mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 01:17:00 +00:00
Merge branch 'master' into viewport
# Conflicts: # imgui.cpp # imgui_demo.cpp # imgui_internal.h
This commit is contained in:
commit
b30b82835a
@ -33,12 +33,12 @@
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//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
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//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
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//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
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//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free(). You will need to call ImGui::SetAllocatorFunctions().
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//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
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//---- Include imgui_user.h at the end of imgui.h as a convenience
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//#define IMGUI_INCLUDE_IMGUI_USER_H
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//---- Pack colors to BGRA8 instead of RGBA8 (if you needed to convert from one to another anyway)
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//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
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//#define IMGUI_USE_BGRA_PACKED_COLOR
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//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
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|
28
imgui.cpp
28
imgui.cpp
@ -865,7 +865,6 @@ static const ImU64 IM_U64_MAX = 0xFFFFFFFFFFFFFFFFull;
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static bool IsKeyPressedMap(ImGuiKey key, bool repeat = true);
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static ImFont* GetDefaultFont();
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static void SetCurrentWindow(ImGuiWindow* window);
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static void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x);
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static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y);
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@ -874,12 +873,13 @@ static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, I
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static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond);
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static void FindHoveredWindow();
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static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags);
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static ImGuiWindowSettings* CreateNewWindowSettings(const char* name);
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static void CheckStacksSize(ImGuiWindow* window, bool write);
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static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges);
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static ImGuiWindowSettings* AddWindowSettings(const char* name);
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static void ClosePopupToLevel(int remaining);
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static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
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static void AddWindowToDrawData(ImVector<ImDrawList*>* out_list, ImGuiWindow* window);
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static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
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static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data);
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static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
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@ -1708,7 +1708,7 @@ void ImGuiStorage::BuildSortByKey()
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}
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};
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if (Data.Size > 1)
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qsort(Data.Data, (size_t)Data.Size, sizeof(Pair), StaticFunc::PairCompareByID);
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ImQsort(Data.Data, (size_t)Data.Size, sizeof(Pair), StaticFunc::PairCompareByID);
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}
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int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
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@ -4450,7 +4450,7 @@ static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*
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{
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ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHash(name, 0));
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if (!settings)
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settings = AddWindowSettings(name);
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settings = CreateNewWindowSettings(name);
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return (void*)settings;
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}
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@ -4480,7 +4480,7 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting
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ImGuiWindowSettings* settings = (window->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings(window->ID);
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if (!settings)
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{
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settings = AddWindowSettings(window->Name);
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settings = CreateNewWindowSettings(window->Name);
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window->SettingsIdx = g.SettingsWindows.index_from_pointer(settings);
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}
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IM_ASSERT(settings->ID == window->ID);
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@ -4626,7 +4626,7 @@ ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id)
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return NULL;
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}
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static ImGuiWindowSettings* AddWindowSettings(const char* name)
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static ImGuiWindowSettings* CreateNewWindowSettings(const char* name)
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{
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ImGuiContext& g = *GImGui;
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g.SettingsWindows.push_back(ImGuiWindowSettings());
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@ -4785,7 +4785,7 @@ static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows,
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{
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int count = window->DC.ChildWindows.Size;
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if (count > 1)
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qsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
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ImQsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
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for (int i = 0; i < count; i++)
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{
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ImGuiWindow* child = window->DC.ChildWindows[i];
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@ -6026,14 +6026,14 @@ ImGuiWindow* ImGui::GetFrontMostPopupModal()
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return NULL;
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}
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static void ClosePopupToLevel(int remaining)
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void ImGui::ClosePopupToLevel(int remaining)
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{
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IM_ASSERT(remaining >= 0);
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ImGuiContext& g = *GImGui;
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ImGuiWindow* focus_window = (remaining > 0) ? g.OpenPopupStack[remaining-1].Window : g.OpenPopupStack[0].ParentWindow;
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if (g.NavLayer == 0)
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focus_window = NavRestoreLastChildNavWindow(focus_window);
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ImGui::FocusWindow(focus_window);
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FocusWindow(focus_window);
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focus_window->DC.NavHideHighlightOneFrame = true;
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g.OpenPopupStack.resize(remaining);
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}
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@ -7971,12 +7971,6 @@ float ImGui::CalcItemWidth()
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return w;
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}
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static ImFont* GetDefaultFont()
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{
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ImGuiContext& g = *GImGui;
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return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0];
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}
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void ImGui::SetCurrentFont(ImFont* font)
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{
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ImGuiContext& g = *GImGui;
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|
517
imgui_demo.cpp
517
imgui_demo.cpp
@ -77,6 +77,7 @@
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#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
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// Forward Declarations
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static void ShowExampleAppMainMenuBar();
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static void ShowExampleAppConsole(bool* p_open);
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static void ShowExampleAppLog(bool* p_open);
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static void ShowExampleAppLayout(bool* p_open);
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@ -87,7 +88,6 @@ static void ShowExampleAppConstrainedResize(bool* p_open);
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static void ShowExampleAppSimpleOverlay(bool* p_open);
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static void ShowExampleAppWindowTitles(bool* p_open);
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static void ShowExampleAppCustomRendering(bool* p_open);
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static void ShowExampleAppMainMenuBar();
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static void ShowExampleMenuFile();
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// Helper to display a little (?) mark which shows a tooltip when hovered.
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@ -2253,6 +2253,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
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}
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}
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// End of ShowDemoWindow()
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ImGui::End();
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}
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@ -2518,6 +2519,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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ImGui::PopItemWidth();
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}
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//-----------------------------------------------------------------------------
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// EXAMPLE APP CODE: MAIN MENU BAR
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//-----------------------------------------------------------------------------
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// Demonstrate creating a fullscreen menu bar and populating it.
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static void ShowExampleAppMainMenuBar()
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{
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@ -2607,240 +2612,9 @@ static void ShowExampleMenuFile()
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if (ImGui::MenuItem("Quit", "Alt+F4")) {}
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||||
}
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// Demonstrate creating a window which gets auto-resized according to its content.
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static void ShowExampleAppAutoResize(bool* p_open)
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{
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if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize))
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{
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ImGui::End();
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return;
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}
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static int lines = 10;
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ImGui::Text("Window will resize every-frame to the size of its content.\nNote that you probably don't want to query the window size to\noutput your content because that would create a feedback loop.");
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ImGui::SliderInt("Number of lines", &lines, 1, 20);
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for (int i = 0; i < lines; i++)
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ImGui::Text("%*sThis is line %d", i*4, "", i); // Pad with space to extend size horizontally
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ImGui::End();
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}
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// Demonstrate creating a window with custom resize constraints.
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static void ShowExampleAppConstrainedResize(bool* p_open)
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{
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struct CustomConstraints // Helper functions to demonstrate programmatic constraints
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{
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static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize = ImVec2(IM_MAX(data->DesiredSize.x, data->DesiredSize.y), IM_MAX(data->DesiredSize.x, data->DesiredSize.y)); }
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static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); }
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};
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static bool auto_resize = false;
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static int type = 0;
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static int display_lines = 10;
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if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only
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if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only
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if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100
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if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width 400-500
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if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); // Height 400-500
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if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square
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if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)100);// Fixed Step
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ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0;
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if (ImGui::Begin("Example: Constrained Resize", p_open, flags))
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{
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const char* desc[] =
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{
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"Resize vertical only",
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"Resize horizontal only",
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"Width > 100, Height > 100",
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"Width 400-500",
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"Height 400-500",
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"Custom: Always Square",
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"Custom: Fixed Steps (100)",
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};
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if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine();
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if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine();
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if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); }
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ImGui::PushItemWidth(200);
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ImGui::Combo("Constraint", &type, desc, IM_ARRAYSIZE(desc));
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ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100);
|
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ImGui::PopItemWidth();
|
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ImGui::Checkbox("Auto-resize", &auto_resize);
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for (int i = 0; i < display_lines; i++)
|
||||
ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, "");
|
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}
|
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ImGui::End();
|
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}
|
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// Demonstrate creating a simple static window with no decoration + a context-menu to choose which corner of the screen to use.
|
||||
static void ShowExampleAppSimpleOverlay(bool* p_open)
|
||||
{
|
||||
// FIXME-VIEWPORT-ABS: Select a default viewport
|
||||
const float DISTANCE = 10.0f;
|
||||
static int corner = 0;
|
||||
if (corner != -1)
|
||||
{
|
||||
ImGuiViewport* viewport = ImGui::GetMainViewport();
|
||||
ImVec2 window_pos = ImVec2((corner & 1) ? (viewport->Pos.x + viewport->Size.x - DISTANCE) : (viewport->Pos.x + DISTANCE), (corner & 2) ? (viewport->Pos.y + viewport->Size.y - DISTANCE) : (viewport->Pos.y + DISTANCE));
|
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ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
|
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ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
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ImGui::SetNextWindowViewport(viewport->ID);
|
||||
}
|
||||
ImGui::SetNextWindowBgAlpha(0.3f); // Transparent background
|
||||
if (ImGui::Begin("Example: Simple Overlay", p_open, (corner != -1 ? ImGuiWindowFlags_NoMove : 0) | ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_NoFocusOnAppearing|ImGuiWindowFlags_NoNav))
|
||||
{
|
||||
ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)");
|
||||
ImGui::Separator();
|
||||
if (ImGui::IsMousePosValid())
|
||||
ImGui::Text("Mouse Position: (%.1f,%.1f)", ImGui::GetIO().MousePos.x, ImGui::GetIO().MousePos.y);
|
||||
else
|
||||
ImGui::Text("Mouse Position: <invalid>");
|
||||
if (ImGui::BeginPopupContextWindow())
|
||||
{
|
||||
if (ImGui::MenuItem("Custom", NULL, corner == -1)) corner = -1;
|
||||
if (ImGui::MenuItem("Top-left", NULL, corner == 0)) corner = 0;
|
||||
if (ImGui::MenuItem("Top-right", NULL, corner == 1)) corner = 1;
|
||||
if (ImGui::MenuItem("Bottom-left", NULL, corner == 2)) corner = 2;
|
||||
if (ImGui::MenuItem("Bottom-right", NULL, corner == 3)) corner = 3;
|
||||
if (p_open && ImGui::MenuItem("Close")) *p_open = false;
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Demonstrate using "##" and "###" in identifiers to manipulate ID generation.
|
||||
// This apply to regular items as well. Read FAQ section "How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs." for details.
|
||||
static void ShowExampleAppWindowTitles(bool*)
|
||||
{
|
||||
// By default, Windows are uniquely identified by their title.
|
||||
// You can use the "##" and "###" markers to manipulate the display/ID.
|
||||
|
||||
// Using "##" to display same title but have unique identifier.
|
||||
ImGui::SetNextWindowPos(ImVec2(100,100), ImGuiCond_FirstUseEver);
|
||||
ImGui::Begin("Same title as another window##1");
|
||||
ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.");
|
||||
ImGui::End();
|
||||
|
||||
ImGui::SetNextWindowPos(ImVec2(100,200), ImGuiCond_FirstUseEver);
|
||||
ImGui::Begin("Same title as another window##2");
|
||||
ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique.");
|
||||
ImGui::End();
|
||||
|
||||
// Using "###" to display a changing title but keep a static identifier "AnimatedTitle"
|
||||
char buf[128];
|
||||
sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime()/0.25f)&3], ImGui::GetFrameCount());
|
||||
ImGui::SetNextWindowPos(ImVec2(100,300), ImGuiCond_FirstUseEver);
|
||||
ImGui::Begin(buf);
|
||||
ImGui::Text("This window has a changing title.");
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Demonstrate using the low-level ImDrawList to draw custom shapes.
|
||||
static void ShowExampleAppCustomRendering(bool* p_open)
|
||||
{
|
||||
ImGui::SetNextWindowSize(ImVec2(350,560), ImGuiCond_FirstUseEver);
|
||||
if (!ImGui::Begin("Example: Custom rendering", p_open))
|
||||
{
|
||||
ImGui::End();
|
||||
return;
|
||||
}
|
||||
|
||||
// Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of overloaded operators, etc.
|
||||
// Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your types and ImVec2/ImVec4.
|
||||
// ImGui defines overloaded operators but they are internal to imgui.cpp and not exposed outside (to avoid messing with your types)
|
||||
// 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::ColorEdit3("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++)
|
||||
{
|
||||
float curr_thickness = (n == 0) ? 1.0f : thickness;
|
||||
draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, curr_thickness); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ImDrawCornerFlags_All, curr_thickness); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_All, curr_thickness); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight, curr_thickness); 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, curr_thickness); x += sz+spacing;
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y ), col32, curr_thickness); x += sz+spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x, y+sz), col32, curr_thickness); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, curr_thickness); 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, curr_thickness);
|
||||
x = p.x + 4;
|
||||
y += sz+spacing;
|
||||
}
|
||||
draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 32); x += sz+spacing;
|
||||
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))
|
||||
{
|
||||
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::End();
|
||||
}
|
||||
//-----------------------------------------------------------------------------
|
||||
// EXAMPLE APP CODE: CONSOLE
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrating creating a simple console window, with scrolling, filtering, completion and history.
|
||||
// For the console example, here we are using a more C++ like approach of declaring a class to hold the data and the functions.
|
||||
@ -2861,7 +2635,7 @@ struct ExampleAppConsole
|
||||
Commands.push_back("HELP");
|
||||
Commands.push_back("HISTORY");
|
||||
Commands.push_back("CLEAR");
|
||||
Commands.push_back("CLASSIFY"); // "classify" is here to provide an example of "C"+[tab] completing to "CL" and displaying matches.
|
||||
Commands.push_back("CLASSIFY"); // "classify" is only here to provide an example of "C"+[tab] completing to "CL" and displaying matches.
|
||||
AddLog("Welcome to Dear ImGui!");
|
||||
}
|
||||
~ExampleAppConsole()
|
||||
@ -3149,6 +2923,10 @@ static void ShowExampleAppConsole(bool* p_open)
|
||||
console.Draw("Example: Console", p_open);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// EXAMPLE APP CODE: LOG
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Usage:
|
||||
// static ExampleAppLog my_log;
|
||||
// my_log.AddLog("Hello %d world\n", 123);
|
||||
@ -3235,6 +3013,10 @@ static void ShowExampleAppLog(bool* p_open)
|
||||
log.Draw("Example: Log", p_open);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// EXAMPLE APP CODE: SIMPLE LAYOUT
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate create a window with multiple child windows.
|
||||
static void ShowExampleAppLayout(bool* p_open)
|
||||
{
|
||||
@ -3279,6 +3061,10 @@ static void ShowExampleAppLayout(bool* p_open)
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// EXAMPLE APP CODE: PROPERTY EDITOR
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate create a simple property editor.
|
||||
static void ShowExampleAppPropertyEditor(bool* p_open)
|
||||
{
|
||||
@ -3348,6 +3134,10 @@ static void ShowExampleAppPropertyEditor(bool* p_open)
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// EXAMPLE APP CODE: LONG TEXT
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate/test rendering huge amount of text, and the incidence of clipping.
|
||||
static void ShowExampleAppLongText(bool* p_open)
|
||||
{
|
||||
@ -3402,6 +3192,261 @@ static void ShowExampleAppLongText(bool* p_open)
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// EXAMPLE APP CODE: AUTO RESIZE
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate creating a window which gets auto-resized according to its content.
|
||||
static void ShowExampleAppAutoResize(bool* p_open)
|
||||
{
|
||||
if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize))
|
||||
{
|
||||
ImGui::End();
|
||||
return;
|
||||
}
|
||||
|
||||
static int lines = 10;
|
||||
ImGui::Text("Window will resize every-frame to the size of its content.\nNote that you probably don't want to query the window size to\noutput your content because that would create a feedback loop.");
|
||||
ImGui::SliderInt("Number of lines", &lines, 1, 20);
|
||||
for (int i = 0; i < lines; i++)
|
||||
ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// EXAMPLE APP CODE: CONSTRAINED RESIZE
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate creating a window with custom resize constraints.
|
||||
static void ShowExampleAppConstrainedResize(bool* p_open)
|
||||
{
|
||||
struct CustomConstraints // Helper functions to demonstrate programmatic constraints
|
||||
{
|
||||
static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize = ImVec2(IM_MAX(data->DesiredSize.x, data->DesiredSize.y), IM_MAX(data->DesiredSize.x, data->DesiredSize.y)); }
|
||||
static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); }
|
||||
};
|
||||
|
||||
static bool auto_resize = false;
|
||||
static int type = 0;
|
||||
static int display_lines = 10;
|
||||
if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only
|
||||
if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only
|
||||
if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100
|
||||
if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width 400-500
|
||||
if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); // Height 400-500
|
||||
if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square
|
||||
if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)100);// Fixed Step
|
||||
|
||||
ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0;
|
||||
if (ImGui::Begin("Example: Constrained Resize", p_open, flags))
|
||||
{
|
||||
const char* desc[] =
|
||||
{
|
||||
"Resize vertical only",
|
||||
"Resize horizontal only",
|
||||
"Width > 100, Height > 100",
|
||||
"Width 400-500",
|
||||
"Height 400-500",
|
||||
"Custom: Always Square",
|
||||
"Custom: Fixed Steps (100)",
|
||||
};
|
||||
if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine();
|
||||
if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine();
|
||||
if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); }
|
||||
ImGui::PushItemWidth(200);
|
||||
ImGui::Combo("Constraint", &type, desc, IM_ARRAYSIZE(desc));
|
||||
ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100);
|
||||
ImGui::PopItemWidth();
|
||||
ImGui::Checkbox("Auto-resize", &auto_resize);
|
||||
for (int i = 0; i < display_lines; i++)
|
||||
ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, "");
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// EXAMPLE APP CODE: SIMPLE OVERLAY
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate creating a simple static window with no decoration + a context-menu to choose which corner of the screen to use.
|
||||
static void ShowExampleAppSimpleOverlay(bool* p_open)
|
||||
{
|
||||
// FIXME-VIEWPORT-ABS: Select a default viewport
|
||||
const float DISTANCE = 10.0f;
|
||||
static int corner = 0;
|
||||
if (corner != -1)
|
||||
{
|
||||
ImGuiViewport* viewport = ImGui::GetMainViewport();
|
||||
ImVec2 window_pos = ImVec2((corner & 1) ? (viewport->Pos.x + viewport->Size.x - DISTANCE) : (viewport->Pos.x + DISTANCE), (corner & 2) ? (viewport->Pos.y + viewport->Size.y - DISTANCE) : (viewport->Pos.y + DISTANCE));
|
||||
ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
|
||||
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
|
||||
ImGui::SetNextWindowViewport(viewport->ID);
|
||||
}
|
||||
ImGui::SetNextWindowBgAlpha(0.3f); // Transparent background
|
||||
if (ImGui::Begin("Example: Simple Overlay", p_open, (corner != -1 ? ImGuiWindowFlags_NoMove : 0) | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav))
|
||||
{
|
||||
ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)");
|
||||
ImGui::Separator();
|
||||
if (ImGui::IsMousePosValid())
|
||||
ImGui::Text("Mouse Position: (%.1f,%.1f)", ImGui::GetIO().MousePos.x, ImGui::GetIO().MousePos.y);
|
||||
else
|
||||
ImGui::Text("Mouse Position: <invalid>");
|
||||
if (ImGui::BeginPopupContextWindow())
|
||||
{
|
||||
if (ImGui::MenuItem("Custom", NULL, corner == -1)) corner = -1;
|
||||
if (ImGui::MenuItem("Top-left", NULL, corner == 0)) corner = 0;
|
||||
if (ImGui::MenuItem("Top-right", NULL, corner == 1)) corner = 1;
|
||||
if (ImGui::MenuItem("Bottom-left", NULL, corner == 2)) corner = 2;
|
||||
if (ImGui::MenuItem("Bottom-right", NULL, corner == 3)) corner = 3;
|
||||
if (p_open && ImGui::MenuItem("Close")) *p_open = false;
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// EXAMPLE APP CODE: WINDOW TITLES
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate using "##" and "###" in identifiers to manipulate ID generation.
|
||||
// This apply to all regular items as well. Read FAQ section "How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs." for details.
|
||||
static void ShowExampleAppWindowTitles(bool*)
|
||||
{
|
||||
// By default, Windows are uniquely identified by their title.
|
||||
// You can use the "##" and "###" markers to manipulate the display/ID.
|
||||
|
||||
// Using "##" to display same title but have unique identifier.
|
||||
ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver);
|
||||
ImGui::Begin("Same title as another window##1");
|
||||
ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.");
|
||||
ImGui::End();
|
||||
|
||||
ImGui::SetNextWindowPos(ImVec2(100, 200), ImGuiCond_FirstUseEver);
|
||||
ImGui::Begin("Same title as another window##2");
|
||||
ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique.");
|
||||
ImGui::End();
|
||||
|
||||
// Using "###" to display a changing title but keep a static identifier "AnimatedTitle"
|
||||
char buf[128];
|
||||
sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount());
|
||||
ImGui::SetNextWindowPos(ImVec2(100, 300), ImGuiCond_FirstUseEver);
|
||||
ImGui::Begin(buf);
|
||||
ImGui::Text("This window has a changing title.");
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// EXAMPLE APP CODE: CUSTOM RENDERING
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate using the low-level ImDrawList to draw custom shapes.
|
||||
static void ShowExampleAppCustomRendering(bool* p_open)
|
||||
{
|
||||
ImGui::SetNextWindowSize(ImVec2(350,560), ImGuiCond_FirstUseEver);
|
||||
if (!ImGui::Begin("Example: Custom rendering", p_open))
|
||||
{
|
||||
ImGui::End();
|
||||
return;
|
||||
}
|
||||
|
||||
// Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of overloaded operators, etc.
|
||||
// Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your types and ImVec2/ImVec4.
|
||||
// ImGui defines overloaded operators but they are internal to imgui.cpp and not exposed outside (to avoid messing with your types)
|
||||
// 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::ColorEdit3("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++)
|
||||
{
|
||||
float curr_thickness = (n == 0) ? 1.0f : thickness;
|
||||
draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, curr_thickness); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ImDrawCornerFlags_All, curr_thickness); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_All, curr_thickness); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight, curr_thickness); 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, curr_thickness); x += sz+spacing;
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y ), col32, curr_thickness); x += sz+spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x, y+sz), col32, curr_thickness); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, curr_thickness); 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, curr_thickness);
|
||||
x = p.x + 4;
|
||||
y += sz+spacing;
|
||||
}
|
||||
draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 32); x += sz+spacing;
|
||||
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))
|
||||
{
|
||||
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::End();
|
||||
}
|
||||
|
||||
// End of Demo code
|
||||
#else
|
||||
|
||||
|
@ -97,7 +97,8 @@ namespace IMGUI_STB_NAMESPACE
|
||||
#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
|
||||
#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
|
||||
#define STBRP_STATIC
|
||||
#define STBRP_ASSERT(x) IM_ASSERT(x)
|
||||
#define STBRP_ASSERT(x) IM_ASSERT(x)
|
||||
#define STBRP_SORT ImQsort
|
||||
#define STB_RECT_PACK_IMPLEMENTATION
|
||||
#endif
|
||||
#ifdef IMGUI_STB_RECT_PACK_FILENAME
|
||||
|
@ -120,6 +120,7 @@ static inline bool ImCharIsBlankA(char c) { return c == ' ' || c =
|
||||
static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
|
||||
static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
|
||||
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
|
||||
#define ImQsort qsort
|
||||
|
||||
// Helpers: Geometry
|
||||
IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
|
||||
@ -1142,6 +1143,11 @@ namespace ImGui
|
||||
IMGUI_API void Initialize(ImGuiContext* context);
|
||||
IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
|
||||
|
||||
IMGUI_API void SetCurrentFont(ImFont* font);
|
||||
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
|
||||
IMGUI_API ImDrawList* GetOverlayDrawList(ImGuiViewportP* viewport);
|
||||
inline ImDrawList* GetOverlayDrawList(ImGuiWindow* window) { return GetOverlayDrawList(window->Viewport); }
|
||||
|
||||
IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
|
||||
IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
|
||||
IMGUI_API void UpdateMouseMovingWindow();
|
||||
@ -1181,12 +1187,9 @@ namespace ImGui
|
||||
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
|
||||
IMGUI_API void PopItemFlag();
|
||||
|
||||
IMGUI_API void SetCurrentFont(ImFont* font);
|
||||
IMGUI_API ImDrawList* GetOverlayDrawList(ImGuiViewportP* viewport);
|
||||
inline ImDrawList* GetOverlayDrawList(ImGuiWindow* window) { return GetOverlayDrawList(window->Viewport); }
|
||||
|
||||
IMGUI_API void OpenPopupEx(ImGuiID id);
|
||||
IMGUI_API void ClosePopup(ImGuiID id);
|
||||
IMGUI_API void ClosePopupToLevel(int remaining);
|
||||
IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window);
|
||||
IMGUI_API bool IsPopupOpen(ImGuiID id);
|
||||
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
|
||||
|
Loading…
Reference in New Issue
Block a user