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..

49 Commits
v1.14 ... v1.16

Author SHA1 Message Date
5f8175abaa Version number 2014-11-21 13:40:38 +00:00
ab4f5e6862 Update README.md 2014-11-21 13:38:09 +00:00
075fe0220e MouseWheel input is normalized 2014-11-21 13:24:57 +00:00
cf037b4769 PushStyleColor/PushStyleVar can be used outside the scope of a window. Added 'count' parameter to PopStyleColor/PopStyleVar 2014-11-21 13:23:22 +00:00
97192606a6 Fixed Tab > space 2014-11-20 15:19:55 +00:00
e90984f638 Update README.md about performance 2014-11-20 12:27:05 +00:00
366516c154 Added "performance" screenshot 2014-11-20 12:10:53 +00:00
a6e0d182b0 Added "performance" screenshot 2014-11-20 12:04:08 +00:00
3572b04c69 ShowTestWindow: fixed example app from not displaying when header is collaposed. 2014-11-20 11:54:13 +00:00
fd8752df8d Style editor: colors list inside a scrolling region 2014-11-20 11:33:40 +00:00
f1dcd72e9f General fixes of Columns() api. User has more flexibility in the way to fill cells. 2014-11-20 11:31:55 +00:00
2aee4419e3 Fixed compatibility with std::vector if user decide to #define ImVector 2014-11-20 08:15:21 +00:00
9f2545e6bb Fixed comment 2014-11-18 10:01:34 +00:00
f3bd033b6d More fixes for ultra pedantic Clang -Weverything 2014-11-18 09:55:31 +00:00
b15532345b Using sqrtf, cosf, sinf. Made STB_TEXTEDIT_ implemtations static. Tweaks. 2014-11-18 07:51:55 +00:00
15436b46e8 Merge pull request #83 from emoon/master
Fixed Clang warnings
2014-11-18 07:40:50 +00:00
b01adf16de Fixed more Clang warnings 2014-11-17 20:37:22 +01:00
428c4d4ece Fixed Clang warnings 2014-11-17 20:35:58 +01:00
172ff0a262 Commenting unnecessary strlen calls that could be removed for speedup 2014-11-17 02:27:26 +09:00
c6f3d0924e Default 'text_end' parameter for low-level AddText/CalcTextSizeA functions 2014-11-17 02:18:37 +09:00
ac40284536 Fixed punctuation. 2014-11-15 13:29:44 +00:00
191e17eaf8 Added IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT 2014-11-15 13:18:25 +00:00
616668dac3 OpenGL example: uses offsetof() macros for vertice definition instead of hardcoded offsets 2014-11-15 13:10:15 +00:00
36e52167da OpenGL example: made the render function save/restore OpenGL state properly-ish 2014-11-15 12:56:41 +00:00
3f85fe2fe7 Cleanup and TODO list items 2014-11-15 12:00:35 +00:00
447cc88e04 Fixed unaligned memory access - fix font loading when building on Emscripten 2014-11-15 11:41:03 +00:00
9c707b6d8f Added assert to catch font data loading failure in a location that's easier to understand 2014-11-14 11:22:35 +09:00
9b5493d1d9 Added assert to catch users using Begin/End without a first NewFrame 2014-11-14 11:17:59 +09:00
8a65d97bf0 Warning fixes (now testing with Clang) 2014-11-12 16:56:42 +09:00
be93b842c1 Merge pull request #77 from ybunyak/master
Fix namespaces for Value() and Color() functions.
2014-11-12 08:48:53 +09:00
7961c53145 Fix namespaces for Value() and Color() functions. 2014-11-12 01:36:34 +02:00
d3bc92a674 Added INDEX to top of imgui.cpp
Explicit namespace prefix on all ImGui:: functions.
Fixed some typos.
2014-11-10 10:29:01 +09:00
4205241e86 PushTextWrapPos() defaults to 0.0 2014-11-10 10:23:06 +09:00
c97636aef4 Fixed lines clockwiseness to be consistent with other primitives. 2014-11-10 09:36:01 +09:00
ee3355fe8e Version number 2014-11-07 17:43:00 +09:00
1e30400f80 Added PushStyleVar(),PopStyleVar() helpers.
BeginChild() allows to specify negative sizes to specify "use remaining minus xx".
Added a simple example console into the demo window.
2014-11-07 17:22:38 +09:00
3a64c77826 Renamed IsHovered() to IsItemHovered() 2014-11-07 15:49:14 +09:00
e19f0d370a Added dummy IMGUI_API definition in front of entry-points for silly DLL action 2014-11-07 15:40:58 +09:00
6c192f3221 Added GetContentRegionMax() supporting columns. Some bug fixes with using columns. 2014-11-07 15:17:04 +09:00
78645a7dba Added word-wrapping API TextWrapped(), PushTextWrapPos(), PopTextWrapPos()
Added word-wrapping sample in the test window.
Added IsItemFocused() to tell if last widget is being focused for keyboard input.
2014-11-07 14:45:56 +09:00
74363c5a43 Fixed column using a "funny scale factor" (non power of two) #67 2014-10-26 21:33:34 +00:00
0b10cf4bd7 Fixed some typos in comments 2014-10-26 21:31:34 +00:00
3d84858755 Made with the NoResize flag can still use auto-fitting. Added SetWindowSize(). 2014-10-26 20:07:15 +00:00
fad5e45d2c Minor tweaks 2014-10-26 19:56:57 +00:00
05a3a9b962 Merge pull request #66 from JarrettBillingsley/master
Added callback versions of PlotLines/PlotHistogram
2014-10-26 20:53:40 +01:00
85eee4a4c5 Added overloads of ImGui::PlotLines and ImGui::PlotHistogram which take a value getter function instead of raw value data, and changed the implementation of the original overloads to use this new implementation. 2014-10-26 12:25:00 -07:00
4c4798546e Merge pull request #1 from ocornut/master
GCC warning fix
2014-10-26 12:22:27 -07:00
f768579377 GCC warning fix 2014-10-26 18:57:19 +00:00
e6eafd6fa8 Fixed warnings for GCC -Wpedantic 2014-10-26 15:08:28 +00:00
8 changed files with 1330 additions and 716 deletions

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@ -3,7 +3,7 @@ ImGui
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 user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
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.
@ -38,6 +38,7 @@ The Immediate Mode GUI paradigm may at first appear unusual to some users. This
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). With the uSynergy.c micro client running you can seamlessly use your PC input devices from 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.
@ -51,16 +52,33 @@ I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c mic
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>Is ImGui fast?</b>
Down the fundation of its visual design, ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but ImGui aims to minimize it.
Mileage may vary but the following screenshot should give you an idea of the cost of running and rendering UI code (In the case of a trivial demo application like this one, your driver/os setup may be a bottleneck and cause higher variation or throttled framerate. Testing performance as part of a real application is recommended).
![performance screenshot](/web/performance_01_close_up.png?raw=true)
This is showing framerate on my 2011 iMac running Windows 7, OpenGL, AMD Radeon HD 6700M. ([click here for the full-size picture](/web/performance_01.png)).
In contrast, librairies featuring higher-quality rendering and layouting techniques may have a higher resources footprint.
<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:
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 very compact UI with different colors:
![skinning screenshot 1](/web/skinning_sample_01.png?raw=true)
Support
-------
<b>Can you develop features xxxx for ImGui?</b>
Please use GitHub 'Issues' facilities to suggest and discuss improvements. If you are company and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui. Donations are also welcome to support further work on the library.
Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your question are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
<b>Can I donate to support the development of ImGui?</b>
If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
Credits
-------

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@ -92,9 +92,9 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
{
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);

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@ -34,6 +34,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
// 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.
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
@ -51,33 +52,41 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Render command lists
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
const unsigned char* vtx_buffer = (const unsigned char*)cmd_list->vtx_buffer.begin();
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer+8));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer+16));
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, col)));
int vtx_offset = 0;
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
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);
// Restore modified state
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
}
// NB: ImGui already provide OS clipboard support for Windows so this isn't needed if you are using Windows only.

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@ -39,6 +39,6 @@ namespace ImGui
{
void Value(const char* prefix, const MyVec2& v, const char* float_format = NULL);
void Value(const char* prefix, const MyVec4& v, const char* float_format = NULL);
};
}
*/

1572
imgui.cpp

File diff suppressed because it is too large Load Diff

419
imgui.h
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@ -1,4 +1,4 @@
// ImGui library v1.14
// ImGui library v1.16
// See .cpp file for commentary.
// See ImGui::ShowTestWindow() for sample code.
// Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
@ -25,10 +25,15 @@ struct ImGuiWindow;
#define IM_ASSERT(_EXPR) assert(_EXPR)
#endif
#ifndef IMGUI_API
#define IMGUI_API
#endif
typedef unsigned int ImU32;
typedef unsigned short ImWchar;
typedef ImU32 ImGuiID;
typedef int ImGuiCol; // enum ImGuiCol_
typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
typedef int ImGuiKey; // enum ImGuiKey_
typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
@ -60,10 +65,10 @@ struct ImVec4
namespace ImGui
{
// Proxy functions to access the MemAllocFn/MemFreeFn/MemReallocFn pointers in ImGui::GetIO(). The only reason they exist here is to allow ImVector<> to compile inline.
void* MemAlloc(size_t sz);
void MemFree(void* ptr);
void* MemRealloc(void* ptr, size_t sz);
};
IMGUI_API void* MemAlloc(size_t sz);
IMGUI_API void MemFree(void* ptr);
IMGUI_API void* MemRealloc(void* ptr, size_t sz);
}
// std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
// Use '#define ImVector std::vector' if you want to use the STL type or your own type.
@ -111,8 +116,8 @@ public:
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 ptrdiff_t 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 ptrdiff_t 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 ptrdiff_t off = it - begin(); memmove(Data + off, Data + off + 1, (Size - (size_t)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 ptrdiff_t off = it - begin(); if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, (Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; }
};
#endif // #ifndef ImVector
@ -129,157 +134,170 @@ public:
namespace ImGui
{
// Main
ImGuiIO& GetIO();
ImGuiStyle& GetStyle();
void NewFrame();
void Render();
void Shutdown();
void ShowUserGuide();
void ShowStyleEditor(ImGuiStyle* ref = NULL);
void ShowTestWindow(bool* open = NULL);
IMGUI_API ImGuiIO& GetIO();
IMGUI_API ImGuiStyle& GetStyle();
IMGUI_API void NewFrame();
IMGUI_API void Render();
IMGUI_API void Shutdown();
IMGUI_API void ShowUserGuide();
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL);
IMGUI_API void ShowTestWindow(bool* open = NULL);
// Window
bool Begin(const char* name = "Debug", bool* open = NULL, ImVec2 size = ImVec2(0,0), float fill_alpha = -1.0f, ImGuiWindowFlags flags = 0); // return false when window is collapsed, so you can early out in your code.
void End();
void BeginChild(const char* str_id, ImVec2 size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);
void EndChild();
bool GetWindowIsFocused();
ImVec2 GetWindowSize();
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(const ImVec2& pos); // set current window pos.
ImVec2 GetWindowContentRegionMin();
ImVec2 GetWindowContentRegionMax();
ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives.
ImFont GetWindowFont();
float GetWindowFontSize();
void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontBaseScale if you want to scale all windows together.
void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position.
void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use 'offset' to access sub components of a multiple component widget.
void SetTreeStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
ImGuiStorage* GetTreeStateStorage();
void PushItemWidth(float item_width);
void PopItemWidth();
float GetItemWidth();
void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets.
void PopAllowKeyboardFocus();
void PushStyleColor(ImGuiCol idx, const ImVec4& col);
void PopStyleColor();
IMGUI_API bool Begin(const char* name = "Debug", bool* open = NULL, ImVec2 size = ImVec2(0,0), float fill_alpha = -1.0f, ImGuiWindowFlags flags = 0); // return false when window is collapsed, so you can early out in your code.
IMGUI_API void End();
IMGUI_API void BeginChild(const char* str_id, ImVec2 size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). on each axis.
IMGUI_API void EndChild();
IMGUI_API bool GetWindowIsFocused();
IMGUI_API ImVec2 GetWindowSize();
IMGUI_API float GetWindowWidth();
IMGUI_API void SetWindowSize(const ImVec2& size); // set to ImVec2(0,0) to force an auto-fit
IMGUI_API ImVec2 GetWindowPos(); // you should rarely need/care about the window position, but it can be useful if you want to use your own drawing.
IMGUI_API void SetWindowPos(const ImVec2& pos); // set current window pos.
IMGUI_API ImVec2 GetContentRegionMax(); // window or current column boundaries
IMGUI_API ImVec2 GetWindowContentRegionMin(); // window boundaries
IMGUI_API ImVec2 GetWindowContentRegionMax();
IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives.
IMGUI_API ImFont GetWindowFont();
IMGUI_API float GetWindowFontSize();
IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontBaseScale if you want to scale all windows together.
IMGUI_API void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position.
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use 'offset' to access sub components of a multiple component widget.
IMGUI_API void SetTreeStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
IMGUI_API ImGuiStorage* GetTreeStateStorage();
IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case. default to ~2/3 of windows width.
IMGUI_API void PopItemWidth();
IMGUI_API float GetItemWidth();
IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets.
IMGUI_API void PopAllowKeyboardFocus();
IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
IMGUI_API void PopStyleColor(int count = 1);
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
IMGUI_API void PopStyleVar(int count = 1);
IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space.
IMGUI_API void PopTextWrapPos();
// Tooltip
void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins.
void SetTooltipV(const char* fmt, va_list args);
void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text.
void EndTooltip();
IMGUI_API void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins.
IMGUI_API void SetTooltipV(const char* fmt, va_list args);
IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text.
IMGUI_API void EndTooltip();
// Layout
void Separator(); // horizontal line
void SameLine(int column_x = 0, int spacing_w = -1); // call between widgets to layout them horizontally
void Spacing();
void Columns(int count = 1, const char* id = NULL, bool border=true); // setup number of columns
void NextColumn(); // next column
float GetColumnOffset(int column_index = -1);
void SetColumnOffset(int column_index, float offset);
float GetColumnWidth(int column_index = -1);
ImVec2 GetCursorPos(); // cursor position is relative to window position
void SetCursorPos(const ImVec2& pos); // "
void SetCursorPosX(float x); // "
void SetCursorPosY(float y); // "
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 subsequent (bigger) widgets.
float GetTextLineSpacing();
float GetTextLineHeight();
IMGUI_API void Separator(); // horizontal line
IMGUI_API void SameLine(int column_x = 0, int spacing_w = -1); // call between widgets to layout them horizontally
IMGUI_API void Spacing();
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border=true); // setup number of columns
IMGUI_API void NextColumn(); // next column
IMGUI_API float GetColumnOffset(int column_index = -1);
IMGUI_API void SetColumnOffset(int column_index, float offset);
IMGUI_API float GetColumnWidth(int column_index = -1);
IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
IMGUI_API void SetCursorPos(const ImVec2& pos); // "
IMGUI_API void SetCursorPosX(float x); // "
IMGUI_API void SetCursorPosY(float y); // "
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in screen space
IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets.
IMGUI_API float GetTextLineSpacing();
IMGUI_API float GetTextLineHeight();
// ID scopes
void PushID(const char* str_id);
void PushID(const void* ptr_id);
void PushID(const int int_id);
void PopID();
IMGUI_API void PushID(const char* str_id);
IMGUI_API void PushID(const void* ptr_id);
IMGUI_API void PushID(const int int_id);
IMGUI_API void PopID();
// 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 TextColoredV(const ImVec4& col, const char* fmt, va_list args);
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 LabelTextV(const char* label, const char* fmt, va_list args);
void BulletText(const char* fmt, ...);
void BulletTextV(const char* fmt, va_list args);
bool Button(const char* label, ImVec2 size = ImVec2(0,0), bool repeat_when_held = false);
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); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders.
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[4], 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), 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));
bool Checkbox(const char* label, bool* v);
bool 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 InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0);
bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
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, ImGuiInputTextFlags extra_flags = 0);
bool Combo(const char* label, int* current_item, const char** items, int items_count, int popup_height_items = 7);
bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_height_items = 7); // Separate items with \0, end item-list with \0\0
bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_height_items = 7);
bool ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true);
bool ColorEdit3(const char* label, float col[3]);
bool ColorEdit4(const char* label, float col[4], bool show_alpha = true);
void ColorEditMode(ImGuiColorEditMode mode);
bool TreeNode(const char* str_label_id); // if returning 'true' the node is open and the user is responsible for calling TreePop
bool TreeNode(const char* str_id, const char* fmt, ...); // "
bool TreeNode(const void* ptr_id, const char* fmt, ...); // "
bool TreeNodeV(const char* str_id, const char* fmt, va_list args); // "
bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args); // "
void TreePush(const char* str_id = NULL); // already called by TreeNode(), but you can call Push/Pop yourself for layouting purpose
void TreePush(const void* ptr_id = NULL); // "
void TreePop();
void OpenNextNode(bool open); // force open/close the next TreeNode or CollapsingHeader
IMGUI_API void Text(const char* fmt, ...);
IMGUI_API void TextV(const char* fmt, va_list args);
IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args);
IMGUI_API void TextWrapped(const char* fmt, ...); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();
IMGUI_API void TextWrappedV(const char* fmt, va_list args);
IMGUI_API 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, recommended for long chunks of text.
IMGUI_API void LabelText(const char* label, const char* fmt, ...); // display text+label aligned the same way as value+label widgets
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
IMGUI_API void BulletText(const char* fmt, ...);
IMGUI_API void BulletTextV(const char* fmt, va_list args);
IMGUI_API bool Button(const char* label, ImVec2 size = ImVec2(0,0), bool repeat_when_held = false);
IMGUI_API bool SmallButton(const char* label);
IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false);
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders.
IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderAngle(const char* label, float* v, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f); // *v in radians
IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format = "%.0f");
IMGUI_API 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));
IMGUI_API void PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, 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));
IMGUI_API 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));
IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, 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));
IMGUI_API bool Checkbox(const char* label, bool* v);
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
IMGUI_API bool RadioButton(const char* label, bool active);
IMGUI_API bool RadioButton(const char* label, int* v, int v_button);
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision = -1);
IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision = -1);
IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision = -1);
IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
IMGUI_API bool Combo(const char* label, int* current_item, const char** items, int items_count, int popup_height_items = 7);
IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_height_items = 7); // separate items with \0, end item-list with \0\0
IMGUI_API bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_height_items = 7);
IMGUI_API bool ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true);
IMGUI_API bool ColorEdit3(const char* label, float col[3]);
IMGUI_API bool ColorEdit4(const char* label, float col[4], bool show_alpha = true);
IMGUI_API void ColorEditMode(ImGuiColorEditMode mode);
IMGUI_API bool TreeNode(const char* str_label_id); // if returning 'true' the node is open and the user is responsible for calling TreePop
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...); // "
IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...); // "
IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args); // "
IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args); // "
IMGUI_API void TreePush(const char* str_id = NULL); // already called by TreeNode(), but you can call Push/Pop yourself for layouting purpose
IMGUI_API void TreePush(const void* ptr_id = NULL); // "
IMGUI_API void TreePop();
IMGUI_API void OpenNextNode(bool open); // force open/close the next TreeNode or CollapsingHeader
// Value helper output "name: value"
// Freely declare your own in the ImGui namespace.
void Value(const char* prefix, bool b);
void Value(const char* prefix, int v);
void Value(const char* prefix, unsigned int v);
void Value(const char* prefix, float v, const char* float_format = NULL);
void Color(const char* prefix, const ImVec4& v);
void Color(const char* prefix, unsigned int v);
IMGUI_API void Value(const char* prefix, bool b);
IMGUI_API void Value(const char* prefix, int v);
IMGUI_API void Value(const char* prefix, unsigned int v);
IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
IMGUI_API void Color(const char* prefix, const ImVec4& v);
IMGUI_API void Color(const char* prefix, unsigned int v);
// Logging
void LogButtons();
void LogToTTY(int max_depth = -1);
void LogToFile(int max_depth = -1, const char* filename = NULL);
void LogToClipboard(int max_depth = -1);
IMGUI_API void LogButtons();
IMGUI_API void LogToTTY(int max_depth = -1);
IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL);
IMGUI_API void LogToClipboard(int max_depth = -1);
// Utilities
void SetNewWindowDefaultPos(const ImVec2& pos); // set position of window that do
bool IsHovered(); // was the last item active area hovered by mouse?
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);
bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window)
bool IsMouseHoveringAnyWindow(); // is mouse hovering any active imgui window
bool IsMouseHoveringBox(const ImVec2& box_min, const ImVec2& box_max); // is mouse hovering given bounding box
bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window
ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
float GetTime();
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);
IMGUI_API void SetNewWindowDefaultPos(const ImVec2& pos); // set position of window that do
IMGUI_API bool IsItemHovered(); // was the last item active area hovered by mouse?
IMGUI_API bool IsItemFocused(); // was the last item focused for keyboard input?
IMGUI_API ImVec2 GetItemBoxMin(); // get bounding box of last item
IMGUI_API ImVec2 GetItemBoxMax(); // get bounding box of last item
IMGUI_API bool IsClipped(const ImVec2& item_size); // to perform coarse clipping on user's side (as an optimization)
IMGUI_API 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
IMGUI_API bool IsMouseClicked(int button, bool repeat = false);
IMGUI_API bool IsMouseDoubleClicked(int button);
IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window)
IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any active imgui window
IMGUI_API bool IsMouseHoveringBox(const ImVec2& box_min, const ImVec2& box_max); // is mouse hovering given bounding box
IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API float GetTime();
IMGUI_API int GetFrameCount();
IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
IMGUI_API void GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size);
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_hash = true, float wrap_width = -1.0f);
}; // namespace ImGui
} // namespace ImGui
// Flags for ImGui::Begin()
enum ImGuiWindowFlags_
@ -294,7 +312,7 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 6, // For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 7, // For internal use by BeginChild()
ImGuiWindowFlags_ComboBox = 1 << 8, // For internal use by ComboBox()
ImGuiWindowFlags_Tooltip = 1 << 9, // For internal use by Render() when using Tooltip
ImGuiWindowFlags_Tooltip = 1 << 9 // For internal use by Render() when using Tooltip
};
// Flags for ImGui::InputText()
@ -304,7 +322,7 @@ enum ImGuiInputTextFlags_
ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
ImGuiInputTextFlags_AutoSelectAll = 1 << 2, // Select entire text when first taking focus
ImGuiInputTextFlags_EnterReturnsTrue = 1 << 3, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
ImGuiInputTextFlags_EnterReturnsTrue = 1 << 3 // Return 'true' when Enter is pressed (as opposed to when the value was modified)
//ImGuiInputTextFlags_AlignCenter = 1 << 3,
};
@ -328,9 +346,10 @@ enum ImGuiKey_
ImGuiKey_X, // for CTRL+X: cut
ImGuiKey_Y, // for CTRL+Y: redo
ImGuiKey_Z, // for CTRL+Z: undo
ImGuiKey_COUNT,
ImGuiKey_COUNT
};
// Enumeration for PushStyleColor() / PopStyleColor()
enum ImGuiCol_
{
ImGuiCol_Text,
@ -370,15 +389,29 @@ enum ImGuiCol_
ImGuiCol_PlotHistogramHovered,
ImGuiCol_TextSelectedBg,
ImGuiCol_TooltipBg,
ImGuiCol_COUNT,
ImGuiCol_COUNT
};
// Enumeration for PushStyleVar() / PopStyleVar()
// NB: the enum only refers to fields of ImGuiStyle() which makes sense to be pushed/poped in UI code. Feel free to add others.
enum ImGuiStyleVar_
{
ImGuiStyleVar_Alpha, // float
ImGuiStyleVar_WindowPadding, // ImVec2
ImGuiStyleVar_FramePadding, // ImVec2
ImGuiStyleVar_ItemSpacing, // ImVec2
ImGuiStyleVar_ItemInnerSpacing, // ImVec2
ImGuiStyleVar_TreeNodeSpacing, // float
ImGuiStyleVar_ColumnsMinSpacing // float
};
// Enumeration for ColorEditMode()
enum ImGuiColorEditMode_
{
ImGuiColorEditMode_UserSelect = -1,
ImGuiColorEditMode_RGB = 0,
ImGuiColorEditMode_HSV = 1,
ImGuiColorEditMode_HEX = 2,
ImGuiColorEditMode_HEX = 2
};
struct ImGuiStyle
@ -398,7 +431,7 @@ struct ImGuiStyle
float ScrollBarWidth; // Width of the vertical scroll bar
ImVec4 Colors[ImGuiCol_COUNT];
ImGuiStyle();
IMGUI_API ImGuiStyle();
};
// This is where your app communicate with ImGui. Call ImGui::GetIO() to access.
@ -461,7 +494,7 @@ struct ImGuiIO
ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
// Function
void AddInputCharacter(ImWchar); // Helper to add a new character into InputCharacters[]
IMGUI_API void AddInputCharacter(ImWchar c); // Helper to add a new character into InputCharacters[]
//------------------------------------------------------------------
// Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application
@ -483,7 +516,7 @@ struct ImGuiIO
float MouseDownTime[5];
float KeysDownTime[512];
ImGuiIO();
IMGUI_API ImGuiIO();
};
//-----------------------------------------------------------------------------
@ -518,7 +551,7 @@ struct ImGuiTextFilter
char front() const { return *b; }
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);
IMGUI_API void split(char separator, ImVector<TextRange>& out);
};
char InputBuf[256];
@ -530,7 +563,7 @@ struct ImGuiTextFilter
void Draw(const char* label = "Filter (inc,-exc)", float width = -1.0f); // Helper calling InputText+Build
bool PassFilter(const char* val) const;
bool IsActive() const { return !Filters.empty(); }
void Build();
IMGUI_API void Build();
};
// Helper: Text buffer for logging/accumulating text
@ -539,12 +572,13 @@ struct ImGuiTextBuffer
ImVector<char> Buf;
ImGuiTextBuffer() { Buf.push_back(0); }
const char* begin() const { return Buf.begin(); }
const char* end() const { return Buf.end()-1; }
~ImGuiTextBuffer() { clear(); }
const char* begin() const { return &Buf.front(); }
const char* end() const { return &Buf.back(); } // Buf is zero-terminated, so end() will point on the zero-terminator
size_t size() const { return Buf.size()-1; }
bool empty() { return Buf.empty(); }
void clear() { Buf.clear(); Buf.push_back(0); }
void append(const char* fmt, ...);
IMGUI_API void append(const char* fmt, ...);
};
// Helper: Key->value storage
@ -557,13 +591,13 @@ struct ImGuiStorage
struct Pair { ImU32 key; int val; };
ImVector<Pair> Data;
void Clear();
int GetInt(ImU32 key, int default_val = 0);
void SetInt(ImU32 key, int val);
void SetAllInt(int val);
IMGUI_API void Clear();
IMGUI_API int GetInt(ImU32 key, int default_val = 0);
IMGUI_API void SetInt(ImU32 key, int val);
IMGUI_API void SetAllInt(int val);
int* Find(ImU32 key);
void Insert(ImU32 key, int val);
IMGUI_API int* Find(ImU32 key);
IMGUI_API void Insert(ImU32 key, int val);
};
//-----------------------------------------------------------------------------
@ -577,12 +611,20 @@ struct ImDrawCmd
ImVec4 clip_rect;
};
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
// Default vertex layout
struct ImDrawVert
{
ImVec2 pos;
ImVec2 uv;
ImU32 col;
};
#else
// You can change the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT.
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
// The type has to be described by the #define (you can either declare the struct or use a typedef)
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif
// Draw command list
// This is the low-level list of polygon that ImGui:: functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
@ -602,22 +644,22 @@ struct ImDrawList
ImDrawList() { Clear(); }
void Clear();
void PushClipRect(const ImVec4& clip_rect);
void PopClipRect();
void ReserveVertices(unsigned int vtx_count);
void AddVtx(const ImVec2& pos, ImU32 col);
void AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col);
IMGUI_API void Clear();
IMGUI_API void PushClipRect(const ImVec4& clip_rect);
IMGUI_API void PopClipRect();
IMGUI_API void ReserveVertices(unsigned int vtx_count);
IMGUI_API void AddVtx(const ImVec2& pos, ImU32 col);
IMGUI_API void AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col);
// Primitives
void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col);
void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
void AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris=false, const ImVec2& third_point_offset = ImVec2(0,0));
void AddText(ImFont font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end);
// Primitives
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col);
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
IMGUI_API void AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris = false, const ImVec2& third_point_offset = ImVec2(0,0));
IMGUI_API void AddText(ImFont font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f);
};
// Optional bitmap font data loader & renderer into vertices
@ -686,18 +728,23 @@ struct ImBitmapFont
ImVector<const char*> Filenames; // (point into raw data)
ImVector<int> IndexLookup; // (built)
ImBitmapFont();
~ImBitmapFont() { Clear(); }
IMGUI_API ImBitmapFont();
IMGUI_API ~ImBitmapFont() { Clear(); }
bool LoadFromMemory(const void* data, size_t data_size);
bool LoadFromFile(const char* filename);
void Clear();
void BuildLookupTable();
const FntGlyph * FindGlyph(unsigned short c) const;
float GetFontSize() const { return (float)Info->FontSize; }
bool IsLoaded() const { return Info != NULL && Common != NULL && Glyphs != NULL; }
IMGUI_API bool LoadFromMemory(const void* data, size_t data_size);
IMGUI_API bool LoadFromFile(const char* filename);
IMGUI_API void Clear();
IMGUI_API void BuildLookupTable();
IMGUI_API const FntGlyph * FindGlyph(unsigned short c, const FntGlyph* fallback = NULL) const;
IMGUI_API float GetFontSize() const { return (float)Info->FontSize; }
IMGUI_API bool IsLoaded() const { return Info != NULL && Common != NULL && Glyphs != NULL; }
ImVec2 CalcTextSizeA(float size, float max_width, const char* text_begin, const char* text_end, const char** remaining = NULL) const; // utf8
ImVec2 CalcTextSizeW(float size, float max_width, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL) const; // wchar
void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices) const;
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
IMGUI_API ImVec2 CalcTextSizeW(float size, float max_width, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL) const; // wchar
IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width = 0.0f) const;
private:
IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width, const FntGlyph* fallback_glyph) const;
};

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