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12 Commits

Author SHA1 Message Date
1d933fbbd8 Shadows: Fix broken shadows due to zero-clear added in 9417acc2 2022-02-07 18:21:41 +01:00
0b9ede2697 Shadows: Fix to support for colored-only font atlas. (4202) 2022-02-07 18:21:41 +01:00
f61466890c Shadows: Fix for latest, reuse ImDrawList, remove ImDrawShadowFlags. 2022-02-07 18:21:40 +01:00
e3dc0c4001 Shadows: Fixes + two fixes for PVS Studio static analyzer. 2022-02-07 18:21:40 +01:00
5ee0af776a Shadows: Shallow styling tweaks and renaming for consistency. 2022-02-07 18:21:40 +01:00
598e66ca1c Shadows: Re-added AddShadowNGon(). 2022-02-07 18:21:40 +01:00
50abd45040 Shadows: Added ImDrawShadowFlags, simplified API surface, reordered parameters
+ fix minor warnings
+ removed NGon variant for now.
2022-02-07 18:21:40 +01:00
cc7387f680 Shadows: Convex shape shadow improvement/fixes
Fixed pixel cracking on convex shadow edges
Added convex shadow offset support
Fixed some convex shadow fringing issues
Added convex shadow demo code

# Conflicts:
#	imgui_demo.cpp
2022-02-07 18:21:40 +01:00
01078a6077 Shadows: Tweak demo to use AddShadowCircle() functions + fix warnings.
(+ stripped old polygon generation code from commits)
# Conflicts:
#	imgui_demo.cpp
2022-02-07 18:21:40 +01:00
542f1da1e2 Shadows: Added initial version of convex shape shadow code.
(+stripped out of original polygon generation demo, moved to imgui_dev)
2022-02-07 18:21:40 +01:00
f882102374 Shadows: Demo code in Custom Rendering section. Added AddShadowRectFilled() variant. BeginMainMenuBar() disable shadows. 2022-02-07 18:21:39 +01:00
b306474a2f Shadows: Added experimental texture-based shadows (stripped of dynamic tex config and back-end code)
(merged 10 commits, removing dynamic tex config, moved tex config to internal structs, removed back-end changes)

Shadows: Added  IMGUI_HAS_SHADOWS
2022-02-07 18:21:39 +01:00
9 changed files with 1316 additions and 1237 deletions

View File

@ -31,20 +31,6 @@ HOW TO UPDATE?
- Please report any issue!
-----------------------------------------------------------------------
VERSION 1.88 WIP (In Progress)
-----------------------------------------------------------------------
Breaking changes:
Other Changes:
- Stack Tool: Added option to copy item path to clipboard. (#4631)
- Misc: Added constexpr to ImVec2/ImVec4 inline constructors. (#4995) [@Myriachan]
- ImVector: Fixed erase() with empty range. (#5009) [@thedmd]
- Drawlist: Fixed PathArcTo() emitting terminating vertices too close to arc vertices. (#4993) [@thedmd]
-----------------------------------------------------------------------
VERSION 1.87 (Released 2022-02-07)
-----------------------------------------------------------------------
@ -117,6 +103,7 @@ Breaking Changes:
better support for IME. Updated backends accordingly. Because the old field is set by existing backends,
we are keeping it (marked as obsolete).
Other Changes:
- IO: Added event based input queue API, which now trickles events to support low framerates. [@thedmd, @ocornut]

View File

@ -81,12 +81,12 @@
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
/*
#define IM_VEC2_CLASS_EXTRA \
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
#define IM_VEC2_CLASS_EXTRA \
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
operator MyVec2() const { return MyVec2(x,y); }
#define IM_VEC4_CLASS_EXTRA \
constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
#define IM_VEC4_CLASS_EXTRA \
ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/

167
imgui.cpp
View File

@ -1,4 +1,4 @@
// dear imgui, 1.88 WIP
// dear imgui, v1.87
// (main code and documentation)
// Help:
@ -972,6 +972,7 @@ static void UpdateKeyboardInputs();
static void UpdateMouseInputs();
static void UpdateMouseWheel();
static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
static void RenderWindowShadow(ImGuiWindow* window);
static void RenderWindowOuterBorders(ImGuiWindow* window);
static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
@ -1070,9 +1071,11 @@ ImGuiStyle::ImGuiStyle()
AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering.
AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
RoundCornersUseTex = true; // Enable using textures instead of strokes to draw rounded corners/circles where possible.
CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
WindowShadowSize = 100.0f; // Size (in pixels) of window shadows.
WindowShadowOffsetDist = 0.0f; // Offset distance (in pixels) of window shadows from casting window.
WindowShadowOffsetAngle = IM_PI * 0.25f; // Offset angle of window shadows from casting window (0.0f = left, 0.5f*PI = bottom, 1.0f*PI = right, 1.5f*PI = top).
// Default theme
ImGui::StyleColorsDark(this);
@ -1181,7 +1184,7 @@ void ImGuiIO::AddInputCharacter(unsigned int c)
return;
ImGuiInputEvent e;
e.Type = ImGuiInputEventType_Text;
e.Type = ImGuiInputEventType_Char;
e.Source = ImGuiInputSource_Keyboard;
e.Text.Char = c;
g.InputEventsQueue.push_back(e);
@ -2942,6 +2945,7 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
case ImGuiCol_WindowShadow: return "WindowShadow";
}
IM_ASSERT(0);
return "Unknown";
@ -3194,32 +3198,6 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl
}
}
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
for (int n = 0; n < g.Viewports.Size; n++)
{
ImGuiViewportP* viewport = g.Viewports[n];
ImDrawList* draw_list = GetForegroundDrawList(viewport);
ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
ImVec2 offset, size, uv[4];
if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
{
const ImVec2 pos = base_pos - offset;
const float scale = base_scale;
ImTextureID tex_id = font_atlas->TexID;
draw_list->PushTextureID(tex_id);
draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill);
draw_list->PopTextureID();
}
}
}
//-----------------------------------------------------------------------------
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
//-----------------------------------------------------------------------------
@ -4298,8 +4276,6 @@ void ImGui::NewFrame()
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
if (g.Style.RoundCornersUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedRoundCorners))
g.DrawListSharedData.InitialFlags |= ImDrawListFlags_RoundCornersUseTex;
// Mark rendering data as invalid to prevent user who may have a handle on it to use it.
for (int n = 0; n < g.Viewports.Size; n++)
@ -4917,10 +4893,6 @@ void ImGui::Render()
if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
AddRootWindowToDrawData(windows_to_render_top_most[n]);
// Draw software mouse cursor if requested by io.MouseDrawCursor flag
if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None)
RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
// Setup ImDrawData structures for end-user
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
for (int n = 0; n < g.Viewports.Size; n++)
@ -4928,6 +4900,10 @@ void ImGui::Render()
ImGuiViewportP* viewport = g.Viewports[n];
viewport->DrawDataBuilder.FlattenIntoSingleLayer();
// Draw software mouse cursor if requested by io.MouseDrawCursor flag
if (g.IO.MouseDrawCursor && first_render_of_frame)
RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
// Add foreground ImDrawList (for each active viewport)
if (viewport->DrawLists[1] != NULL)
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
@ -5522,14 +5498,13 @@ struct ImGuiResizeGripDef
ImVec2 CornerPosN;
ImVec2 InnerDir;
int AngleMin12, AngleMax12;
ImDrawFlags CornerFlags;
};
static const ImGuiResizeGripDef resize_grip_def[4] =
{
{ ImVec2(1, 1), ImVec2(-1, -1), 0, 3, ImDrawFlags_RoundCornersBottomRight }, // Lower-right
{ ImVec2(0, 1), ImVec2(+1, -1), 3, 6, ImDrawFlags_RoundCornersBottomLeft }, // Lower-left
{ ImVec2(0, 0), ImVec2(+1, +1), 6, 9, ImDrawFlags_RoundCornersTopLeft }, // Upper-left (Unused)
{ ImVec2(1, 0), ImVec2(-1, +1), 9,12, ImDrawFlags_RoundCornersTopRight }, // Upper-right (Unused)
{ ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right
{ ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left
{ ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused)
{ ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused)
};
// Data for resizing from borders
@ -5789,6 +5764,11 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
}
// Draw window shadow
if (style.WindowShadowSize > 0.0f && (!(flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_Popup)))
if (style.Colors[ImGuiCol_WindowShadow].w > 0.0f)
RenderWindowShadow(window);
// Title bar
if (!(flags & ImGuiWindowFlags_NoTitleBar))
{
@ -5819,20 +5799,10 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
{
const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
ImVec2 grip_corner = corner;
grip_corner.x += grip.InnerDir.x * window_border_size;
grip_corner.y += grip.InnerDir.y * window_border_size;
// Try and use a rounded texture to draw the grip
if (!RenderWindowResizeGrip(window->DrawList, grip_corner, (unsigned int)window_rounding, (unsigned int)(resize_grip_draw_size - window_border_size), grip.CornerFlags, resize_grip_col[resize_grip_n]))
{
// Fall back to using geometry to draw the whole grip if texture-based draw failed
window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]);
}
window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]);
}
}
@ -5841,6 +5811,16 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
}
}
void ImGui::RenderWindowShadow(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
float shadow_size = style.WindowShadowSize;
ImU32 shadow_col = GetColorU32(ImGuiCol_WindowShadow);
ImVec2 shadow_offset = ImVec2(ImCos(style.WindowShadowOffsetAngle), ImSin(style.WindowShadowOffsetAngle)) * style.WindowShadowOffsetDist;
window->DrawList->AddShadowRect(window->Pos, window->Pos + window->Size, shadow_col, shadow_size, shadow_offset, ImDrawFlags_ShadowCutOutShapeBackground, window->WindowRounding);
}
// Render title text, collapse button, close button
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
{
@ -6851,10 +6831,10 @@ void ImGui::SetCurrentFont(ImFont* font)
ImFontAtlas* atlas = g.Font->ContainerAtlas;
g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
g.DrawListSharedData.TexRoundCornerData = &atlas->TexRoundCornerData;
g.DrawListSharedData.TexSquareCornerData = &atlas->TexSquareCornerData;
g.DrawListSharedData.Font = g.Font;
g.DrawListSharedData.FontSize = g.FontSize;
g.DrawListSharedData.ShadowRectIds = &atlas->ShadowRectIds[0];
g.DrawListSharedData.ShadowRectUvs = &atlas->ShadowRectUvs[0];
}
void ImGui::PushFont(ImFont* font)
@ -7898,7 +7878,7 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
}
}
}
else if (e->Type == ImGuiInputEventType_Text)
else if (e->Type == ImGuiInputEventType_Char)
{
// Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
if (trickle_fast_inputs && (key_changed || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
@ -13042,44 +13022,27 @@ void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* dat
ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
int data_len;
switch (data_type)
{
case ImGuiDataType_S32:
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
break;
case ImGuiDataType_String:
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
data_len = data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id);
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "\"%.*s\"", data_len, (const char*)data_id);
break;
case ImGuiDataType_Pointer:
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
break;
case ImGuiDataType_ID:
if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
return;
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
if (info->Desc[0] == 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
break;
default:
IM_ASSERT(0);
}
info->QuerySuccess = true;
info->DataType = data_type;
}
static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
{
ImGuiStackLevelInfo* info = &tool->Results[n];
ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
return (*buf = 0);
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo()
return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
#endif
return ImFormatString(buf, buf_size, "???");
}
// Stack Tool: Display UI
@ -13095,7 +13058,6 @@ void ImGui::ShowStackToolWindow(bool* p_open)
}
// Display hovered/active status
ImGuiStackTool* tool = &g.DebugStackTool;
const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
const ImGuiID active_id = g.ActiveId;
#ifdef IMGUI_ENABLE_TEST_ENGINE
@ -13106,33 +13068,8 @@ void ImGui::ShowStackToolWindow(bool* p_open)
SameLine();
MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
// CTRL+C to copy path
const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
SameLine();
TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiKey_ModCtrl) && IsKeyPressed(ImGuiKey_C))
{
tool->CopyToClipboardLastTime = (float)g.Time;
char* p = g.TempBuffer;
char* p_end = p + IM_ARRAYSIZE(g.TempBuffer);
for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
{
*p++ = '/';
char level_desc[256];
StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
{
if (level_desc[n] == '/')
*p++ = '\\';
*p++ = level_desc[n];
}
}
*p = '\0';
SetClipboardText(g.TempBuffer);
}
// Display decorated stack
ImGuiStackTool* tool = &g.DebugStackTool;
tool->LastActiveFrame = g.FrameCount;
if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
{
@ -13146,9 +13083,23 @@ void ImGui::ShowStackToolWindow(bool* p_open)
ImGuiStackLevelInfo* info = &tool->Results[n];
TableNextColumn();
Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
TableNextColumn();
StackToolFormatLevelInfo(tool, n, true, g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer));
TextUnformatted(g.TempBuffer);
ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? FindWindowByID(info->ID) : NULL;
if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
Text("\"%s\" [window]", window->Name);
else if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
TextUnformatted(info->Desc);
else if (tool->StackLevel >= tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
{
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (const char* label = ImGuiTestEngine_FindItemDebugLabel(&g, info->ID)) // Source: ImGuiTestEngine's ItemInfo()
Text("??? \"%s\"", label);
else
#endif
TextUnformatted("???");
}
TableNextColumn();
Text("0x%08X", info->ID);
if (n == tool->Results.Size - 1)

81
imgui.h
View File

@ -1,4 +1,4 @@
// dear imgui, v1.88 WIP
// dear imgui, v1.87
// (headers)
// Help:
@ -64,8 +64,8 @@ Index of this file:
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.88 WIP"
#define IMGUI_VERSION_NUM 18704
#define IMGUI_VERSION "1.87"
#define IMGUI_VERSION_NUM 18700
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
#define IMGUI_HAS_TABLE
@ -249,8 +249,8 @@ IM_MSVC_RUNTIME_CHECKS_OFF
struct ImVec2
{
float x, y;
constexpr ImVec2() : x(0.0f), y(0.0f) { }
constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
ImVec2() { x = y = 0.0f; }
ImVec2(float _x, float _y) { x = _x; y = _y; }
float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
#ifdef IM_VEC2_CLASS_EXTRA
@ -261,9 +261,9 @@ struct ImVec2
// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
struct ImVec4
{
float x, y, z, w;
constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
float x, y, z, w;
ImVec4() { x = y = z = w = 0.0f; }
ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
#ifdef IM_VEC4_CLASS_EXTRA
IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
#endif
@ -1579,6 +1579,7 @@ enum ImGuiCol_
ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
ImGuiCol_WindowShadow, // Window shadows
ImGuiCol_COUNT
};
@ -1875,9 +1876,11 @@ struct ImGuiStyle
bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList).
bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
bool RoundCornersUseTex; // Enable using textures instead of strokes to draw rounded corners/circles where possible.
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
float WindowShadowSize; // Size (in pixels) of window shadows. Set this to zero to disable shadows.
float WindowShadowOffsetDist; // Offset distance (in pixels) of window shadows from casting window.
float WindowShadowOffsetAngle; // Offset angle of window shadows from casting window (0.0f = left, 0.5f*PI = bottom, 1.0f*PI = right, 1.5f*PI = top).
ImVec4 Colors[ImGuiCol_COUNT];
IMGUI_API ImGuiStyle();
@ -2474,7 +2477,8 @@ enum ImDrawFlags_
ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone
ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
ImDrawFlags_ShadowCutOutShapeBackground = 1 << 9 // Do not render the shadow shape under the objects to be shadowed to save on fill-rate or facilitate blending. Slower on CPU.
};
// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
@ -2485,8 +2489,7 @@ enum ImDrawListFlags_
ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering.
ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
ImDrawListFlags_RoundCornersUseTex = 1 << 4 // Enable using textures instead of strokes to draw rounded corners/circles where possible.
ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
};
// Draw command list
@ -2564,6 +2567,23 @@ struct ImDrawList
IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
// Shadows primitives
// [BETA] API
// - Add shadow for a object, with min/max or center/radius describing the object extents, and offset shifting the shadow.
// - Rounding parameters refer to the object itself, not the shadow!
// - By default, the area under the object is filled, because this is simpler to process.
// Using the ImDrawFlags_ShadowCutOutShapeBackground flag makes the function not render this area and leave a hole under the object.
// - Shadows w/ fill under the object: a bit faster for CPU, more pixels rendered, visible/darkening if used behind a transparent shape.
// Typically used by: small, frequent objects, opaque objects, transparent objects if shadow darkening isn't an issue.
// - Shadows w/ hole under the object: a bit slower for CPU, less pixels rendered, no difference if used behind a transparent shape.
// Typically used by: large, infrequent objects, transparent objects if exact blending/color matter.
// - FIXME-SHADOWS: 'offset' + ImDrawFlags_ShadowCutOutShapeBackground are not currently supported together with AddShadowCircle(), AddShadowConvexPoly(), AddShadowNGon().
#define IMGUI_HAS_SHADOWS 1
IMGUI_API void AddShadowRect(const ImVec2& obj_min, const ImVec2& obj_max, ImU32 shadow_col, float shadow_thickness, const ImVec2& shadow_offset, ImDrawFlags flags = 0, float obj_rounding = 0.0f);
IMGUI_API void AddShadowCircle(const ImVec2& obj_center, float obj_radius, ImU32 shadow_col, float shadow_thickness, const ImVec2& shadow_offset, ImDrawFlags flags = 0, int obj_num_segments = 12);
IMGUI_API void AddShadowConvexPoly(const ImVec2* points, int points_count, ImU32 shadow_col, float shadow_thickness, const ImVec2& shadow_offset, ImDrawFlags flags = 0);
IMGUI_API void AddShadowNGon(const ImVec2& obj_center, float obj_radius, ImU32 shadow_col, float shadow_thickness, const ImVec2& shadow_offset, ImDrawFlags flags, int obj_num_segments);
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
inline void PathClear() { _Path.Size = 0; }
inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
@ -2646,6 +2666,24 @@ struct ImDrawData
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
//-----------------------------------------------------------------------------
// [Internal] Shadow texture baking config
struct ImFontAtlasShadowTexConfig
{
int TexCornerSize; // Size of the corner areas.
int TexEdgeSize; // Size of the edge areas (and by extension the center). Changing this is normally unnecessary.
float TexFalloffPower; // The power factor for the shadow falloff curve.
float TexDistanceFieldOffset; // How much to offset the distance field by (allows over/under-shadowing, potentially useful for accommodating rounded corners on the "casting" shape).
bool TexBlur; // Do we want to Gaussian blur the shadow texture?
inline ImFontAtlasShadowTexConfig() { memset(this, 0, sizeof(*this)); }
IMGUI_API void SetupDefaults();
int GetRectTexPadding() const { return 2; } // Number of pixels of padding to add to the rectangular texture to avoid sampling artifacts at the edges.
int CalcRectTexSize() const { return TexCornerSize + TexEdgeSize + GetRectTexPadding(); } // The size of the texture area required for the actual 2x2 rectangle shadow texture (after the redundant corners have been removed). Padding is required here to avoid sampling artifacts at the edge adjoining the removed corners. int CalcConvexTexWidth() const; // The width of the texture area required for the convex shape shadow texture.
int GetConvexTexPadding() const { return 8; } // Number of pixels of padding to add to the convex shape texture to avoid sampling artifacts at the edges. This also acts as padding for the expanded corner triangles.
int CalcConvexTexWidth() const; // The width of the texture area required for the convex shape shadow texture.
int CalcConvexTexHeight() const; // The height of the texture area required for the convex shape shadow texture.
};
struct ImFontConfig
{
void* FontData; // // TTF/OTF data
@ -2701,16 +2739,6 @@ struct ImFontGlyphRangesBuilder
IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
};
// Data for texture-based rounded corners for a given radius
struct ImFontRoundedCornerData
{
ImVec4 TexUvFilled; // UV of filled round corner quad in the atlas (only valid when stroke width is 1)
ImVec4 TexUvStroked; // UV of stroked round corner quad in the atlas
float ParametricStrokeWidth; // Pre-calculated value for stroke width divided by the radius
int RectId; // Rect ID in the atlas, or -1 if there is no data
bool StrokedUsesAlternateUVs; // True if stroked drawing should use the alternate (i.e. other corner) UVs
};
// See ImFontAtlas::AddCustomRectXXX functions.
struct ImFontAtlasCustomRect
{
@ -2730,8 +2758,7 @@ enum ImFontAtlasFlags_
ImFontAtlasFlags_None = 0,
ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
ImFontAtlasFlags_NoBakedRoundCorners= 1 << 3 // Don't build round corners into the atlas.
ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
};
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
@ -2845,8 +2872,10 @@ struct ImFontAtlas
int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
ImVector<ImFontRoundedCornerData> TexRoundCornerData; // Data for texture-based round corners indexed by radius/size (from 1 to ImFontAtlasRoundCornersMaxSize) and stroke width (from 1 to ImFontAtlasRoundCornersMaxStrokeWidth), with index = stroke_width_index + (radius_index * ImFontAtlasRoundCornersMaxStrokeWidth).
ImVector<ImFontRoundedCornerData> TexSquareCornerData; // The same as TexRoundCornerData, but with square corners instead of rounded ones
// [Internal] Shadow data
int ShadowRectIds[2]; // IDs of rect for shadow textures
ImVec4 ShadowRectUvs[10]; // UV coordinates for shadow textures, 9 for the rectangle shadows and the final entry for the convex shape shadows
ImFontAtlasShadowTexConfig ShadowTexConfig; // Shadow texture baking config
// [Obsolete]
//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+

View File

@ -1,4 +1,4 @@
// dear imgui, v1.88 WIP
// dear imgui, v1.87
// (demo code)
// Help:
@ -240,177 +240,6 @@ void ImGui::ShowUserGuide()
ImGui::Unindent();
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
static void GetVtxIdxDelta(ImDrawList* dl, int* vtx, int *idx)
{
static int vtx_n, idx_n;
static int vtx_o, idx_o;
vtx_n = dl->VtxBuffer.Size;
idx_n = dl->IdxBuffer.Size;
*vtx = vtx_n - vtx_o;
*idx = idx_n - idx_o;
vtx_o = vtx_n;
idx_o = idx_n;
}
// https://github.com/ocornut/imgui/issues/1962
static void TestTextureBasedRender()
{
ImGuiIO& io = ImGui::GetIO();
ImGuiStyle& style = ImGui::GetStyle();
ImGui::Begin("tex_round_corners");
bool old_round_corners_use_tex = style.RoundCornersUseTex;
style.RoundCornersUseTex ^= io.KeyShift;
if (ImGui::Checkbox("style.RoundCornersUseTex (hold SHIFT to toggle)", &style.RoundCornersUseTex))
old_round_corners_use_tex = !old_round_corners_use_tex;
if (style.RoundCornersUseTex)
ImGui::GetWindowDrawList()->Flags |= ImDrawListFlags_RoundCornersUseTex;
else
ImGui::GetWindowDrawList()->Flags &= ~ImDrawListFlags_RoundCornersUseTex;
static float radius = 16.0f; // ImFontAtlasRoundCornersMaxSize * 0.5f;
static int segments = 20;
static int ngon_segments = 6;
ImGui::SliderFloat("radius", &radius, 0.0f, 64.0f /*(float)ImFontAtlasRoundCornersMaxSize*/, "%.0f");
static int width = 180;
static int height = 180;
ImGui::SliderInt("width", &width, 1, 200);
ImGui::SliderInt("height", &height, 1, 200);
static float stroke_width = 1.0f;
ImGui::SliderFloat("stroke_width", &stroke_width, 1.0f, 10.0f, "%.0f");
int vtx_n = 0;
int idx_n = 0;
ImDrawList* draw_list = ImGui::GetWindowDrawList();
{
ImGui::BeginGroup();
ImGui::PushItemWidth(120);
ImGui::SliderInt("segments", &segments, 0, 100);
ImGui::PopItemWidth();
{
ImGui::Button("##1", ImVec2(200, 200));
GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
ImVec2 min = ImGui::GetItemRectMin();
ImVec2 size = ImGui::GetItemRectSize();
draw_list->AddCircleFilled(ImVec2(min.x + size.x * 0.5f, min.y + size.y * 0.5f), radius, IM_COL32(255,0,255,255), segments);
GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
ImGui::Text("AddCircleFilled\n %d vtx, %d idx", vtx_n, idx_n);
}
{
ImGui::Button("##2", ImVec2(200, 200));
GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
ImVec2 min = ImGui::GetItemRectMin();
ImVec2 size = ImGui::GetItemRectSize();
draw_list->AddCircle(ImVec2(min.x + size.x * 0.5f, min.y + size.y * 0.5f), radius, IM_COL32(255,0,255,255), segments, stroke_width);
GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
ImGui::Text("AddCircle\n %d vtx, %d idx", vtx_n, idx_n);
}
ImGui::EndGroup();
}
ImGui::SameLine();
{
ImGui::BeginGroup();
static ImDrawFlags corner_flags = ImDrawFlags_RoundCornersAll;
ImGui::CheckboxFlags("TL", (unsigned int*)&corner_flags, ImDrawFlags_RoundCornersTopLeft);
ImGui::SameLine();
ImGui::CheckboxFlags("TR", (unsigned int*)&corner_flags, ImDrawFlags_RoundCornersTopRight);
ImGui::SameLine();
ImGui::CheckboxFlags("BL", (unsigned int*)&corner_flags, ImDrawFlags_RoundCornersBottomLeft);
ImGui::SameLine();
ImGui::CheckboxFlags("BR", (unsigned int*)&corner_flags, ImDrawFlags_RoundCornersBottomRight);
{
ImGui::Button("##3", ImVec2(200, 200));
ImVec2 size = ImGui::GetItemRectSize();
ImVec2 r_min = ImVec2(ImGui::GetItemRectMin().x + ((size.x - width) * 0.5f), ImGui::GetItemRectMin().y + ((size.y - height) * 0.5f));
ImVec2 r_max = ImVec2(r_min.x + width, r_min.y + height);
GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
draw_list->AddRectFilled(r_min, r_max, IM_COL32(255,0,255,255), radius, corner_flags ? corner_flags : ImDrawFlags_RoundCornersNone);
GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
ImGui::Text("AddRectFilled\n %d vtx, %d idx", vtx_n, idx_n);
}
{
ImGui::Button("##4", ImVec2(200, 200));
ImVec2 size = ImGui::GetItemRectSize();
ImVec2 r_min = ImVec2(ImGui::GetItemRectMin().x + ((size.x - width) * 0.5f), ImGui::GetItemRectMin().y + ((size.y - height) * 0.5f));
ImVec2 r_max = ImVec2(r_min.x + width, r_min.y + height);
GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
draw_list->AddRect(r_min, r_max, IM_COL32(255,0,255,255), radius, corner_flags, stroke_width);
GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
ImGui::Text("AddRect\n %d vtx, %d idx", vtx_n, idx_n);
}
ImGui::EndGroup();
}
ImGui::SameLine();
{
ImGui::BeginGroup();
ImGui::PushItemWidth(120);
ImGui::SliderInt("ngon_segments", &ngon_segments, 3, 16);
ImGui::PopItemWidth();
{
ImGui::Button("##3", ImVec2(200, 200));
GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
ImVec2 min = ImGui::GetItemRectMin();
ImVec2 size = ImGui::GetItemRectSize();
draw_list->AddNgonFilled(ImVec2(min.x + size.x * 0.5f, min.y + size.y * 0.5f), radius, IM_COL32(255, 0, 255, 255), ngon_segments);
GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
ImGui::Text("AddNgonFilled\n %d vtx, %d idx", vtx_n, idx_n);
}
{
ImGui::Button("##4", ImVec2(200, 200));
GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
ImVec2 min = ImGui::GetItemRectMin();
ImVec2 size = ImGui::GetItemRectSize();
draw_list->AddNgon(ImVec2(min.x + size.x * 0.5f, min.y + size.y * 0.5f), radius, IM_COL32(255, 0, 255, 255), ngon_segments, stroke_width);
GetVtxIdxDelta(draw_list, &vtx_n, &idx_n);
ImGui::Text("AddNgon\n %d vtx, %d idx", vtx_n, idx_n);
}
ImGui::EndGroup();
}
ImGui::Separator();
ImGui::Text("Style");
ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 3.0f, "%.0f");
ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 100.0f, "%.0f");
ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 100.0f, "%.0f");
// Show atlas
ImGui::Text("Atlas");
ImFontAtlas* atlas = ImGui::GetIO().Fonts;
ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), ImColor(255, 255, 255, 255), ImColor(255, 255, 255, 128));
style.RoundCornersUseTex = old_round_corners_use_tex;
ImGui::End();
}
//-----------------------------------------------------------------------------
// [SECTION] Demo Window / ShowDemoWindow()
//-----------------------------------------------------------------------------
@ -580,8 +409,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION);
ImGui::Spacing();
TestTextureBasedRender();
IMGUI_DEMO_MARKER("Help");
if (ImGui::CollapsingHeader("Help"))
{
@ -6448,7 +6275,6 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering).");
ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
ImGui::Checkbox("Rounded corner textures", &style.RoundCornersUseTex);
ImGui::PushItemWidth(ImGui::GetFontSize() * 8);
ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f");
if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;
@ -6502,6 +6328,22 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Shadows"))
{
ImGui::Text("Window shadows:");
ImGui::ColorEdit4("Color", (float*)&style.Colors[ImGuiCol_WindowShadow], ImGuiColorEditFlags_AlphaBar);
ImGui::SameLine();
HelpMarker("Same as 'WindowShadow' in Colors tab.");
ImGui::SliderFloat("Size", &style.WindowShadowSize, 0.0f, 128.0f, "%.1f");
ImGui::SameLine();
HelpMarker("Set shadow size to zero to disable shadows.");
ImGui::SliderFloat("Offset distance", &style.WindowShadowOffsetDist, 0.0f, 64.0f, "%.0f");
ImGui::SliderAngle("Offset angle", &style.WindowShadowOffsetAngle);
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
@ -7773,6 +7615,165 @@ static void ShowExampleAppCustomRendering(bool* p_open)
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Shadows"))
{
static float shadow_thickness = 40.0f;
static ImVec4 shadow_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);
static bool shadow_filled = false;
static ImVec4 shape_color = ImVec4(0.9f, 0.6f, 0.3f, 1.0f);
static float shape_rounding = 0.0f;
static ImVec2 shadow_offset(0.0f, 0.0f);
static ImVec4 background_color = ImVec4(0.5f, 0.5f, 0.7f, 1.0f);
static bool wireframe = false;
static bool aa = true;
static int poly_shape_index = 0;
ImGui::Checkbox("Shadow filled", &shadow_filled);
ImGui::SameLine();
HelpMarker("This will fill the section behind the shape to shadow. It's often unnecessary and wasteful but provided for consistency.");
ImGui::Checkbox("Wireframe shapes", &wireframe);
ImGui::SameLine();
HelpMarker("This draws the shapes in wireframe so you can see the shadow underneath.");
ImGui::Checkbox("Anti-aliasing", &aa);
ImGui::DragFloat("Shadow Thickness", &shadow_thickness, 1.0f, 0.0f, 100.0f, "%.02f");
ImGui::SliderFloat2("Offset", (float*)&shadow_offset, -32.0f, 32.0f);
ImGui::SameLine();
HelpMarker("Note that currently circles/convex shapes do not support non-zero offsets for unfilled shadows.");
ImGui::ColorEdit4("Background Color", &background_color.x);
ImGui::ColorEdit4("Shadow Color", &shadow_color.x);
ImGui::ColorEdit4("Shape Color", &shape_color.x);
ImGui::DragFloat("Shape Rounding", &shape_rounding, 1.0f, 0.0f, 20.0f, "%.02f");
ImGui::Combo("Convex shape", &poly_shape_index, "Shape 1\0Shape 2\0Shape 3\0Shape 4\0Shape 4 (winding reversed)");
ImDrawList* draw_list = ImGui::GetWindowDrawList();
ImDrawListFlags old_flags = draw_list->Flags;
if (aa)
draw_list->Flags |= ~ImDrawListFlags_AntiAliasedFill;
else
draw_list->Flags &= ~ImDrawListFlags_AntiAliasedFill;
// Fill a strip of background
draw_list->AddRectFilled(ImVec2(ImGui::GetCursorScreenPos().x, ImGui::GetCursorScreenPos().y), ImVec2(ImGui::GetCursorScreenPos().x + ImGui::GetWindowContentRegionMax().x, ImGui::GetCursorScreenPos().y + 200.0f), ImGui::GetColorU32(background_color));
// Rectangle
{
ImVec2 p = ImGui::GetCursorScreenPos();
ImGui::Dummy(ImVec2(200.0f, 200.0f));
ImVec2 r1(p.x + 50.0f, p.y + 50.0f);
ImVec2 r2(p.x + 150.0f, p.y + 150.0f);
ImDrawFlags draw_flags = shadow_filled ? ImDrawFlags_None : ImDrawFlags_ShadowCutOutShapeBackground;
draw_list->AddShadowRect(r1, r2, ImGui::GetColorU32(shadow_color), shadow_thickness, shadow_offset, draw_flags, shape_rounding);
if (wireframe)
draw_list->AddRect(r1, r2, ImGui::GetColorU32(shape_color), shape_rounding);
else
draw_list->AddRectFilled(r1, r2, ImGui::GetColorU32(shape_color), shape_rounding);
}
ImGui::SameLine();
// Circle
{
ImVec2 p = ImGui::GetCursorScreenPos();
ImGui::Dummy(ImVec2(200.0f, 200.0f));
// FIXME-SHADOWS: Offset forced to zero when shadow is not filled because it isn't supported
float off = 10.0f;
ImVec2 r1(p.x + 50.0f + off, p.y + 50.0f + off);
ImVec2 r2(p.x + 150.0f - off, p.y + 150.0f - off);
ImVec2 center(p.x + 100.0f, p.y + 100.0f);
ImDrawFlags draw_flags = shadow_filled ? ImDrawFlags_None : ImDrawFlags_ShadowCutOutShapeBackground;
draw_list->AddShadowCircle(center, 50.0f, ImGui::GetColorU32(shadow_color), shadow_thickness, shadow_filled ? shadow_offset : ImVec2(0.0f, 0.0f), draw_flags, 0);
if (wireframe)
draw_list->AddCircle(center, 50.0f, ImGui::GetColorU32(shape_color), 0);
else
draw_list->AddCircleFilled(center, 50.0f, ImGui::GetColorU32(shape_color), 0);
}
ImGui::SameLine();
// Convex shape
{
ImVec2 pos = ImGui::GetCursorScreenPos();
ImGui::Dummy(ImVec2(200.0f, 200.0f));
const ImVec2 poly_centre(pos.x + 50.0f, pos.y + 100.0f);
ImVec2 poly_points[8];
int poly_points_count = 0;
switch (poly_shape_index)
{
default:
case 0:
{
poly_points[0] = ImVec2(poly_centre.x - 32.0f, poly_centre.y);
poly_points[1] = ImVec2(poly_centre.x - 24.0f, poly_centre.y + 24.0f);
poly_points[2] = ImVec2(poly_centre.x, poly_centre.y + 32.0f);
poly_points[3] = ImVec2(poly_centre.x + 24.0f, poly_centre.y + 24.0f);
poly_points[4] = ImVec2(poly_centre.x + 32.0f, poly_centre.y);
poly_points[5] = ImVec2(poly_centre.x + 24.0f, poly_centre.y - 24.0f);
poly_points[6] = ImVec2(poly_centre.x, poly_centre.y - 32.0f);
poly_points[7] = ImVec2(poly_centre.x - 32.0f, poly_centre.y - 32.0f);
poly_points_count = 8;
break;
}
case 1:
{
poly_points[0] = ImVec2(poly_centre.x + 40.0f, poly_centre.y - 20.0f);
poly_points[1] = ImVec2(poly_centre.x, poly_centre.y + 32.0f);
poly_points[2] = ImVec2(poly_centre.x - 24.0f, poly_centre.y - 32.0f);
poly_points_count = 3;
break;
}
case 2:
{
poly_points[0] = ImVec2(poly_centre.x - 32.0f, poly_centre.y);
poly_points[1] = ImVec2(poly_centre.x, poly_centre.y + 32.0f);
poly_points[2] = ImVec2(poly_centre.x + 32.0f, poly_centre.y);
poly_points[3] = ImVec2(poly_centre.x, poly_centre.y - 32.0f);
poly_points_count = 4;
break;
}
case 3:
{
poly_points[0] = ImVec2(poly_centre.x - 4.0f, poly_centre.y - 20.0f);
poly_points[1] = ImVec2(poly_centre.x + 12.0f, poly_centre.y + 2.0f);
poly_points[2] = ImVec2(poly_centre.x + 8.0f, poly_centre.y + 16.0f);
poly_points[3] = ImVec2(poly_centre.x, poly_centre.y + 32.0f);
poly_points[4] = ImVec2(poly_centre.x - 16.0f, poly_centre.y - 32.0f);
poly_points_count = 5;
break;
}
case 4: // Same as test case 3 but with reversed winding
{
poly_points[0] = ImVec2(poly_centre.x - 16.0f, poly_centre.y - 32.0f);
poly_points[1] = ImVec2(poly_centre.x, poly_centre.y + 32.0f);
poly_points[2] = ImVec2(poly_centre.x + 8.0f, poly_centre.y + 16.0f);
poly_points[3] = ImVec2(poly_centre.x + 12.0f, poly_centre.y + 2.0f);
poly_points[4] = ImVec2(poly_centre.x - 4.0f, poly_centre.y - 20.0f);
poly_points_count = 5;
break;
}
}
// FIXME-SHADOWS: Offset forced to zero when shadow is not filled because it isn't supported
ImDrawFlags draw_flags = shadow_filled ? ImDrawFlags_None : ImDrawFlags_ShadowCutOutShapeBackground;
draw_list->AddShadowConvexPoly(poly_points, poly_points_count, ImGui::GetColorU32(shadow_color), shadow_thickness, shadow_filled ? shadow_offset : ImVec2(0.0f, 0.0f), draw_flags);
if (wireframe)
draw_list->AddPolyline(poly_points, poly_points_count, ImGui::GetColorU32(shape_color), true, 1.0f);
else
draw_list->AddConvexPolyFilled(poly_points, poly_points_count, ImGui::GetColorU32(shape_color));
}
draw_list->Flags = old_flags;
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("BG/FG draw lists"))
{
static bool draw_bg = true;

File diff suppressed because it is too large Load Diff

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@ -1,4 +1,4 @@
// dear imgui, v1.88 WIP
// dear imgui, v1.87
// (internal structures/api)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@ -132,6 +132,7 @@ struct ImGuiPopupData; // Storage for current popup stack
struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting
struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it
struct ImGuiStyleShadowTexConfig; // Shadow Texture baking config
struct ImGuiTabBar; // Storage for a tab bar
struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
struct ImGuiTable; // Storage for a table
@ -438,6 +439,7 @@ static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t)
static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); }
static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }
static inline float ImLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImSqrt(d); return fail_value; }
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; }
static inline float ImFloor(float f) { return (float)(int)(f); }
static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
@ -469,17 +471,17 @@ IM_MSVC_RUNTIME_CHECKS_OFF
struct ImVec1
{
float x;
constexpr ImVec1() : x(0.0f) { }
constexpr ImVec1(float _x) : x(_x) { }
ImVec1() { x = 0.0f; }
ImVec1(float _x) { x = _x; }
};
// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage)
struct ImVec2ih
{
short x, y;
constexpr ImVec2ih() : x(0), y(0) {}
constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {}
constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {}
ImVec2ih() { x = y = 0; }
ImVec2ih(short _x, short _y) { x = _x; y = _y; }
explicit ImVec2ih(const ImVec2& rhs) { x = (short)rhs.x; y = (short)rhs.y; }
};
// Helper: ImRect (2D axis aligned bounding-box)
@ -489,10 +491,10 @@ struct IMGUI_API ImRect
ImVec2 Min; // Upper-left
ImVec2 Max; // Lower-right
constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {}
constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {}
ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); }
ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); }
@ -725,8 +727,8 @@ struct IMGUI_API ImDrawListSharedData
ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead)
const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas
ImVector<ImFontRoundedCornerData>* TexRoundCornerData; // Data for texture-based rounded corners, indexed by radius
ImVector<ImFontRoundedCornerData>* TexSquareCornerData; // Data for texture-based square corners, indexed by radius
int* ShadowRectIds; // IDs of rects for shadow texture (2 entries)
const ImVec4* ShadowRectUvs; // UV coordinates for shadow texture (10 entries)
ImDrawListSharedData();
void SetCircleTessellationMaxError(float max_error);
@ -1174,7 +1176,7 @@ enum ImGuiInputEventType
ImGuiInputEventType_MouseWheel,
ImGuiInputEventType_MouseButton,
ImGuiInputEventType_Key,
ImGuiInputEventType_Text,
ImGuiInputEventType_Char,
ImGuiInputEventType_Focus,
ImGuiInputEventType_COUNT
};
@ -1513,8 +1515,7 @@ struct ImGuiStackLevelInfo
ImGuiID ID;
ImS8 QueryFrameCount; // >= 1: Query in progress
bool QuerySuccess; // Obtained result from DebugHookIdInfo()
ImGuiDataType DataType : 8;
char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed.
char Desc[58]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?)
ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); }
};
@ -1526,10 +1527,8 @@ struct ImGuiStackTool
int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level
ImGuiID QueryId; // ID to query details for
ImVector<ImGuiStackLevelInfo> Results;
bool CopyToClipboardOnCtrlC;
float CopyToClipboardLastTime;
ImGuiStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; }
ImGuiStackTool() { memset(this, 0, sizeof(*this)); }
};
//-----------------------------------------------------------------------------
@ -2766,14 +2765,13 @@ namespace ImGui
IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0);
IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);
// Render helpers (those functions don't access any ImGui state!)
IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f);
IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);
IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);
IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);
IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
IMGUI_API bool RenderWindowResizeGrip(ImDrawList* draw_list, const ImVec2& corner, unsigned int rad, unsigned int overall_grip_size, ImDrawFlags flags, ImU32 col);
IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding);
@ -2876,6 +2874,7 @@ namespace ImGui
} // namespace ImGui
//-----------------------------------------------------------------------------
// [SECTION] ImFontAtlas internal API
//-----------------------------------------------------------------------------
@ -2899,16 +2898,6 @@ IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas
IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);
IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride);
// Note that stroke width increases effective radius, so (e.g.) a max radius circle will have to use the fallback path if stroke width is > 1. Note that ImFontAtlasRoundCornersSizeMask is 64 bits so this value can only go up to a maximum of 64 at present.
const int ImFontAtlasRoundCornersMaxSize = 32; // Maximum size of rounded corner texture to generate in fonts
// Bit mask for which radii will have texture generated for them, starting from radius 1. Only bits up to ImFontAtlasRoundCornersMaxSize are considered.
const ImU64 ImFontAtlasRoundCornersSizeMask = (1ULL << ImFontAtlasRoundCornersMaxSize) - 1;
const int ImFontAtlasRoundCornersMaxStrokeWidth = 4; // Maximum stroke width of rounded corner texture to generate in fonts
// Bit mask for which stroke widths should have textures generated for them (the default of 0x0B means widths 1, 2 and 4)
// Only bits up to ImFontAtlasRoundCornersMaxStrokeWidth are considered, and bit 0 (stroke width 1) must always be set
// Optimally there should be an odd number of bits set, as the texture packing packs the data in pairs, with one half of one pair being occupied by the filled texture
const ImU32 ImFontAtlasRoundCornersStrokeWidthMask = 0x0B;
//-----------------------------------------------------------------------------
// [SECTION] Test Engine specific hooks (imgui_test_engine)
//-----------------------------------------------------------------------------

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@ -1,4 +1,4 @@
// dear imgui, v1.88 WIP
// dear imgui, v1.87
// (tables and columns code)
/*

View File

@ -1,4 +1,4 @@
// dear imgui, v1.88 WIP
// dear imgui, v1.87
// (widgets code)
/*
@ -82,7 +82,6 @@ Index of this file:
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
#endif
//-------------------------------------------------------------------------
@ -6781,10 +6780,14 @@ bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, Im
}
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
// Create window
PushStyleColor(ImGuiCol_WindowShadow, ImVec4(0, 0, 0, 0));
PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint
bool is_open = Begin(name, NULL, window_flags);
PopStyleVar(2);
PopStyleColor();
return is_open;
}