndFrameDrawDimmedBackgrounds()
|
||||
continue;
|
||||
if (g.NavWindowingTargetAnim && viewport == g.NavWindowingTargetAnim->Viewport)
|
||||
continue;
|
||||
ImDrawList* draw_list = GetOverlayDrawList(viewport);
|
||||
ImDrawList* draw_list = GetForegroundDrawList(viewport);
|
||||
const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
|
||||
draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
|
||||
}
|
||||
@ -4131,7 +4150,13 @@ void ImGui::Render()
|
||||
// Gather ImDrawList to render (for each active window)
|
||||
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0;
|
||||
for (int n = 0; n != g.Viewports.Size; n++)
|
||||
g.Viewports[n]->DrawDataBuilder.Clear();
|
||||
{
|
||||
ImGuiViewportP* viewport = g.Viewports[n];
|
||||
viewport->DrawDataBuilder.Clear();
|
||||
if (viewport->DrawLists[0] != NULL)
|
||||
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
|
||||
}
|
||||
|
||||
ImGuiWindow* windows_to_render_front_most[2];
|
||||
windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
|
||||
windows_to_render_front_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL;
|
||||
@ -4155,8 +4180,8 @@ void ImGui::Render()
|
||||
{
|
||||
ImGuiViewportP* viewport = g.Viewports[n];
|
||||
viewport->DrawDataBuilder.FlattenIntoSingleLayer();
|
||||
if (viewport->OverlayDrawList != NULL)
|
||||
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetOverlayDrawList(viewport));
|
||||
if (viewport->DrawLists[1] != NULL)
|
||||
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
|
||||
SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
|
||||
g.IO.MetricsRenderVertices += viewport->DrawData->TotalVtxCount;
|
||||
g.IO.MetricsRenderIndices += viewport->DrawData->TotalIdxCount;
|
||||
@ -5055,7 +5080,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
|
||||
bool hovered, held;
|
||||
ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
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||||
//GetOverlayDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
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||||
//GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
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||||
if (hovered || held)
|
||||
g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
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||||
|
||||
@ -5080,7 +5105,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
|
||||
bool hovered, held;
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||||
ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS);
|
||||
ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
|
||||
//GetOverlayDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
|
||||
//GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
|
||||
if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
|
||||
{
|
||||
g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
|
||||
@ -7620,8 +7645,8 @@ bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button)
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||||
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
|
||||
{
|
||||
ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
|
||||
//GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
|
||||
//GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
|
||||
//GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
|
||||
//GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
|
||||
|
||||
// Combo Box policy (we want a connecting edge)
|
||||
if (policy == ImGuiPopupPositionPolicy_ComboBox)
|
||||
@ -8544,7 +8569,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
|
||||
if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max))
|
||||
{
|
||||
ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
|
||||
ImDrawList* draw_list = ImGui::GetOverlayDrawList(window);
|
||||
ImDrawList* draw_list = ImGui::GetForegroundDrawList(window);
|
||||
draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
|
||||
draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
|
||||
draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150));
|
||||
@ -8556,7 +8581,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
|
||||
if (quadrant == g.NavMoveDir)
|
||||
{
|
||||
ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
|
||||
ImDrawList* draw_list = ImGui::GetOverlayDrawList(window);
|
||||
ImDrawList* draw_list = ImGui::GetForegroundDrawList(window);
|
||||
draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
|
||||
draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
|
||||
}
|
||||
@ -8862,7 +8887,7 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput
|
||||
static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
|
||||
{
|
||||
ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
|
||||
//GetOverlayDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
|
||||
//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
|
||||
if (window_rect.Contains(item_rect))
|
||||
return;
|
||||
|
||||
@ -9152,11 +9177,15 @@ static void ImGui::NavUpdate()
|
||||
g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
|
||||
g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
|
||||
IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
|
||||
//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
|
||||
//GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
|
||||
g.NavScoringCount = 0;
|
||||
#if IMGUI_DEBUG_NAV_RECTS
|
||||
if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList(g.NavWindow)->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
|
||||
if (g.NavWindow) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); GetOverlayDrawList(g.NavWindow)->AddCircleFilled(p, 3.0f, col); GetOverlayDrawList(g.NavWindow)->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
|
||||
if (g.NavWindow)
|
||||
{
|
||||
ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
|
||||
if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
|
||||
if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255, 0, 255, 255) : IM_COL32(255, 0, 0, 255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8, -4), col, buf); }
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -12309,9 +12338,9 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock
|
||||
// In case the two windows involved are on different viewports, we will draw the overlay on each of them.
|
||||
int overlay_draw_lists_count = 0;
|
||||
ImDrawList* overlay_draw_lists[2];
|
||||
overlay_draw_lists[overlay_draw_lists_count++] = GetOverlayDrawList(host_window->Viewport);
|
||||
overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
|
||||
if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
|
||||
overlay_draw_lists[overlay_draw_lists_count++] = GetOverlayDrawList(root_payload->Viewport);
|
||||
overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
|
||||
|
||||
// Draw main preview rectangle
|
||||
const ImU32 overlay_col_tabs = GetColorU32(ImGuiCol_TabActive);
|
||||
@ -12586,7 +12615,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
|
||||
bb.Max = child_1->Pos;
|
||||
bb.Min[axis] += child_0->Size[axis];
|
||||
bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
|
||||
//if (g.IO.KeyCtrl) GetOverlayDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
|
||||
//if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
|
||||
|
||||
if (node->Flags & ImGuiDockNodeFlags_NoResize)
|
||||
{
|
||||
@ -13830,9 +13859,9 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
return;
|
||||
}
|
||||
|
||||
ImDrawList* overlay_draw_list = viewport ? GetOverlayDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
|
||||
if (window && overlay_draw_list && ImGui::IsItemHovered())
|
||||
overlay_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
|
||||
ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
|
||||
if (window && fg_draw_list && ImGui::IsItemHovered())
|
||||
fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
|
||||
if (!node_open)
|
||||
return;
|
||||
|
||||
@ -13848,14 +13877,14 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
}
|
||||
ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
|
||||
bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
|
||||
if (show_draw_cmd_clip_rects && overlay_draw_list && ImGui::IsItemHovered())
|
||||
if (show_draw_cmd_clip_rects && 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++)
|
||||
vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
|
||||
clip_rect.Floor(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255));
|
||||
vtxs_rect.Floor(); overlay_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255));
|
||||
clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255));
|
||||
vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255));
|
||||
}
|
||||
if (!pcmd_node_open)
|
||||
continue;
|
||||
@ -13877,12 +13906,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
(n == 0) ? "idx" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
|
||||
}
|
||||
ImGui::Selectable(buf, false);
|
||||
if (overlay_draw_list && ImGui::IsItemHovered())
|
||||
if (fg_draw_list && ImGui::IsItemHovered())
|
||||
{
|
||||
ImDrawListFlags backup_flags = overlay_draw_list->Flags;
|
||||
overlay_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles.
|
||||
overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f);
|
||||
overlay_draw_list->Flags = backup_flags;
|
||||
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 = backup_flags;
|
||||
}
|
||||
}
|
||||
ImGui::TreePop();
|
||||
@ -14033,11 +14062,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
ImGuiWindow* window = g.Windows[n];
|
||||
if (!window->WasActive || ((window->Flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL))
|
||||
continue;
|
||||
|
||||
char buf[64] = "";
|
||||
char* p = buf;
|
||||
p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Order: %d\n", window->BeginOrderWithinContext);
|
||||
ImDrawList* overlay_draw_list = GetOverlayDrawList(window->Viewport);
|
||||
ImDrawList* overlay_draw_list = GetForegroundDrawList(window->Viewport);
|
||||
overlay_draw_list->AddRectFilled(window->Pos - ImVec2(1, 1), window->Pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
|
||||
overlay_draw_list->AddText(NULL, 0.0f, window->Pos, IM_COL32(255, 255, 255, 255), buf);
|
||||
}
|
||||
@ -14177,7 +14205,7 @@ void ImGui::ShowDockingDebug()
|
||||
continue;
|
||||
char buf[64] = "";
|
||||
char* p = buf;
|
||||
ImDrawList* overlay_draw_list = node->HostWindow ? GetOverlayDrawList(node->HostWindow) : GetOverlayDrawList((ImGuiViewportP*)GetMainViewport());
|
||||
ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport());
|
||||
p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode ? " *CentralNode*" : "");
|
||||
p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
|
||||
p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
|
||||
|
10
imgui.h
10
imgui.h
@ -652,9 +652,11 @@ namespace ImGui
|
||||
IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
|
||||
IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
|
||||
IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
|
||||
IMGUI_API ImDrawList* GetOverlayDrawList(); // get overlay draw list for the viewport associated to the current window. this draw list will be the last rendered. useful to quickly draw overlays shapes/text.
|
||||
IMGUI_API ImDrawList* GetOverlayDrawList(ImGuiViewport* viewport); // get overlay draw list for the given viewport.
|
||||
IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances
|
||||
IMGUI_API ImDrawList* GetBackgroundDrawList(); // get background draw list for the viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
|
||||
IMGUI_API ImDrawList* GetForegroundDrawList(); // get foreground draw list for the viewport associated to the current window. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
|
||||
IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
|
||||
IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
|
||||
IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
|
||||
IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
|
||||
IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
|
||||
IMGUI_API ImGuiStorage* GetStateStorage();
|
||||
@ -1589,6 +1591,8 @@ struct ImGuiWindowClass
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
namespace ImGui
|
||||
{
|
||||
// OBSOLETED in 1.69 (from Mar 2019)
|
||||
static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); }
|
||||
// OBSOLETED in 1.66 (from Sep 2018)
|
||||
static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
|
||||
// OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
|
||||
|
188
imgui_demo.cpp
188
imgui_demo.cpp
@ -4059,97 +4059,121 @@ static void ShowExampleAppCustomRendering(bool* p_open)
|
||||
// In this example we are not using the maths operators!
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
|
||||
// Primitives
|
||||
ImGui::Text("Primitives");
|
||||
static float sz = 36.0f;
|
||||
static float thickness = 4.0f;
|
||||
static ImVec4 col = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
|
||||
ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
|
||||
ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");
|
||||
ImGui::ColorEdit4("Color", &col.x);
|
||||
if (ImGui::BeginTabBar("##TabBar"))
|
||||
{
|
||||
const ImVec2 p = ImGui::GetCursorScreenPos();
|
||||
const ImU32 col32 = ImColor(col);
|
||||
float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f;
|
||||
for (int n = 0; n < 2; n++)
|
||||
// Primitives
|
||||
if (ImGui::BeginTabItem("Primitives"))
|
||||
{
|
||||
// First line uses a thickness of 1.0, second line uses the configurable thickness
|
||||
float th = (n == 0) ? 1.0f : thickness;
|
||||
draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 6, th); x += sz+spacing; // Hexagon
|
||||
draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, th); x += sz+spacing; // Circle
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ImDrawCornerFlags_All, th); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_All, th); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight, th); x += sz+spacing;
|
||||
draw_list->AddTriangle(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32, th); x += sz+spacing;
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y ), col32, th); x += sz+spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x, y+sz), col32, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, th); x += sz+spacing; // Diagonal line
|
||||
draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x+sz*1.3f,y+sz*0.3f), ImVec2(x+sz-sz*1.3f,y+sz-sz*0.3f), ImVec2(x+sz, y+sz), col32, th);
|
||||
x = p.x + 4;
|
||||
y += sz+spacing;
|
||||
}
|
||||
draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 6); x += sz+spacing; // Hexagon
|
||||
draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 32); x += sz+spacing; // Circle
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32); x += sz+spacing;
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f); x += sz+spacing;
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight); x += sz+spacing;
|
||||
draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32); x += sz+spacing;
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+thickness), col32); x += sz+spacing; // Horizontal line (faster than AddLine, but only handle integer thickness)
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+thickness, y+sz), col32); x += spacing+spacing; // Vertical line (faster than AddLine, but only handle integer thickness)
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+1, y+1), col32); x += sz; // Pixel (faster than AddLine)
|
||||
draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x+sz, y+sz), IM_COL32(0,0,0,255), IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255));
|
||||
ImGui::Dummy(ImVec2((sz+spacing)*8, (sz+spacing)*3));
|
||||
}
|
||||
ImGui::Separator();
|
||||
{
|
||||
static ImVector<ImVec2> points;
|
||||
static bool adding_line = false;
|
||||
ImGui::Text("Canvas example");
|
||||
if (ImGui::Button("Clear")) points.clear();
|
||||
if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } }
|
||||
ImGui::Text("Left-click and drag to add lines,\nRight-click to undo");
|
||||
|
||||
// Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered()
|
||||
// But you can also draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos().
|
||||
// If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max).
|
||||
ImVec2 canvas_pos = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates!
|
||||
ImVec2 canvas_size = ImGui::GetContentRegionAvail(); // Resize canvas to what's available
|
||||
if (canvas_size.x < 50.0f) canvas_size.x = 50.0f;
|
||||
if (canvas_size.y < 50.0f) canvas_size.y = 50.0f;
|
||||
draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(50, 50, 50, 255), IM_COL32(50, 50, 60, 255), IM_COL32(60, 60, 70, 255), IM_COL32(50, 50, 60, 255));
|
||||
draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(255, 255, 255, 255));
|
||||
|
||||
bool adding_preview = false;
|
||||
ImGui::InvisibleButton("canvas", canvas_size);
|
||||
ImVec2 mouse_pos_in_canvas = ImVec2(ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y);
|
||||
if (adding_line)
|
||||
{
|
||||
adding_preview = true;
|
||||
points.push_back(mouse_pos_in_canvas);
|
||||
if (!ImGui::IsMouseDown(0))
|
||||
adding_line = adding_preview = false;
|
||||
}
|
||||
if (ImGui::IsItemHovered())
|
||||
{
|
||||
if (!adding_line && ImGui::IsMouseClicked(0))
|
||||
static float sz = 36.0f;
|
||||
static float thickness = 4.0f;
|
||||
static ImVec4 col = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
|
||||
ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
|
||||
ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");
|
||||
ImGui::ColorEdit4("Color", &col.x);
|
||||
const ImVec2 p = ImGui::GetCursorScreenPos();
|
||||
const ImU32 col32 = ImColor(col);
|
||||
float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f;
|
||||
for (int n = 0; n < 2; n++)
|
||||
{
|
||||
// First line uses a thickness of 1.0, second line uses the configurable thickness
|
||||
float th = (n == 0) ? 1.0f : thickness;
|
||||
draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 6, th); x += sz + spacing; // Hexagon
|
||||
draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 20, th); x += sz + spacing; // Circle
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 0.0f, ImDrawCornerFlags_All, th); x += sz + spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_All, th); x += sz + spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight, th); x += sz + spacing;
|
||||
draw_list->AddTriangle(ImVec2(x + sz*0.5f, y), ImVec2(x + sz, y + sz - 0.5f), ImVec2(x, y + sz - 0.5f), col32, th); x += sz + spacing;
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col32, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col32, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, th); x += sz + spacing; // Diagonal line
|
||||
draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz*1.3f, y + sz*0.3f), ImVec2(x + sz - sz*1.3f, y + sz - sz*0.3f), ImVec2(x + sz, y + sz), col32, th);
|
||||
x = p.x + 4;
|
||||
y += sz + spacing;
|
||||
}
|
||||
draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 6); x += sz + spacing; // Hexagon
|
||||
draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col32, 32); x += sz + spacing; // Circle
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32); x += sz + spacing;
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f); x += sz + spacing;
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col32, 10.0f, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight); x += sz + spacing;
|
||||
draw_list->AddTriangleFilled(ImVec2(x + sz*0.5f, y), ImVec2(x + sz, y + sz - 0.5f), ImVec2(x, y + sz - 0.5f), col32); x += sz + spacing;
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col32); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness)
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col32); x += spacing + spacing; // Vertical line (faster than AddLine, but only handle integer thickness)
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col32); x += sz; // Pixel (faster than AddLine)
|
||||
draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255));
|
||||
ImGui::Dummy(ImVec2((sz + spacing) * 8, (sz + spacing) * 3));
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
if (ImGui::BeginTabItem("Canvas"))
|
||||
{
|
||||
static ImVector<ImVec2> points;
|
||||
static bool adding_line = false;
|
||||
if (ImGui::Button("Clear")) points.clear();
|
||||
if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } }
|
||||
ImGui::Text("Left-click and drag to add lines,\nRight-click to undo");
|
||||
|
||||
// Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered()
|
||||
// But you can also draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos().
|
||||
// If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max).
|
||||
ImVec2 canvas_pos = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates!
|
||||
ImVec2 canvas_size = ImGui::GetContentRegionAvail(); // Resize canvas to what's available
|
||||
if (canvas_size.x < 50.0f) canvas_size.x = 50.0f;
|
||||
if (canvas_size.y < 50.0f) canvas_size.y = 50.0f;
|
||||
draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(50, 50, 50, 255), IM_COL32(50, 50, 60, 255), IM_COL32(60, 60, 70, 255), IM_COL32(50, 50, 60, 255));
|
||||
draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(255, 255, 255, 255));
|
||||
|
||||
bool adding_preview = false;
|
||||
ImGui::InvisibleButton("canvas", canvas_size);
|
||||
ImVec2 mouse_pos_in_canvas = ImVec2(ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y);
|
||||
if (adding_line)
|
||||
{
|
||||
adding_preview = true;
|
||||
points.push_back(mouse_pos_in_canvas);
|
||||
adding_line = true;
|
||||
if (!ImGui::IsMouseDown(0))
|
||||
adding_line = adding_preview = false;
|
||||
}
|
||||
if (ImGui::IsMouseClicked(1) && !points.empty())
|
||||
if (ImGui::IsItemHovered())
|
||||
{
|
||||
adding_line = adding_preview = false;
|
||||
points.pop_back();
|
||||
points.pop_back();
|
||||
if (!adding_line && ImGui::IsMouseClicked(0))
|
||||
{
|
||||
points.push_back(mouse_pos_in_canvas);
|
||||
adding_line = true;
|
||||
}
|
||||
if (ImGui::IsMouseClicked(1) && !points.empty())
|
||||
{
|
||||
adding_line = adding_preview = false;
|
||||
points.pop_back();
|
||||
points.pop_back();
|
||||
}
|
||||
}
|
||||
draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), true); // clip lines within the canvas (if we resize it, etc.)
|
||||
for (int i = 0; i < points.Size - 1; i += 2)
|
||||
draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i + 1].x, canvas_pos.y + points[i + 1].y), IM_COL32(255, 255, 0, 255), 2.0f);
|
||||
draw_list->PopClipRect();
|
||||
if (adding_preview)
|
||||
points.pop_back();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), true); // clip lines within the canvas (if we resize it, etc.)
|
||||
for (int i = 0; i < points.Size - 1; i += 2)
|
||||
draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i + 1].x, canvas_pos.y + points[i + 1].y), IM_COL32(255, 255, 0, 255), 2.0f);
|
||||
draw_list->PopClipRect();
|
||||
if (adding_preview)
|
||||
points.pop_back();
|
||||
|
||||
if (ImGui::BeginTabItem("BG/FG draw lists"))
|
||||
{
|
||||
static bool draw_bg = true;
|
||||
static bool draw_fg = true;
|
||||
ImGui::Checkbox("Draw in Background draw list", &draw_bg);
|
||||
ImGui::Checkbox("Draw in Foreground draw list", &draw_fg);
|
||||
ImVec2 window_pos = ImGui::GetWindowPos();
|
||||
ImVec2 window_size = ImGui::GetWindowSize();
|
||||
ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f);
|
||||
if (draw_bg)
|
||||
ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 32, 10);
|
||||
if (draw_fg)
|
||||
ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 32, 10);
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
ImGui::EndTabBar();
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -2976,7 +2976,7 @@ void ImGui::RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cu
|
||||
if (!viewport->GetRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
|
||||
continue;
|
||||
|
||||
ImDrawList* draw_list = GetOverlayDrawList(viewport);
|
||||
ImDrawList* draw_list = GetForegroundDrawList(viewport);
|
||||
draw_list->PushTextureID(tex_id);
|
||||
draw_list->AddImage(tex_id, pos + ImVec2(1,0)*scale, pos + ImVec2(1,0)*scale + size*scale, uv[2], uv[3], col_shadow);
|
||||
draw_list->AddImage(tex_id, pos + ImVec2(2,0)*scale, pos + ImVec2(2,0)*scale + size*scale, uv[2], uv[3], col_shadow);
|
||||
|
@ -737,7 +737,7 @@ struct ImGuiViewportP : public ImGuiViewport
|
||||
{
|
||||
int Idx;
|
||||
int LastFrameActive; // Last frame number this viewport was activated by a window
|
||||
int LastFrameOverlayDrawList;
|
||||
int LastFrameDrawLists[2]; // Last frame number the background (0) and foreground (1) draw lists were used
|
||||
int LastFrontMostStampCount; // Last stamp number from when a window hosted by this viewport was made front-most (by comparing this value between two viewport we have an implicit viewport z-order
|
||||
ImGuiID LastNameHash;
|
||||
ImVec2 LastPos;
|
||||
@ -747,15 +747,15 @@ struct ImGuiViewportP : public ImGuiViewport
|
||||
bool PlatformWindowCreated;
|
||||
bool PlatformWindowMinimized; // When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport
|
||||
ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set)
|
||||
ImDrawList* OverlayDrawList; // For convenience, a draw list we can render to that's always rendered last (we use it to draw software mouse cursor when io.MouseDrawCursor is set)
|
||||
ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
|
||||
ImDrawData DrawDataP;
|
||||
ImDrawDataBuilder DrawDataBuilder;
|
||||
ImVec2 LastPlatformPos;
|
||||
ImVec2 LastPlatformSize;
|
||||
ImVec2 LastRendererSize;
|
||||
|
||||
ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameOverlayDrawList = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = PlatformWindowMinimized = false; Window = NULL; OverlayDrawList = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
|
||||
~ImGuiViewportP() { if (OverlayDrawList) IM_DELETE(OverlayDrawList); }
|
||||
ImGuiViewportP() { Idx = -1; LastFrameActive = LastFrameDrawLists[0] = LastFrameDrawLists[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = PlatformWindowMinimized = false; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
|
||||
~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }
|
||||
ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
|
||||
ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
|
||||
void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
|
||||
@ -1547,7 +1547,7 @@ namespace ImGui
|
||||
|
||||
IMGUI_API void SetCurrentFont(ImFont* font);
|
||||
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
|
||||
inline ImDrawList* GetOverlayDrawList(ImGuiWindow* window) { return GetOverlayDrawList(window->Viewport); }
|
||||
inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); }
|
||||
|
||||
// Init
|
||||
IMGUI_API void Initialize(ImGuiContext* context);
|
||||
|
@ -6755,7 +6755,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
|
||||
{
|
||||
// Enlarge tab display when hovering
|
||||
bb.Max.x = bb.Min.x + (float)(int)ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f));
|
||||
display_draw_list = GetOverlayDrawList(window);
|
||||
display_draw_list = GetForegroundDrawList(window);
|
||||
TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));
|
||||
}
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user