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_demo.cpp # imgui_widgets.cpp
This commit is contained in:
commit
991b16cc6a
@ -68,12 +68,15 @@ Other Changes:
|
||||
(It does not provide the docking/splitting/merging of windows available in the Docking branch)
|
||||
- Added ImGuiWindowFlags_UnsavedDocument window flag to append '*' to title without altering
|
||||
the ID, as a convenience to avoid using the ### operator.
|
||||
- Resizing windows from edge is now enabled by default (io.ConfigWindowsResizeFromEdges=true). Note that
|
||||
- Window: Contents size is preserved while a window collapsed. Fix auto-resizing window losing their size for one frame when uncollapsed.
|
||||
- Window: Contents size is preserved while a window contents is hidden (unless it is hidden for resizing purpose).
|
||||
- Window: Resizing windows from edge is now enabled by default (io.ConfigWindowsResizeFromEdges=true). Note that
|
||||
it only works _if_ the back-end sets ImGuiBackendFlags_HasMouseCursors, which the standard back-end do.
|
||||
- Added io.ConfigWindowsMoveFromTitleBarOnly option. Still is ignored by window with no title bars (often popups).
|
||||
- Window: Added io.ConfigWindowsMoveFromTitleBarOnly option. Still is ignored by window with no title bars (often popups).
|
||||
This affects clamping window within the visible area: with this option enabled title bars need to be visible. (#899)
|
||||
- Style: Tweaked default value of style.DisplayWindowPadding from (20,20) to (19,19) so the default style as a value
|
||||
which is the same as the title bar height.
|
||||
- Demo: "Simple Layout" and "Style Editor" are now using tabs.
|
||||
- Examples: DirectX10/11/12: Made imgui_impl_dx10/dx11/dx12.cpp link d3dcompiler.lib from the .cpp file
|
||||
to ease integration.
|
||||
|
||||
|
@ -4650,6 +4650,8 @@ static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)
|
||||
|
||||
static ImVec2 CalcSizeContents(ImGuiWindow* window)
|
||||
{
|
||||
if (window->Collapsed)
|
||||
return window->SizeContents;
|
||||
if (window->Hidden && window->HiddenFramesForResize == 0 && window->HiddenFramesRegular > 0)
|
||||
return window->SizeContents;
|
||||
|
||||
|
2
imgui.h
2
imgui.h
@ -548,7 +548,7 @@ namespace ImGui
|
||||
// [BETA API] API may evolve!
|
||||
// Note: Tabs are automatically created by the docking system. Use this to create tab bars/tabs yourself without docking being involved.
|
||||
IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
|
||||
IMGUI_API void EndTabBar();
|
||||
IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
|
||||
IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
|
||||
IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
|
||||
IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
|
||||
|
359
imgui_demo.cpp
359
imgui_demo.cpp
@ -2578,7 +2578,11 @@ static void ShowDemoWindowMisc()
|
||||
|
||||
void ImGui::ShowAboutWindow(bool* p_open)
|
||||
{
|
||||
ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize);
|
||||
if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize))
|
||||
{
|
||||
ImGui::End();
|
||||
return;
|
||||
}
|
||||
ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
|
||||
ImGui::Separator();
|
||||
ImGui::Text("By Omar Cornut and all dear imgui contributors.");
|
||||
@ -2792,188 +2796,198 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
ImGui::SameLine();
|
||||
ShowHelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export Colors\" below to save them somewhere.");
|
||||
|
||||
if (ImGui::TreeNode("Rendering"))
|
||||
{
|
||||
ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); ShowHelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
|
||||
ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
|
||||
ImGui::PushItemWidth(100);
|
||||
ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, "%.2f", 2.0f);
|
||||
if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;
|
||||
ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
|
||||
ImGui::PopItemWidth();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::TreeNode("Settings"))
|
||||
if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None))
|
||||
{
|
||||
ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
|
||||
ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 16.0f, "%.0f");
|
||||
ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
|
||||
ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
|
||||
ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
|
||||
ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
|
||||
ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f");
|
||||
ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f");
|
||||
ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
|
||||
ImGui::Text("BorderSize");
|
||||
ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f");
|
||||
ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f");
|
||||
ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f");
|
||||
ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");
|
||||
ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f");
|
||||
ImGui::Text("Rounding");
|
||||
ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::Text("Alignment");
|
||||
ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
|
||||
ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a button is larger than its text content.");
|
||||
ImGui::Text("Safe Area Padding"); ImGui::SameLine(); ShowHelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).");
|
||||
ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f");
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
if (ImGui::TreeNode("Colors"))
|
||||
{
|
||||
static int output_dest = 0;
|
||||
static bool output_only_modified = true;
|
||||
if (ImGui::Button("Export Unsaved"))
|
||||
if (ImGui::BeginTabItem("Sizes"))
|
||||
{
|
||||
if (output_dest == 0)
|
||||
ImGui::LogToClipboard();
|
||||
else
|
||||
ImGui::LogToTTY();
|
||||
ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE);
|
||||
ImGui::Text("Main");
|
||||
ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
|
||||
ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 16.0f, "%.0f");
|
||||
ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
|
||||
ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
|
||||
ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
|
||||
ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
|
||||
ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f");
|
||||
ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f");
|
||||
ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
|
||||
ImGui::Text("Borders");
|
||||
ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f");
|
||||
ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f");
|
||||
ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f");
|
||||
ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");
|
||||
ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f");
|
||||
ImGui::Text("Rounding");
|
||||
ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::Text("Alignment");
|
||||
ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
|
||||
ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a button is larger than its text content.");
|
||||
ImGui::Text("Safe Area Padding"); ImGui::SameLine(); ShowHelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).");
|
||||
ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f");
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
if (ImGui::BeginTabItem("Colors"))
|
||||
{
|
||||
static int output_dest = 0;
|
||||
static bool output_only_modified = true;
|
||||
if (ImGui::Button("Export Unsaved"))
|
||||
{
|
||||
if (output_dest == 0)
|
||||
ImGui::LogToClipboard();
|
||||
else
|
||||
ImGui::LogToTTY();
|
||||
ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE);
|
||||
for (int i = 0; i < ImGuiCol_COUNT; i++)
|
||||
{
|
||||
const ImVec4& col = style.Colors[i];
|
||||
const char* name = ImGui::GetStyleColorName(i);
|
||||
if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0)
|
||||
ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w);
|
||||
}
|
||||
ImGui::LogFinish();
|
||||
}
|
||||
ImGui::SameLine(); ImGui::PushItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); ImGui::PopItemWidth();
|
||||
ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified);
|
||||
|
||||
static ImGuiTextFilter filter;
|
||||
filter.Draw("Filter colors", ImGui::GetFontSize() * 16);
|
||||
|
||||
static ImGuiColorEditFlags alpha_flags = 0;
|
||||
ImGui::RadioButton("Opaque", &alpha_flags, 0); ImGui::SameLine();
|
||||
ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine();
|
||||
ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf); ImGui::SameLine();
|
||||
ShowHelpMarker("In the color list:\nLeft-click on colored square to open color picker,\nRight-click to open edit options menu.");
|
||||
|
||||
ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
|
||||
ImGui::PushItemWidth(-160);
|
||||
for (int i = 0; i < ImGuiCol_COUNT; i++)
|
||||
{
|
||||
const ImVec4& col = style.Colors[i];
|
||||
const char* name = ImGui::GetStyleColorName(i);
|
||||
if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0)
|
||||
ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 23-(int)strlen(name), "", col.x, col.y, col.z, col.w);
|
||||
}
|
||||
ImGui::LogFinish();
|
||||
}
|
||||
ImGui::SameLine(); ImGui::PushItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); ImGui::PopItemWidth();
|
||||
ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified);
|
||||
|
||||
ImGui::Text("Tip: Left-click on colored square to open color picker,\nRight-click to open edit options menu.");
|
||||
|
||||
static ImGuiTextFilter filter;
|
||||
filter.Draw("Filter colors", 200);
|
||||
|
||||
static ImGuiColorEditFlags alpha_flags = 0;
|
||||
ImGui::RadioButton("Opaque", &alpha_flags, 0); ImGui::SameLine();
|
||||
ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine();
|
||||
ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf);
|
||||
|
||||
ImGui::BeginChild("#colors", ImVec2(0, 300), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
|
||||
ImGui::PushItemWidth(-160);
|
||||
for (int i = 0; i < ImGuiCol_COUNT; i++)
|
||||
{
|
||||
const char* name = ImGui::GetStyleColorName(i);
|
||||
if (!filter.PassFilter(name))
|
||||
continue;
|
||||
ImGui::PushID(i);
|
||||
ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags);
|
||||
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!
|
||||
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];
|
||||
}
|
||||
ImGui::SameLine(0.0f, style.ItemInnerSpacing.x);
|
||||
ImGui::TextUnformatted(name);
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::PopItemWidth();
|
||||
ImGui::EndChild();
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
bool fonts_opened = ImGui::TreeNode("Fonts", "Fonts (%d)", ImGui::GetIO().Fonts->Fonts.Size);
|
||||
if (fonts_opened)
|
||||
{
|
||||
ImFontAtlas* atlas = ImGui::GetIO().Fonts;
|
||||
if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
|
||||
{
|
||||
ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128));
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::PushItemWidth(100);
|
||||
for (int i = 0; i < atlas->Fonts.Size; i++)
|
||||
{
|
||||
ImFont* font = atlas->Fonts[i];
|
||||
ImGui::PushID(font);
|
||||
bool font_details_opened = ImGui::TreeNode(font, "Font %d: \'%s\', %.2f px, %d glyphs", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size);
|
||||
ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) ImGui::GetIO().FontDefault = font;
|
||||
if (font_details_opened)
|
||||
{
|
||||
ImGui::PushFont(font);
|
||||
ImGui::Text("The quick brown fox jumps over the lazy dog");
|
||||
ImGui::PopFont();
|
||||
ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font
|
||||
ImGui::SameLine(); ShowHelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)");
|
||||
ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f");
|
||||
ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
|
||||
ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar);
|
||||
ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)sqrtf((float)font->MetricsTotalSurface), (int)sqrtf((float)font->MetricsTotalSurface));
|
||||
for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
|
||||
if (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))
|
||||
if (!filter.PassFilter(name))
|
||||
continue;
|
||||
ImGui::PushID(i);
|
||||
ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags);
|
||||
if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)
|
||||
{
|
||||
// Display all glyphs of the fonts in separate pages of 256 characters
|
||||
for (int base = 0; base < 0x10000; base += 256)
|
||||
// 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!
|
||||
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];
|
||||
}
|
||||
ImGui::SameLine(0.0f, style.ItemInnerSpacing.x);
|
||||
ImGui::TextUnformatted(name);
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::PopItemWidth();
|
||||
ImGui::EndChild();
|
||||
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
if (ImGui::BeginTabItem("Fonts"))
|
||||
{
|
||||
ImFontAtlas* atlas = ImGui::GetIO().Fonts;
|
||||
ShowHelpMarker("Read FAQ and misc/fonts/README.txt for details on font loading.");
|
||||
ImGui::PushItemWidth(120);
|
||||
for (int i = 0; i < atlas->Fonts.Size; i++)
|
||||
{
|
||||
ImFont* font = atlas->Fonts[i];
|
||||
ImGui::PushID(font);
|
||||
bool font_details_opened = ImGui::TreeNode(font, "Font %d: \"%s\"\n%.2f px, %d glyphs, %d file(s)", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
|
||||
ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) ImGui::GetIO().FontDefault = font;
|
||||
if (font_details_opened)
|
||||
{
|
||||
ImGui::PushFont(font);
|
||||
ImGui::Text("The quick brown fox jumps over the lazy dog");
|
||||
ImGui::PopFont();
|
||||
ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font
|
||||
ImGui::SameLine(); ShowHelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)");
|
||||
ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f");
|
||||
ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
|
||||
ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar);
|
||||
ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)sqrtf((float)font->MetricsTotalSurface), (int)sqrtf((float)font->MetricsTotalSurface));
|
||||
for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
|
||||
if (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))
|
||||
{
|
||||
int count = 0;
|
||||
for (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"))
|
||||
// Display all glyphs of the fonts in separate pages of 256 characters
|
||||
for (int base = 0; base < 0x10000; base += 256)
|
||||
{
|
||||
float cell_size = font->FontSize * 1;
|
||||
float cell_spacing = style.ItemSpacing.y;
|
||||
ImVec2 base_pos = ImGui::GetCursorScreenPos();
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
int count = 0;
|
||||
for (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"))
|
||||
{
|
||||
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);
|
||||
const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base+n));
|
||||
draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255,255,255,100) : IM_COL32(255,255,255,50));
|
||||
if (glyph)
|
||||
font->RenderChar(draw_list, cell_size, cell_p1, ImGui::GetColorU32(ImGuiCol_Text), (ImWchar)(base+n)); // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string.
|
||||
if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2))
|
||||
float cell_size = font->FontSize * 1;
|
||||
float cell_spacing = style.ItemSpacing.y;
|
||||
ImVec2 base_pos = ImGui::GetCursorScreenPos();
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
for (int n = 0; n < 256; n++)
|
||||
{
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::Text("Codepoint: U+%04X", base+n);
|
||||
ImGui::Separator();
|
||||
ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX);
|
||||
ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
|
||||
ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
|
||||
ImGui::EndTooltip();
|
||||
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);
|
||||
const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
|
||||
draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
|
||||
if (glyph)
|
||||
font->RenderChar(draw_list, cell_size, cell_p1, ImGui::GetColorU32(ImGuiCol_Text), (ImWchar)(base + n)); // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string.
|
||||
if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2))
|
||||
{
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::Text("Codepoint: U+%04X", base + n);
|
||||
ImGui::Separator();
|
||||
ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX);
|
||||
ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
|
||||
ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
}
|
||||
ImGui::Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::PopID();
|
||||
}
|
||||
if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
|
||||
{
|
||||
ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), ImColor(255, 255, 255, 255), ImColor(255, 255, 255, 128));
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::PopID();
|
||||
|
||||
static float window_scale = 1.0f;
|
||||
if (ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.1f")) // scale only this window
|
||||
ImGui::SetWindowFontScale(window_scale);
|
||||
ImGui::DragFloat("global scale", &ImGui::GetIO().FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale everything
|
||||
ImGui::PopItemWidth();
|
||||
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
static float window_scale = 1.0f;
|
||||
ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale only this window
|
||||
ImGui::DragFloat("global scale", &ImGui::GetIO().FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale everything
|
||||
ImGui::PopItemWidth();
|
||||
ImGui::SetWindowFontScale(window_scale);
|
||||
ImGui::TreePop();
|
||||
|
||||
if (ImGui::BeginTabItem("Rendering"))
|
||||
{
|
||||
ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); ShowHelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
|
||||
ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
|
||||
ImGui::PushItemWidth(100);
|
||||
ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, "%.2f", 2.0f);
|
||||
if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;
|
||||
ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
|
||||
ImGui::PopItemWidth();
|
||||
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
ImGui::EndTabBar();
|
||||
}
|
||||
|
||||
ImGui::PopItemWidth();
|
||||
@ -3513,7 +3527,20 @@ static void ShowExampleAppLayout(bool* p_open)
|
||||
ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us
|
||||
ImGui::Text("MyObject: %d", selected);
|
||||
ImGui::Separator();
|
||||
ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. ");
|
||||
if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None))
|
||||
{
|
||||
if (ImGui::BeginTabItem("Description"))
|
||||
{
|
||||
ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. ");
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
if (ImGui::BeginTabItem("Details"))
|
||||
{
|
||||
ImGui::Text("ID: 0123456789");
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
ImGui::EndTabBar();
|
||||
}
|
||||
ImGui::EndChild();
|
||||
if (ImGui::Button("Revert")) {}
|
||||
ImGui::SameLine();
|
||||
@ -4090,7 +4117,11 @@ void ShowExampleAppDocuments(bool* p_open)
|
||||
{
|
||||
static ExampleAppDocuments app;
|
||||
|
||||
ImGui::Begin("Examples: Documents", p_open, ImGuiWindowFlags_MenuBar);
|
||||
if (!ImGui::Begin("Examples: Documents", p_open, ImGuiWindowFlags_MenuBar))
|
||||
{
|
||||
ImGui::End();
|
||||
return;
|
||||
}
|
||||
|
||||
// Options
|
||||
enum Target
|
||||
|
@ -6329,7 +6329,10 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f
|
||||
ImGuiTabBar* tab_bar = g.CurrentTabBar.back();
|
||||
bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL);
|
||||
if (ret && !(flags & ImGuiTabItemFlags_NoPushId))
|
||||
PushID(tab_bar->Tabs[tab_bar->LastTabItemIdx].ID);
|
||||
{
|
||||
ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
|
||||
g.CurrentWindow->IDStack.push_back(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label)
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
@ -6343,7 +6346,7 @@ void ImGui::EndTabItem()
|
||||
ImGuiTabBar* tab_bar = g.CurrentTabBar.back();
|
||||
ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
|
||||
if (!(tab->Flags & ImGuiTabItemFlags_NoPushId))
|
||||
PopID();
|
||||
g.CurrentWindow->IDStack.pop_back();
|
||||
}
|
||||
|
||||
bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window)
|
||||
|
Loading…
Reference in New Issue
Block a user