From 5e73e969fbfb0656234595cc012e0b3fba440bff Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 12 Jul 2018 11:08:24 +0200 Subject: [PATCH 1/2] Comments, exposed a few things in imgui_internal.h for consistency, added ImQsort wrapper. --- imconfig.h | 4 ++-- imgui.cpp | 26 ++++++++------------------ imgui_draw.cpp | 3 ++- imgui_internal.h | 7 +++++-- 4 files changed, 17 insertions(+), 23 deletions(-) diff --git a/imconfig.h b/imconfig.h index a3bfe138..c6298cca 100644 --- a/imconfig.h +++ b/imconfig.h @@ -33,12 +33,12 @@ //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. //#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. //#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. -//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free(). You will need to call ImGui::SetAllocatorFunctions(). +//#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(). //---- Include imgui_user.h at the end of imgui.h as a convenience //#define IMGUI_INCLUDE_IMGUI_USER_H -//---- Pack colors to BGRA8 instead of RGBA8 (if you needed to convert from one to another anyway) +//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) //#define IMGUI_USE_BGRA_PACKED_COLOR //---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version diff --git a/imgui.cpp b/imgui.cpp index 3dc7cfb2..499ac2ea 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -854,7 +854,6 @@ static const ImU64 IM_U64_MAX = 0xFFFFFFFFFFFFFFFFull; static bool IsKeyPressedMap(ImGuiKey key, bool repeat = true); -static ImFont* GetDefaultFont(); static void SetCurrentWindow(ImGuiWindow* window); static void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x); static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y); @@ -863,6 +862,7 @@ static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, I static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond); static void FindHoveredWindow(); static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags); +static ImGuiWindowSettings* CreateNewWindowSettings(const char* name); static void CheckStacksSize(ImGuiWindow* window, bool write); static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges); @@ -870,12 +870,8 @@ static void AddDrawListToDrawData(ImVector* out_list, I static void AddWindowToDrawData(ImVector* out_list, ImGuiWindow* window); static void AddWindowToSortedBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); -static ImGuiWindowSettings* AddWindowSettings(const char* name); - static ImRect GetViewportRect(); -static void ClosePopupToLevel(int remaining); - static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data); static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); @@ -1697,7 +1693,7 @@ void ImGuiStorage::BuildSortByKey() } }; if (Data.Size > 1) - qsort(Data.Data, (size_t)Data.Size, sizeof(Pair), StaticFunc::PairCompareByID); + ImQsort(Data.Data, (size_t)Data.Size, sizeof(Pair), StaticFunc::PairCompareByID); } int ImGuiStorage::GetInt(ImGuiID key, int default_val) const @@ -3965,7 +3961,7 @@ static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler* { ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHash(name, 0)); if (!settings) - settings = AddWindowSettings(name); + settings = CreateNewWindowSettings(name); return (void*)settings; } @@ -3992,7 +3988,7 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting ImGuiWindowSettings* settings = (window->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings(window->ID); if (!settings) { - settings = AddWindowSettings(window->Name); + settings = CreateNewWindowSettings(window->Name); window->SettingsIdx = g.SettingsWindows.index_from_pointer(settings); } IM_ASSERT(settings->ID == window->ID); @@ -4103,7 +4099,7 @@ ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) return NULL; } -static ImGuiWindowSettings* AddWindowSettings(const char* name) +static ImGuiWindowSettings* CreateNewWindowSettings(const char* name) { ImGuiContext& g = *GImGui; g.SettingsWindows.push_back(ImGuiWindowSettings()); @@ -4261,7 +4257,7 @@ static void AddWindowToSortedBuffer(ImVector* out_sorted_windows, { int count = window->DC.ChildWindows.Size; if (count > 1) - qsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + ImQsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); for (int i = 0; i < count; i++) { ImGuiWindow* child = window->DC.ChildWindows[i]; @@ -5348,14 +5344,14 @@ ImGuiWindow* ImGui::GetFrontMostPopupModal() return NULL; } -static void ClosePopupToLevel(int remaining) +void ImGui::ClosePopupToLevel(int remaining) { IM_ASSERT(remaining >= 0); ImGuiContext& g = *GImGui; ImGuiWindow* focus_window = (remaining > 0) ? g.OpenPopupStack[remaining-1].Window : g.OpenPopupStack[0].ParentWindow; if (g.NavLayer == 0) focus_window = NavRestoreLastChildNavWindow(focus_window); - ImGui::FocusWindow(focus_window); + FocusWindow(focus_window); focus_window->DC.NavHideHighlightOneFrame = true; g.OpenPopupStack.resize(remaining); } @@ -7002,12 +6998,6 @@ float ImGui::CalcItemWidth() return w; } -static ImFont* GetDefaultFont() -{ - ImGuiContext& g = *GImGui; - return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; -} - void ImGui::SetCurrentFont(ImFont* font) { ImGuiContext& g = *GImGui; diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 472c8218..a192fff4 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -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 diff --git a/imgui_internal.h b/imgui_internal.h index a03ab0cc..93ed9c91 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -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); @@ -1081,6 +1082,9 @@ namespace ImGui IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + 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 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(). @@ -1117,10 +1121,9 @@ namespace ImGui IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); - IMGUI_API void SetCurrentFont(ImFont* font); - 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); From b629f9039312e652f11238c5716b9db425cd15f5 Mon Sep 17 00:00:00 2001 From: omar Date: Thu, 12 Jul 2018 11:40:23 +0200 Subject: [PATCH 2/2] Demo: Re-ordered example app code to match their menu order and forward declaration order + added header to delimitate them. --- imgui_demo.cpp | 507 +++++++++++++++++++++++++++---------------------- 1 file changed, 276 insertions(+), 231 deletions(-) diff --git a/imgui_demo.cpp b/imgui_demo.cpp index f33a3a47..08f924fe 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -77,6 +77,7 @@ #if !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Forward Declarations +static void ShowExampleAppMainMenuBar(); static void ShowExampleAppConsole(bool* p_open); static void ShowExampleAppLog(bool* p_open); static void ShowExampleAppLayout(bool* p_open); @@ -87,7 +88,6 @@ static void ShowExampleAppConstrainedResize(bool* p_open); static void ShowExampleAppSimpleOverlay(bool* p_open); static void ShowExampleAppWindowTitles(bool* p_open); static void ShowExampleAppCustomRendering(bool* p_open); -static void ShowExampleAppMainMenuBar(); static void ShowExampleMenuFile(); // Helper to display a little (?) mark which shows a tooltip when hovered. @@ -2252,6 +2252,7 @@ void ImGui::ShowDemoWindow(bool* p_open) } } + // End of ShowDemoWindow() ImGui::End(); } @@ -2517,6 +2518,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::PopItemWidth(); } +//----------------------------------------------------------------------------- +// EXAMPLE APP CODE: MAIN MENU BAR +//----------------------------------------------------------------------------- + // Demonstrate creating a fullscreen menu bar and populating it. static void ShowExampleAppMainMenuBar() { @@ -2606,235 +2611,9 @@ static void ShowExampleMenuFile() if (ImGui::MenuItem("Quit", "Alt+F4")) {} } -// 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(); -} - -// 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(); -} - -// 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) -{ - const float DISTANCE = 10.0f; - static int corner = 0; - ImVec2 window_pos = ImVec2((corner & 1) ? ImGui::GetIO().DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? ImGui::GetIO().DisplaySize.y - DISTANCE : DISTANCE); - ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f); - if (corner != -1) - ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); - 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: "); - 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 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. @@ -2855,7 +2634,7 @@ 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() @@ -3143,6 +2922,10 @@ 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); @@ -3229,6 +3012,10 @@ 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) { @@ -3273,6 +3060,10 @@ 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) { @@ -3342,6 +3133,10 @@ 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) { @@ -3396,6 +3191,256 @@ 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) +{ + const float DISTANCE = 10.0f; + static int corner = 0; + ImVec2 window_pos = ImVec2((corner & 1) ? ImGui::GetIO().DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? ImGui::GetIO().DisplaySize.y - DISTANCE : DISTANCE); + ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f); + if (corner != -1) + ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + 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: "); + 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 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