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10 Commits
Author | SHA1 | Date | |
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8825545653 | |||
150ad95bd6 | |||
ab8561e6fc | |||
2a1ba33263 | |||
4fa623c43b | |||
080eb69e68 | |||
1b330f420e | |||
28df6f39d9 | |||
98a000055e | |||
4020ef7b58 |
@ -5,7 +5,7 @@ ImGui is a bloat-free graphical user interface library for C++. It is portable,
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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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Usage example:
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After ImGui is setup in your application, you can use it like in this example:
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@ -12,16 +12,15 @@ static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
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static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
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static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
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static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
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struct CUSTOMVERTEX
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{
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D3DXVECTOR3 position;
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D3DCOLOR color;
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float tu, tv;
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};
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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structuer)
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static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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{
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size_t total_vtx_count = 0;
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@ -30,31 +29,13 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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if (total_vtx_count == 0)
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return;
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ImVector<ImVec4> clip_rect_stack;
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clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999));
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// Setup orthographic projection
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// Set up world matrix
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D3DXMATRIXA16 mat;
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D3DXMatrixIdentity(&mat);
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g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
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g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
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D3DXMatrixOrthoOffCenterLH(&mat, 0.0f, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y, 0.0f, -1.0f, +1.0f);
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g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
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D3DSURFACE_DESC texture_desc;
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g_pTexture->GetLevelDesc(0, &texture_desc);
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// Fill the vertex buffer
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// Copy and convert all vertices into a single contiguous buffer
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CUSTOMVERTEX* vtx_dst;
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if (g_pVB->Lock(0, total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
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return;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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if (cmd_list->commands.empty() || cmd_list->vtx_buffer.empty())
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continue;
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const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
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for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
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{
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@ -73,11 +54,10 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
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g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
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// Setup render state: alpha-blending enabled, no face culling, no depth testing
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// Setup render state: alpha-blending, no face culling, no depth testing
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g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
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g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
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g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
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g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
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g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
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g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
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@ -94,42 +74,46 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
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g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
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int vtx_consumed = 0; // offset in vertex buffer. each command consume ImDrawCmd::vtx_count of those
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bool clip_rect_dirty = true;
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// Setup orthographic projection matrix
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D3DXMATRIXA16 mat;
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D3DXMatrixIdentity(&mat);
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g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
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g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
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D3DXMatrixOrthoOffCenterLH(&mat, 0.0f, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y, 0.0f, -1.0f, +1.0f);
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g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
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// Render command lists
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int vtx_offset = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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// Setup stack of clipping rectangles
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int clip_rect_buf_offset = 0;
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ImVector<ImVec4> clip_rect_stack;
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clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999));
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// Render command list
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const ImDrawList* cmd_list = cmd_lists[n];
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if (cmd_list->commands.empty() || cmd_list->vtx_buffer.empty())
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continue;
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const ImDrawCmd* pcmd = &cmd_list->commands.front();
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const ImDrawCmd* pcmd_end = &cmd_list->commands.back();
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int clip_rect_buf_consumed = 0; // offset in cmd_list->clip_rect_buffer. each PushClipRect command consume 1 of those.
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while (pcmd <= pcmd_end)
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const ImDrawCmd* pcmd_end = cmd_list->commands.end();
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for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
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{
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const ImDrawCmd& cmd = *pcmd++;
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switch (cmd.cmd_type)
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switch (pcmd->cmd_type)
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{
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case ImDrawCmdType_DrawTriangleList:
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if (clip_rect_dirty)
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{
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const ImVec4& clip_rect = clip_rect_stack.back();
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const RECT r = { (LONG)clip_rect.x, (LONG)clip_rect.y, (LONG)clip_rect.z, (LONG)clip_rect.w };
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g_pd3dDevice->SetScissorRect(&r);
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clip_rect_dirty = false;
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g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
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vtx_offset += pcmd->vtx_count;
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}
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g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_consumed, cmd.vtx_count/3);
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vtx_consumed += cmd.vtx_count;
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break;
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case ImDrawCmdType_PushClipRect:
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clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_consumed++]);
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clip_rect_dirty = true;
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clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_offset++]);
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break;
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case ImDrawCmdType_PopClipRect:
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clip_rect_stack.pop_back();
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clip_rect_dirty = true;
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break;
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}
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}
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@ -289,7 +273,6 @@ 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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@ -396,13 +379,15 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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ImGui::End();
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}
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// 3) Render
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// 3) Rendering
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// Clear frame buffer
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g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
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g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
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g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
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g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0); // Clear the backbuffer and the zbuffer
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g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(204, 153, 153), 1.0f, 0);
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if (g_pd3dDevice->BeginScene() >= 0)
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{
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// Render ImGui
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ImGui::Render();
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g_pd3dDevice->EndScene();
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}
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@ -15,9 +15,8 @@ static GLuint vertexShader;
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static GLuint fragmentShader;
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static GLuint shaderProgram;
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static GLuint fontTex;
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static GLint uniMVP;
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static GLint uniClipRect;
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// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structuer)
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static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
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{
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size_t total_vtx_count = 0;
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@ -26,45 +25,20 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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if (total_vtx_count == 0)
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return;
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int read_pos_clip_rect_buf = 0; // offset in 'clip_rect_buffer'. each PushClipRect command consume 1 of those.
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ImVector<ImVec4> clip_rect_stack;
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clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999));
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// Setup orthographic projection
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const float L = 0.0f;
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const float R = ImGui::GetIO().DisplaySize.x;
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const float B = ImGui::GetIO().DisplaySize.y;
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const float T = 0.0f;
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const float mvp[4][4] =
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{
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{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
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{ 0.0f, 0.0f, -1.0f, 0.0f },
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{ -(R+L)/(R-L), -(T+B)/(T-B), 0.0f, 1.0f },
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};
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// Copy all vertices into a single contiguous GL buffer
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBindVertexArray(vao);
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glBufferData(GL_ARRAY_BUFFER, total_vtx_count * sizeof(ImDrawVert), NULL, GL_STREAM_DRAW);
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unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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if (!buffer_data)
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return;
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int vtx_consumed = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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const ImDrawList* cmd_list = cmd_lists[n];
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if (!cmd_list->vtx_buffer.empty())
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{
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memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
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buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
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vtx_consumed += cmd_list->vtx_buffer.size();
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}
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memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
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buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glUseProgram(shaderProgram);
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glUniformMatrix4fv(uniMVP, 1, GL_FALSE, &mvp[0][0]);
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// Setup render state: alpha-blending enabled, no face culling, no depth testing
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glEnable(GL_BLEND);
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@ -72,46 +46,62 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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glDisable(GL_CULL_FACE);
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glDisable(GL_DEPTH_TEST);
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// Bind texture and enable our shader
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glBindTexture(GL_TEXTURE_2D, fontTex);
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glUseProgram(shaderProgram);
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const GLint uniMVP = glGetUniformLocation(shaderProgram, "MVP");
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const GLint uniClipRect = glGetUniformLocation(shaderProgram, "ClipRect");
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vtx_consumed = 0; // offset in vertex buffer. each command consume ImDrawCmd::vtx_count of those
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bool clip_rect_dirty = true;
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// Setup orthographic projection matrix
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const float width = ImGui::GetIO().DisplaySize.x;
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const float height = ImGui::GetIO().DisplaySize.y;
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const float mvp[4][4] =
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{
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{ 2.0f/width, 0.0f, 0.0f, 0.0f },
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{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
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{ 0.0f, 0.0f, -1.0f, 0.0f },
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{ -1.0f, 1.0f, 0.0f, 1.0f },
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};
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glUniformMatrix4fv(uniMVP, 1, GL_FALSE, &mvp[0][0]);
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// Render command lists
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int vtx_offset = 0;
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for (int n = 0; n < cmd_lists_count; n++)
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{
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// Setup stack of clipping rectangles
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int clip_rect_buf_offset = 0;
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ImVector<ImVec4> clip_rect_stack;
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clip_rect_stack.push_back(ImVec4(-9999,-9999,+9999,+9999));
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// Render command list
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const ImDrawList* cmd_list = cmd_lists[n];
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if (cmd_list->commands.empty() || cmd_list->vtx_buffer.empty())
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continue;
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const ImDrawCmd* pcmd = &cmd_list->commands.front();
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const ImDrawCmd* pcmd_end = &cmd_list->commands.back();
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int clip_rect_buf_consumed = 0; // offset in cmd_list->clip_rect_buffer. each PushClipRect command consume 1 of those.
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while (pcmd <= pcmd_end)
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const ImDrawCmd* pcmd_end = cmd_list->commands.end();
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for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
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{
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const ImDrawCmd& cmd = *pcmd++;
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switch (cmd.cmd_type)
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switch (pcmd->cmd_type)
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{
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case ImDrawCmdType_DrawTriangleList:
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if (clip_rect_dirty)
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{
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glUniform4fv(uniClipRect, 1, (float*)&clip_rect_stack.back());
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clip_rect_dirty = false;
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}
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glDrawArrays(GL_TRIANGLES, vtx_consumed, cmd.vtx_count);
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vtx_consumed += cmd.vtx_count;
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glUniform4fv(uniClipRect, 1, (float*)&clip_rect_stack.back());
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glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
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vtx_offset += pcmd->vtx_count;
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break;
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case ImDrawCmdType_PushClipRect:
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clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_consumed++]);
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clip_rect_dirty = true;
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clip_rect_stack.push_back(cmd_list->clip_rect_buffer[clip_rect_buf_offset++]);
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break;
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case ImDrawCmdType_PopClipRect:
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clip_rect_stack.pop_back();
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clip_rect_dirty = true;
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break;
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}
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}
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}
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// Cleanup GL state
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glUseProgram(0);
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}
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static const char* ImImpl_GetClipboardTextFn()
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@ -124,6 +114,7 @@ static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end)
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if (!text_end)
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text_end = text + strlen(text);
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// Add a zero-terminator because glfw function doesn't take a size
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char* buf = (char*)malloc(text_end - text + 1);
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memcpy(buf, text, text_end-text);
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buf[text_end-text] = '\0';
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@ -132,7 +123,6 @@ static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end)
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}
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// Shader sources
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// FIXME-OPT: clip at vertex level
|
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const GLchar* vertexSource =
|
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"#version 150 core\n"
|
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"uniform mat4 MVP;"
|
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@ -159,11 +149,12 @@ const GLchar* fragmentSource =
|
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"out vec4 o_col;"
|
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"void main() {"
|
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" o_col = texture(Tex, uv) * col;"
|
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//" if (pixel_pos.x < ClipRect.x || pixel_pos.y < ClipRect.y || pixel_pos.x > ClipRect.z || pixel_pos.y > ClipRect.w) discard;" // Clipping: using discard
|
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//" if (pixel_pos.x < ClipRect.x || pixel_pos.y < ClipRect.y || pixel_pos.x > ClipRect.z || pixel_pos.y > ClipRect.w) discard;" // Clipping: using discard
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//" if (step(ClipRect.x,pixel_pos.x) * step(ClipRect.y,pixel_pos.y) * step(pixel_pos.x,ClipRect.z) * step(pixel_pos.y,ClipRect.w) < 1.0f) discard;" // Clipping: using discard and step
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" 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
|
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"}";
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||||
// GLFW callbacks to get events
|
||||
static void glfw_error_callback(int error, const char* description)
|
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{
|
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fputs(description, stderr);
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@ -200,13 +191,13 @@ void InitGL()
|
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if (!glfwInit())
|
||||
exit(1);
|
||||
|
||||
//glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
//glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
|
||||
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
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//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
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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);
|
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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);
|
||||
@ -216,8 +207,10 @@ void InitGL()
|
||||
glewExperimental = GL_TRUE;
|
||||
glewInit();
|
||||
|
||||
GLenum err = GL_NO_ERROR;
|
||||
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()
|
||||
@ -251,7 +244,6 @@ void InitImGui()
|
||||
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
|
||||
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
|
||||
|
||||
|
||||
// Setup graphics backend
|
||||
GLint status = GL_TRUE;
|
||||
GLenum err = GL_NO_ERROR;
|
||||
@ -286,9 +278,6 @@ void InitImGui()
|
||||
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);
|
||||
@ -308,6 +297,9 @@ void InitImGui()
|
||||
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);
|
||||
@ -394,7 +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();
|
||||
@ -403,6 +395,5 @@ int main(int argc, char** argv)
|
||||
}
|
||||
|
||||
Shutdown();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
51
imgui.cpp
51
imgui.cpp
@ -158,7 +158,6 @@
|
||||
|
||||
#include "imgui.h"
|
||||
#include <ctype.h> // toupper
|
||||
#include <limits.h> // INT_MAX
|
||||
#include <math.h> // sqrt
|
||||
#include <stdint.h> // intptr_t
|
||||
#include <stdio.h> // vsnprintf
|
||||
@ -227,6 +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);
|
||||
@ -292,6 +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); }
|
||||
@ -688,6 +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;
|
||||
}
|
||||
@ -907,8 +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();
|
||||
}
|
||||
@ -949,7 +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);
|
||||
@ -1826,9 +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
|
||||
{
|
||||
@ -1836,7 +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();
|
||||
|
||||
@ -2117,6 +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();
|
||||
@ -2168,6 +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";
|
||||
@ -3300,13 +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;
|
||||
@ -3316,6 +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));
|
||||
@ -3354,8 +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();
|
||||
@ -3363,12 +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);
|
||||
|
||||
@ -5135,11 +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];
|
||||
|
8
imgui.h
8
imgui.h
@ -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,
|
||||
@ -389,10 +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;
|
||||
@ -404,7 +409,6 @@ struct ImGuiIO
|
||||
float KeysDownTime[512];
|
||||
|
||||
ImGuiIO();
|
||||
void AddInputCharacter(char c); // Helper to add a new character into InputCharacters[]
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
Reference in New Issue
Block a user