Compare commits

...

62 Commits
v1.31 ... v1.33

Author SHA1 Message Date
3f4924ee2b Merge branch 'master' of https://github.com/ocornut/imgui 2015-02-22 18:16:29 +00:00
e022e5cff6 Version number 1.33 2015-02-22 18:16:25 +00:00
99ceadbf31 Update README.md 2015-02-22 17:55:45 +00:00
cb3c1da77a GetColumnOffset() / SetColumnOffset() fixes. (cf #125)
Actually ignore window padding, and don't subtract
window->DC.ColumnsStartX like older version did.
2015-02-22 17:02:17 +00:00
18a9c799aa Tweaking Columns() examples. 2015-02-22 16:45:55 +00:00
358d41ba8e GetColumnOffset() / SetColumnOffset() takes account of window padding properly (cf. #125) 2015-02-22 16:27:34 +00:00
b9457a2c02 Reworked Columns() examples. 2015-02-22 16:26:37 +00:00
5b59f228ed Separator() within column correctly vertical offset all columns content (pointed out in #125) 2015-02-22 14:43:52 +00:00
2e9dea0619 Removed extraneous (1,1) padding on child window (pointed out in #125) 2015-02-22 14:34:34 +00:00
19079a58d9 Merge branch 'master' of https://github.com/ocornut/imgui 2015-02-22 13:45:15 +00:00
0d63e0ce60 Examples: DirectX examples applications all have a Console for debugging. 2015-02-22 13:45:07 +00:00
c060463981 Update README.me (fix #139) 2015-02-22 13:14:43 +00:00
bab81318a9 Comments and changed ImVec2 parameters to const ImVec2& 2015-02-22 12:38:46 +00:00
4229b7e60b Fix hovering of child window extending past their parent not taking account of parent clipping rectangle (Fix #137) 2015-02-22 12:05:38 +00:00
835a46effb Comments 2015-02-21 16:50:34 +00:00
00e281bef1 Version number 2015-02-21 16:39:21 +00:00
0a1e67a787 InputText: cursor/selection/undo stack persist when using other widgets and getting back to same (#134)
Using SetKeyboardFocusHere() in particular on last used text edit revive
the cursor/selection.
2015-02-21 16:30:40 +00:00
242a52abba InputText: minor tidying up. 2015-02-21 16:05:59 +00:00
2f9ef13be3 Comments 2015-02-21 13:36:24 +00:00
185744e697 Having a InputText() active doesn't steal mouse inputs (relate to #134) 2015-02-21 12:49:51 +00:00
87a3522eb2 Clearing ImGuiState, may switch back to memset(0) but that would put a requirement on user defined ImVector<> to be zero-fill compat 2015-02-21 11:49:12 +00:00
4deeaea93c BeginChild() return a bool analoguous to Begin(). if true you can skip submitting content. 2015-02-21 10:30:05 +00:00
8f75cffc09 Columns: doesn't incorrectly bail out when SkipItems is set (fix #136) 2015-02-21 10:27:13 +00:00
0e159aa22e BeginChild() variant goes after the main one 2015-02-21 10:10:21 +00:00
2ae0e667d0 Child window explicitly inherit collapse state from parent. 2015-02-21 10:02:32 +00:00
364d4a1ae6 Merge branch 'master' of https://github.com/ocornut/imgui 2015-02-18 17:17:14 +00:00
f2752584e2 Added IsAnyItemActive() 2015-02-18 17:17:06 +00:00
a0e93f410e Update README.md 2015-02-18 11:47:50 +00:00
c1f20f03c5 ImGuiTextFilter() can take a default filter string 2015-02-15 13:50:04 +00:00
d58ded3acb Sliders: value is clipped inside the frame when resizing sliders to be small. 2015-02-13 10:37:03 +00:00
9542f52182 InputText: size for allowed input size smaller than necessary by 1 byte. 2015-02-13 09:39:50 +00:00
1eef869669 Fix ImFont::BuildLookupTable() potential dangling pointer dereference (fix #131) 2015-02-13 08:56:06 +00:00
941ef993d9 ImGuITextFilter::Draw() use regular width call. 2015-02-12 19:34:14 +00:00
dbdbaec3eb Version number + comment 2015-02-11 18:34:55 +00:00
cb0a4db048 Calculate frame-rate for the user, as a purely luxurious feature
..and to reduce sample code size a little.
2015-02-11 18:28:17 +00:00
d65e051a07 Minor formatting tweaks, comments 2015-02-11 18:14:39 +00:00
a597664672 Added ImGuiInputTextFlags_CharsNoBlank stock filter. Tweak examples. 2015-02-11 18:01:32 +00:00
2df4735904 ImGuiInputTextFlags_CallbackCharFilter can return 1 to filter character 2015-02-11 17:55:26 +00:00
b73484a66b Added ImGuiInputTextFlags_CharsUppercase stock filter 2015-02-11 17:46:16 +00:00
9473cd491e InputText(): added ImGuiInputTextFlags_CallbackCharFilter system for filtering/replacement. Callback now passed an "EventFlag" parameter. 2015-02-11 17:39:13 +00:00
183a27fd70 CalcTextSize*() more optimisation, fast-path for ascii. 2015-02-11 12:31:04 +00:00
ea94835834 CalcTextSize*() tweaks. ImTextCharFromUtf8() return 1 for a zero character now. 2015-02-11 12:23:38 +00:00
1da8a52ce7 CalcTextSize*() functions which are often speed bottleneck for large contents are about 25% faster.
Caching character advance contiguously, pulled inline, no int->float
conversion.
2015-02-11 12:10:45 +00:00
ca2de0b89b Merge branch 'master' of https://github.com/ocornut/imgui 2015-02-11 11:50:34 +00:00
c73d9cfebb Columns offsets cached to avoid repeated binary search. 2015-02-11 11:50:24 +00:00
5bd7c43a1f Update README.md
Rewording
2015-02-11 00:38:26 +00:00
6347179bb0 Added ListBox() (#129)
Along with ListBoxHeader(), ListBoxFooter() helpers.
2015-02-11 00:21:27 +00:00
16925525c6 Selectable: fixed text clipping. 2015-02-10 22:56:28 +00:00
c26af284db Tweaks. Combo default height_in_items is -1 at compilation time to match incoming ListSelect() behavior 2015-02-10 22:48:46 +00:00
801ed2c472 Allow passing -0.01f to PushItemWidth() for a perfect right-side alignment + fix CalcItemWidth() 2015-02-10 21:42:21 +00:00
e7f51172c1 BeginChildFrame() / EndChildFrame() helpers. 2015-02-10 21:21:23 +00:00
1e9f6cce7f PushItemWidth() can take negative value to right-align items. Renamed GetItemWidth() to CalcItemWidth() 2015-02-10 21:07:26 +00:00
5d31430785 Combo() uses Selectable() 2015-02-10 19:51:52 +00:00
e5752f54b0 Selectable() variant: fixed missed return value 2015-02-10 19:47:35 +00:00
8532da3f52 Added BeginChild() variant that takes an ImGuiID 2015-02-10 19:12:48 +00:00
c6d42b1a54 Added Selectable() building block for various list boxes, combo boxes 2015-02-10 19:09:37 +00:00
220d920581 Internal ButtonBehaviour() supports a pressed_on_click mode (unused yet) + Renamed internal Combo*getters to Items*getters 2015-02-10 17:45:45 +00:00
46dfbb5fa8 Tweak default ImGuiCol_HeaderActive to be less bright 2015-02-10 17:43:58 +00:00
da2f5d9c48 Added ImGuiCol_ChildWindowBg, ImGuiStyleVar_ChildWindowRounding for completeness and flexibility
Upcoming features using it.
2015-02-10 13:00:22 +00:00
3ea90b1cd9 Update README.md 2015-02-10 12:38:34 +00:00
4cb236fe46 ShowTestWindow() demonstrate tree nodes within columns. 2015-02-10 12:37:52 +00:00
8e8cb7de3f Fixed title bar text clipping issue (fix #128)
+ Update version number
2015-02-09 20:32:00 +00:00
11 changed files with 831 additions and 421 deletions

View File

@ -2,7 +2,7 @@ ImGui
=====
[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
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. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
@ -72,22 +72,22 @@ Yes. I have written data browsers, debuggers, profilers and all sort of non-triv
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).
Mileage may vary but the following screenshot may give you a rough 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)).
This is showing framerate for the full application loop on my 2011 iMac running Windows 7, OpenGL, AMD Radeon HD 6700M with an optimized executable. ([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.
If you intend to display large lists of items (say, 1000+) it can be beneficial for your code to perform clipping manually - using helpers such as CalcListClipping() - in order to avoid submitting them to ImGui in the first place. Even though ImGui will discard your clipped items it still needs to calculate their size and that overhead will add up if you have thousands of items.
<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 very compact UI with different colors:
![skinning screenshot 1](/web/skinning_sample_01.png?raw=true)
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. 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.
<b>Why using C++ (as opposed to C)?</b>
ImGui takes advantage of a few C++ features for convenience but nothing in the realm of Boost-insanity/quagmire. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience but could be removed.
ImGui takes advantage of a few C++ features for convenience but nothing anywhere Boost-insanity/quagmire. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience but could be removed.
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
@ -96,7 +96,9 @@ Donate
<b>Can I donate to support the development of ImGui?</b>
Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
I'm currently an independant developer and your contributions are very meaningful to me. I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui please consider making a contribution. One-off donations are also greatly appreciated (PayPal link above). I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
@ -112,10 +114,12 @@ Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Bin
ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
Special supporters
- Wild Sheep Studio
- Jetha Chan
- Pastagames
- Wild Sheep Studio
Supporters
And
- Dale Kim
- Michel Courtine
And other supporters; thanks!

View File

@ -47,6 +47,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -63,6 +64,7 @@
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>

View File

@ -514,7 +514,7 @@ void UpdateImGui()
ImGui::NewFrame();
}
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
int main(int argc, char** argv)
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
@ -568,17 +568,7 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
ImGui::ColorEdit3("clear color", (float*)&clear_col);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
// Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
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] = 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);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair

View File

@ -47,8 +47,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>
</SubSystem>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -65,8 +64,7 @@
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>
</SubSystem>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>

View File

@ -280,7 +280,7 @@ void UpdateImGui()
ImGui::NewFrame();
}
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
int main(int argc, char** argv)
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
@ -334,17 +334,7 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
ImGui::ColorEdit3("clear color", (float*)&clear_col);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
// Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
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] = 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);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair

View File

@ -346,17 +346,7 @@ int main(int argc, char** argv)
ImGui::ColorEdit3("clear color", (float*)&clear_col);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
// Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
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] = 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);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair

View File

@ -47,7 +47,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>NotSet</SubSystem>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -64,7 +64,7 @@
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>NotSet</SubSystem>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>

View File

@ -255,17 +255,7 @@ int main(int argc, char** argv)
ImGui::ColorEdit3("clear color", (float*)&clear_col);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
// Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
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] = 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);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair

View File

@ -47,7 +47,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>NotSet</SubSystem>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -64,7 +64,7 @@
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>NotSet</SubSystem>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>

1036
imgui.cpp

File diff suppressed because it is too large Load Diff

124
imgui.h
View File

@ -1,4 +1,4 @@
// ImGui library v1.31
// ImGui library v1.33
// See .cpp file for documentation.
// See ImGui::ShowTestWindow() for sample code.
// Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
@ -44,6 +44,7 @@ typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
typedef int ImGuiSetCondition; // enum ImGuiSetCondition_
typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_
struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
struct ImVec2
{
@ -141,7 +142,7 @@ public:
// - struct ImDrawList // Draw command list
// - struct ImFont // TTF font loader, bake glyphs into bitmap
// ImGui End-user API
// ImGui end-user API
// In a namespace so that user can add extra functions (e.g. Value() helpers for your vector or common types)
namespace ImGui
{
@ -156,13 +157,15 @@ namespace ImGui
IMGUI_API void ShowTestWindow(bool* open = NULL);
// Window
IMGUI_API bool Begin(const char* name = "Debug", bool* p_opened = 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. passing 'bool* p_opened' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
// See implementation in .cpp for details
IMGUI_API bool Begin(const char* name = "Debug", bool* p_opened = NULL, const ImVec2& initial_size = ImVec2(0,0), float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // return false when window is collapsed, so you can early out in your code. passing 'bool* p_opened' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
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 bool BeginChild(const char* str_id, const 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 bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
IMGUI_API void EndChild();
IMGUI_API bool GetWindowIsFocused();
IMGUI_API ImVec2 GetContentRegionMax(); // window or current column boundaries
IMGUI_API ImVec2 GetWindowContentRegionMin(); // window boundaries
IMGUI_API ImVec2 GetContentRegionMax(); // window or current column boundaries, in windows coordinates
IMGUI_API ImVec2 GetWindowContentRegionMin(); // window boundaries, in windows coordinates
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();
@ -194,9 +197,9 @@ namespace ImGui
IMGUI_API void PopStyleVar(int count = 1);
// Parameters stacks (current window)
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 PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -0.01f always align width to the right side)
IMGUI_API void PopItemWidth();
IMGUI_API float GetItemWidth();
IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
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 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.
@ -230,8 +233,8 @@ namespace ImGui
IMGUI_API float GetTextLineHeightWithSpacing(); // spacing (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
// ID scopes
// If you are creating repeated widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
// You can also use ## within your widget name to distinguish them from each others (see 'Programmer Guide')
// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
// You can also use "##extra" within your widget name to distinguish them from each others (see 'Programmer Guide')
IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the *entire* stack!
IMGUI_API void PushID(const void* ptr_id);
IMGUI_API void PushID(const int int_id);
@ -274,15 +277,15 @@ namespace ImGui
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, void (*callback)(ImGuiTextEditCallbackData*) = NULL, void* user_data = NULL);
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
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 Combo(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1); // 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 height_in_items = -1);
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);
@ -297,6 +300,15 @@ namespace ImGui
IMGUI_API void TreePop();
IMGUI_API void OpenNextNode(bool open); // force open/close the next TreeNode or CollapsingHeader
// Selectable / Lists
IMGUI_API bool Selectable(const char* label, bool selected, const ImVec2& size = ImVec2(0,0));
IMGUI_API bool Selectable(const char* label, bool* p_selected, const ImVec2& size = ImVec2(0,0));
IMGUI_API bool ListBox(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards.
IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
IMGUI_API void ListBoxFooter(); // terminate the scrolling region
// Value() Helpers: output single value in "name: value" format. Tip: freely declare your own within the ImGui namespace!
IMGUI_API void Value(const char* prefix, bool b);
IMGUI_API void Value(const char* prefix, int v);
@ -316,6 +328,7 @@ namespace ImGui
// Utilities
IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_API bool IsAnyItemActive(); //
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)
@ -333,6 +346,9 @@ namespace ImGui
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // helper to manually clip large list of items. see comments in implementation.
IMGUI_API void BeginChildFrame(ImGuiID id, const ImVec2& size); // helper to create a child window / scrolling region that looks like a normal widget frame.
IMGUI_API void EndChildFrame();
IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
@ -374,12 +390,14 @@ enum ImGuiInputTextFlags_
// Default: 0
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_CallbackCompletion = 1 << 4, // Call user function on pressing TAB (for completion handling)
ImGuiInputTextFlags_CallbackHistory = 1 << 5, // Call user function on pressing Up/Down arrows (for history handling)
ImGuiInputTextFlags_CallbackAlways = 1 << 6 // Call user function every time
//ImGuiInputTextFlags_AlignCenter = 1 << 6,
ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Call user function on pressing TAB (for completion handling)
ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Call user function on pressing Up/Down arrows (for history handling)
ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Call user function every time
ImGuiInputTextFlags_CallbackCharFilter = 1 << 9 // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
};
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
@ -410,6 +428,7 @@ enum ImGuiCol_
{
ImGuiCol_Text,
ImGuiCol_WindowBg,
ImGuiCol_ChildWindowBg,
ImGuiCol_Border,
ImGuiCol_BorderShadow,
ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
@ -453,14 +472,15 @@ enum ImGuiCol_
// 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_WindowRounding, // float
ImGuiStyleVar_FramePadding, // ImVec2
ImGuiStyleVar_FrameRounding, // float
ImGuiStyleVar_ItemSpacing, // ImVec2
ImGuiStyleVar_ItemInnerSpacing, // ImVec2
ImGuiStyleVar_TreeNodeSpacing // float
ImGuiStyleVar_Alpha, // float
ImGuiStyleVar_WindowPadding, // ImVec2
ImGuiStyleVar_WindowRounding, // float
ImGuiStyleVar_ChildWindowRounding, // float
ImGuiStyleVar_FramePadding, // ImVec2
ImGuiStyleVar_FrameRounding, // float
ImGuiStyleVar_ItemSpacing, // ImVec2
ImGuiStyleVar_ItemInnerSpacing, // ImVec2
ImGuiStyleVar_TreeNodeSpacing // float
};
// Enumeration for ColorEditMode()
@ -478,7 +498,7 @@ enum ImGuiColorEditMode_
enum ImGuiSetCondition_
{
ImGuiSetCondition_Always = 1 << 0, // Set the variable
ImGuiSetCondition_FirstUseThisSession = 1 << 1, // Only set the variable on the first call for this window (once per session)
ImGuiSetCondition_FirstUseThisSession = 1 << 1, // Only set the variable on the first call per runtime session
ImGuiSetCondition_FirstUseEver = 1 << 2 // Only set the variable if the window doesn't exist in the .ini file
};
@ -488,6 +508,7 @@ struct ImGuiStyle
ImVec2 WindowPadding; // Padding within a window
ImVec2 WindowMinSize; // Minimum window size
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
float ChildWindowRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines
@ -513,7 +534,7 @@ struct ImGuiIO
ImVec2 DisplaySize; // <unset> // Display size, in pixels. For clamping windows positions.
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
float IniSavingRate; // = 5.0f // Maximum time between saving .ini file, in seconds.
float IniSavingRate; // = 5.0f // Maximum time between saving positions/sizes to .ini file, in seconds.
const char* IniFilename; // = "imgui.ini" // Path to .ini file. NULL to disable .ini saving.
const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
@ -535,8 +556,8 @@ struct ImGuiIO
// See example code if you are unsure of how to implement this.
void (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count);
// Optional: access OS clipboard (default to use native Win32 clipboard on Windows, otherwise use a ImGui private clipboard)
// Override to access OS clipboard on other architectures.
// Optional: access OS clipboard
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
const char* (*GetClipboardTextFn)();
void (*SetClipboardTextFn)(const char* text);
@ -544,7 +565,7 @@ struct ImGuiIO
void* (*MemAllocFn)(size_t sz);
void (*MemFreeFn)(void* ptr);
// Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese inputs in Windows)
// Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
void (*ImeSetInputScreenPosFn)(int x, int y);
//------------------------------------------------------------------
@ -552,12 +573,12 @@ struct ImGuiIO
//------------------------------------------------------------------
ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button) but you can use others as storage for convenience.
bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button). Others buttons allows to track if mouse is being used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift
bool KeysDown[512]; // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data)
bool KeysDown[512]; // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data)
ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
// Function
@ -569,12 +590,13 @@ struct ImGuiIO
bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input)
bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
//------------------------------------------------------------------
// [Internal] ImGui will maintain those fields for you
//------------------------------------------------------------------
ImVec2 MousePosPrev; //
ImVec2 MousePosPrev; // Previous mouse position
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative to allow mouse enabling/disabling.
bool MouseClicked[5]; // Mouse button went from !Down to Down
ImVec2 MouseClickedPos[5]; // Position at time of clicking
@ -630,7 +652,7 @@ struct ImGuiTextFilter
ImVector<TextRange> Filters;
int CountGrep;
ImGuiTextFilter();
ImGuiTextFilter(const char* default_filter = "");
void Clear() { InputBuf[0] = 0; Build(); }
void Draw(const char* label = "Filter (inc,-exc)", float width = -1.0f); // Helper calling InputText+Build
bool PassFilter(const char* val) const;
@ -700,15 +722,21 @@ struct ImGuiStorage
// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used.
struct ImGuiTextEditCallbackData
{
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
char* Buf; // Current text // Read-write (pointed data only)
size_t BufSize; // // Read-only
bool BufDirty; // Set if you modify Buf directly // Write
ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
int CursorPos; // // Read-write
int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
int SelectionEnd; // // Read-write
void* UserData; // What user passed to InputText()
ImGuiInputTextFlags EventFlag; // One of ImGuiInputTextFlags_Callback* // Read-only
ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
void* UserData; // What user passed to InputText() // Read-only
// CharFilter event:
ImWchar EventChar; // Character input // Read-write (replace character or set to zero)
// Completion,History,Always events:
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
char* Buf; // Current text // Read-write (pointed data only)
size_t BufSize; // // Read-only
bool BufDirty; // Set if you modify Buf directly // Write
int CursorPos; // // Read-write
int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
int SelectionEnd; // // Read-write
// NB: calling those function loses selection.
void DeleteChars(int pos, int bytes_count);
@ -724,7 +752,6 @@ struct ImColor
ImColor(int r, int g, int b, int a = 255) { Value.x = (float)r / 255.0f; Value.y = (float)g / 255.0f; Value.z = (float)b / 255.0f; Value.w = (float)a / 255.0f; }
ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
ImColor(const ImVec4& col) { Value = col; }
operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
operator ImVec4() const { return Value; }
@ -747,7 +774,7 @@ struct ImColor
// It is up to you to decide if your rendering loop or the callback should be responsible for backup/restoring rendering state.
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
// Typically, 1 command = 1 gpu draw call
// Typically, 1 command = 1 gpu draw call (unless command is a callback)
struct ImDrawCmd
{
unsigned int vtx_count; // Number of vertices (multiple of 3) to be drawn as triangles. The vertices are stored in the callee ImDrawList's vtx_buffer[] array.
@ -894,6 +921,7 @@ struct ImFont
};
ImFontAtlas* ContainerAtlas; // What we has been loaded into
ImVector<Glyph> Glyphs;
ImVector<float> IndexXAdvance; // Glyphs->XAdvance directly indexable (for CalcTextSize functions which are often bottleneck in large UI)
ImVector<int> IndexLookup; // Index glyphs by Unicode code-point
const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)