mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-15 01:17:00 +00:00
Merge remote-tracking branch 'origin' into 2015-04-indexed-rendering
Conflicts: examples/directx11_example/imgui_impl_dx11.cpp
This commit is contained in:
commit
e3f2ad728a
@ -27,7 +27,8 @@ static ID3D10Blob * g_pPixelShaderBlob = NULL;
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static ID3D11PixelShader* g_pPixelShader = NULL;
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||||
static ID3D11SamplerState* g_pFontSampler = NULL;
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||||
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
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static ID3D11BlendState* g_blendState = NULL;
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static ID3D11RasterizerState* g_pRasterizerState = NULL;
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static ID3D11BlendState* g_pBlendState = NULL;
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static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make buffers smaller and grow dynamically as needed.
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static int INDEX_BUFFER_SIZE = 30000; // TODO: Make buffers smaller and grow dynamically as needed.
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@ -109,7 +110,8 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
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// Setup render state
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const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
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g_pd3dDeviceContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
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g_pd3dDeviceContext->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
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g_pd3dDeviceContext->RSSetState(g_pRasterizerState);
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// Render command lists
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int vtx_offset = 0;
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@ -350,18 +352,30 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
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g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
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}
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// Create the rasterizer state
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{
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D3D11_RASTERIZER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.FillMode = D3D11_FILL_SOLID;
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desc.CullMode = D3D11_CULL_NONE;
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desc.ScissorEnable = true;
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desc.DepthClipEnable = true;
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g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
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}
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// Create the vertex buffer
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{
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D3D11_BUFFER_DESC bufferDesc;
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memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
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bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert);
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bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
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D3D11_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert);
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desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
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return false;
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}
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@ -392,7 +406,8 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
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if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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if (g_blendState) { g_blendState->Release(); g_blendState = NULL; }
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if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
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if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
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if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
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if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
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if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
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|
@ -20,6 +20,9 @@ int main(int, char**)
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#if __APPLE__
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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#endif
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GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
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glfwMakeContextCurrent(window);
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gl3wInit();
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@ -72,7 +75,7 @@ int main(int, char**)
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
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ImGui::ShowTestWindow(&show_test_window);
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}
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// Rendering
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glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
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glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
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|
98
imgui.cpp
98
imgui.cpp
@ -13,7 +13,7 @@
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||||
- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
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||||
- How do I update to a newer version of ImGui?
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- Can I have multiple widgets with the same label? (Yes)
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- Can I have multiple widgets with the same label? Can I have widget without a label? (Yes)
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||||
- Why is my text output blurry?
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||||
- How can I load a different font than the default?
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||||
- How can I load multiple fonts?
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||||
@ -196,38 +196,42 @@
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||||
Check the "API BREAKING CHANGES" sections for a list of occasional API breaking changes. If you have a problem with a function, search for its name
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||||
in the code, there will likely be a comment about it. Please report any issue to the GitHub page!
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||||
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Q: Can I have multiple widgets with the same label?
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Q: Can I have multiple widgets with the same label? Can I have widget without a label? (Yes)
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A: Yes. A primer on the use of labels/IDs in ImGui..
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- Elements that are not clickable, such as Text() items don't need an ID.
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- Interactive widgets require state to be carried over multiple frames (most typically ImGui often needs to remember what is the "active" widget).
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to do so they need an unique ID. unique ID are typically derived from a string label, an integer index or a pointer.
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Button("OK"); // Label = "OK", ID = hash of "OK"
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Button("Cancel"); // Label = "Cancel", ID = hash of "Cancel"
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- Elements that are not clickable, such as Text() items don't need an ID.
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- ID are uniquely scoped within windows, tree nodes, etc. so no conflict can happen if you have two buttons called "OK" in two different windows
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or in two different locations of a tree.
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- if you have a same ID twice in the same location, you'll have a conflict:
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Button("OK");
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Button("OK"); // ID collision! Both buttons will be treated as the same.
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Button("OK"); // ID collision! Both buttons will be treated as the same.
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Fear not! this is easy to solve and there are many ways to solve it!
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||||
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- when passing a label you can optionally specify extra unique ID information within string itself. This helps solving the simpler collision cases.
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use "##" to pass a complement to the ID that won't be visible to the end-user:
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Button("Play##0"); // Label = "Play", ID = hash of "Play##0"
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Button("Play##1"); // Label = "Play", ID = hash of "Play##1" (different from above)
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||||
Button("Play##0"); // Label = "Play", ID = hash of "Play##0"
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||||
Button("Play##1"); // Label = "Play", ID = hash of "Play##1" (different from above)
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||||
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||||
- so if you want to hide the label but need an ID:
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||||
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||||
Checkbox("##On", &b); // Label = "", ID = hash of "##On"
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||||
|
||||
- occasionally (rarely) you might want change a label while preserving a constant ID. This allows you to animate labels.
|
||||
use "###" to pass a label that isn't part of ID:
|
||||
|
||||
Button("Hello###ID"; // Label = "Hello", ID = hash of "ID"
|
||||
Button("World###ID"; // Label = "World", ID = hash of "ID" (same as above)
|
||||
Button("Hello###ID"; // Label = "Hello", ID = hash of "ID"
|
||||
Button("World###ID"; // Label = "World", ID = hash of "ID" (same as above)
|
||||
|
||||
- use PushID() / PopID() to create scopes and avoid ID conflicts within the same Window.
|
||||
this is the most convenient way of distinguish ID if you are iterating and creating many UI elements.
|
||||
@ -495,8 +499,9 @@ struct ImGuiTextEditState;
|
||||
struct ImGuiIniData;
|
||||
struct ImGuiState;
|
||||
struct ImGuiWindow;
|
||||
typedef int ImGuiButtonFlags; // enum ImGuiButtonFlags_
|
||||
|
||||
static bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, bool allow_key_modifiers, bool repeat = false, bool pressed_on_click = false);
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||||
static bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, bool allow_key_modifiers, ImGuiButtonFlags flags = 0);
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||||
static void LogText(const ImVec2& ref_pos, const char* text, const char* text_end = NULL);
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||||
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||||
static void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
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||||
@ -700,6 +705,7 @@ static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs)
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static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
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||||
static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
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||||
//static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
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||||
static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-lhs.w); }
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||||
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||||
static inline int ImMin(int lhs, int rhs) { return lhs < rhs ? lhs : rhs; }
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||||
static inline int ImMax(int lhs, int rhs) { return lhs >= rhs ? lhs : rhs; }
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||||
@ -714,6 +720,7 @@ static inline float ImSaturate(float f)
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static inline float ImLerp(float a, float b, float t) { return a + (b - a) * t; }
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||||
static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
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||||
static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
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static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
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||||
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||||
static int ImStricmp(const char* str1, const char* str2)
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||||
{
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||||
@ -932,6 +939,13 @@ static bool ImLoadFileToMemory(const char* filename, const char* file_open_mode,
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||||
|
||||
//-----------------------------------------------------------------------------
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||||
|
||||
enum ImGuiButtonFlags_
|
||||
{
|
||||
ImGuiButtonFlags_Repeat = (1 << 0),
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||||
ImGuiButtonFlags_PressedOnClick = (1 << 1),
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||||
ImGuiButtonFlags_FlattenChilds = (1 << 2)
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||||
};
|
||||
|
||||
struct ImGuiColMod // Color modifier, backup of modified data so we can restore it
|
||||
{
|
||||
ImGuiCol Col;
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||||
@ -1277,6 +1291,7 @@ struct ImGuiWindow
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||||
bool Accessed; // Set to true when any widget access the current window
|
||||
bool Collapsed; // Set when collapsing window to become only title-bar
|
||||
bool SkipItems; // == Visible && !Collapsed
|
||||
int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
|
||||
int AutoFitFrames;
|
||||
bool AutoFitOnlyGrows;
|
||||
int AutoPosLastDirection;
|
||||
@ -1636,6 +1651,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
|
||||
Accessed = false;
|
||||
Collapsed = false;
|
||||
SkipItems = false;
|
||||
BeginCount = 0;
|
||||
AutoFitFrames = -1;
|
||||
AutoFitOnlyGrows = false;
|
||||
AutoPosLastDirection = -1;
|
||||
@ -1868,7 +1884,6 @@ static void SaveSettings()
|
||||
static void MarkSettingsDirty()
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
|
||||
if (g.SettingsDirtyTimer <= 0.0f)
|
||||
g.SettingsDirtyTimer = g.IO.IniSavingRate;
|
||||
}
|
||||
@ -2981,7 +2996,7 @@ void ImGui::EndChild()
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
|
||||
IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);
|
||||
if (window->Flags & ImGuiWindowFlags_ComboBox)
|
||||
if ((window->Flags & ImGuiWindowFlags_ComboBox) || window->BeginCount > 1)
|
||||
{
|
||||
ImGui::End();
|
||||
}
|
||||
@ -3218,21 +3233,19 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
|
||||
if (first_begin_of_the_frame)
|
||||
{
|
||||
window->Active = true;
|
||||
window->BeginCount = 0;
|
||||
window->DrawList->Clear();
|
||||
window->ClipRectStack.resize(0);
|
||||
window->LastFrameDrawn = current_frame;
|
||||
window->IDStack.resize(1);
|
||||
}
|
||||
|
||||
// Setup texture, outer clipping rectangle
|
||||
window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
|
||||
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ComboBox))
|
||||
PushClipRect(parent_window->ClipRectStack.back());
|
||||
else
|
||||
PushClipRect(GetVisibleRect());
|
||||
// Setup texture, outer clipping rectangle
|
||||
window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
|
||||
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ComboBox))
|
||||
PushClipRect(parent_window->ClipRectStack.back());
|
||||
else
|
||||
PushClipRect(GetVisibleRect());
|
||||
|
||||
if (first_begin_of_the_frame)
|
||||
{
|
||||
// New windows appears in front
|
||||
if (!window_was_visible)
|
||||
{
|
||||
@ -3431,7 +3444,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
|
||||
const ImRect resize_rect(window->Rect().GetBR()-ImVec2(14,14), window->Rect().GetBR());
|
||||
const ImGuiID resize_id = window->GetID("#RESIZE");
|
||||
bool hovered, held;
|
||||
ButtonBehavior(resize_rect, resize_id, &hovered, &held, true);
|
||||
ButtonBehavior(resize_rect, resize_id, &hovered, &held, true, ImGuiButtonFlags_FlattenChilds);
|
||||
resize_col = window->Color(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
|
||||
|
||||
if (hovered || held)
|
||||
@ -3584,6 +3597,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
|
||||
ImGui::LogToClipboard();
|
||||
*/
|
||||
}
|
||||
window->BeginCount++;
|
||||
|
||||
// Inner clipping rectangle
|
||||
// We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
|
||||
@ -3628,8 +3642,6 @@ void ImGui::End()
|
||||
|
||||
ImGui::Columns(1, "#CloseColumns");
|
||||
PopClipRect(); // inner window clip rectangle
|
||||
PopClipRect(); // outer window clip rectangle
|
||||
window->DrawList->PopTextureID();
|
||||
|
||||
// Stop logging
|
||||
if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
|
||||
@ -3782,7 +3794,6 @@ float ImGui::CalcItemWidth()
|
||||
static void SetFont(ImFont* font)
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
|
||||
IM_ASSERT(font && font->IsLoaded());
|
||||
IM_ASSERT(font->Scale > 0.0f);
|
||||
g.Font = font;
|
||||
@ -3794,10 +3805,8 @@ static void SetFont(ImFont* font)
|
||||
void ImGui::PushFont(ImFont* font)
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
|
||||
if (!font)
|
||||
font = g.IO.Fonts->Fonts[0];
|
||||
|
||||
SetFont(font);
|
||||
g.FontStack.push_back(font);
|
||||
g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
|
||||
@ -3806,7 +3815,6 @@ void ImGui::PushFont(ImFont* font)
|
||||
void ImGui::PopFont()
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
|
||||
g.CurrentWindow->DrawList->PopTextureID();
|
||||
g.FontStack.pop_back();
|
||||
SetFont(g.FontStack.empty() ? g.IO.Fonts->Fonts[0] : g.FontStack.back());
|
||||
@ -3839,7 +3847,6 @@ void ImGui::PopTextWrapPos()
|
||||
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
|
||||
ImGuiColMod backup;
|
||||
backup.Col = idx;
|
||||
backup.PreviousValue = g.Style.Colors[idx];
|
||||
@ -3850,7 +3857,6 @@ void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
|
||||
void ImGui::PopStyleColor(int count)
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
|
||||
while (count > 0)
|
||||
{
|
||||
ImGuiColMod& backup = g.ColorModifiers.back();
|
||||
@ -3891,7 +3897,6 @@ static ImVec2* GetStyleVarVec2Addr(ImGuiStyleVar idx)
|
||||
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
|
||||
float* pvar = GetStyleVarFloatAddr(idx);
|
||||
IM_ASSERT(pvar != NULL); // Called function with wrong-type? Variable is not a float.
|
||||
ImGuiStyleMod backup;
|
||||
@ -3905,7 +3910,6 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
|
||||
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
|
||||
ImVec2* pvar = GetStyleVarVec2Addr(idx);
|
||||
IM_ASSERT(pvar != NULL); // Called function with wrong-type? Variable is not a ImVec2.
|
||||
ImGuiStyleMod backup;
|
||||
@ -3918,7 +3922,6 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
|
||||
void ImGui::PopStyleVar(int count)
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
|
||||
while (count > 0)
|
||||
{
|
||||
ImGuiStyleMod& backup = g.StyleModifiers.back();
|
||||
@ -4521,10 +4524,9 @@ void ImGui::LabelText(const char* label, const char* fmt, ...)
|
||||
|
||||
static inline bool IsWindowContentHoverable(ImGuiWindow* window)
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
|
||||
// An active popup disable hovering on other windows (apart from its own children)
|
||||
if (ImGuiWindow* focused_window = g.FocusedWindow)
|
||||
ImGuiState& g = *GImGui;
|
||||
if (ImGuiWindow* focused_window = g.FocusedWindow)
|
||||
if (ImGuiWindow* focused_root_window = focused_window->RootWindow)
|
||||
if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) != 0 && focused_root_window->WasActive && focused_root_window != window->RootWindow)
|
||||
return false;
|
||||
@ -4532,13 +4534,13 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window)
|
||||
return true;
|
||||
}
|
||||
|
||||
static bool IsHovered(const ImRect& bb, ImGuiID id)
|
||||
static bool IsHovered(const ImRect& bb, ImGuiID id, bool flatten_childs = false)
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
if (g.HoveredId == 0)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (g.HoveredRootWindow == window->RootWindow)
|
||||
if (g.HoveredWindow == window || (flatten_childs && g.HoveredRootWindow == window->RootWindow))
|
||||
if ((g.ActiveId == 0 || g.ActiveId == id || g.ActiveIdIsFocusedOnly) && IsMouseHoveringRect(bb))
|
||||
if (IsWindowContentHoverable(g.HoveredRootWindow))
|
||||
return true;
|
||||
@ -4546,13 +4548,13 @@ static bool IsHovered(const ImRect& bb, ImGuiID id)
|
||||
return false;
|
||||
}
|
||||
|
||||
static bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, bool allow_key_modifiers, bool repeat, bool pressed_on_click)
|
||||
static bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, bool allow_key_modifiers, ImGuiButtonFlags flags)
|
||||
{
|
||||
ImGuiState& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
|
||||
const bool hovered = IsHovered(bb, id);
|
||||
bool pressed = false;
|
||||
const bool hovered = IsHovered(bb, id, (flags & ImGuiButtonFlags_FlattenChilds) != 0);
|
||||
if (hovered)
|
||||
{
|
||||
g.HoveredId = id;
|
||||
@ -4560,7 +4562,7 @@ static bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
{
|
||||
if (g.IO.MouseClicked[0])
|
||||
{
|
||||
if (pressed_on_click)
|
||||
if (flags & ImGuiButtonFlags_PressedOnClick)
|
||||
{
|
||||
pressed = true;
|
||||
SetActiveId(0);
|
||||
@ -4571,7 +4573,7 @@ static bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
}
|
||||
FocusWindow(window);
|
||||
}
|
||||
else if (repeat && g.ActiveId && ImGui::IsMouseClicked(0, true))
|
||||
else if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && ImGui::IsMouseClicked(0, true))
|
||||
{
|
||||
pressed = true;
|
||||
}
|
||||
@ -4617,7 +4619,7 @@ bool ImGui::Button(const char* label, const ImVec2& size_arg, bool repeat_when_h
|
||||
return false;
|
||||
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(bb, id, &hovered, &held, true, repeat_when_held);
|
||||
bool pressed = ButtonBehavior(bb, id, &hovered, &held, true, repeat_when_held ? ImGuiButtonFlags_Repeat : 0);
|
||||
|
||||
// Render
|
||||
const ImU32 col = window->Color((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
|
||||
@ -6801,7 +6803,7 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
|
||||
|
||||
// Draw blinking cursor
|
||||
if (g.InputTextState.CursorIsVisible())
|
||||
window->DrawList->AddRect(cursor_pos - font_off_up + ImVec2(0,2), cursor_pos + font_off_dn - ImVec2(0,3), window->Color(ImGuiCol_Text));
|
||||
window->DrawList->AddLine(cursor_pos - font_off_up + ImVec2(0,2), cursor_pos + font_off_dn - ImVec2(0,3), window->Color(ImGuiCol_Text));
|
||||
|
||||
// Notify OS of text input position for advanced IME
|
||||
if (io.ImeSetInputScreenPosFn && ImLengthSqr(edit_state.InputCursorScreenPos - cursor_pos) > 0.0001f)
|
||||
@ -7093,7 +7095,7 @@ bool ImGui::Selectable(const char* label, bool selected, const ImVec2& size_arg)
|
||||
return false;
|
||||
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(bb_with_spacing, id, &hovered, &held, true, false, false);
|
||||
bool pressed = ButtonBehavior(bb_with_spacing, id, &hovered, &held, true);
|
||||
|
||||
// Render
|
||||
if (hovered || selected)
|
||||
@ -8005,7 +8007,11 @@ void ImDrawList::UpdateClipRect()
|
||||
}
|
||||
else
|
||||
{
|
||||
current_cmd->clip_rect = clip_rect_stack.empty() ? GNullClipRect : clip_rect_stack.back();
|
||||
ImVec4 current_clip_rect = clip_rect_stack.empty() ? GNullClipRect : clip_rect_stack.back();
|
||||
if (commands.size() > 2 && ImLengthSqr(commands[commands.size()-2].clip_rect - current_clip_rect) < 0.00001f)
|
||||
commands.pop_back();
|
||||
else
|
||||
current_cmd->clip_rect = current_clip_rect;
|
||||
}
|
||||
}
|
||||
|
||||
|
137
imgui.h
137
imgui.h
@ -36,7 +36,7 @@ struct ImGuiStorage;
|
||||
struct ImGuiStyle;
|
||||
|
||||
typedef unsigned int ImU32;
|
||||
typedef unsigned short ImWchar; // character for display
|
||||
typedef unsigned short ImWchar; // character for keyboard input/display
|
||||
typedef void* ImTextureID; // user data to refer to a texture (e.g. store your texture handle/id)
|
||||
typedef ImU32 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
|
||||
typedef int ImGuiCol; // enum ImGuiCol_
|
||||
@ -73,79 +73,17 @@ struct ImVec4
|
||||
#endif
|
||||
};
|
||||
|
||||
namespace ImGui
|
||||
{
|
||||
// Proxy functions to access the MemAllocFn/MemFreeFn pointers in ImGui::GetIO(). The only reason they exist here is to allow ImVector<> to compile inline.
|
||||
IMGUI_API void* MemAlloc(size_t sz);
|
||||
IMGUI_API void MemFree(void* ptr);
|
||||
}
|
||||
|
||||
// std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
|
||||
// Use '#define ImVector std::vector' if you want to use the STL type or your own type.
|
||||
// Our implementation does NOT call c++ constructors! because the data types we use don't need them (but that could be added as well). Only provide the minimum functionalities we need.
|
||||
#ifndef ImVector
|
||||
template<typename T>
|
||||
class ImVector
|
||||
{
|
||||
protected:
|
||||
size_t Size;
|
||||
size_t Capacity;
|
||||
T* Data;
|
||||
|
||||
public:
|
||||
typedef T value_type;
|
||||
typedef value_type* iterator;
|
||||
typedef const value_type* const_iterator;
|
||||
|
||||
ImVector() { Size = Capacity = 0; Data = NULL; }
|
||||
~ImVector() { if (Data) ImGui::MemFree(Data); }
|
||||
|
||||
inline bool empty() const { return Size == 0; }
|
||||
inline size_t size() const { return Size; }
|
||||
inline size_t capacity() const { return Capacity; }
|
||||
|
||||
inline value_type& at(size_t i) { IM_ASSERT(i < Size); return Data[i]; }
|
||||
inline const value_type& at(size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
|
||||
inline value_type& operator[](size_t i) { IM_ASSERT(i < Size); return Data[i]; }
|
||||
inline const value_type& operator[](size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
|
||||
|
||||
inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
|
||||
inline iterator begin() { return Data; }
|
||||
inline const_iterator begin() const { return Data; }
|
||||
inline iterator end() { return Data + Size; }
|
||||
inline const_iterator end() const { return Data + Size; }
|
||||
inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
|
||||
inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
|
||||
inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size-1]; }
|
||||
inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size-1]; }
|
||||
inline void swap(ImVector<T>& rhs) { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
|
||||
|
||||
inline void resize(size_t new_size) { if (new_size > Capacity) reserve(new_size); Size = new_size; }
|
||||
inline void reserve(size_t new_capacity)
|
||||
{
|
||||
if (new_capacity <= Capacity) return;
|
||||
T* new_data = (value_type*)ImGui::MemAlloc(new_capacity * sizeof(value_type));
|
||||
memcpy(new_data, Data, Size * sizeof(value_type));
|
||||
ImGui::MemFree(Data);
|
||||
Data = new_data;
|
||||
Capacity = new_capacity;
|
||||
}
|
||||
|
||||
inline void push_back(const value_type& v) { if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); Data[Size++] = v; }
|
||||
inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
|
||||
|
||||
inline iterator erase(const_iterator it) { IM_ASSERT(it >= begin() && it < end()); const ptrdiff_t off = it - begin(); memmove(Data + off, Data + off + 1, (Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
|
||||
inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= begin() && it <= end()); const ptrdiff_t off = it - begin(); if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, (Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
|
||||
};
|
||||
#endif // #ifndef ImVector
|
||||
|
||||
// Helpers at bottom of the file:
|
||||
// - class ImVector<> // Lightweight std::vector like class. Use '#define ImVector std::vector' if you want to use the STL type or your own type.
|
||||
// - IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
|
||||
// - struct ImGuiTextFilter // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
|
||||
// - struct ImGuiTextBuffer // Text buffer for logging/accumulating text
|
||||
// - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually)
|
||||
// - struct ImGuiTextEditCallbackData // Shared state of ImGui::InputText() when using custom callbacks
|
||||
// - struct ImColor // Helper functions to created packed 32-bit RGBA color values
|
||||
// - struct ImDrawList // Draw command list
|
||||
// - struct ImFont // TTF font loader, bake glyphs into bitmap
|
||||
// - struct ImFontAtlas // Bake multiple fonts into a single texture, TTF font loader, bake glyphs into bitmap
|
||||
// - struct ImFont // Single font
|
||||
|
||||
// ImGui end-user API
|
||||
// In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)
|
||||
@ -421,6 +359,10 @@ namespace ImGui
|
||||
IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
|
||||
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
|
||||
|
||||
// Proxy functions to access the MemAllocFn/MemFreeFn pointers in ImGui::GetIO()
|
||||
IMGUI_API void* MemAlloc(size_t sz);
|
||||
IMGUI_API void MemFree(void* ptr);
|
||||
|
||||
// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself
|
||||
IMGUI_API const char* GetVersion();
|
||||
IMGUI_API void* GetInternalState();
|
||||
@ -725,6 +667,65 @@ struct ImGuiIO
|
||||
// Helpers
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
|
||||
// Use '#define ImVector std::vector' if you want to use the STL type or your own type.
|
||||
// Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code!
|
||||
#ifndef ImVector
|
||||
template<typename T>
|
||||
class ImVector
|
||||
{
|
||||
protected:
|
||||
size_t Size;
|
||||
size_t Capacity;
|
||||
T* Data;
|
||||
|
||||
public:
|
||||
typedef T value_type;
|
||||
typedef value_type* iterator;
|
||||
typedef const value_type* const_iterator;
|
||||
|
||||
ImVector() { Size = Capacity = 0; Data = NULL; }
|
||||
~ImVector() { if (Data) ImGui::MemFree(Data); }
|
||||
|
||||
inline bool empty() const { return Size == 0; }
|
||||
inline size_t size() const { return Size; }
|
||||
inline size_t capacity() const { return Capacity; }
|
||||
|
||||
inline value_type& at(size_t i) { IM_ASSERT(i < Size); return Data[i]; }
|
||||
inline const value_type& at(size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
|
||||
inline value_type& operator[](size_t i) { IM_ASSERT(i < Size); return Data[i]; }
|
||||
inline const value_type& operator[](size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
|
||||
|
||||
inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
|
||||
inline iterator begin() { return Data; }
|
||||
inline const_iterator begin() const { return Data; }
|
||||
inline iterator end() { return Data + Size; }
|
||||
inline const_iterator end() const { return Data + Size; }
|
||||
inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
|
||||
inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
|
||||
inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size-1]; }
|
||||
inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size-1]; }
|
||||
inline void swap(ImVector<T>& rhs) { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
|
||||
|
||||
inline void resize(size_t new_size) { if (new_size > Capacity) reserve(new_size); Size = new_size; }
|
||||
inline void reserve(size_t new_capacity)
|
||||
{
|
||||
if (new_capacity <= Capacity) return;
|
||||
T* new_data = (value_type*)ImGui::MemAlloc(new_capacity * sizeof(value_type));
|
||||
memcpy(new_data, Data, Size * sizeof(value_type));
|
||||
ImGui::MemFree(Data);
|
||||
Data = new_data;
|
||||
Capacity = new_capacity;
|
||||
}
|
||||
|
||||
inline void push_back(const value_type& v) { if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); Data[Size++] = v; }
|
||||
inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
|
||||
|
||||
inline iterator erase(const_iterator it) { IM_ASSERT(it >= begin() && it < end()); const ptrdiff_t off = it - begin(); memmove(Data + off, Data + off + 1, (Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
|
||||
inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= begin() && it <= end()); const ptrdiff_t off = it - begin(); if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, (Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
|
||||
};
|
||||
#endif // #ifndef ImVector
|
||||
|
||||
// Helper: execute a block of code once a frame only
|
||||
// Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
|
||||
// Usage:
|
||||
|
Loading…
Reference in New Issue
Block a user