Compare commits

...

16 Commits
v1.00 ... v1.02

Author SHA1 Message Date
8825545653 Portability fixes to OpenGL example application (courtesy of djoshea) 2014-08-12 11:21:47 +01:00
150ad95bd6 Missing assert + comments 2014-08-12 00:36:13 +01:00
ab8561e6fc Tweaked checkbox/radio default hover color to be less distracting. Added GetItemWidth(). Added text filter to style editor. 2014-08-12 00:04:13 +01:00
2a1ba33263 Merge pull request #9 from mhristov/master
Checkbox & radio button improvements
2014-08-11 23:37:53 +01:00
4fa623c43b Update README.md 2014-08-11 23:07:29 +01:00
080eb69e68 Removed dependency on limits.h 2014-08-11 22:31:45 +01:00
1b330f420e Checkboxes and radio buttons can be clicked on their labels as well as their icon 2014-08-11 21:43:48 +02:00
28df6f39d9 Added ImGuiCol_CheckHovered to show hovered checkboxes and radio buttons 2014-08-11 21:35:27 +02:00
98a000055e Tidying up example applications 2014-08-11 17:46:54 +01:00
4020ef7b58 Tidying up example applications 2014-08-11 16:17:59 +01:00
86d2c9d232 Commented samples and shuffled bits of the initialisation based on user's feedback. 2014-08-11 15:02:33 +01:00
8ab2942716 Added PixelCenterOffset for OpenGL/DirectX compatibility. 2014-08-11 14:51:22 +01:00
680a5a9b54 Git ignore imgui.ini files 2014-08-11 14:46:04 +01:00
900dd3bd0f Update README.md
Clarifying C++
Added item in todo list
2014-08-11 12:45:47 +01:00
678f6d3a3d Missing includes for some platforms 2014-08-11 12:13:05 +01:00
42419b59c0 Ignore list for Visual Studio output and temporaries 2014-08-11 11:10:50 +01:00
7 changed files with 236 additions and 198 deletions

14
.gitignore vendored Normal file
View File

@ -0,0 +1,14 @@
## Visual Studio files
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
*.opensdf
*.sdf
*.suo
*.vcxproj.user
## Ini files
imgui.ini

View File

@ -1,11 +1,11 @@
ImGui
=====
ImGui is a bloat-free graphical user interface library for C/C++. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build simple user interfaces with ease.
ImGui is a bloat-free graphical user interface library for C++. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build simple user interfaces with ease.
ImGui is designed to allow programmers to create "content creation" or "debug" tools (as opposed to tools for the average end-user). It favors simplicity and thus lacks certain features normally found in more high-level libraries, such as string localisation.
Usage example:
After ImGui is setup in your application, you can use it like in this example:
![screenshot of sample code alongside its output with ImGui](/web/code_sample_01.png?raw=true)

View File

@ -12,16 +12,15 @@ static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
struct CUSTOMVERTEX
{
D3DXVECTOR3 position;
D3DCOLOR color;
float tu, tv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structuer)
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
size_t total_vtx_count = 0;
@ -30,31 +29,13 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
if (total_vtx_count == 0)
return;
ImVector<ImVec4> clip_rect_stack;
clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999));
// Setup orthographic projection
// Set up world matrix
D3DXMATRIXA16 mat;
D3DXMatrixIdentity(&mat);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
D3DXMatrixOrthoOffCenterLH(&mat, 0.0f, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y, 0.0f, -1.0f, +1.0f);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
D3DSURFACE_DESC texture_desc;
g_pTexture->GetLevelDesc(0, &texture_desc);
// Fill the vertex buffer
// Copy and convert all vertices into a single contiguous buffer
CUSTOMVERTEX* vtx_dst;
if (g_pVB->Lock(0, total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
return;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
if (cmd_list->commands.empty() || cmd_list->vtx_buffer.empty())
continue;
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
@ -73,11 +54,10 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
// Setup render state: alpha-blending enabled, no face culling, no depth testing
// Setup render state: alpha-blending, no face culling, no depth testing
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
@ -94,42 +74,46 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
int vtx_consumed = 0; // offset in vertex buffer. each command consume ImDrawCmd::vtx_count of those
bool clip_rect_dirty = true;
// Setup orthographic projection matrix
D3DXMATRIXA16 mat;
D3DXMatrixIdentity(&mat);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
D3DXMatrixOrthoOffCenterLH(&mat, 0.0f, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y, 0.0f, -1.0f, +1.0f);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
// Render command lists
int vtx_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
// Setup stack of clipping rectangles
int clip_rect_buf_offset = 0;
ImVector<ImVec4> clip_rect_stack;
clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999));
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
if (cmd_list->commands.empty() || cmd_list->vtx_buffer.empty())
continue;
const ImDrawCmd* pcmd = &cmd_list->commands.front();
const ImDrawCmd* pcmd_end = &cmd_list->commands.back();
int clip_rect_buf_consumed = 0; // offset in cmd_list->clip_rect_buffer. each PushClipRect command consume 1 of those.
while (pcmd <= pcmd_end)
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
{
const ImDrawCmd& cmd = *pcmd++;
switch (cmd.cmd_type)
switch (pcmd->cmd_type)
{
case ImDrawCmdType_DrawTriangleList:
if (clip_rect_dirty)
{
const ImVec4& clip_rect = clip_rect_stack.back();
const RECT r = { (LONG)clip_rect.x, (LONG)clip_rect.y, (LONG)clip_rect.z, (LONG)clip_rect.w };
g_pd3dDevice->SetScissorRect(&r);
clip_rect_dirty = false;
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
vtx_offset += pcmd->vtx_count;
}
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_consumed, cmd.vtx_count/3);
vtx_consumed += cmd.vtx_count;
break;
case ImDrawCmdType_PushClipRect:
clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_consumed++]);
clip_rect_dirty = true;
clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_offset++]);
break;
case ImDrawCmdType_PopClipRect:
clip_rect_stack.pop_back();
clip_rect_dirty = true;
break;
}
}
@ -203,17 +187,6 @@ HRESULT InitD3D(HWND hWnd)
if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
return E_FAIL;
// Create the vertex buffer.
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
return E_FAIL;
// Load font texture
const void* png_data;
unsigned int png_size;
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_pTexture) < 0)
return E_FAIL;
return S_OK;
}
@ -247,9 +220,11 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
// Mouse wheel: -1,0,+1
io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
return true;
@ -274,9 +249,10 @@ void InitImGui()
GetClientRect(hWnd, &rect);
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
io.DeltaTime = 1.0f/60.0f;
io.KeyMap[ImGuiKey_Tab] = VK_TAB;
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@ -297,6 +273,23 @@ void InitImGui()
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
{
IM_ASSERT(0);
return;
}
// Load font texture
const void* png_data;
unsigned int png_size;
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_pTexture) < 0)
{
IM_ASSERT(0);
return;
}
}
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
@ -386,13 +379,15 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
ImGui::End();
}
// 3) Render
// 3) Rendering
// Clear frame buffer
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0); // Clear the backbuffer and the zbuffer
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0);
if (g_pd3dDevice->BeginScene() >= 0)
{
// Render ImGui
ImGui::Render();
g_pd3dDevice->EndScene();
}

View File

@ -15,9 +15,8 @@ static GLuint vertexShader;
static GLuint fragmentShader;
static GLuint shaderProgram;
static GLuint fontTex;
static GLint uniMVP;
static GLint uniClipRect;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structuer)
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
size_t total_vtx_count = 0;
@ -26,92 +25,83 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
if (total_vtx_count == 0)
return;
int read_pos_clip_rect_buf = 0; // offset in 'clip_rect_buffer'. each PushClipRect command consume 1 of those.
ImVector<ImVec4> clip_rect_stack;
clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999));
// Setup orthographic projection
const float L = 0.0f;
const float R = ImGui::GetIO().DisplaySize.x;
const float B = ImGui::GetIO().DisplaySize.y;
const float T = 0.0f;
const float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ -(R+L)/(R-L), -(T+B)/(T-B), 0.0f, 1.0f },
};
// Copy all vertices into a single contiguous GL buffer
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindVertexArray(vao);
glBufferData(GL_ARRAY_BUFFER, total_vtx_count * sizeof(ImDrawVert), NULL, GL_STREAM_DRAW);
unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
if (!buffer_data)
return;
int vtx_consumed = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
if (!cmd_list->vtx_buffer.empty())
{
memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
vtx_consumed += cmd_list->vtx_buffer.size();
}
memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glUseProgram(shaderProgram);
glUniformMatrix4fv(uniMVP, 1, GL_FALSE, &mvp[0][0]);
// Setup render state: alpha-blending enabled, no face culling, no depth testing
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
// Bind texture and enable our shader
glBindTexture(GL_TEXTURE_2D, fontTex);
glUseProgram(shaderProgram);
const GLint uniMVP = glGetUniformLocation(shaderProgram, "MVP");
const GLint uniClipRect = glGetUniformLocation(shaderProgram, "ClipRect");
vtx_consumed = 0; // offset in vertex buffer. each command consume ImDrawCmd::vtx_count of those
bool clip_rect_dirty = true;
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
const float mvp[4][4] =
{
{ 2.0f/width, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ -1.0f, 1.0f, 0.0f, 1.0f },
};
glUniformMatrix4fv(uniMVP, 1, GL_FALSE, &mvp[0][0]);
// Render command lists
int vtx_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
// Setup stack of clipping rectangles
int clip_rect_buf_offset = 0;
ImVector<ImVec4> clip_rect_stack;
clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999));
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
if (cmd_list->commands.empty() || cmd_list->vtx_buffer.empty())
continue;
const ImDrawCmd* pcmd = &cmd_list->commands.front();
const ImDrawCmd* pcmd_end = &cmd_list->commands.back();
int clip_rect_buf_consumed = 0; // offset in cmd_list->clip_rect_buffer. each PushClipRect command consume 1 of those.
while (pcmd <= pcmd_end)
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
{
const ImDrawCmd& cmd = *pcmd++;
switch (cmd.cmd_type)
switch (pcmd->cmd_type)
{
case ImDrawCmdType_DrawTriangleList:
if (clip_rect_dirty)
{
glUniform4fv(uniClipRect, 1, (float*)&clip_rect_stack.back());
clip_rect_dirty = false;
}
glDrawArrays(GL_TRIANGLES, vtx_consumed, cmd.vtx_count);
vtx_consumed += cmd.vtx_count;
glUniform4fv(uniClipRect, 1, (float*)&clip_rect_stack.back());
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count;
break;
case ImDrawCmdType_PushClipRect:
clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_consumed++]);
clip_rect_dirty = true;
clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_offset++]);
break;
case ImDrawCmdType_PopClipRect:
clip_rect_stack.pop_back();
clip_rect_dirty = true;
break;
}
}
}
// Cleanup GL state
glBindTexture(GL_TEXTURE_2D, 0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
}
static const char* ImImpl_GetClipboardTextFn()
@ -124,6 +114,7 @@ static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end)
if (!text_end)
text_end = text + strlen(text);
// Add a zero-terminator because glfw function doesn't take a size
char* buf = (char*)malloc(text_end - text + 1);
memcpy(buf, text, text_end-text);
buf[text_end-text] = '\0';
@ -132,7 +123,6 @@ static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end)
}
// Shader sources
// FIXME-OPT: clip at vertex level
const GLchar* vertexSource =
"#version 150 core\n"
"uniform mat4 MVP;"
@ -164,6 +154,7 @@ const GLchar* fragmentSource =
" o_col.w *= (step(ClipRect.x,pixel_pos.x) * step(ClipRect.y,pixel_pos.y) * step(pixel_pos.x,ClipRect.z) * step(pixel_pos.y,ClipRect.w));" // Clipping: branch-less, set alpha 0.0f
"}";
// GLFW callbacks to get events
static void glfw_error_callback(int error, const char* description)
{
fputs(description, stderr);
@ -200,13 +191,13 @@ void InitGL()
if (!glfwInit())
exit(1);
//glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
//glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_REFRESH_RATE, 60);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", nullptr, nullptr);
window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, glfw_key_callback);
@ -216,60 +207,10 @@ void InitGL()
glewExperimental = GL_TRUE;
glewInit();
GLenum err = GL_NO_ERROR;
GLint status = GL_TRUE;
err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
// Create and compile the vertex shader
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE)
{
char buffer[512];
glGetShaderInfoLog(vertexShader, 1024, NULL, buffer);
printf("%s", buffer);
IM_ASSERT(status == GL_TRUE);
}
// Create and compile the fragment shader
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
IM_ASSERT(status == GL_TRUE);
// Link the vertex and fragment shader into a shader program
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "o_col");
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status);
IM_ASSERT(status == GL_TRUE);
uniMVP = glGetUniformLocation(shaderProgram, "MVP");
uniClipRect = glGetUniformLocation(shaderProgram, "ClipRect");
// Create Vertex Buffer Objects & Vertex Array Objects
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLint posAttrib = glGetAttribLocation(shaderProgram, "i_pos");
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), 0);
glEnableVertexAttribArray(posAttrib);
GLint uvAttrib = glGetAttribLocation(shaderProgram, "i_uv");
glEnableVertexAttribArray(uvAttrib);
glVertexAttribPointer(uvAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (void*)(2*sizeof(float)));
GLint colAttrib = glGetAttribLocation(shaderProgram, "i_col");
glVertexAttribPointer(colAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (void*)(4*sizeof(float)));
glEnableVertexAttribArray(colAttrib);
err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
// After calling glewInit() our GL error state may be GL_INVALID_ENUM
const GLenum err = glGetError();
(void)err;
IM_ASSERT(err == GL_NO_ERROR || err == GL_INVALID_ENUM);
}
void InitImGui()
@ -278,9 +219,10 @@ void InitImGui()
glfwGetWindowSize(window, &w, &h);
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)w, (float)h);
io.DeltaTime = 1.0f/60.0f;
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
io.DisplaySize = ImVec2((float)w, (float)h); // Display size, in pixels. For clamping windows positions.
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
io.PixelCenterOffset = 0.5f; // Align OpenGL texels
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
@ -302,6 +244,62 @@ void InitImGui()
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
// Setup graphics backend
GLint status = GL_TRUE;
GLenum err = GL_NO_ERROR;
err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
// Create and compile the vertex shader
vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE)
{
char buffer[512];
glGetShaderInfoLog(vertexShader, 1024, NULL, buffer);
printf("%s", buffer);
IM_ASSERT(status == GL_TRUE);
}
// Create and compile the fragment shader
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status);
IM_ASSERT(status == GL_TRUE);
// Link the vertex and fragment shader into a shader program
shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindFragDataLocation(shaderProgram, 0, "o_col");
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status);
IM_ASSERT(status == GL_TRUE);
// Create Vertex Buffer Objects & Vertex Array Objects
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
GLint posAttrib = glGetAttribLocation(shaderProgram, "i_pos");
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), 0);
glEnableVertexAttribArray(posAttrib);
GLint uvAttrib = glGetAttribLocation(shaderProgram, "i_uv");
glEnableVertexAttribArray(uvAttrib);
glVertexAttribPointer(uvAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (void*)(2*sizeof(float)));
GLint colAttrib = glGetAttribLocation(shaderProgram, "i_col");
glVertexAttribPointer(colAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (void*)(4*sizeof(float)));
glEnableVertexAttribArray(colAttrib);
err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Load font texture
glGenTextures(1, &fontTex);
glBindTexture(GL_TEXTURE_2D, fontTex);
@ -347,10 +345,10 @@ int main(int argc, char** argv)
time = current_time;
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
io.MouseWheel = (mouse_wheel != 0) ? mouse_wheel > 0.0f ? 1 : - 1 : 0;
io.MouseWheel = (mouse_wheel != 0) ? mouse_wheel > 0.0f ? 1 : - 1 : 0; // Mouse wheel: -1,0,+1
mouse_wheel = 0.0f;
ImGui::NewFrame();
@ -388,7 +386,7 @@ int main(int argc, char** argv)
ImGui::End();
}
// 3) Render
// 3) Rendering
glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render();
@ -397,6 +395,5 @@ int main(int argc, char** argv)
}
Shutdown();
return 0;
}

View File

@ -144,6 +144,7 @@
- filters: handle wildcards (with implicit leading/trailing *), regexps
- shortcuts: add a shortcut api, e.g. parse "&Save" and/or "Save (CTRL+S)", pass in to widgets or provide simple ways to use (button=activate, input=focus)
- keyboard: full keyboard navigation and focus
- clipboard: add a default "local" implementation of clipboard functions (user will only need to override them to connect to OS clipboard)
- misc: not thread-safe
- optimisation/render: use indexed rendering
- optimisation/render: move clip-rect to vertex data? would allow merging all commands
@ -156,8 +157,9 @@
*/
#include "imgui.h"
#include <ctype.h>
#include <ctype.h> // toupper
#include <math.h> // sqrt
#include <stdint.h> // intptr_t
#include <stdio.h> // vsnprintf
#include <string.h> // memset
@ -224,6 +226,7 @@ ImGuiStyle::ImGuiStyle()
Colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
Colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.80f, 0.50f, 0.50f, 0.40f);
Colors[ImGuiCol_ComboBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.99f);
Colors[ImGuiCol_CheckHovered] = ImVec4(0.60f, 0.40f, 0.40f, 0.45f);
Colors[ImGuiCol_CheckActive] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
Colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
Colors[ImGuiCol_SliderGrabActive] = ImVec4(0.80f, 0.50f, 0.50f, 1.00f);
@ -259,6 +262,7 @@ ImGuiIO::ImGuiIO()
LogFilename = "imgui_log.txt";
Font = NULL;
FontAllowScaling = false;
PixelCenterOffset = 0.5f;
MousePos = ImVec2(-1,-1);
MousePosPrev = ImVec2(-1,-1);
MouseDoubleClickTime = 0.30f;
@ -288,6 +292,12 @@ void ImGuiIO::AddInputCharacter(char c)
#undef PI
const float PI = 3.14159265358979323846f;
#ifdef INT_MAX
#define IM_INT_MAX INT_MAX
#else
#define IM_INT_MAX 2147483647
#endif
// Math bits
// We are keeping those static in the .cpp file so as not to leak them outside, in the case the user has implicit cast operators between ImVec2 and its own types.
static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x*rhs, lhs.y*rhs); }
@ -684,6 +694,7 @@ public:
static ImGuiWindow* GetCurrentWindow()
{
IM_ASSERT(GImGui.CurrentWindow != NULL); // ImGui::NewFrame() hasn't been called yet?
GImGui.CurrentWindow->Accessed = true;
return GImGui.CurrentWindow;
}
@ -903,8 +914,8 @@ ImGuiWindow::ImGuiWindow(const char* name, ImVec2 default_pos, ImVec2 default_si
AutoFitFrames = 3;
FocusIdxCounter = -1;
FocusIdxRequestCurrent = INT_MAX;
FocusIdxRequestNext = INT_MAX;
FocusIdxRequestCurrent = IM_INT_MAX;
FocusIdxRequestNext = IM_INT_MAX;
DrawList = new ImDrawList();
}
@ -945,7 +956,7 @@ bool ImGuiWindow::FocusItemRegister(bool is_active, int* out_idx)
return false;
// Process input at this point: TAB, Shift-TAB switch focus
if (FocusIdxRequestNext == INT_MAX && is_active && ImGui::IsKeyPressedMap(ImGuiKey_Tab))
if (FocusIdxRequestNext == IM_INT_MAX && is_active && ImGui::IsKeyPressedMap(ImGuiKey_Tab))
{
// Modulo on index will be applied at the end of frame once we've got the total counter of items.
FocusIdxRequestNext = FocusIdxCounter + (g.IO.KeyShift ? -1 : +1);
@ -1822,9 +1833,9 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
window->ItemWidthDefault = (float)(int)(window->Size.x > 0.0f ? window->Size.x * 0.65f : 250.0f);
// Prepare for focus requests
if (window->FocusIdxRequestNext == INT_MAX || window->FocusIdxCounter == -1)
if (window->FocusIdxRequestNext == IM_INT_MAX || window->FocusIdxCounter == -1)
{
window->FocusIdxRequestCurrent = INT_MAX;
window->FocusIdxRequestCurrent = IM_INT_MAX;
}
else
{
@ -1832,7 +1843,7 @@ bool Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, ImGuiWin
window->FocusIdxRequestCurrent = (window->FocusIdxRequestNext + mod) % mod;
}
window->FocusIdxCounter = -1;
window->FocusIdxRequestNext = INT_MAX;
window->FocusIdxRequestNext = IM_INT_MAX;
ImGuiAabb title_bar_aabb = window->TitleBarAabb();
@ -2113,6 +2124,12 @@ void PopItemWidth()
window->DC.ItemWidth.pop_back();
}
float GetItemWidth()
{
ImGuiWindow* window = GetCurrentWindow();
return window->DC.ItemWidth.back();
}
void PushAllowKeyboardFocus(bool allow_keyboard_focus)
{
ImGuiWindow* window = GetCurrentWindow();
@ -2164,6 +2181,7 @@ const char* GetStyleColorName(ImGuiCol idx)
case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
case ImGuiCol_ComboBg: return "ComboBg";
case ImGuiCol_CheckHovered: return "CheckHovered";
case ImGuiCol_CheckActive: return "CheckActive";
case ImGuiCol_SliderGrab: return "SliderGrab";
case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
@ -3296,13 +3314,12 @@ void Checkbox(const char* label, bool* v)
const ImGuiAabb text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + text_size);
ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()));
const ImGuiAabb total_bb(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max));
if (ClipAdvance(check_bb))
if (ClipAdvance(total_bb))
return;
RenderFrame(check_bb.Min, check_bb.Max, window->Color(ImGuiCol_FrameBg));
const bool hovered = (g.HoveredWindow == window) && (g.HoveredId == 0) && IsMouseHoveringBox(check_bb);
const bool hovered = (g.HoveredWindow == window) && (g.HoveredId == 0) && IsMouseHoveringBox(total_bb);
const bool pressed = hovered && g.IO.MouseClicked[0];
if (hovered)
g.HoveredId = id;
@ -3312,6 +3329,7 @@ void Checkbox(const char* label, bool* v)
g.ActiveId = 0; // Clear focus
}
RenderFrame(check_bb.Min, check_bb.Max, window->Color(hovered ? ImGuiCol_CheckHovered : ImGuiCol_FrameBg));
if (*v)
{
window->DrawList->AddRectFilled(check_bb.Min+ImVec2(4,4), check_bb.Max-ImVec2(4,4), window->Color(ImGuiCol_CheckActive));
@ -3350,8 +3368,9 @@ bool RadioButton(const char* label, bool active)
const ImGuiAabb text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + text_size);
ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()));
const ImGuiAabb total_bb(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max));
if (ClipAdvance(check_bb))
if (ClipAdvance(total_bb))
return false;
ImVec2 center = check_bb.GetCenter();
@ -3359,12 +3378,12 @@ bool RadioButton(const char* label, bool active)
center.y = (float)(int)center.y + 0.5f;
const float radius = check_bb.GetHeight() * 0.5f;
const bool hovered = (g.HoveredWindow == window) && (g.HoveredId == 0) && IsMouseHoveringBox(check_bb);
const bool hovered = (g.HoveredWindow == window) && (g.HoveredId == 0) && IsMouseHoveringBox(total_bb);
const bool pressed = hovered && g.IO.MouseClicked[0];
if (hovered)
g.HoveredId = id;
window->DrawList->AddCircleFilled(center, radius, window->Color(ImGuiCol_FrameBg), 16);
window->DrawList->AddCircleFilled(center, radius, window->Color(hovered ? ImGuiCol_CheckHovered : ImGuiCol_FrameBg), 16);
if (active)
window->DrawList->AddCircleFilled(center, radius-2, window->Color(ImGuiCol_CheckActive), 16);
@ -5000,6 +5019,8 @@ void ImBitmapFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& c
float line_width = 0.0f;
const ImVec4 clip_rect = clip_rect_ref;
const float uv_offset = GImGui.IO.PixelCenterOffset;
float x = pos.x;
float y = pos.y;
for (const char* s = text_begin; s < text_end; s++)
@ -5036,10 +5057,10 @@ void ImBitmapFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& c
continue;
}
const float s1 = (0.0f + glyph->X) * tex_scale_x;
const float t1 = (0.0f + glyph->Y) * tex_scale_y;
const float s2 = (0.0f + glyph->X + glyph->Width) * tex_scale_x;
const float t2 = (0.0f + glyph->Y + glyph->Height) * tex_scale_y;
const float s1 = (uv_offset + glyph->X) * tex_scale_x;
const float t1 = (uv_offset + glyph->Y) * tex_scale_y;
const float s2 = (uv_offset + glyph->X + glyph->Width) * tex_scale_x;
const float t2 = (uv_offset + glyph->Y + glyph->Height) * tex_scale_y;
out_vertices[0].pos = ImVec2(x1, y1);
out_vertices[0].uv = ImVec2(s1, t1);
@ -5129,11 +5150,17 @@ void ShowStyleEditor(ImGuiStyle* ref)
ImGui::SameLine();
ImGui::RadioButton("HEX", &edit_mode, ImGuiColorEditMode_HEX);
static ImGuiTextFilter filter;
filter.Draw("Filter colors", 200);
ImGui::ColorEditMode(edit_mode);
for (size_t i = 0; i < ImGuiCol_COUNT; i++)
{
const char* name = GetStyleColorName(i);
if (!filter.PassFilter(name))
continue;
ImGui::PushID(i);
ImGui::ColorEdit4(GetStyleColorName(i), (float*)&style.Colors[i], true);
ImGui::ColorEdit4(name, (float*)&style.Colors[i], true);
if (memcmp(&style.Colors[i], (ref ? &ref->Colors[i] : &def.Colors[i]), sizeof(ImVec4)) != 0)
{
ImGui::SameLine(); if (ImGui::Button("Revert")) style.Colors[i] = ref ? ref->Colors[i] : def.Colors[i];

11
imgui.h
View File

@ -145,6 +145,7 @@ namespace ImGui
void SetTreeStateStorage(ImGuiStorage* tree);
void PushItemWidth(float item_width);
void PopItemWidth();
float GetItemWidth();
void PushAllowKeyboardFocus(bool v);
void PopAllowKeyboardFocus();
void PushStyleColor(ImGuiCol idx, ImVec4 col);
@ -302,6 +303,7 @@ enum ImGuiCol_
ImGuiCol_ScrollbarGrabHovered,
ImGuiCol_ScrollbarGrabActive,
ImGuiCol_ComboBg,
ImGuiCol_CheckHovered,
ImGuiCol_CheckActive,
ImGuiCol_SliderGrab,
ImGuiCol_SliderGrabActive,
@ -373,6 +375,7 @@ struct ImGuiIO
ImFont Font; // <auto> // Gets passed to text functions. Typedef ImFont to the type you want (ImBitmapFont* or your own font).
float FontHeight; // <auto> // Default font height, must be the vertical distance between two lines of text, aka == CalcTextSize(" ").y
bool FontAllowScaling; // = false // Set to allow scaling text with CTRL+Wheel.
float PixelCenterOffset; // = 0.5f // Set to 0.0f for DirectX <= 9, 0.5f for Direct3D >= 10 and OpenGL.
// Settings - Functions (fill once)
void (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count); // Required
@ -380,7 +383,7 @@ struct ImGuiIO
void (*SetClipboardTextFn)(const char* text, const char* text_end); // Required for clipboard support (nb- the string is *NOT* zero-terminated at 'text_end')
// Input - Fill before calling NewFrame()
ImVec2 MousePos; // Mouse position (set to -1,-1 if no mouse / on another screen, etc.)
ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
bool MouseDown[2]; // Mouse buttons
int MouseWheel; // Mouse wheel: -1,0,+1
bool KeyCtrl; // Keyboard modifier pressed: Control
@ -388,10 +391,13 @@ struct ImGuiIO
bool KeysDown[512]; // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data)
char InputCharacters[16]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
// Output - Retrieve after calling NewFrame(), you can use them to discard inputs for the rest of your application
// Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application
bool WantCaptureMouse; // ImGui is using your mouse input (= window is being hovered or widget is active).
bool WantCaptureKeyboard; // imGui is using your keyboard input (= widget is active).
// Function
void AddInputCharacter(char c); // Helper to add a new character into InputCharacters[]
// [Internal] ImGui will maintain those fields for you
ImVec2 MousePosPrev;
ImVec2 MouseDelta;
@ -403,7 +409,6 @@ struct ImGuiIO
float KeysDownTime[512];
ImGuiIO();
void AddInputCharacter(char c); // Helper to add a new character into InputCharacters[]
};
//-----------------------------------------------------------------------------

Binary file not shown.

Before

Width:  |  Height:  |  Size: 11 KiB

After

Width:  |  Height:  |  Size: 7.8 KiB