Compare commits

...

77 Commits
v1.03 ... v1.09

Author SHA1 Message Date
cd3d027df0 Delete obsolete comments in imconfig.h 2014-08-28 14:54:22 +01:00
7adad71042 Moved IMGUI_FONT_TEX_UV_FOR_WHITE define to a variable so font can be changed at runtime 2014-08-28 14:53:41 +01:00
88c33ecc29 Fixes to allow clean 1-pixel thick lines in more use cases. PixelCenterOffset not the same as previously! 2014-08-28 14:52:10 +01:00
1f63e01cc6 Minor fixes to scrollbar rendering, close button and made checkbox/radio button padding more consistent. 2014-08-27 22:16:55 +01:00
bd26de0628 Collapse triangle don't have a shadow unless borders are enabled.
Fixed cross that appears when hovering window close button to be perfectly 45 degrees.
2014-08-27 17:54:11 +01:00
5a9639b423 Fixed collapsing header border (if borders are enabled) being off the clip rectangle.
Tweak demo window.
2014-08-27 11:38:26 +01:00
b90d0c558d Minor text alignment 2014-08-26 19:22:09 +01:00
51f8e33eb4 Added FAQ entry 2014-08-26 18:29:58 +01:00
80dd1e1065 Added comments 2014-08-26 18:27:10 +01:00
5f6b261c9b Fixed uninitialised fields in ImBitmapFont (were unused when uninitialised, but still dodgy) 2014-08-26 18:14:04 +01:00
681ac5f777 Fixed size/padding of slider grab box for vertical symetry (was 1 pixel too high) 2014-08-26 16:56:20 +01:00
0d344e1f03 Merge pull request #34 from orbitcowboy/master
Do not update a variable, which is not used.
2014-08-26 14:28:40 +01:00
d2b43f31e3 Updated URL to new ProggyFonts site 2014-08-25 17:27:42 +01:00
d17a586738 Fixed ImGuiTextFilter triming of leading/trailing blanks. Documented "Filtering" section of demo better. 2014-08-25 17:19:04 +01:00
710b9b68b1 Merge pull request #29 from Roflraging/master
Disable client state in OpenGL example after rendering.
2014-08-25 16:58:54 +01:00
29ba288ea0 Merge pull request #31 from orbitcowboy/master
Fixed file descriptor leak on LoadSettings() failure
2014-08-25 16:56:45 +01:00
addfa75eb0 Do not update a variable, which is not used. 2014-08-24 07:32:27 +02:00
882072cf30 Fixed resource leaks 2014-08-24 03:51:00 +02:00
7bd507d266 Disable client state in OpenGL example after rendering.
Using the example code in another application that has other rendering
code can cause rendering bugs or memory access errors if client state
is not disabled.
2014-08-22 16:00:38 -05:00
1ff104641a Web FAQ 2014-08-20 18:12:08 +01:00
3b8d1ec207 Update README.md - skinning 2014-08-20 17:56:23 +01:00
e9e1fd2b3c Added screenshot for web 2014-08-20 17:46:49 +01:00
6062d18cf9 Added basic sizes edition in the style editor 2014-08-20 17:42:53 +01:00
05f0993616 stb_textedit 1.4 fix signed/unsigned warnings 2014-08-20 10:43:08 +01:00
6dd2b13220 Merge branch 'Dadeos-compilation_warnings' 2014-08-20 10:41:06 +01:00
5864c45fe3 Fix type conversion compiler warnings (from dadeos) 2014-08-20 10:40:31 +01:00
4bc3642bdb Todo list 2014-08-20 10:19:05 +01:00
a3f32381c4 Fix mismatched static declaration warning 2014-08-19 12:51:13 +01:00
67f17a644c Converted all Tabs to Spaces
Argh
2014-08-19 12:45:34 +01:00
e807d97089 Exposed CalcTextSize(), GetCursorScreenPos() for more advanced fiddling 2014-08-19 12:39:30 +01:00
23d156908d Added an assertion 2014-08-19 12:27:34 +01:00
42d4b4be6a Converted all Tabs to Spaces (git diff -w shows an empty diff) 2014-08-19 12:09:13 +01:00
efc473df98 Todo list 2014-08-18 19:13:18 +01:00
bbda899801 Removed unused parameter in demo window code 2014-08-18 19:10:00 +01:00
a17885f470 Fixed tooltip size (broken earlier today) + added todo items 2014-08-18 18:43:39 +01:00
7de89e0da3 Removing line from Todo list 2014-08-18 14:31:47 +01:00
7c61822d26 Skip most logic is alpha is 0.0, Begin() also return false to allow user to early out 2014-08-18 14:30:33 +01:00
ca027e1754 Skip rendering if alpha is 0.0 2014-08-18 13:20:57 +01:00
c5dacee3a7 Undo Begin() return false with Alpha==0.0, misleading at the moment 2014-08-18 13:18:32 +01:00
d6f6afabb3 Initialised window->Accessed in constructor. Begin() return false with Alpha==0.0 2014-08-18 13:09:48 +01:00
76a39ad224 Added global Alpha in ImGuiStyle + commented ImGuiStyle fields in .h 2014-08-18 13:03:02 +01:00
926f7bfcc5 Added InputFloat4(), SliderFloat4() helpers. 2014-08-17 14:16:10 +01:00
f6414f2011 Invisible child windows gets clipped earlier in the pipeline. 2014-08-17 14:02:32 +01:00
931a4c5b49 Renamed ImVector<> members. 2014-08-17 13:55:27 +01:00
c32221fa20 Child window with inverted clip rectangles are marked as collapsed. 2014-08-17 11:28:19 +01:00
a165954a69 Reduce inner window clipping to take account for the extend of CollapsingHeader
from arikwestbrook
2014-08-17 10:41:36 +01:00
ddf8b280e9 Allowing the user to call NewFrame() multiple times without calling Render()
Note that this is never a good idea. But, allowing it reduce confusion
in the initial stage of setup.
2014-08-16 18:47:59 +01:00
969b1e0563 Fix clipping of title bar text. 2014-08-16 18:22:52 +01:00
6e15b71663 Minor todo/readme changes 2014-08-16 14:19:19 +01:00
f5dbb0a973 Fixed floating-point precision issue making the right-side value of a plot sometimes wrap to the left-side value. 2014-08-15 17:54:42 +01:00
ade21a1ad5 PlotLines(), PlotHistogram(): added a stride parameter. 2014-08-15 17:36:54 +01:00
868ba05a13 Slowed down mouse wheel scrolling speed in combo boxes 2014-08-15 16:40:31 +01:00
152878571e TreeNode/CollapsingHeader ignore clicks when CTRL or SHFIT are held + make default button hover brighter 2014-08-15 16:38:29 +01:00
fa0aa5ace6 Added storage for up to 5 mouse buttons for convenience (even though ImGui itself only uses 1) 2014-08-15 16:22:03 +01:00
6267905a17 Added BeginTooltip()/EndTooltip() helpers to create tooltips with custom widgets 2014-08-15 16:18:00 +01:00
1509b8f634 Added TODO list items from users feedback 2014-08-15 12:35:39 +01:00
2bc6346b48 Added TextColored() helper. Changed some parameters to const references (still allows implicit casting) 2014-08-15 12:32:53 +01:00
9169b2911c Fixed trailing \n reporting extra text height 2014-08-14 17:01:42 +01:00
a4b96445e8 Fix typo and speculative warning 2014-08-14 16:02:42 +01:00
6c11d7623e Fix invalid .ini file data persistently saving back on next save 2014-08-14 15:51:55 +01:00
f33eb89018 Fix tooltip data needlessly leaking into .ini file 2014-08-14 15:43:58 +01:00
a8d3b045b7 Fix for doing multiple Begin()/End() during the same frame 2014-08-14 15:18:34 +01:00
a830037eab Default "local only" clipboard handler on non-Windows platforms 2014-08-14 15:03:10 +01:00
309ff44579 Undo IsHovered > IsItemHovered, shorter name wins 2014-08-14 14:32:01 +01:00
f30d23a502 Tweaks, more consistent #define names 2014-08-14 14:31:13 +01:00
a905505cca Added GetItemBoxMin(),GetItemBoxMax(), renamed IsHovered()-->IsItemHovered() 2014-08-14 12:43:30 +01:00
46eee0cee4 Tidying up example applications so it looks easier to just grab code 2014-08-14 00:01:41 +01:00
29863b55ef Fixed logarithmic sliders and HSV conversions on Mac/Linux
Tricky bug, I was calling abs() which resolve to abs(float) under
Windows with the include we have, but abs(int) under Mac/Linux
2014-08-13 23:25:42 +01:00
530f103dfe Tweak MacOS X Makefile for likely scenario 2014-08-13 23:02:30 +01:00
7a3e6aa38d Default Clipboard functions on Windows+ renamed ARRAYSIZE to IM_ARRAYSIZE 2014-08-13 19:53:26 +01:00
cda3aecc6a Fixed combo box (bug introduced earlier today) + adding bit of vertical padding in combo. 2014-08-13 19:26:25 +01:00
b6d1d85d86 Fixed scissoring in OpenGL example 2014-08-13 19:12:50 +01:00
9a426faf4f Added InputFloat2(), SliderFloat2() 2014-08-13 18:46:18 +01:00
b0d5600ffb Merge pull request #14 from Roflraging/constiteratorfix
Fix for gcc type qualifier warnings.
2014-08-13 18:40:18 +01:00
c52a54ef43 Fix for gcc type qualifier warnings.
With -Wall -Wextra -Werror, it is not possible to compile against
imgui.h due to const correctness violation in ImVector.
2014-08-13 11:57:37 -05:00
cc9d63b46a Fixed columns lines not being pixel aligned 2014-08-13 17:08:44 +01:00
d3ad5ce475 Update README.md 2014-08-13 13:23:37 +01:00
9 changed files with 5412 additions and 5017 deletions

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@ -1,11 +1,13 @@
ImGui
=====
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 a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. 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.
ImGui is designed to enable fast iteration and 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.
After ImGui is setup in your application, you can use it like in this example:
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
After ImGui is setup in your engine, you can use it like in this example:
![screenshot of sample code alongside its output with ImGui](/web/code_sample_01.png?raw=true)
@ -28,15 +30,36 @@ The Immediate Mode GUI paradigm may at first appear unusual to some users. This
- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
Frequently Asked Question
-------------------------
<b>How do you use ImGui on a platform that may not have a mouse and keyboard?</b>
I recommend using [Synergy](http://synergy-project.org) and the uSynergy.c micro client to share your mouse and keyboard. This way you can seemingly use your PC input devices on a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
<b>I integrated ImGui in my engine and the text or lines are blurry..</b>
- Try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f.
- In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
<b>Can you create elaborate/serious tools with ImGui?</b>
Yes. I have written data browsers, debuggers, profilers and all sort of non-trivial tools with the library. There's no reason you cannot, and in my experience the simplicity of the API is very empowering. However note that ImGui is programmer centric and the immediate-mode GUI paradigm might requires a bit of adaptation before you can realize its full potential.
<b>Can you reskin the look of ImGui?</b>
Yes, you can alter the look of the interface to some degree: changing colors, sizes and padding, font. However, as ImGui is designed and optimised to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. The example below uses modified settings to create a more compact UI with different colors:
![skinning screenshot 1](/web/skinning_sample_01.png?raw=true)
Credits
-------
Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://www.proggyfonts.net/) font by Tristan Grimmer (also MIT license).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (also MIT license).
Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Matt Willis. Thanks!
Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
License
-------

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@ -20,7 +20,10 @@ struct CUSTOMVERTEX
};
#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)
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
size_t total_vtx_count = 0;
@ -79,7 +82,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
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);
D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
// Render command lists
@ -99,55 +102,6 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
}
}
// Get text data in Win32 clipboard
static const char* ImImpl_GetClipboardTextFn()
{
static char* buf_local = NULL;
if (buf_local)
{
free(buf_local);
buf_local = NULL;
}
if (!OpenClipboard(NULL))
return NULL;
HANDLE buf_handle = GetClipboardData(CF_TEXT);
if (buf_handle == NULL)
return NULL;
if (char* buf_global = (char*)GlobalLock(buf_handle))
buf_local = strdup(buf_global);
GlobalUnlock(buf_handle);
CloseClipboard();
return buf_local;
}
// Set text data in Win32 clipboard
static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end)
{
if (!OpenClipboard(NULL))
return;
if (!text_end)
text_end = text + strlen(text);
const int buf_length = (text_end - text) + 1;
HGLOBAL buf_handle = GlobalAlloc(GMEM_MOVEABLE, buf_length * sizeof(char));
if (buf_handle == NULL)
return;
char* buf_global = (char *)GlobalLock(buf_handle);
memcpy(buf_global, text, text_end - text);
buf_global[text_end - text] = 0;
GlobalUnlock(buf_handle);
EmptyClipboard();
SetClipboardData(CF_TEXT, buf_handle);
CloseClipboard();
}
HRESULT InitD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
@ -250,8 +204,6 @@ void InitImGui()
io.KeyMap[ImGuiKey_Z] = 'Z';
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)
@ -271,6 +223,35 @@ void InitImGui()
}
}
INT64 ticks_per_second = 0;
INT64 time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
// Setup timestep
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - time) / ticks_per_second;
time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
BYTE keystate[256];
GetKeyboardState(keystate);
for (int i = 0; i < 256; i++)
io.KeysDown[i] = (keystate[i] & 0x80) != 0;
io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
// io.MousePos : filled by WM_MOUSEMOVE event
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Start the frame
ImGui::NewFrame();
}
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
// Register the window class
@ -280,15 +261,20 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
// Create the application's window
hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
INT64 ticks_per_second, time;
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
return 1;
// Initialize Direct3D
if (InitD3D(hWnd) >= 0)
if (InitD3D(hWnd) < 0)
{
if (g_pVB)
g_pVB->Release();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
@ -307,24 +293,10 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
continue;
}
// 1) ImGui start frame, setup time delta & inputs
ImGuiIO& io = ImGui::GetIO();
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - time) / ticks_per_second;
time = current_time;
BYTE keystate[256];
GetKeyboardState(keystate);
for (int i = 0; i < 256; i++)
io.KeysDown[i] = (keystate[i] & 0x80) != 0;
io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
// io.MousePos : filled by WM_MOUSEMOVE event
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
ImGui::NewFrame();
UpdateImGui();
// 2) ImGui usage
// Create a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
static bool show_test_window = true;
static bool show_another_window = false;
static float f;
@ -338,19 +310,21 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
ms_per_frame[ms_per_frame_idx] = io.DeltaTime * 1000.0f;
ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
const float ms_per_frame_avg = ms_per_frame_accum / 120;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
// Show the ImGui test window
// Most of user example code is in ImGui::ShowTestWindow()
if (show_test_window)
{
// More example code in ShowTestWindow()
ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowTestWindow(&show_test_window);
}
// Show another simple window
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
@ -358,15 +332,13 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
ImGui::End();
}
// 3) Rendering
// Clear frame buffer
// Rendering
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);
if (g_pd3dDevice->BeginScene() >= 0)
{
// Render ImGui
ImGui::Render();
g_pd3dDevice->EndScene();
}
@ -374,7 +346,6 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
}
ImGui::Shutdown();
}
if (g_pVB)
g_pVB->Release();

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@ -5,7 +5,8 @@
#
CXXFLAGS=-framework OpenGL -framework Cocoa -framework IOKit
#CXXFLAGS+=-L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/Cellar/glfw3/3.0.4/lib
CXXFLAGS+=-I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/Cellar/glfw3/3.0.4/include
CXXFLAGS+=-L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/Cellar/glfw3/3.0.4/lib
CXXFLAGS+=-lglew -lglfw3
CXXFLAGS+=-I../../
CXXFLAGS+= -D__APPLE__

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@ -11,32 +11,37 @@
static GLFWwindow* window;
static GLuint fontTex;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structuer)
// We are using the fixed pipeline.
// A faster way would be to collate all vertices from all cmd_lists into a single vertex buffer
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
if (cmd_lists_count == 0)
return;
// Setup render state: alpha-blending enabled, no face culling, no depth testing
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
//glEnable(GL_SCISSOR_TEST);
glEnable(GL_SCISSOR_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
// Bind texture
// Setup texture
glBindTexture(GL_TEXTURE_2D, fontTex);
glEnable(GL_TEXTURE_2D);
// Setup matrices
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0f, ImGui::GetIO().DisplaySize.x, ImGui::GetIO().DisplaySize.y, 0.0f, -1.0f, +1.0f);
glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
@ -53,12 +58,15 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
{
glScissor((int)pcmd->clip_rect.x, (int)pcmd->clip_rect.y, (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count;
}
}
glDisable(GL_SCISSOR_TEST);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
static const char* ImImpl_GetClipboardTextFn()
@ -71,6 +79,13 @@ static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end)
if (!text_end)
text_end = text + strlen(text);
if (*text_end == 0)
{
// Already got a zero-terminator at 'text_end', we don't need to add one
glfwSetClipboardString(window, text);
}
else
{
// 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);
@ -78,6 +93,8 @@ static void ImImpl_SetClipboardTextFn(const char* text, const char* text_end)
glfwSetClipboardString(window, buf);
free(buf);
}
}
// GLFW callbacks to get events
static void glfw_error_callback(int error, const char* description)
@ -85,10 +102,10 @@ static void glfw_error_callback(int error, const char* description)
fputs(description, stderr);
}
static float mouse_wheel = 0.0f;
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
mouse_wheel = (float)yoffset;
ImGuiIO& io = ImGui::GetIO();
io.MouseWheel = (yoffset != 0.0f) ? yoffset > 0.0f ? 1 : - 1 : 0; // Mouse wheel: -1,0,+1
}
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
@ -134,7 +151,7 @@ void InitImGui()
ImGuiIO& io = ImGui::GetIO();
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.PixelCenterOffset = 0.0f; // Align OpenGL texels
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
@ -171,37 +188,43 @@ void InitImGui()
stbi_image_free(tex_data);
}
void Shutdown()
{
ImGui::Shutdown();
glfwTerminate();
}
int main(int argc, char** argv)
{
InitGL();
InitImGui();
double time = glfwGetTime();
while (!glfwWindowShouldClose(window))
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
glfwPollEvents();
// 1) ImGui start frame, setup time delta & inputs
// Setup timestep
static double time = 0.0f;
const double current_time = glfwGetTime();
io.DeltaTime = (float)(current_time - time);
time = current_time;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &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; // Mouse wheel: -1,0,+1
mouse_wheel = 0.0f;
ImGui::NewFrame();
// 2) ImGui usage
// Start the frame
ImGui::NewFrame();
}
// Application code
int main(int argc, char** argv)
{
InitGL();
InitImGui();
while (!glfwWindowShouldClose(window))
{
ImGuiIO& io = ImGui::GetIO();
io.MouseWheel = 0;
glfwPollEvents();
UpdateImGui();
// Create a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
static bool show_test_window = true;
static bool show_another_window = false;
static float f;
@ -215,19 +238,21 @@ int main(int argc, char** argv)
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
ms_per_frame[ms_per_frame_idx] = io.DeltaTime * 1000.0f;
ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
const float ms_per_frame_avg = ms_per_frame_accum / 120;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
// Show the ImGui test window
// Most of user example code is in ImGui::ShowTestWindow()
if (show_test_window)
{
// More example code in ShowTestWindow()
ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowTestWindow(&show_test_window);
}
// Show another simple window
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
@ -235,15 +260,15 @@ int main(int argc, char** argv)
ImGui::End();
}
// 3) Rendering
// Rendering
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render();
glfwSwapBuffers(window);
}
Shutdown();
ImGui::Shutdown();
glfwTerminate();
return 0;
}

View File

@ -4,15 +4,18 @@
#pragma once
//----- Define your own ImVector<> type if you don't want to use the provided implementation defined in imgui.h
//---- Define your own ImVector<> type if you don't want to use the provided implementation defined in imgui.h
//#include <vector>
//#define ImVector std::vector
//#define ImVector MyVector
//----- Define assertion handler. Default to calling assert().
//---- Define assertion handler. Defaults to calling assert().
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//----- Define implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
//---- Don't implement default clipboard handlers for Windows (so as not to link with OpenClipboard(), etc.)
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
//---- Define implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
/*
#define IM_VEC2_CLASS_EXTRA \
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
@ -23,8 +26,8 @@
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
//----- Freely implement extra functions within the ImGui:: namespace.
//----- e.g. you can create variants of the ImGui::Value() helper for your low-level math types.
//---- Freely implement extra functions within the ImGui:: namespace.
//---- e.g. you can create variants of the ImGui::Value() helper for your low-level math types.
/*
namespace ImGui
{

988
imgui.cpp

File diff suppressed because it is too large Load Diff

155
imgui.h
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@ -62,52 +62,52 @@ template<typename T>
class ImVector
{
private:
size_t _size;
size_t _capacity;
T* _data;
size_t Size;
size_t Capacity;
T* Data;
public:
typedef T value_type;
typedef value_type* iterator;
typedef const value_type* const_iterator;
ImVector() { _size = _capacity = 0; _data = NULL; }
~ImVector() { if (_data) free(_data); }
ImVector() { Size = Capacity = 0; Data = NULL; }
~ImVector() { if (Data) free(Data); }
inline bool empty() const { return _size == 0; }
inline size_t size() const { return _size; }
inline size_t capacity() const { return _capacity; }
inline bool empty() const { return Size == 0; }
inline size_t size() const { return Size; }
inline size_t capacity() const { return Capacity; }
inline value_type& at(size_t i) { IM_ASSERT(i < _size); return _data[i]; }
inline const value_type& at(size_t i) const { IM_ASSERT(i < _size); return _data[i]; }
inline value_type& operator[](size_t i) { IM_ASSERT(i < _size); return _data[i]; }
inline const value_type& operator[](size_t i) const { IM_ASSERT(i < _size); return _data[i]; }
inline value_type& at(size_t i) { IM_ASSERT(i < Size); return Data[i]; }
inline const value_type& at(size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
inline value_type& operator[](size_t i) { IM_ASSERT(i < Size); return Data[i]; }
inline const value_type& operator[](size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
inline void clear() { if (_data) { _size = _capacity = 0; free(_data); _data = NULL; } }
inline iterator begin() { return _data; }
inline const iterator begin() const { return _data; }
inline iterator end() { return _data + _size; }
inline const iterator end() const { return _data + _size; }
inline void clear() { if (Data) { Size = Capacity = 0; free(Data); Data = NULL; } }
inline iterator begin() { return Data; }
inline const_iterator begin() const { return Data; }
inline iterator end() { return Data + Size; }
inline const_iterator end() const { return Data + Size; }
inline value_type& front() { return at(0); }
inline const value_type& front() const { return at(0); }
inline value_type& back() { IM_ASSERT(_size > 0); return at(_size-1); }
inline const value_type& back() const { IM_ASSERT(_size > 0); return at(_size-1); }
inline void swap(ImVector<T>& rhs) { const size_t rhs_size = rhs._size; rhs._size = _size; _size = rhs_size; const size_t rhs_cap = rhs._capacity; rhs._capacity = _capacity; _capacity = rhs_cap; value_type* rhs_data = rhs._data; rhs._data = _data; _data = rhs_data; }
inline value_type& back() { IM_ASSERT(Size > 0); return at(Size-1); }
inline const value_type& back() const { IM_ASSERT(Size > 0); return at(Size-1); }
inline void swap(ImVector<T>& rhs) { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
inline void reserve(size_t new_capacity) { _data = (value_type*)realloc(_data, new_capacity * sizeof(value_type)); _capacity = new_capacity; }
inline void resize(size_t new_size) { if (new_size > _capacity) reserve(new_size); _size = new_size; }
inline void reserve(size_t new_capacity) { Data = (value_type*)realloc(Data, new_capacity * sizeof(value_type)); Capacity = new_capacity; }
inline void resize(size_t new_size) { if (new_size > Capacity) reserve(new_size); Size = new_size; }
inline void push_back(const value_type& v) { if (_size == _capacity) reserve(_capacity ? _capacity * 2 : 4); _data[_size++] = v; }
inline void pop_back() { IM_ASSERT(_size > 0); _size--; }
inline void push_back(const value_type& v) { if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); Data[Size++] = v; }
inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
inline iterator erase(const_iterator it) { IM_ASSERT(it >= begin() && it < end()); const int off = it - begin(); memmove(_data + off, _data + off + 1, (_size - off - 1) * sizeof(value_type)); _size--; return _data + off; }
inline void insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= begin() && it <= end()); const int off = it - begin(); if (_size == _capacity) reserve(_capacity ? _capacity * 2 : 4); if (off < (int)_size) memmove(_data + off + 1, _data + off, (_size - off) * sizeof(value_type)); _data[off] = v; _size++; }
inline iterator erase(const_iterator it) { IM_ASSERT(it >= begin() && it < end()); const int off = it - begin(); memmove(Data + off, Data + off + 1, (Size - off - 1) * sizeof(value_type)); Size--; return Data + off; }
inline void insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= begin() && it <= end()); const int off = it - begin(); if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, (Size - off) * sizeof(value_type)); Data[off] = v; Size++; }
};
#endif // #ifndef ImVector
// Helpers at bottom of the file:
// - if (IMGUI_ONCE_UPON_A_FRAME) // Execute a block of code once per frame only
// - struct ImGuiTextFilter // Parse and apply text filter. In format "aaaaa[,bbbb][,ccccc]"
// - struct ImGuiTextFilter // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
// - struct ImGuiTextBuffer // Text buffer for logging/accumulating text
// - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually)
// - struct ImDrawList // Draw command list
@ -135,7 +135,7 @@ namespace ImGui
bool GetWindowIsFocused();
float GetWindowWidth();
ImVec2 GetWindowPos(); // you should rarely need/care about the window position, but it can be useful if you want to use your own drawing
void SetWindowPos(ImVec2 pos); // unchecked
void SetWindowPos(const ImVec2& pos); // set current window pos
ImVec2 GetWindowSize();
ImVec2 GetWindowContentRegionMin();
ImVec2 GetWindowContentRegionMax();
@ -149,9 +149,14 @@ namespace ImGui
float GetItemWidth();
void PushAllowKeyboardFocus(bool v);
void PopAllowKeyboardFocus();
void PushStyleColor(ImGuiCol idx, ImVec4 col);
void PushStyleColor(ImGuiCol idx, const ImVec4& col);
void PopStyleColor();
// Tooltip
void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins.
void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text.
void EndTooltip();
// Layout
void Separator(); // horizontal line
void SameLine(int column_x = 0, int spacing_w = -1); // call between widgets to layout them horizontally
@ -162,7 +167,8 @@ namespace ImGui
void SetColumnOffset(int column_index, float offset);
float GetColumnWidth(int column_index = -1);
ImVec2 GetCursorPos(); // cursor position relative to window position
void SetCursorPos(ImVec2 p);
void SetCursorPos(const ImVec2& pos); // "
ImVec2 GetCursorScreenPos(); // cursor position in screen space
void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match higher widgets.
float GetTextLineSpacing();
float GetTextLineHeight();
@ -176,6 +182,7 @@ namespace ImGui
// Widgets
void Text(const char* fmt, ...);
void TextV(const char* fmt, va_list args);
void TextColored(const ImVec4& col, const char* fmt, ...); // shortcut to doing PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, better for long chunks of text.
void LabelText(const char* label, const char* fmt, ...);
void BulletText(const char* fmt, ...);
@ -183,17 +190,21 @@ namespace ImGui
bool SmallButton(const char* label);
bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false);
bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
bool SliderFloat4(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
bool SliderAngle(const char* label, float* v, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f); // *v in radians
bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format = "%.0f");
void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), size_t stride = sizeof(float));
void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), size_t stride = sizeof(float));
void Checkbox(const char* label, bool* v);
void CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
bool RadioButton(const char* label, bool active);
bool RadioButton(const char* label, int* v, int v_button);
bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1);
bool InputFloat2(const char* label, float v[2], int decimal_precision = -1);
bool InputFloat3(const char* label, float v[3], int decimal_precision = -1);
bool InputFloat4(const char* label, float v[4], int decimal_precision = -1);
bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100);
bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0);
bool Combo(const char* label, int* current_item, const char** items, int items_count, int popup_height_items = 7);
@ -227,10 +238,11 @@ namespace ImGui
void LogToClipboard(int max_depth = -1);
// Utilities
void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). (currently no contention handling, last call win)
void SetNewWindowDefaultPos(ImVec2 pos); // set position of window that do
void SetNewWindowDefaultPos(const ImVec2& pos); // set position of window that do
bool IsHovered(); // was the last item active area hovered by mouse?
bool IsClipped(ImVec2 item_size); // to perform coarse clipping on user's side (as an optimisation)
ImVec2 GetItemBoxMin(); // get bounding box of last item
ImVec2 GetItemBoxMax(); // get bounding box of last item
bool IsClipped(const ImVec2& item_size); // to perform coarse clipping on user's side (as an optimisation)
bool IsKeyPressed(int key_index, bool repeat = true); // key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry
bool IsMouseClicked(int button, bool repeat = false);
bool IsMouseDoubleClicked(int button);
@ -240,6 +252,7 @@ namespace ImGui
int GetFrameCount();
const char* GetStyleColorName(ImGuiCol idx);
void GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size);
ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, const bool hide_text_after_hash = true);
}; // namespace ImGui
@ -342,21 +355,21 @@ enum ImGuiColorEditMode_
ImGuiColorEditMode_HEX = 2,
};
// See constructor for comments of individual fields.
struct ImGuiStyle
{
ImVec2 WindowPadding;
ImVec2 WindowMinSize;
ImVec2 FramePadding;
ImVec2 ItemSpacing;
ImVec2 ItemInnerSpacing;
ImVec2 TouchExtraPadding;
ImVec2 AutoFitPadding;
float WindowFillAlphaDefault;
float WindowRounding;
float TreeNodeSpacing;
float ColumnsMinSpacing;
float ScrollBarWidth;
float Alpha; // Global alpha applies to everything in ImGui
ImVec2 WindowPadding; // Padding within a window
ImVec2 WindowMinSize; // Minimum window size
ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
ImVec2 TouchExtraPadding; // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!
ImVec2 AutoFitPadding; // Extra space after auto-fit (double-clicking on resize grip)
float WindowFillAlphaDefault; // Default alpha of window background, if not specified in ImGui::Begin()
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
float TreeNodeSpacing; // Horizontal spacing when entering a tree node
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
float ScrollBarWidth; // Width of the vertical scroll bar
ImVec4 Colors[ImGuiCol_COUNT];
ImGuiStyle();
@ -377,17 +390,24 @@ struct ImGuiIO
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
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
ImVec2 FontTexUvForWhite; // = (0.0f,0.0f) // Font texture must have a white pixel at this UV coordinate. Adjust if you are using custom texture.
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.
float PixelCenterOffset; // = 0.0f // Try to set to 0.5f or 0.375f if rendering is blurry
// Settings - Functions (fill once)
void (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count); // Required
const char* (*GetClipboardTextFn)(); // Required for clipboard support
void (*SetClipboardTextFn)(const char* text, const char* text_end); // Required for clipboard support (nb- the string is *NOT* zero-terminated at 'text_end')
// Settings - Rendering function (REQUIRED)
// See example code if you are unsure of how to implement this.
void (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count);
// Settings - Clipboard Support
// Override to provide your clipboard handlers.
// On Windows architecture, defaults to use the native Win32 clipboard, otherwise default to use a ImGui private clipboard.
// NB- for SetClipboardTextFn, the string is *NOT* zero-terminated at 'text_end'
const char* (*GetClipboardTextFn)();
void (*SetClipboardTextFn)(const char* text, const char* text_end);
// Input - Fill before calling NewFrame()
ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
bool MouseDown[2]; // Mouse buttons
bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button) but you can use others as storage for convenience.
int MouseWheel; // Mouse wheel: -1,0,+1
bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift
@ -404,11 +424,11 @@ struct ImGuiIO
// [Internal] ImGui will maintain those fields for you
ImVec2 MousePosPrev;
ImVec2 MouseDelta;
bool MouseClicked[2];
ImVec2 MouseClickedPos[2];
float MouseClickedTime[2];
bool MouseDoubleClicked[2];
float MouseDownTime[2];
bool MouseClicked[5];
ImVec2 MouseClickedPos[5];
float MouseClickedTime[5];
bool MouseDoubleClicked[5];
float MouseDownTime[5];
float KeysDownTime[512];
ImGuiIO();
@ -430,7 +450,7 @@ private:
bool TryIsNewFrame() const { const int current_frame = ImGui::GetFrameCount(); if (LastFrame == current_frame) return false; LastFrame = current_frame; return true; }
};
// Helper: Parse and apply text filter. In format "aaaaa[,bbbb][,ccccc]"
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
struct ImGuiTextFilter
{
struct TextRange
@ -444,7 +464,7 @@ struct ImGuiTextFilter
const char* end() const { return e; }
bool empty() const { return b == e; }
char front() const { return *b; }
static bool isblank(char c) { return c == ' ' && c == '\t'; }
static bool isblank(char c) { return c == ' ' || c == '\t'; }
void trim_blanks() { while (b < e && isblank(*b)) b++; while (e > b && isblank(*(e-1))) e--; }
void split(char separator, ImVector<TextRange>& out);
};
@ -505,10 +525,6 @@ struct ImDrawCmd
ImVec4 clip_rect;
};
#ifndef IMDRAW_TEX_UV_FOR_WHITE
#define IMDRAW_TEX_UV_FOR_WHITE ImVec2(0,0)
#endif
// sizeof() == 20
struct ImDrawVert
{
@ -521,8 +537,11 @@ struct ImDrawVert
// User is responsible for providing a renderer for this in ImGuiIO::RenderDrawListFn
struct ImDrawList
{
ImVector<ImDrawCmd> commands;
// This is what you have to render
ImVector<ImDrawCmd> commands; // commands
ImVector<ImDrawVert> vtx_buffer; // each command consume ImDrawCmd::vtx_count of those
// [Internal to ImGui]
ImVector<ImVec4> clip_rect_stack; // [internal] clip rect stack while building the command-list (so text command can perform clipping early on)
ImDrawVert* vtx_write; // [internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
@ -600,7 +619,7 @@ struct ImBitmapFont
#pragma pack(pop)
unsigned char* Data; // Raw data, content of .fnt file
int DataSize; //
size_t DataSize; //
bool DataOwned; //
const FntInfo* Info; // (point into raw data)
const FntCommon* Common; // (point into raw data)
@ -615,7 +634,7 @@ struct ImBitmapFont
ImBitmapFont();
~ImBitmapFont() { Clear(); }
bool LoadFromMemory(const void* data, int data_size);
bool LoadFromMemory(const void* data, size_t data_size);
bool LoadFromFile(const char* filename);
void Clear();
void BuildLookupTable();

View File

@ -1,4 +1,4 @@
// stb_textedit.h - v1.3 - public domain - Sean Barrett
// stb_textedit.h - v1.4 - public domain - Sean Barrett
// Development of this library was sponsored by RAD Game Tools
//
// This C header file implements the guts of a multi-line text-editing
@ -30,8 +30,9 @@
//
// VERSION HISTORY
//
// 1.3 (2013-06-19) fix mouse clicking to round to nearest char boundary
// 1.2 (2013-05-27) fix some RAD types that had crept into the new code
// 1.4 (2014-08-17) fix signed/unsigned warnings
// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary
// 1.2 (2014-05-27) fix some RAD types that had crept into the new code
// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE )
// 1.0 (2012-07-26) improve documentation, initial public release
// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode
@ -41,7 +42,7 @@
// ADDITIONAL CONTRIBUTORS
//
// Ulf Winklemann: move-by-word in 1.1
// Scott Graham: mouse selectiom bugfix in 1.3
// Scott Graham: mouse selection bugfix in 1.3
//
// USAGE
//
@ -445,7 +446,7 @@ static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state
static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);
static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);
static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length);
static void stb_text_makeundo_insert(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length);
static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length);
static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length);
typedef struct
@ -649,7 +650,7 @@ static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state
stb_textedit_delete_selection(str,state);
// try to insert the characters
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) {
stb_text_makeundo_insert(str, state, state->cursor, len);
stb_text_makeundo_insert(state, state->cursor, len);
state->cursor += len;
state->has_preferred_x = 0;
return 1;
@ -684,7 +685,7 @@ retry:
} else {
stb_textedit_delete_selection(str,state); // implicity clamps
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
stb_text_makeundo_insert(str, state, state->cursor, 1);
stb_text_makeundo_insert(state, state->cursor, 1);
++state->cursor;
state->has_preferred_x = 0;
}
@ -1007,13 +1008,13 @@ static void stb_textedit_discard_undo(StbUndoState *state)
int n = state->undo_rec[0].insert_length, i;
// delete n characters from all other records
state->undo_char_point = state->undo_char_point - (short) n; // vsnet05
memmove(state->undo_char, state->undo_char + n, state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE));
memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE)));
for (i=0; i < state->undo_point; ++i)
if (state->undo_rec[i].char_storage >= 0)
state->undo_rec[i].char_storage = state->undo_rec[i].char_storage - (short) n; // vsnet05 // @OPTIMIZE: get rid of char_storage and infer it
}
--state->undo_point;
memmove(state->undo_rec, state->undo_rec+1, state->undo_point*sizeof(state->undo_rec[0]));
memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0])));
}
}
@ -1031,13 +1032,13 @@ static void stb_textedit_discard_redo(StbUndoState *state)
int n = state->undo_rec[k].insert_length, i;
// delete n characters from all other records
state->redo_char_point = state->redo_char_point + (short) n; // vsnet05
memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE));
memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE)));
for (i=state->redo_point; i < k; ++i)
if (state->undo_rec[i].char_storage >= 0)
state->undo_rec[i].char_storage = state->undo_rec[i].char_storage + (short) n; // vsnet05
}
++state->redo_point;
memmove(state->undo_rec + state->redo_point-1, state->undo_rec + state->redo_point, (STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0]));
memmove(state->undo_rec + state->redo_point-1, state->undo_rec + state->redo_point, (size_t) ((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));
}
}
@ -1203,7 +1204,7 @@ static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
s->redo_point++;
}
static void stb_text_makeundo_insert(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length)
static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length)
{
stb_text_createundo(&state->undostate, where, 0, length);
}

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