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https://github.com/Drezil/imgui.git
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Added first-pass of Image() based on #73 + demo
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17
imgui.h
17
imgui.h
@ -32,6 +32,7 @@ struct ImGuiWindow;
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typedef unsigned int ImU32;
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typedef unsigned short ImWchar; // character for display
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typedef void* ImTextureID; // user data to refer to a texture (e.g. store your texture handle/id)
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typedef ImU32 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
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typedef int ImGuiCol; // enum ImGuiCol_
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typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
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@ -233,8 +234,9 @@ namespace ImGui
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IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
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IMGUI_API void BulletText(const char* fmt, ...);
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IMGUI_API void BulletTextV(const char* fmt, va_list args);
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IMGUI_API bool Button(const char* label, ImVec2 size = ImVec2(0,0), bool repeat_when_held = false);
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IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0), bool repeat_when_held = false);
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IMGUI_API bool SmallButton(const char* label);
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IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), ImU32 tint_col = 0xFFFFFFFF, ImU32 border_col = 0x00000000);
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IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false);
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IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders.
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IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
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@ -675,6 +677,7 @@ struct ImDrawCmd
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{
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unsigned int vtx_count;
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ImVec4 clip_rect;
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ImTextureID texture_id; // Copy of user-provided 'TexID' from ImFont or passed to Image*() functions. Ignore if not using images or multiple fonts.
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};
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#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
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@ -705,16 +708,22 @@ struct ImDrawList
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ImVector<ImDrawVert> vtx_buffer; // each command consume ImDrawCmd::vtx_count of those
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// [Internal to ImGui]
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ImVector<ImVec4> clip_rect_stack; // [internal] clip rect stack while building the command-list (so text command can perform clipping early on)
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ImVector<ImVec4> clip_rect_stack; // [internal]
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ImVector<ImTextureID> texture_id_stack; // [internal]
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ImDrawVert* vtx_write; // [internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
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ImDrawList() { Clear(); }
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IMGUI_API void Clear();
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IMGUI_API void SetClipRect(const ImVec4& clip_rect);
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IMGUI_API void PushClipRect(const ImVec4& clip_rect);
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IMGUI_API void PopClipRect();
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IMGUI_API void SetTextureID(const ImTextureID& texture_id);
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IMGUI_API void PushTextureID(const ImTextureID& texture_id);
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IMGUI_API void PopTextureID();
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IMGUI_API void ReserveVertices(unsigned int vtx_count);
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IMGUI_API void AddVtx(const ImVec2& pos, ImU32 col);
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IMGUI_API void AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv);
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IMGUI_API void AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col);
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// Primitives
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@ -726,6 +735,7 @@ struct ImDrawList
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IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
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IMGUI_API void AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris = false, const ImVec2& third_point_offset = ImVec2(0,0));
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IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f);
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IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col);
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};
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// TTF font loading and rendering
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@ -736,8 +746,11 @@ struct ImFont
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float Scale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
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ImVec2 DisplayOffset; // = (0.0f,0.0f) // Offset font rendering by xx pixels
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ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found.
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ImTextureID TexID; // = NULL // User reference to texture used by the font (ignore if you aren't using multiple fonts/textures)
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// Texture data
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// User is in charge of copying the pixels into a GPU texture.
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// You can set 'TexID' to uniquely identify your texture. TexId is copied to the ImDrawCmd structure which you receive during rendering.
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unsigned char* TexPixels; // 1 byte, 1 component per pixel. Total byte size of TexWidth * TexHeight
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int TexWidth;
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int TexHeight;
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