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101 Commits
v1.31 ... v1.34

Author SHA1 Message Date
f4458f7571 Version number 2015-03-02 10:10:46 +00:00
0faf0e6948 FindWindowByName() comparing hashes. 2015-03-02 10:04:35 +00:00
4cdcbbff8c Merge pull request #148 from Roflraging/master
Added missing implementation for ImGui::GetWindowCollapsed().
2015-03-01 20:05:20 +00:00
85c71170af Defined bool ImGui::GetWindowCollapsed(). 2015-02-28 14:47:59 -06:00
f18febca11 window->RootWindow persist across frames. Fix calling SetWindowFocus(const char* name) on a child window (last fix for #147) 2015-02-28 10:29:00 +00:00
4535644fcb Clicking on empty space in a child window set keyboard focus on the child window and move parent to front (#147) 2015-02-28 10:25:04 +00:00
9b6fa29022 Clicking on a widget in a child window focus the parent window (#147)
However SetWindowFocus() called on a child window prior to calling
Begin() on said child won;'t work yet.
2015-02-28 09:54:14 +00:00
b911f96a56 Examples: Speculative Makefile fix. I should get a Linux box instead on relying on Jenkins, this is pretty embarrassing. 2015-02-27 11:19:50 +00:00
dc7cdb3025 Examples: Fix Makefile 2015-02-27 11:07:23 +00:00
6fecf90e32 Unused variables fixes. 2015-02-27 11:01:34 +00:00
5aaf0cd2dc Examples: Fix OpenGL3 example Makefile 2015-02-27 11:00:31 +00:00
3ed38f3313 Replaced dependency on glew (inc. prebuilt one for Windows) by gl3w in source form
Expecting something to break now.
2015-02-27 10:53:17 +00:00
00270b837f Examples: Desperate attempts removing link warnings under Windows. Screw standard librairies. 2015-02-27 10:14:20 +00:00
37d8d5c5be Examples: OpenGL2 example doesn't need Glew 2015-02-27 10:05:06 +00:00
40b04a3701 Renamed ImGuiSetCondition_*** to ImGuiSetCond_*** and ImGuiCondition_FirstUseThisSession to ImGuiCond_Once 2015-02-27 09:51:11 +00:00
2177b11682 Added SetNextTreeNodeOpened() with optional condition flag in replacement of OpenNextNode() 2015-02-27 09:38:22 +00:00
ea17240b96 Spacing 2015-02-27 09:16:12 +00:00
d369e6b333 Fix 2015-02-27 09:13:23 +00:00
ebe363c951 Added SetWindowPos(), SetWindowSize(), SetWindowCollaposed() given a wnidow name. 2015-02-27 09:07:25 +00:00
6927d5872e Merge branch 'master' of https://github.com/ocornut/imgui 2015-02-27 09:01:20 +00:00
6d89285f59 Added SetWindowFocus(), SetWindowFocus(const char*), SetNextWindowFocus() (#146) 2015-02-27 09:01:12 +00:00
0ece471a71 Update README.md 2015-02-26 19:15:04 +00:00
1d7b0084cb Update README.md 2015-02-26 19:14:37 +00:00
819c114c34 Update README.md 2015-02-26 19:13:32 +00:00
7591252607 Web: Japanese shot 2015-02-26 19:10:53 +00:00
037ec09ffe Fixed unpackaging of Japanese glyphs ranges 2015-02-26 19:06:54 +00:00
168a811d11 Added codepoint U+3000 (Ideographic space) and Katakana Phonetic Extensions to GetGlyphRangesChinese/GetGlyphRangesJapanese 2015-02-26 19:00:39 +00:00
441679d9d4 Fixed GetGlyphRangesJapanese() actually missing Katakanas glyphs. 2015-02-26 18:51:51 +00:00
fe48562171 Comments for IMGUI_API 2015-02-25 23:10:17 +00:00
8bcf2f25f2 Fixed IsItemHovered() behaving differently on Combo() (pointed out by #145) 2015-02-25 12:28:28 +00:00
3220471237 ColumnOffsets honor SetStateStorage() modifications 2015-02-24 23:29:15 +00:00
9c4972ee9d Examples: msvc: output .exe in project directory (not in solution directory). 2015-02-24 10:06:13 +00:00
fc322fde0f Examples: added README file 2015-02-24 09:59:56 +00:00
546460cd26 Examples: Removed unused file 2015-02-24 09:49:26 +00:00
c2a68bb413 Made some internal parameters names more consistent 2015-02-23 21:02:04 +00:00
c51be42f28 Added Bullet() + usage examples 2015-02-23 20:59:22 +00:00
0df8ff6931 Version number 2015-02-23 20:52:33 +00:00
fd6d6692cf Merge pull request #142 from Roflraging/master
Fix SetColumnOffset() subtracting a bool value instead of scrollbar width
2015-02-23 20:46:19 +00:00
72d10d3baa Fix SetColumnOffset() subtracting a bool value instead of scrollbar width. 2015-02-23 13:36:40 -06:00
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
29 changed files with 8265 additions and 21812 deletions

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@ -8,8 +8,8 @@ compiler:
- clang
before_install:
- if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
- if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
- if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
- if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glfw3; fi
script:
- make -C examples/opengl_example

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@ -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.
@ -36,9 +36,13 @@ Gallery
![screenshot 4](/web/test_window_04.png?raw=true)
![screenshot 4](/web/examples_02.png?raw=true)
ImGui can load TTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese:
ImGui can load TTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
![utf-8 screenshot](/web/utf8_sample_01.png?raw=true)
```
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
```
![Japanese screenshot](/web/code_sample_01_jp.png?raw=true)
References
----------
@ -72,22 +76,22 @@ 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 +100,9 @@ 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 +118,12 @@ 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!

16
examples/README.txt Normal file
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@ -0,0 +1,16 @@
directx9_example/
DirectX9 example application (Windows).
directx11_example/
DirectX11 example (Windows).
opengl_example/
OpenGL exemple, using fixed pipeline (Windows/OSX/Linux etc., using glfw+glew)
This is simple and should work for all OpenGL enabled applications.
opengl3_example/
OpenGL exemple, using programmable pipeline (Windows/OSX/Linux etc., using glfw+glew)
This uses more modern calls and custom shaders.
I don't think there is an advantage using this over the "simpler example, but it is provided for information.

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@ -36,7 +36,14 @@
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
@ -47,6 +54,7 @@
<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)|$(Platform)'=='Release|Win32'">
@ -63,6 +71,7 @@
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>

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@ -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
@ -592,7 +582,7 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowTestWindow(&show_test_window);
}

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@ -36,7 +36,14 @@
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
@ -47,8 +54,7 @@
<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)|$(Platform)'=='Release|Win32'">
@ -65,8 +71,7 @@
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(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>

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@ -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
@ -358,7 +348,7 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}

View File

@ -5,9 +5,7 @@
#
#
# if you using Mac OS X:
# You should install glew via homebrew
# brew install glew
# Also you'll need glfw
# You'll need glfw
# http://www.glfw.org
#
@ -15,27 +13,30 @@
OBJS = main.o
OBJS += ../../imgui.o
OBJS += ../opengl_example/gl3w/GL/gl3w.o
UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
LIBS = `pkg-config --static --libs glfw3`
CXXFLAGS = -I../../ -I../opengl_example/gl3w `pkg-config --cflags glfw3`
CXXFLAGS += -Wall
LIBS = `pkg-config --static --libs glfw3` -lGLEW
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
LIBS += -lglew -lglfw3
LIBS += -L/usr/local/lib
LIBS += -lglfw3
CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
CXXFLAGS = -I../../ -I../opengl_example/gl3w -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
CXXFLAGS += -Wall
# CXXFLAGS += -D__APPLE__
CFLAGS = $(CXXFLAGS)
endif
.cpp.o:

View File

@ -10,9 +10,8 @@
#include "../../imgui.h"
#include <stdio.h>
// Glfw/Glew
#define GLEW_STATIC
#include <GL/glew.h>
// Gl3w/Glfw
#include <GL/gl3w.h>
#include <GLFW/glfw3.h>
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
@ -168,11 +167,7 @@ void InitGL()
glfwSetScrollCallback(window, glfw_scroll_callback);
glfwSetCharCallback(window, glfw_char_callback);
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if (GLEW_OK != err)
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
gl3wInit();
const GLchar *vertex_shader =
"#version 330\n"
@ -346,17 +341,7 @@ 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
@ -370,7 +355,7 @@ int main(int argc, char** argv)
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}

View File

@ -36,18 +36,26 @@
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;$(ProjectDir)..\opengl_example\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>NotSet</SubSystem>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -56,19 +64,22 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;$(ProjectDir)..\opengl_example\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<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>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\opengl_example\gl3w\GL\gl3w.c" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>

View File

@ -16,6 +16,9 @@
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\opengl_example\gl3w\GL\gl3w.c">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">

View File

@ -5,9 +5,7 @@
#
#
# if you using Mac OS X:
# You should install glew via homebrew
# brew install glew
# Also you'll need glfw
# You'll need glfw
# http://www.glfw.org
#
@ -21,21 +19,23 @@ UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS = `pkg-config --static --libs glfw3`
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
CXXFLAGS += -Wall
LIBS = `pkg-config --static --libs glfw3` -lGLEW
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
LIBS += -lglew -lglfw3
LIBS += -L/usr/local/lib
LIBS += -lglfw3
CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
CXXFLAGS = -I../../ -I/usr/local/include
CXXFLAGS += -Wall
# CXXFLAGS += -D__APPLE__
CFLAGS = $(CXXFLAGS)
endif
.cpp.o:

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@ -1,73 +0,0 @@
The OpenGL Extension Wrangler Library
Copyright (C) 2002-2007, Milan Ikits <milan ikits[]ieee org>
Copyright (C) 2002-2007, Marcelo E. Magallon <mmagallo[]debian org>
Copyright (C) 2002, Lev Povalahev
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.
Mesa 3-D graphics library
Version: 7.0
Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Copyright (c) 2007 The Khronos Group Inc.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and/or associated documentation files (the
"Materials"), to deal in the Materials without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Materials, and to
permit persons to whom the Materials are furnished to do so, subject to
the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Materials.
THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.

View File

@ -1,18 +0,0 @@
See doc/index.html for more information.
If you downloaded the tarball from the GLEW website, you just need to:
Unix:
make
Windows:
use the project file in build/vc6/
If you wish to build GLEW from scratch (update the extension data from
the net or add your own extension information), you need a Unix
environment (including wget, perl, and GNU make). The extension data
is regenerated from the top level source directory with:
make extensions

View File

@ -1,12 +0,0 @@
Major:
- add support for windows mini-client drivers
- add windows installer (msi)
- separate build of static and shared object files (for mingw and
cygwin)
- start designing GLEW 2.0
Minor:
- make auto scripts work with text mode cygwin mounts
- add support for all SUN, MTX, and OML extensions
- make auto/Makefile more robust against auto/core/*~ mistakes
- web poll on separating glew, glxew and wglew

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@ -10,9 +10,7 @@
#include "../../imgui.h"
#include <stdio.h>
// Glfw/Glew
#define GLEW_STATIC
#include <GL/glew.h>
// Glfw
#include <GLFW/glfw3.h>
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
@ -141,8 +139,6 @@ void InitGL()
glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
glfwSetScrollCallback(window, glfw_scroll_callback);
glfwSetCharCallback(window, glfw_char_callback);
glewInit();
}
void LoadFontsTexture()
@ -255,17 +251,7 @@ 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
@ -279,7 +265,7 @@ int main(int argc, char** argv)
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}

View File

@ -36,7 +36,14 @@
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
@ -46,8 +53,9 @@
<Link>
<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>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
@ -63,8 +71,10 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<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>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemGroup>

View File

@ -14,6 +14,10 @@
//---- Define assertion handler. Defaults to calling assert().
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
//---- Don't implement default clipboard handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
@ -36,7 +40,7 @@
//---- Freely implement extra functions within the ImGui:: namespace.
//---- Declare helpers or widgets implemented in imgui_user.inl or elsewhere, so end-user doesn't need to include multiple files.
//---- e.g. you can create variants of the ImGui::Value() helper for your low-level math types.
//---- e.g. you can create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers.
/*
namespace ImGui
{

1181
imgui.cpp

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imgui.h
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@ -1,4 +1,4 @@
// ImGui library v1.31
// ImGui library v1.34
// 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.
@ -23,11 +23,13 @@ struct ImGuiWindow;
#include <stdlib.h> // NULL, malloc
#include <string.h> // memset, memmove
// Define assertion handler.
#ifndef IM_ASSERT
#include <assert.h>
#define IM_ASSERT(_EXPR) assert(_EXPR)
#endif
// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
#ifndef IMGUI_API
#define IMGUI_API
#endif
@ -41,9 +43,10 @@ typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
typedef int ImGuiKey; // enum ImGuiKey_
typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
typedef int ImGuiSetCondition; // enum ImGuiSetCondition_
typedef int ImGuiSetCond; // enum ImGuiSetCondition_
typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_
struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
struct ImVec2
{
@ -141,7 +144,7 @@ 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 +159,15 @@ 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();
@ -172,12 +177,19 @@ namespace ImGui
IMGUI_API ImVec2 GetWindowSize(); // get current window position.
IMGUI_API float GetWindowWidth();
IMGUI_API bool GetWindowCollapsed();
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0); // set next window position - call before Begin().
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCondition cond = 0); // set next window size. set to ImVec2(0,0) to force an auto-fit.
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCondition cond = 0); // set next window collapsed state.
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0); // set current window position - call within Begin()/End(). may incur tearing.
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCondition cond = 0); // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing.
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCondition cond = 0); // set current window collapsed state.
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position - call before Begin().
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set to ImVec2(0,0) to force an auto-fit.
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state.
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing.
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing.
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set current window collapsed state.
IMGUI_API void SetWindowFocus(); // set current window to be focused / front-most
IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position - call within Begin()/End(). may incur tearing.
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing.
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state.
IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most
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 positive 'offset' to access sub components of a multiple component widget.
@ -194,9 +206,9 @@ 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 +242,8 @@ 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);
@ -249,6 +261,7 @@ namespace ImGui
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 Bullet();
IMGUI_API void BulletText(const char* fmt, ...);
IMGUI_API void BulletTextV(const char* fmt, va_list args);
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0), bool repeat_when_held = false);
@ -256,7 +269,7 @@ namespace ImGui
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,1), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no paddnig.
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 CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, 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);
@ -274,19 +287,21 @@ 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);
IMGUI_API void ColorEditMode(ImGuiColorEditMode mode);
// Trees
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, ...); // "
@ -295,7 +310,16 @@ namespace ImGui
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
IMGUI_API void SetNextTreeNodeOpened(bool opened, ImGuiSetCond cond = 0); // set next tree node to be opened.
// 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);
@ -316,6 +340,7 @@ 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 +358,9 @@ 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);
@ -344,6 +372,7 @@ namespace ImGui
// Obsolete (will be removed)
IMGUI_API void GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size);
static inline void OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpened(open, 0); }
} // namespace ImGui
@ -374,12 +403,14 @@ 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 +441,7 @@ enum ImGuiCol_
{
ImGuiCol_Text,
ImGuiCol_WindowBg,
ImGuiCol_ChildWindowBg,
ImGuiCol_Border,
ImGuiCol_BorderShadow,
ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
@ -456,6 +488,7 @@ enum ImGuiStyleVar_
ImGuiStyleVar_Alpha, // float
ImGuiStyleVar_WindowPadding, // ImVec2
ImGuiStyleVar_WindowRounding, // float
ImGuiStyleVar_ChildWindowRounding, // float
ImGuiStyleVar_FramePadding, // ImVec2
ImGuiStyleVar_FrameRounding, // float
ImGuiStyleVar_ItemSpacing, // ImVec2
@ -473,13 +506,13 @@ enum ImGuiColorEditMode_
ImGuiColorEditMode_HEX = 2
};
// Condition flags for ImGui::SetWindow***() and SetNextWindow***() functions
// Those functions treat 0 as a shortcut to ImGuiSetCondition_Always
enum ImGuiSetCondition_
// Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
// All those functions treat 0 as a shortcut to ImGuiSetCond_Always
enum ImGuiSetCond_
{
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_FirstUseEver = 1 << 2 // Only set the variable if the window doesn't exist in the .ini file
ImGuiSetCond_Always = 1 << 0, // Set the variable
ImGuiSetCond_Once = 1 << 1, // Only set the variable on the first call per runtime session
ImGuiSetCond_FirstUseEver = 1 << 2 // Only set the variable if the window doesn't exist in the .ini file
};
struct ImGuiStyle
@ -488,6 +521,7 @@ 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 +547,7 @@ 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 +569,8 @@ 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 +578,7 @@ 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 +586,12 @@ 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 +603,13 @@ 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 +665,7 @@ 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 +735,21 @@ struct ImGuiStorage
// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used.
struct ImGuiTextEditCallbackData
{
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
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()
// NB: calling those function loses selection.
void DeleteChars(int pos, int bytes_count);
@ -724,7 +765,6 @@ 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 +787,7 @@ 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 +934,7 @@ 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)

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