mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-07 21:39:54 +02:00
Merge branch 'refs/heads/master' into docking
# Conflicts: # docs/CHANGELOG.txt # examples/imgui_impl_glfw.cpp # examples/imgui_impl_sdl.cpp # examples/imgui_impl_win32.cpp # imgui.cpp # imgui_internal.h # imgui_widgets.cpp
This commit is contained in:
@ -1,5 +1,5 @@
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-----------------------------------------------------------------------
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dear imgui, v1.74
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dear imgui, v1.75 WIP
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-----------------------------------------------------------------------
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examples/README.txt
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(This is the README file for the examples/ folder. See docs/ for more documentation)
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|
@ -82,77 +82,80 @@ int main(int, char**)
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// Main loop
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while (!glfwWindowShouldClose(window))
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{
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents();
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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layer.drawableSize = CGSizeMake(width, height);
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id<CAMetalDrawable> drawable = [layer nextDrawable];
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id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
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renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
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renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
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renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
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id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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[renderEncoder pushDebugGroup:@"ImGui demo"];
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// Start the Dear ImGui frame
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ImGui_ImplMetal_NewFrame(renderPassDescriptor);
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
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@autoreleasepool
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{
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static float f = 0.0f;
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static int counter = 0;
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
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// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
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glfwPollEvents();
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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layer.drawableSize = CGSizeMake(width, height);
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id<CAMetalDrawable> drawable = [layer nextDrawable];
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
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renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
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renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
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renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
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renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
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id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
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[renderEncoder pushDebugGroup:@"ImGui demo"];
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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// Start the Dear ImGui frame
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ImGui_ImplMetal_NewFrame(renderPassDescriptor);
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::End();
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
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{
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static float f = 0.0f;
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static int counter = 0;
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
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if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
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counter++;
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ImGui::SameLine();
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ImGui::Text("counter = %d", counter);
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::End();
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
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[renderEncoder popDebugGroup];
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[renderEncoder endEncoding];
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[commandBuffer presentDrawable:drawable];
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[commandBuffer commit];
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}
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// 3. Show another simple window.
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if (show_another_window)
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{
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ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
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ImGui::Text("Hello from another window!");
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if (ImGui::Button("Close Me"))
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show_another_window = false;
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ImGui::End();
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}
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// Rendering
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ImGui::Render();
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ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
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[renderEncoder popDebugGroup];
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[renderEncoder endEncoding];
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[commandBuffer presentDrawable:drawable];
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[commandBuffer commit];
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}
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// Cleanup
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@ -52,7 +52,7 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
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ECHO_MESSAGE = "MinGW"
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LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
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CXXFLAGS += -I../libs/gl3w `pkg-config --cflags glfw3`
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CXXFLAGS += `pkg-config --cflags glfw3`
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CFLAGS = $(CXXFLAGS)
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endif
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@ -31,7 +31,7 @@ LIBS =
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## Using OpenGL loader: gl3w [default]
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SOURCES += ../libs/gl3w/GL/gl3w.c
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CXXFLAGS += -I../libs/gl3w
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CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
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## Using OpenGL loader: glew
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## (This assumes a system-wide installation)
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@ -4,13 +4,18 @@
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#
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EXE = example_null
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SOURCES = main.cpp
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SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
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EXTRA_WARNINGS ?= 0
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UNITY_BUILD ?= 0
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ifeq ($(UNITY_BUILD), 1)
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SOURCES = unity_build.cpp
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else
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SOURCES = main.cpp
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SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
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endif
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OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
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UNAME_S := $(shell uname -s)
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EXTRA_WARNINGS ?= 0
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CXXFLAGS = -I../ -I../../
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CXXFLAGS += -I../ -I../../
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CXXFLAGS += -g -Wall -Wformat
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LIBS =
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@ -60,10 +65,6 @@ endif
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%.o:../../%.cpp
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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%.o:../libs/gl3w/GL/%.c
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# %.o:../libs/glad/src/%.c
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$(CC) $(CFLAGS) -c -o $@ $<
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all: $(EXE)
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@echo Build complete for $(ECHO_MESSAGE)
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|
6
examples/example_null/unity_build.cpp
Normal file
6
examples/example_null/unity_build.cpp
Normal file
@ -0,0 +1,6 @@
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// Unity build test - build this example as a single compilation unit.
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#include "main.cpp"
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#include "../../imgui.cpp"
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#include "../../imgui_demo.cpp"
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#include "../../imgui_draw.cpp"
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#include "../../imgui_widgets.cpp"
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@ -31,7 +31,7 @@ LIBS =
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## Using OpenGL loader: gl3w [default]
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SOURCES += ../libs/gl3w/GL/gl3w.c
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CXXFLAGS += -I../libs/gl3w
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CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
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## Using OpenGL loader: glew
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## (This assumes a system-wide installation)
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@ -15,6 +15,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
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// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter().
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// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
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@ -390,6 +391,7 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
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case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
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case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
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case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
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case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break;
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}
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al_set_system_mouse_cursor(g_Display, cursor_id);
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}
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@ -6,7 +6,7 @@
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// Implemented features:
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// [X] Platform: Clipboard support.
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// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
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// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
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// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
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// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
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||||
@ -17,6 +17,7 @@
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||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
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||||
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
|
||||
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
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// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
|
||||
@ -55,6 +56,11 @@
|
||||
#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwFocusWindow
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||||
#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW
|
||||
#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorWorkarea
|
||||
#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
|
||||
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
|
||||
#else
|
||||
#define GLFW_HAS_NEW_CURSORS (0)
|
||||
#endif
|
||||
|
||||
// Data
|
||||
enum GlfwClientApi
|
||||
@ -183,12 +189,20 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
|
||||
g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
|
||||
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
|
||||
#if GLFW_HAS_NEW_CURSORS
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
|
||||
#else
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
|
||||
#endif
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
g_PrevUserCallbackMousebutton = NULL;
|
||||
|
@ -15,6 +15,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
||||
// 2019-10-11: Inputs: Fix using Backspace key.
|
||||
// 2019-07-21: Re-added clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change).
|
||||
// 2019-05-28: Inputs: Added mouse cursor shape and visibility support.
|
||||
@ -79,6 +80,7 @@ bool ImGui_ImplOSX_Init()
|
||||
g_MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
|
||||
|
@ -20,6 +20,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
@ -198,6 +199,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window, void* sdl_gl_context)
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
|
||||
g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
|
||||
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
|
||||
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
|
@ -19,7 +19,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
|
||||
// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
|
||||
// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
|
||||
// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
|
||||
@ -136,6 +137,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
|
||||
case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
|
||||
case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
|
||||
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
|
||||
case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
|
||||
}
|
||||
::SetCursor(::LoadCursor(NULL, win32_cursor));
|
||||
}
|
||||
|
Reference in New Issue
Block a user