mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-18 06:06:35 +00:00
Merge branch 'master' into 2016-02-colorpicker
This commit is contained in:
commit
a60b2cc645
34
README.md
34
README.md
@ -43,6 +43,40 @@ Binaries/Demo
|
||||
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at the features of ImGui, you can download Windows binaries of the demo app here.
|
||||
- [imgui-demo-binaries-20161113.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20161113.zip) (Windows binaries, ImGui 1.49+ 2016/11/13, 5 executables, 588 KB)
|
||||
|
||||
Bindings
|
||||
--------
|
||||
|
||||
_NB: those third-party bindings may be more or less maintained, more or less close to the spirit of original API. People who create language bindings sometimes haven't used the C++ API themselves. ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, always check the original C++ version first!_
|
||||
|
||||
Languages:
|
||||
- cimgui: thin c-api wrapper for ImGui https://github.com/Extrawurst/cimgui
|
||||
- ImGui.NET: An ImGui wrapper for .NET Core https://github.com/mellinoe/ImGui.NET
|
||||
- imgui-rs: Rust bindings for dear imgui https://github.com/Gekkio/imgui-rs
|
||||
- DerelictImgui: Dynamic bindings for the D programming language: https://github.com/Extrawurst/DerelictImgui
|
||||
- CyImGui: Python bindings for dear imgui using Cython: https://github.com/chromy/cyimgui
|
||||
- pyimgui: Another Python bindings for dear imgui: https://github.com/swistakm/pyimgui
|
||||
- LUA: https://github.com/patrickriordan/imgui_lua_bindings
|
||||
|
||||
Frameworks:
|
||||
- Main ImGui repository include examples for DirectX9, DirectX10, DirectX11, OpenGL2/3, Vulkan, Allegro 5, SDL+GL2/3, iOS and Marmalade: https://github.com/ocornut/imgui/tree/master/examples
|
||||
- Unmerged PR: DirectX12 example (with issues) https://github.com/ocornut/imgui/pull/301
|
||||
- Unmerged PR: SDL2 + OpenGLES + Emscripten example https://github.com/ocornut/imgui/pull/336
|
||||
- Unmerged PR: FreeGlut + OpenGL2 example https://github.com/ocornut/imgui/pull/801
|
||||
- Unmerged PR: Native Win32 and OSX example https://github.com/ocornut/imgui/pull/281
|
||||
- Unmerged PR: Android Example https://github.com/ocornut/imgui/pull/421
|
||||
- Cinder backend for dear imgui https://github.com/simongeilfus/Cinder-ImGui
|
||||
- FlexGUI: Flexium/SFML backend for dear imgui https://github.com/DXsmiley/FlexGUI
|
||||
- IrrIMGUI: Irrlicht backend for dear imgui https://github.com/ZahlGraf/IrrIMGUI
|
||||
- LÖVE backend for dear imgui https://github.com/slages/love-imgui
|
||||
- Ogre backend for dear imgui https://bitbucket.org/LMCrashy/ogreimgui/src
|
||||
- ofxImGui: openFrameworks backend for dear imgui https://github.com/jvcleave/ofxImGui
|
||||
- SFML backend for dear imgui https://github.com/EliasD/imgui-sfml
|
||||
- SFML backend for dear imgui https://github.com/Mischa-Alff/imgui-backends
|
||||
- cocos2d-x with imgui https://github.com/c0i/imguix https://github.com/ocornut/imgui/issues/551
|
||||
- NanoRT: software raytraced version https://github.com/syoyo/imgui/tree/nanort/examples/raytrace_example
|
||||
|
||||
For other bindings: see [this page](https://github.com/ocornut/imgui/wiki/Links/).
|
||||
Please contact me with the Issues tracker or Twitter to fix/update this list.
|
||||
|
||||
Gallery
|
||||
-------
|
||||
|
@ -94,6 +94,15 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
|
||||
g_pd3dDevice->SetIndices(g_pIB);
|
||||
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
|
||||
|
||||
// Setup viewport
|
||||
D3DVIEWPORT9 vp;
|
||||
vp.X = vp.Y = 0;
|
||||
vp.Width = (DWORD)io.DisplaySize.x;
|
||||
vp.Height = (DWORD)io.DisplaySize.y;
|
||||
vp.MinZ = 0.0f;
|
||||
vp.MaxZ = 1.0f;
|
||||
g_pd3dDevice->SetViewport(&vp);
|
||||
|
||||
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
|
||||
g_pd3dDevice->SetPixelShader(NULL);
|
||||
g_pd3dDevice->SetVertexShader(NULL);
|
||||
|
@ -29,11 +29,11 @@ endif
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
LIBS += -L/usr/local/lib -lglfw3
|
||||
#LIBS += -L/usr/local/lib -lglfw3
|
||||
LIBS += -L/usr/local/lib -lglfw
|
||||
|
||||
CXXFLAGS = -I../../ -I/usr/local/include
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
# CXXFLAGS += -D__APPLE__
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
|
@ -31,12 +31,11 @@ endif
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
|
||||
LIBS += -L/usr/local/lib -lglfw3
|
||||
#LIBS += -L/usr/local/lib -lglfw
|
||||
#LIBS += -L/usr/local/lib -lglfw3
|
||||
LIBS += -L/usr/local/lib -lglfw
|
||||
|
||||
CXXFLAGS = -I../../ -I../libs/gl3w -I/usr/local/include
|
||||
CXXFLAGS += -Wall -Wformat
|
||||
# CXXFLAGS += -D__APPLE__
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
|
107
imgui.cpp
107
imgui.cpp
@ -5,6 +5,7 @@
|
||||
// Newcomers, read 'Programmer guide' below for notes on how to setup ImGui in your codebase.
|
||||
// Get latest version at https://github.com/ocornut/imgui
|
||||
// Releases change-log at https://github.com/ocornut/imgui/releases
|
||||
// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/772
|
||||
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
|
||||
// This library is free but I need your support to sustain development and maintenance.
|
||||
// If you work for a company, please consider financial support, e.g: https://www.patreon.com/imgui
|
||||
@ -282,7 +283,6 @@
|
||||
Check the "API BREAKING CHANGES" sections for a list of occasional API breaking changes. If you have a problem with a function, search for its name
|
||||
in the code, there will likely be a comment about it. Please report any issue to the GitHub page!
|
||||
|
||||
|
||||
Q: What is ImTextureID and how do I display an image?
|
||||
A: ImTextureID is a void* used to pass renderer-agnostic texture references around until it hits your render function.
|
||||
ImGui knows nothing about what those bits represent, it just passes them around. It is up to you to decide what you want the void* to carry!
|
||||
@ -466,7 +466,7 @@
|
||||
ISSUES & TODO-LIST
|
||||
==================
|
||||
Issue numbers (#) refer to github issues listed at https://github.com/ocornut/imgui/issues
|
||||
The list below consist mostly of notes of things to do before they are requested/discussed by users (at that point it usually happens on the github)
|
||||
The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point it usually moves to the github)
|
||||
|
||||
- doc: add a proper documentation+regression testing system (#435)
|
||||
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
|
||||
@ -686,9 +686,9 @@ static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sort
|
||||
|
||||
static ImGuiIniData* FindWindowSettings(const char* name);
|
||||
static ImGuiIniData* AddWindowSettings(const char* name);
|
||||
static void LoadSettings();
|
||||
static void SaveSettings();
|
||||
static void MarkSettingsDirty();
|
||||
static void LoadIniSettingsFromDisk(const char* ini_filename);
|
||||
static void SaveIniSettingsToDisk(const char* ini_filename);
|
||||
static void MarkIniSettingsDirty();
|
||||
|
||||
static void PushColumnClipRect(int column_index = -1);
|
||||
static ImRect GetVisibleRect();
|
||||
@ -1297,7 +1297,7 @@ void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float&
|
||||
|
||||
FILE* ImFileOpen(const char* filename, const char* mode)
|
||||
{
|
||||
#ifdef _MSC_VER
|
||||
#if defined(_WIN32) && !defined(__CYGWIN__)
|
||||
// We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can)
|
||||
const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1;
|
||||
const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1;
|
||||
@ -2137,7 +2137,7 @@ void ImGui::NewFrame()
|
||||
IM_PLACEMENT_NEW(g.LogClipboard) ImGuiTextBuffer();
|
||||
|
||||
IM_ASSERT(g.Settings.empty());
|
||||
LoadSettings();
|
||||
LoadIniSettingsFromDisk(g.IO.IniFilename);
|
||||
g.Initialized = true;
|
||||
}
|
||||
|
||||
@ -2222,8 +2222,8 @@ void ImGui::NewFrame()
|
||||
if (!(g.MovedWindow->Flags & ImGuiWindowFlags_NoMove))
|
||||
{
|
||||
g.MovedWindow->PosFloat += g.IO.MouseDelta;
|
||||
if (!(g.MovedWindow->Flags & ImGuiWindowFlags_NoSavedSettings))
|
||||
MarkSettingsDirty();
|
||||
if (!(g.MovedWindow->Flags & ImGuiWindowFlags_NoSavedSettings) && (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f))
|
||||
MarkIniSettingsDirty();
|
||||
}
|
||||
FocusWindow(g.MovedWindow);
|
||||
}
|
||||
@ -2245,7 +2245,7 @@ void ImGui::NewFrame()
|
||||
{
|
||||
g.SettingsDirtyTimer -= g.IO.DeltaTime;
|
||||
if (g.SettingsDirtyTimer <= 0.0f)
|
||||
SaveSettings();
|
||||
SaveIniSettingsToDisk(g.IO.IniFilename);
|
||||
}
|
||||
|
||||
// Find the window we are hovering. Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow
|
||||
@ -2372,7 +2372,7 @@ void ImGui::Shutdown()
|
||||
if (!g.Initialized)
|
||||
return;
|
||||
|
||||
SaveSettings();
|
||||
SaveIniSettingsToDisk(g.IO.IniFilename);
|
||||
|
||||
for (int i = 0; i < g.Windows.Size; i++)
|
||||
{
|
||||
@ -2452,15 +2452,14 @@ static ImGuiIniData* AddWindowSettings(const char* name)
|
||||
|
||||
// Zero-tolerance, poor-man .ini parsing
|
||||
// FIXME: Write something less rubbish
|
||||
static void LoadSettings()
|
||||
static void LoadIniSettingsFromDisk(const char* ini_filename)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
const char* filename = g.IO.IniFilename;
|
||||
if (!filename)
|
||||
if (!ini_filename)
|
||||
return;
|
||||
|
||||
int file_size;
|
||||
char* file_data = (char*)ImLoadFileToMemory(filename, "rb", &file_size, 1);
|
||||
char* file_data = (char*)ImLoadFileToMemory(ini_filename, "rb", &file_size, 1);
|
||||
if (!file_data)
|
||||
return;
|
||||
|
||||
@ -2498,11 +2497,11 @@ static void LoadSettings()
|
||||
ImGui::MemFree(file_data);
|
||||
}
|
||||
|
||||
static void SaveSettings()
|
||||
static void SaveIniSettingsToDisk(const char* ini_filename)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
const char* filename = g.IO.IniFilename;
|
||||
if (!filename)
|
||||
g.SettingsDirtyTimer = 0.0f;
|
||||
if (!ini_filename)
|
||||
return;
|
||||
|
||||
// Gather data from windows that were active during this session
|
||||
@ -2519,7 +2518,7 @@ static void SaveSettings()
|
||||
|
||||
// Write .ini file
|
||||
// If a window wasn't opened in this session we preserve its settings
|
||||
FILE* f = ImFileOpen(filename, "wt");
|
||||
FILE* f = ImFileOpen(ini_filename, "wt");
|
||||
if (!f)
|
||||
return;
|
||||
for (int i = 0; i != g.Settings.Size; i++)
|
||||
@ -2540,7 +2539,7 @@ static void SaveSettings()
|
||||
fclose(f);
|
||||
}
|
||||
|
||||
static void MarkSettingsDirty()
|
||||
static void MarkIniSettingsDirty()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.SettingsDirtyTimer <= 0.0f)
|
||||
@ -4012,7 +4011,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
|
||||
{
|
||||
window->Collapsed = !window->Collapsed;
|
||||
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
|
||||
MarkSettingsDirty();
|
||||
MarkIniSettingsDirty();
|
||||
FocusWindow(window);
|
||||
}
|
||||
}
|
||||
@ -4087,7 +4086,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
|
||||
if (window->AutoFitFramesY > 0)
|
||||
window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
|
||||
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
|
||||
MarkSettingsDirty();
|
||||
MarkIniSettingsDirty();
|
||||
}
|
||||
}
|
||||
|
||||
@ -4216,7 +4215,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
|
||||
// Manual auto-fit when double-clicking
|
||||
ApplySizeFullWithConstraint(window, size_auto_fit);
|
||||
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
|
||||
MarkSettingsDirty();
|
||||
MarkIniSettingsDirty();
|
||||
SetActiveID(0);
|
||||
}
|
||||
else if (held)
|
||||
@ -4224,7 +4223,7 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_on_first_us
|
||||
// We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
|
||||
ApplySizeFullWithConstraint(window, (g.IO.MousePos - g.ActiveIdClickOffset + resize_rect.GetSize()) - window->Pos);
|
||||
if (!(flags & ImGuiWindowFlags_NoSavedSettings))
|
||||
MarkSettingsDirty();
|
||||
MarkIniSettingsDirty();
|
||||
}
|
||||
|
||||
window->Size = window->SizeFull;
|
||||
@ -6447,6 +6446,31 @@ float ImGui::RoundScalar(float value, int decimal_precision)
|
||||
return negative ? -value : value;
|
||||
}
|
||||
|
||||
static inline float SliderBehaviorCalcRatioFromValue(float v, float v_min, float v_max, float power, float linear_zero_pos)
|
||||
{
|
||||
if (v_min == v_max)
|
||||
return 0.0f;
|
||||
|
||||
const bool is_non_linear = (power < 1.0f-0.00001f) || (power > 1.0f+0.00001f);
|
||||
const float v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);
|
||||
if (is_non_linear)
|
||||
{
|
||||
if (v_clamped < 0.0f)
|
||||
{
|
||||
const float f = 1.0f - (v_clamped - v_min) / (ImMin(0.0f,v_max) - v_min);
|
||||
return (1.0f - powf(f, 1.0f/power)) * linear_zero_pos;
|
||||
}
|
||||
else
|
||||
{
|
||||
const float f = (v_clamped - ImMax(0.0f,v_min)) / (v_max - ImMax(0.0f,v_min));
|
||||
return linear_zero_pos + powf(f, 1.0f/power) * (1.0f - linear_zero_pos);
|
||||
}
|
||||
}
|
||||
|
||||
// Linear slider
|
||||
return (v_clamped - v_min) / (v_max - v_min);
|
||||
}
|
||||
|
||||
bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -6456,7 +6480,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
|
||||
// Draw frame
|
||||
RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
|
||||
|
||||
const bool is_non_linear = fabsf(power - 1.0f) > 0.0001f;
|
||||
const bool is_non_linear = (power < 1.0f-0.00001f) || (power > 1.0f+0.00001f);
|
||||
const bool is_horizontal = (flags & ImGuiSliderFlags_Vertical) == 0;
|
||||
|
||||
const float grab_padding = 2.0f;
|
||||
@ -6465,7 +6489,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
|
||||
if (decimal_precision > 0)
|
||||
grab_sz = ImMin(style.GrabMinSize, slider_sz);
|
||||
else
|
||||
grab_sz = ImMin(ImMax(1.0f * (slider_sz / (v_max-v_min+1.0f)), style.GrabMinSize), slider_sz); // Integer sliders, if possible have the grab size represent 1 unit
|
||||
grab_sz = ImMin(ImMax(1.0f * (slider_sz / ((v_min < v_max ? v_max - v_min : v_min - v_max) + 1.0f)), style.GrabMinSize), slider_sz); // Integer sliders, if possible have the grab size represent 1 unit
|
||||
const float slider_usable_sz = slider_sz - grab_sz;
|
||||
const float slider_usable_pos_min = (is_horizontal ? frame_bb.Min.x : frame_bb.Min.y) + grab_padding + grab_sz*0.5f;
|
||||
const float slider_usable_pos_max = (is_horizontal ? frame_bb.Max.x : frame_bb.Max.y) - grab_padding - grab_sz*0.5f;
|
||||
@ -6492,7 +6516,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
|
||||
if (g.IO.MouseDown[0])
|
||||
{
|
||||
const float mouse_abs_pos = is_horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
|
||||
float clicked_t = ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f);
|
||||
float clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f;
|
||||
if (!is_horizontal)
|
||||
clicked_t = 1.0f - clicked_t;
|
||||
|
||||
@ -6527,7 +6551,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
|
||||
|
||||
// Round past decimal precision
|
||||
new_value = RoundScalar(new_value, decimal_precision);
|
||||
if (*v != new_value && (v_min != v_max))
|
||||
if (*v != new_value)
|
||||
{
|
||||
*v = new_value;
|
||||
value_changed = true;
|
||||
@ -6540,26 +6564,7 @@ bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v
|
||||
}
|
||||
|
||||
// Calculate slider grab positioning
|
||||
float v_clamped = (v_min < v_max) ? ImClamp(*v, v_min, v_max) : ImClamp(*v, v_max, v_min);
|
||||
float grab_t;
|
||||
if (is_non_linear)
|
||||
{
|
||||
if (v_clamped < 0.0f)
|
||||
{
|
||||
const float f = 1.0f - (v_clamped - v_min) / (ImMin(0.0f,v_max) - v_min);
|
||||
grab_t = (1.0f - powf(f, 1.0f/power)) * linear_zero_pos;
|
||||
}
|
||||
else
|
||||
{
|
||||
const float f = (v_clamped - ImMax(0.0f,v_min)) / (v_max - ImMax(0.0f,v_min));
|
||||
grab_t = linear_zero_pos + powf(f, 1.0f/power) * (1.0f - linear_zero_pos);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Linear slider
|
||||
grab_t = (v_clamped - v_min) / (v_max - v_min);
|
||||
}
|
||||
float grab_t = SliderBehaviorCalcRatioFromValue(*v, v_min, v_max, power, linear_zero_pos);
|
||||
|
||||
// Draw
|
||||
if (!is_horizontal)
|
||||
@ -8395,7 +8400,7 @@ bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_fla
|
||||
|
||||
static bool Items_ArrayGetter(void* data, int idx, const char** out_text)
|
||||
{
|
||||
const char** items = (const char**)data;
|
||||
const char* const* items = (const char* const*)data;
|
||||
if (out_text)
|
||||
*out_text = items[idx];
|
||||
return true;
|
||||
@ -8422,7 +8427,7 @@ static bool Items_SingleStringGetter(void* data, int idx, const char** out_text)
|
||||
}
|
||||
|
||||
// Combo box helper allowing to pass an array of strings.
|
||||
bool ImGui::Combo(const char* label, int* current_item, const char** items, int items_count, int height_in_items)
|
||||
bool ImGui::Combo(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items)
|
||||
{
|
||||
const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);
|
||||
return value_changed;
|
||||
@ -8699,7 +8704,7 @@ void ImGui::ListBoxFooter()
|
||||
EndGroup();
|
||||
}
|
||||
|
||||
bool ImGui::ListBox(const char* label, int* current_item, const char** items, int items_count, int height_items)
|
||||
bool ImGui::ListBox(const char* label, int* current_item, const char* const* items, int items_count, int height_items)
|
||||
{
|
||||
const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);
|
||||
return value_changed;
|
||||
|
26
imgui.h
26
imgui.h
@ -265,7 +265,7 @@ namespace ImGui
|
||||
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
|
||||
IMGUI_API bool RadioButton(const char* label, bool active);
|
||||
IMGUI_API bool RadioButton(const char* label, int* v, int v_button);
|
||||
IMGUI_API bool Combo(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
|
||||
IMGUI_API bool Combo(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1);
|
||||
IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1); // separate items with \0, end item-list with \0\0
|
||||
IMGUI_API bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
|
||||
IMGUI_API bool ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true);
|
||||
@ -340,7 +340,7 @@ namespace ImGui
|
||||
// Widgets: Selectable / Lists
|
||||
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
|
||||
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));
|
||||
IMGUI_API bool ListBox(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
|
||||
IMGUI_API bool ListBox(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1);
|
||||
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
|
||||
IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards.
|
||||
IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
|
||||
@ -792,29 +792,29 @@ struct ImGuiIO
|
||||
ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
|
||||
|
||||
// Functions
|
||||
IMGUI_API void AddInputCharacter(ImWchar c); // Helper to add a new character into InputCharacters[]
|
||||
IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Helper to add new characters into InputCharacters[] from an UTF-8 string
|
||||
inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Helper to clear the text input buffer
|
||||
IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]
|
||||
IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Add new characters into InputCharacters[] from an UTF-8 string
|
||||
inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Clear the text input buffer manually
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application
|
||||
// Output - Retrieve after calling NewFrame()
|
||||
//------------------------------------------------------------------
|
||||
|
||||
bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input)
|
||||
bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
|
||||
bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array.
|
||||
float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
|
||||
bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input). Use to hide mouse from the rest of your application
|
||||
bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application
|
||||
bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array. Use to activate on screen keyboard if your system needs one
|
||||
float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
|
||||
int MetricsAllocs; // Number of active memory allocations
|
||||
int MetricsRenderVertices; // Vertices output during last call to Render()
|
||||
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
|
||||
int MetricsActiveWindows; // Number of visible windows (exclude child windows)
|
||||
int MetricsActiveWindows; // Number of visible root windows (exclude child windows)
|
||||
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative, so a disappearing/reappearing mouse won't have a huge delta for one frame.
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// [Private] ImGui will maintain those fields. Forward compatibility not guaranteed!
|
||||
//------------------------------------------------------------------
|
||||
|
||||
ImVec2 MousePosPrev; // Previous mouse position
|
||||
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative to allow mouse enabling/disabling.
|
||||
ImVec2 MousePosPrev; // Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame())
|
||||
bool MouseClicked[5]; // Mouse button went from !Down to Down
|
||||
ImVec2 MouseClickedPos[5]; // Position at time of clicking
|
||||
float MouseClickedTime[5]; // Time of last click (used to figure out double-click)
|
||||
|
@ -1123,7 +1123,8 @@ void ImGui::ShowTestWindow(bool* p_open)
|
||||
ImGui::BeginChild("scrolling", ImVec2(0, ImGui::GetItemsLineHeightWithSpacing()*7 + 30), true, ImGuiWindowFlags_HorizontalScrollbar);
|
||||
for (int line = 0; line < lines; line++)
|
||||
{
|
||||
// Display random stuff
|
||||
// Display random stuff (for the sake of this trivial demo we are using basic Button+SameLine. If you want to create your own time line for a real application you may be better off
|
||||
// manipulating the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets yourself. You may also want to use the lower-level ImDrawList API)
|
||||
int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3);
|
||||
for (int n = 0; n < num_buttons; n++)
|
||||
{
|
||||
@ -1181,6 +1182,8 @@ void ImGui::ShowTestWindow(bool* p_open)
|
||||
const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" };
|
||||
static bool toggles[] = { true, false, false, false, false };
|
||||
|
||||
// Simple selection popup
|
||||
// (If you want to show the current selection inside the Button itself, you may want to build a string using the "###" operator to preserve a constant ID with a variable label)
|
||||
if (ImGui::Button("Select.."))
|
||||
ImGui::OpenPopup("select");
|
||||
ImGui::SameLine();
|
||||
@ -1195,6 +1198,7 @@ void ImGui::ShowTestWindow(bool* p_open)
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
// Showing a menu with toggles
|
||||
if (ImGui::Button("Toggle.."))
|
||||
ImGui::OpenPopup("toggle");
|
||||
if (ImGui::BeginPopup("toggle"))
|
||||
@ -1229,8 +1233,8 @@ void ImGui::ShowTestWindow(bool* p_open)
|
||||
}
|
||||
|
||||
if (ImGui::Button("Popup Menu.."))
|
||||
ImGui::OpenPopup("popup from button");
|
||||
if (ImGui::BeginPopup("popup from button"))
|
||||
ImGui::OpenPopup("FilePopup");
|
||||
if (ImGui::BeginPopup("FilePopup"))
|
||||
{
|
||||
ShowExampleMenuFile();
|
||||
ImGui::EndPopup();
|
||||
|
Loading…
Reference in New Issue
Block a user