Merge remote-tracking branch 'origin' into 2015-05-menus

This commit is contained in:
ocornut 2015-05-18 16:45:55 +01:00
commit e674df8101
6 changed files with 115 additions and 63 deletions

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@ -230,6 +230,10 @@ static void ImGui_ImplDX11_CreateFontsTexture()
samplerDesc.MaxLOD = 0.f;
g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
}
// Cleanup (don't clear the input data if you want to append new fonts later)
io.Fonts->ClearInputData();
io.Fonts->ClearTexData();
}
bool ImGui_ImplDX11_CreateDeviceObjects()

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@ -224,6 +224,10 @@ static void ImGui_ImplDX9_CreateFontsTexture()
// Store our identifier
io.Fonts->TexID = (void *)pTexture;
// Cleanup (don't clear the input data if you want to append new fonts later)
io.Fonts->ClearInputData();
io.Fonts->ClearTexData();
}
bool ImGui_ImplDX9_CreateDeviceObjects()

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@ -174,6 +174,10 @@ void ImGui_ImplGlfwGL3_CreateFontsTexture()
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
// Cleanup (don't clear the input data if you want to append new fonts later)
io.Fonts->ClearInputData();
io.Fonts->ClearTexData();
}
bool ImGui_ImplGlfwGL3_CreateDeviceObjects()

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@ -156,6 +156,10 @@ bool ImGui_ImplGlfw_CreateDeviceObjects()
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
// Cleanup (don't clear the input data if you want to append new fonts later)
io.Fonts->ClearInputData();
io.Fonts->ClearTexData();
return true;
}

123
imgui.cpp
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@ -12,8 +12,8 @@
- PROGRAMMER GUIDE (read me!)
- API BREAKING CHANGES (read me when you update!)
- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
- Can I have multiple widgets with the same label? (Yes)
- How do I update to a newer version of ImGui?
- Can I have multiple widgets with the same label? (Yes)
- Why is my text output blurry?
- How can I load a different font than the default?
- How can I load multiple fonts?
@ -187,6 +187,16 @@
FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
======================================
Q: How do I update to a newer version of ImGui?
A: Overwrite the following files:
imgui.cpp
imgui.h
stb_rect_pack.h
stb_textedit.h
stb_truetype.h
Check the "API BREAKING CHANGES" sections for a list of occasional API breaking changes. If you have a problem with a function, search for its name
in the code, there will likely be a comment about it. Please report any issue to the GitHub page!
Q: Can I have multiple widgets with the same label?
A: Yes. A primer on the use of labels/IDs in ImGui..
@ -271,15 +281,6 @@
e.g. when displaying a single object that may change over time (1-1 relationship), using a static string as ID will preserve your node open/closed state when the targeted object change.
e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. experiment and see what makes more sense!
Q: How do I update to a newer version of ImGui?
A: Overwrite the following files:
imgui.cpp
imgui.h
stb_rect_pack.h
stb_textedit.h
stb_truetype.h
Check the "API BREAKING CHANGES" sections for a list of occasional API breaking changes.
Q: Why is my text output blurry?
A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
@ -330,6 +331,7 @@
- main: considering adding EndFrame()/Init(). some constructs are awkward in the implementation because of the lack of them.
- main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
- input text: add ImGuiInputTextFlags_EnterToApply? (off github issue #218)
!- input number: large int not reliably supported because of int<>float conversions.
- input number: optional range min/max for Input*() functions
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
@ -344,6 +346,7 @@
- columns: columns header to act as button (~sort op) and allow resize/reorder (github issue #125)
- columns: user specify columns size (github issue #125)
- popup: border options. richer api like BeginChild() perhaps? (github issue #197)
- combo: sparse combo boxes (via function call?)
- combo: turn child handling code into pop up helper
- combo: contents should extends to fit label if combo widget is small
- combo/listbox: keyboard control. need inputtext like non-active focus + key handling. considering keybord for custom listbox (see github pr #203)
@ -494,13 +497,14 @@ 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);
static bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, bool allow_key_modifiers, ImGuiButtonFlags flags = 0);
static void LogText(const ImVec2& ref_pos, const char* text, const char* text_end = NULL);
static void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
static void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
static void RenderTextClipped(ImVec2 pos, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& clip_max);
static void RenderTextClipped(ImVec2 pos, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& pos_max, const ImVec2* clip_max = NULL, ImGuiAlign align = ImGuiAlign_Default);
static void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
static void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
static void RenderCheckMark(ImVec2 pos, ImU32 col);
@ -562,6 +566,7 @@ ImGuiStyle::ImGuiStyle()
WindowPadding = ImVec2(8,8); // Padding within a window
WindowMinSize = ImVec2(32,32); // Minimum window size
WindowRounding = 9.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
WindowTitleAlign = ImGuiAlign_Left; // Alignment for title bar text
ChildWindowRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets)
FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
@ -933,6 +938,13 @@ static bool ImLoadFileToMemory(const char* filename, const char* file_open_mode,
//-----------------------------------------------------------------------------
enum ImGuiButtonFlags_
{
ImGuiButtonFlags_Repeat = (1 << 0),
ImGuiButtonFlags_PressedOnClick = (1 << 1),
ImGuiButtonFlags_FlattenChilds = (1 << 2)
};
struct ImGuiColMod // Color modifier, backup of modified data so we can restore it
{
ImGuiCol Col;
@ -2360,6 +2372,7 @@ void ImGui::Render()
// Gather windows to render
g.IO.MetricsRenderVertices = 0;
g.IO.MetricsActiveWindows = 0;
for (size_t i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
g.RenderDrawLists[i].resize(0);
for (size_t i = 0; i != g.Windows.size(); i++)
@ -2368,6 +2381,7 @@ void ImGui::Render()
if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)
{
// FIXME: Generalize this with a proper layering system so we can stack.
g.IO.MetricsActiveWindows++;
if (window->Flags & ImGuiWindowFlags_Popup)
AddWindowToRenderList(g.RenderDrawLists[1], window);
else if (window->Flags & ImGuiWindowFlags_Tooltip)
@ -2565,38 +2579,37 @@ static void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end
const int text_len = (int)(text_end - text);
if (text_len > 0)
{
// Render
window->DrawList->AddText(g.Font, g.FontSize, pos, window->Color(ImGuiCol_Text), text, text_end, wrap_width);
// Log as text
if (g.LogEnabled)
LogText(pos, text, text_end);
}
}
static void RenderTextClipped(ImVec2 pos, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& clip_max)
static void RenderTextClipped(ImVec2 pos, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& pos_max, const ImVec2* clip_max, ImGuiAlign align)
{
ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
// Hide anything after a '##' string
const char* text_display_end = FindTextDisplayEnd(text, text_end);
const int text_len = (int)(text_display_end - text);
if (text_len > 0)
{
const ImVec2 text_size = text_size_if_known ? *text_size_if_known : ImGui::CalcTextSize(text, text_display_end, false, 0.0f);
if (text_len == 0)
return;
ImGuiState& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
// Perform CPU side clipping for single clipped element to avoid using scissor state
const bool need_clipping = (pos.x + text_size.x >= clip_max.x) || (pos.y + text_size.y >= clip_max.y);
const ImVec2 text_size = text_size_if_known ? *text_size_if_known : ImGui::CalcTextSize(text, text_display_end, false, 0.0f);
if (!clip_max) clip_max = &pos_max;
const bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
// Align
if (align & ImGuiAlign_Center) pos.x = ImMax(pos.x, (pos.x + pos_max.x - text_size.x) * 0.5f);
else if (align & ImGuiAlign_Right) pos.x = ImMax(pos.x, pos_max.x - text_size.x);
// Render
window->DrawList->AddText(g.Font, g.FontSize, pos, window->Color(ImGuiCol_Text), text, text_display_end, 0.0f, need_clipping ? &clip_max : NULL);
// Log as text
window->DrawList->AddText(g.Font, g.FontSize, pos, window->Color(ImGuiCol_Text), text, text_display_end, 0.0f, need_clipping ? clip_max : NULL);
if (g.LogEnabled)
LogText(pos, text, text_display_end);
}
}
// Render a rectangle shaped with optional rounding and borders
static void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
@ -3604,7 +3617,7 @@ 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)
@ -3729,16 +3742,19 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
if (p_opened != NULL)
CloseWindowButton(p_opened);
ImVec2 text_min = window->Pos + style.FramePadding;
if (!(flags & ImGuiWindowFlags_NoCollapse))
{
RenderCollapseTriangle(window->Pos + style.FramePadding, !window->Collapsed, 1.0f, true);
text_min.x += g.FontSize + style.ItemInnerSpacing.x;
}
const ImVec2 text_size = CalcTextSize(name, NULL, true);
const ImVec2 text_max = window->Pos + ImVec2(window->Size.x - (p_opened ? (title_bar_rect.GetHeight()-3) : style.FramePadding.x), style.FramePadding.y*2 + text_size.y);
RenderTextClipped(text_min, name, NULL, &text_size, text_max);
if (!(flags & ImGuiWindowFlags_NoCollapse))
RenderCollapseTriangle(window->Pos + style.FramePadding, !window->Collapsed, 1.0f, true);
ImVec2 text_min = window->Pos + style.FramePadding;
ImVec2 text_max = window->Pos + ImVec2(window->Size.x - style.FramePadding.x, style.FramePadding.y*2 + text_size.y);
ImVec2 clip_max = ImVec2(window->Pos.x + window->Size.x - (p_opened ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x), text_max.y); // Match the size of CloseWindowButton()
bool pad_left = (flags & ImGuiWindowFlags_NoCollapse) == 0;
bool pad_right = (p_opened != NULL);
if (style.WindowTitleAlign & ImGuiAlign_Center) pad_right = pad_left;
if (pad_left) text_min.x += g.FontSize + style.ItemInnerSpacing.x;
if (pad_right) text_max.x -= g.FontSize + style.ItemInnerSpacing.x;
RenderTextClipped(text_min, name, NULL, &text_size, text_max, &clip_max, style.WindowTitleAlign);
}
// Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
@ -4706,13 +4722,13 @@ 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 || g.HoveredId == id)
{
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;
@ -4720,13 +4736,13 @@ 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;
@ -4734,7 +4750,7 @@ 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);
@ -4745,7 +4761,7 @@ 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;
}
@ -4791,7 +4807,7 @@ 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);
@ -7270,7 +7286,7 @@ static bool SelectableEx(const char* label, bool selected, const ImVec2& size_ar
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)
@ -8678,10 +8694,8 @@ void ImFontAtlas::ClearTexData()
TexPixelsRGBA32 = NULL;
}
void ImFontAtlas::Clear()
void ImFontAtlas::ClearFonts()
{
ClearInputData();
ClearTexData();
for (size_t i = 0; i < Fonts.size(); i++)
{
Fonts[i]->~ImFont();
@ -8690,6 +8704,13 @@ void ImFontAtlas::Clear()
Fonts.clear();
}
void ImFontAtlas::Clear()
{
ClearInputData();
ClearTexData();
ClearFonts();
}
void ImGui::GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size)
{
printf("GetDefaultFontData() is obsoleted in ImGui 1.30.\n");
@ -8819,7 +8840,7 @@ bool ImFontAtlas::Build()
for (size_t input_i = 0; input_i < InputData.size(); input_i++)
{
ImFontAtlasData& data = *InputData[input_i];
IM_ASSERT(data.OutFont && !data.OutFont->IsLoaded());
IM_ASSERT(data.OutFont && (!data.OutFont->IsLoaded() || data.OutFont->ContainerAtlas == this));
const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)data.TTFData, data.FontNo);
IM_ASSERT(font_offset >= 0);
if (!stbtt_InitFont(&data.FontInfo, (unsigned char*)data.TTFData, font_offset))
@ -8933,6 +8954,7 @@ bool ImFontAtlas::Build()
int font_ascent, font_descent, font_line_gap;
stbtt_GetFontVMetrics(&data.FontInfo, &font_ascent, &font_descent, &font_line_gap);
data.OutFont->BaseLine = (font_ascent * font_scale);
data.OutFont->Glyphs.resize(0);
const float uv_scale_x = 1.0f / TexWidth;
const float uv_scale_y = 1.0f / TexHeight;
@ -8969,7 +8991,6 @@ bool ImFontAtlas::Build()
ImGui::MemFree(buf_ranges);
buf_packedchars = NULL;
buf_ranges = NULL;
ClearInputData();
// Render into our custom data block
RenderCustomTexData(1, &extra_rects);
@ -10143,7 +10164,7 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::TreePop();
}
if (ImGui::TreeNode("Fonts"))
if (ImGui::TreeNode("Fonts", "Fonts (%d)", (int)ImGui::GetIO().Fonts->Fonts.size()))
{
ImGui::TextWrapped("Tip: Load fonts with GetIO().Fonts->AddFontFromFileTTF().");
for (size_t i = 0; i < ImGui::GetIO().Fonts->Fonts.size(); i++)

33
imgui.h
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@ -36,12 +36,13 @@ 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_
typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
typedef int ImGuiKey; // enum ImGuiKey_
typedef int ImGuiAlign; // enum ImGuiAlign_
typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
typedef int ImGuiMouseCursor; // enum ImGuiMouseCursor_
typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
@ -79,9 +80,9 @@ namespace ImGui
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).
// 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 the data types we use don't need them (but that could be added as well). Only provide the minimum functionalities we need.
// 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
@ -145,8 +146,11 @@ public:
// - 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)
@ -321,11 +325,11 @@ namespace ImGui
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
// Widgets: Drags (tip: ctrl+click on a drag box to input text)
IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); // If v_max >= v_max we have no bound
IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); // If v_max >= v_max we have no bound
IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); // If v_min >= v_max we have no bound
IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
@ -572,6 +576,14 @@ enum ImGuiStyleVar_
ImGuiStyleVar_GrabMinSize // float
};
enum ImGuiAlign_
{
ImGuiAlign_Left = 1 << 0,
ImGuiAlign_Center = 1 << 1,
ImGuiAlign_Right = 1 << 2,
ImGuiAlign_Default = ImGuiAlign_Left,
};
// Enumeration for ColorEditMode()
enum ImGuiColorEditMode_
{
@ -611,6 +623,7 @@ struct ImGuiStyle
ImVec2 WindowPadding; // Padding within a window
ImVec2 WindowMinSize; // Minimum window size
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
ImGuiAlign WindowTitleAlign; // Alignment for title bar text
float ChildWindowRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
@ -704,6 +717,7 @@ struct ImGuiIO
float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
int MetricsAllocs; // Number of active memory allocations
int MetricsRenderVertices; // Vertices processed during last call to Render()
int MetricsActiveWindows; // Number of visible windows (exclude child windows)
//------------------------------------------------------------------
// [Internal] ImGui will maintain those fields for you
@ -983,8 +997,10 @@ struct ImFontAtlas
IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0);
IMGUI_API ImFont* AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0); // Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0); // 'compressed_ttf_data' untouched and still owned by caller. Compress with binary_to_compressed_c.cpp
IMGUI_API void ClearTexData(); // Saves RAM once the texture has been copied to graphics memory.
IMGUI_API void Clear();
IMGUI_API void ClearTexData(); // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
IMGUI_API void ClearInputData(); // Clear the input TTF data (inc sizes, glyph ranges)
IMGUI_API void ClearFonts(); // Clear the ImGui-side font data (glyphs storage, UV coordinates)
IMGUI_API void Clear(); // Clear all
// Retrieve texture data
// User is in charge of copying the pixels into graphics memory, then call SetTextureUserID()
@ -1015,7 +1031,6 @@ struct ImFontAtlas
struct ImFontAtlasData;
ImVector<ImFontAtlasData*> InputData; // Internal data
IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions.
IMGUI_API void ClearInputData(); // Clear the input TTF data.
IMGUI_API void RenderCustomTexData(int pass, void* rects);
};