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.gitignore
vendored
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14
.gitignore
vendored
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@ -0,0 +1,14 @@
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## Visual Studio files
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examples/directx9_example/Debug/*
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examples/directx9_example/Release/*
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examples/directx9_example/ipch/*
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examples/opengl_example/Debug/*
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examples/opengl_example/Release/*
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examples/opengl_example/ipch/*
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*.opensdf
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*.sdf
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*.suo
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*.vcxproj.user
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## Ini files
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imgui.ini
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@ -1,7 +1,7 @@
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ImGui
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=====
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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.
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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.
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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.
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@ -203,17 +203,6 @@ HRESULT InitD3D(HWND hWnd)
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if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
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return E_FAIL;
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// Create the vertex buffer.
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if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
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return E_FAIL;
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// Load font texture
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const void* png_data;
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unsigned int png_size;
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ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
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if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_pTexture) < 0)
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return E_FAIL;
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return S_OK;
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}
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@ -247,9 +236,11 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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io.MouseDown[1] = false;
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return true;
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case WM_MOUSEWHEEL:
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// Mouse wheel: -1,0,+1
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io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
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return true;
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case WM_MOUSEMOVE:
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// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MousePos.x = (signed short)(lParam);
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io.MousePos.y = (signed short)(lParam >> 16);
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return true;
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@ -274,9 +265,10 @@ void InitImGui()
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GetClientRect(hWnd, &rect);
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
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io.DeltaTime = 1.0f/60.0f;
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io.KeyMap[ImGuiKey_Tab] = VK_TAB;
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io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
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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)
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io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
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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.
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io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
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@ -297,6 +289,24 @@ void InitImGui()
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io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
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io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
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// Create the vertex buffer
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if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
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{
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IM_ASSERT(0);
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return;
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}
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// Load font texture
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const void* png_data;
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unsigned int png_size;
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ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
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if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_pTexture) < 0)
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{
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IM_ASSERT(0);
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return;
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}
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}
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int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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@ -217,7 +217,44 @@ void InitGL()
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glewInit();
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GLenum err = GL_NO_ERROR;
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err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
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}
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void InitImGui()
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{
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int w, h;
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glfwGetWindowSize(window, &w, &h);
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)w, (float)h); // Display size, in pixels. For clamping windows positions.
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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)
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io.PixelCenterOffset = 0.5f; // Align OpenGL texels
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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.
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
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io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
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io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
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io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
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io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
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io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
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io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
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io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
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io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
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io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
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io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
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io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
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// Setup graphics backend
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GLint status = GL_TRUE;
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GLenum err = GL_NO_ERROR;
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err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
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// Create and compile the vertex shader
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@ -270,37 +307,6 @@ void InitGL()
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glVertexAttribPointer(colAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (void*)(4*sizeof(float)));
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glEnableVertexAttribArray(colAttrib);
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err = glGetError(); IM_ASSERT(err == GL_NO_ERROR);
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}
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void InitImGui()
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{
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int w, h;
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glfwGetWindowSize(window, &w, &h);
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)w, (float)h);
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io.DeltaTime = 1.0f/60.0f;
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io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
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io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
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io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
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io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
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io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
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io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
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io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
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io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
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io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
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io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
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io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
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io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
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io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
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io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
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io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
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io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
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io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
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io.RenderDrawListsFn = ImImpl_RenderDrawLists;
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io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
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io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
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// Load font texture
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glGenTextures(1, &fontTex);
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@ -347,10 +353,10 @@ int main(int argc, char** argv)
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time = current_time;
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double mouse_x, mouse_y;
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glfwGetCursorPos(window, &mouse_x, &mouse_y);
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y);
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io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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io.MouseDown[0] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0;
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io.MouseDown[1] = glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
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io.MouseWheel = (mouse_wheel != 0) ? mouse_wheel > 0.0f ? 1 : - 1 : 0;
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io.MouseWheel = (mouse_wheel != 0) ? mouse_wheel > 0.0f ? 1 : - 1 : 0; // Mouse wheel: -1,0,+1
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mouse_wheel = 0.0f;
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ImGui::NewFrame();
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16
imgui.cpp
16
imgui.cpp
@ -144,6 +144,7 @@
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- filters: handle wildcards (with implicit leading/trailing *), regexps
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- 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)
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- keyboard: full keyboard navigation and focus
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- clipboard: add a default "local" implementation of clipboard functions (user will only need to override them to connect to OS clipboard)
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- misc: not thread-safe
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- optimisation/render: use indexed rendering
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- optimisation/render: move clip-rect to vertex data? would allow merging all commands
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@ -156,8 +157,10 @@
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*/
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#include "imgui.h"
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#include <ctype.h>
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#include <ctype.h> // toupper
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#include <limits.h> // INT_MAX
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#include <math.h> // sqrt
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#include <stdint.h> // intptr_t
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#include <stdio.h> // vsnprintf
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#include <string.h> // memset
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@ -259,6 +262,7 @@ ImGuiIO::ImGuiIO()
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LogFilename = "imgui_log.txt";
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Font = NULL;
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FontAllowScaling = false;
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PixelCenterOffset = 0.5f;
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MousePos = ImVec2(-1,-1);
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MousePosPrev = ImVec2(-1,-1);
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MouseDoubleClickTime = 0.30f;
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@ -5000,6 +5004,8 @@ void ImBitmapFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& c
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float line_width = 0.0f;
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const ImVec4 clip_rect = clip_rect_ref;
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const float uv_offset = GImGui.IO.PixelCenterOffset;
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float x = pos.x;
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float y = pos.y;
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for (const char* s = text_begin; s < text_end; s++)
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@ -5036,10 +5042,10 @@ void ImBitmapFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& c
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continue;
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}
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const float s1 = (0.0f + glyph->X) * tex_scale_x;
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const float t1 = (0.0f + glyph->Y) * tex_scale_y;
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const float s2 = (0.0f + glyph->X + glyph->Width) * tex_scale_x;
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const float t2 = (0.0f + glyph->Y + glyph->Height) * tex_scale_y;
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const float s1 = (uv_offset + glyph->X) * tex_scale_x;
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const float t1 = (uv_offset + glyph->Y) * tex_scale_y;
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const float s2 = (uv_offset + glyph->X + glyph->Width) * tex_scale_x;
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const float t2 = (uv_offset + glyph->Y + glyph->Height) * tex_scale_y;
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out_vertices[0].pos = ImVec2(x1, y1);
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out_vertices[0].uv = ImVec2(s1, t1);
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3
imgui.h
3
imgui.h
@ -373,6 +373,7 @@ struct ImGuiIO
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ImFont Font; // <auto> // Gets passed to text functions. Typedef ImFont to the type you want (ImBitmapFont* or your own font).
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float FontHeight; // <auto> // Default font height, must be the vertical distance between two lines of text, aka == CalcTextSize(" ").y
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bool FontAllowScaling; // = false // Set to allow scaling text with CTRL+Wheel.
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float PixelCenterOffset; // = 0.5f // Set to 0.0f for DirectX <= 9, 0.5f for Direct3D >= 10 and OpenGL.
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// Settings - Functions (fill once)
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void (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count); // Required
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@ -380,7 +381,7 @@ struct ImGuiIO
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void (*SetClipboardTextFn)(const char* text, const char* text_end); // Required for clipboard support (nb- the string is *NOT* zero-terminated at 'text_end')
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// Input - Fill before calling NewFrame()
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ImVec2 MousePos; // Mouse position (set to -1,-1 if no mouse / on another screen, etc.)
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ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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bool MouseDown[2]; // Mouse buttons
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int MouseWheel; // Mouse wheel: -1,0,+1
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bool KeyCtrl; // Keyboard modifier pressed: Control
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