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333 Commits
v1.34 ... v1.38

Author SHA1 Message Date
0123fc8c0f Removed comment 2015-04-19 23:56:35 +01:00
37d8d78fc2 Selectable() render into AutoFitPadding only when full-fitting (fix aac99819d6) 2015-04-19 23:37:50 +01:00
064b94721e Added DragFloat2, DragFloat3, DragFloat4, DragInt2, DragInt3, DragInt4. 2015-04-19 23:28:57 +01:00
05ee36baab Version number 1.38 2015-04-19 22:59:27 +01:00
85e18c72d2 ShowTestWindow(): drag example + tooltip. 2015-04-19 22:57:39 +01:00
731b003c9d Slider internals: removed unnecessary slider_bb parameter 2015-04-18 19:34:05 +01:00
acbd58627f ShowTestWindow(): added a custom label in the format for one of the slider example. 2015-04-18 17:35:40 +01:00
c46d5634d4 Columns: mouse dragging uses absolute mouse coords. Fixed dragging left-most column of an auto-resizable window. #125 2015-04-18 13:46:28 +01:00
c82f909be1 Active column (when dragged) not clipped so it can release its active state (extends 16ddd796f3) 2015-04-18 12:11:59 +01:00
26e469af22 Documentation 2015-04-18 09:19:41 +01:00
04a4433706 Update imconfig.h documentation 2015-04-18 09:16:32 +01:00
02de9bd859 DragFloat, DragInt: if step/speed is zero defaults to 1% of range #180 2015-04-17 10:01:39 +01:00
6408ac482c Merge pull request #199 from bkaradzic/master
Fixed C4267 size_t to unsigned int conversion warning.
2015-04-17 08:09:07 +01:00
6920e70e2e Fixed C4267. 2015-04-16 15:52:35 -07:00
7fde17e15a ShowMetricsWindow(): renaming locals (not sure about the "shadows a local variable" warning?) 2015-04-16 23:30:48 +01:00
0d4f29a317 Merge branch 'bkaradzic-master' 2015-04-16 23:28:58 +01:00
508d05414a Fixed warning: missing initializer for member. 2015-04-16 14:45:42 -07:00
b7b3df3c81 Fixed: warning: declaration shadows a local variable 2015-04-16 14:42:17 -07:00
d24474ea82 Fixed: warning: missing field 'w' initializer [-Wmissing-field-initializers] 2015-04-16 14:39:04 -07:00
64db50ba46 TODO list 2015-04-16 10:58:30 +01:00
aca85dbea4 Fixed hovering over a popup's child (popups disable hovering on other windows but not their childs) #197 2015-04-16 10:54:56 +01:00
f400ea4ec8 Examples: OpenGL3: backup/restore current program and texture #195 2015-04-15 10:14:51 +01:00
17b63d846f Merge pull request #194 from Roflraging/master
Examples: GLFW Set modifier key state by inspecting imgui's io.KeysDown array (see #183)
2015-04-14 20:33:12 +01:00
ac518a1d3e Set modifier key state by inspecting imgui's io.KeysDown array. 2015-04-14 14:09:26 -05:00
de3a154f38 Tweak date/credits 2015-04-14 12:00:12 +01:00
71429d306e Examples: Simplified GLFW keyboard callbacks 2015-04-14 09:45:27 +01:00
c735d3066b Merge branch 'master' of https://github.com/Roflraging/imgui into Roflraging-master 2015-04-14 09:37:10 +01:00
fe15756129 Simplified glfw keyboard callbacks. 2015-04-13 20:04:53 -05:00
88bc8efab0 Merge pull request #193 from Extrawurst/patch-3
Fix outdated documentation
2015-04-14 00:22:32 +01:00
b28ec1f3b1 fix outdated documentation 2015-04-14 00:40:46 +02:00
dd36e8bf2b Renamed IsClipped() to IsRectClipped(). Kept inline redirection function (will obsolete). 2015-04-13 22:04:28 +01:00
d11b4160aa Added IsItemVisible(). Made IsClipped() also return false when log is enabled. 2015-04-13 21:52:38 +01:00
16ddd796f3 Active widgets is not clipped, so it can always release its active state (mentioned in #143)
Otherwise a change in layout moving active widget to a clipped region
may lock the active id.
2015-04-13 20:59:44 +01:00
9918ec31d6 Added ResetMouseDragDelta() for iterative dragging operations 2015-04-13 19:54:40 +01:00
a143e2e772 Added PushId() GetId() variants that takes string range to avoid user making unnecessary copies 2015-04-13 14:45:27 +01:00
750b6c9224 DragFloat() fixed clamping #180 2015-04-13 00:07:41 +01:00
6ed06a8dc8 DragFloat() added power parameter for logarithmic drag on both side of zero #180 2015-04-13 00:03:57 +01:00
f5ad362912 DragFloat() latch value internally, allows finer control, honor precision settings, slow step with integer works #180 2015-04-12 19:15:55 +01:00
0dc3d07e7f DragInt() step given as float to allow finer control of speed #180 2015-04-12 19:08:56 +01:00
62abde5b37 DragFloat() latch value internally, allows finer control, honor precision settings, slow step with integer works #180 2015-04-12 19:07:48 +01:00
b308d2728b Remove stray tabs 2015-04-12 10:45:00 +01:00
adae98664e Comment on the newly added binary_to_compressed_c.cpp helper program 2015-04-12 10:31:10 +01:00
7ca21a1bc2 Fixed prototypes 2015-04-11 18:12:11 +01:00
ac740170b9 Added ImFontAtlas::AddFontFromCompressedTTF() helper + binary_to_compressed_c.cpp tool 2015-04-11 18:00:09 +01:00
d809abbe1c Examples: DirectX11: tidying up. 2015-04-09 23:32:36 +01:00
a48130b682 ImDrawList: Minor optimisation. 2015-04-09 22:49:18 +01:00
dd893ac4f5 Warning fix. 2015-04-09 21:43:42 +01:00
4f51b77937 Examples: OpenGL3: Tweaks (argh, github ui) 2015-04-09 21:19:21 +01:00
90766141b3 Examples: OpenGL3: Tweaks. 2015-04-09 21:18:43 +01:00
37f1715bfa Examples: DirectX11: Removed unnecessary vertices conversion and CUSTOMVERTEX types. 2015-04-09 21:14:52 +01:00
500a8a0e02 ImDrawList: bits of renaming. 2015-04-09 21:00:45 +01:00
4fa3eee84e Renamed io.MetricsVertices to io.MetricsRenderVertices 2015-04-09 19:47:41 +01:00
aa1a96f907 ImDrawList: inline AddVtx() calls for profit in highly debug builds 2015-04-09 18:34:31 +01:00
334fba2f56 Spacing 2015-04-09 17:33:17 +01:00
707df6c7b7 ImDrawList: internal refactoring toward a following commit for indexed rendering. 2015-04-09 17:32:03 +01:00
742808d835 Tweaks. 2015-04-09 17:24:09 +01:00
15f82e0deb Fix rounded frames to follow previous change 2015-04-09 17:20:57 +01:00
aa2935968e Renamed AddArcFast() parameter 'tris' to 'filled' 2015-04-09 16:47:20 +01:00
f38cca09cf Merge branch 'master' of https://github.com/ocornut/imgui 2015-04-09 16:45:21 +01:00
0fc1f5b17f Revert AddArcFast()->AddArc(), removed modulo from function 200d3482dc 2015-04-09 16:45:14 +01:00
ae1166a783 Merge pull request #191 from Extrawurst/patch-2
Fixed unused variable warning.
2015-04-09 15:59:43 +01:00
2bb6e31520 fix unused variable warning by clang 2015-04-09 16:50:54 +02:00
200d3482dc Renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API, and changed 2*PI range from 0..12 to 0..16 2015-04-09 00:49:21 +01:00
71cfa264d7 Merge pull request #188 from Extrawurst/patch-1
Fix initialising ints with float literals
2015-04-08 22:58:34 +01:00
5ba77928ba fix initialising ints with float literals 2015-04-08 22:56:25 +02:00
b9dd7c65ab Update README.md 2015-04-07 20:09:59 +01:00
241ccb46d5 Update README.txt + screenshot 2015-04-07 19:55:32 +01:00
3c6257b8b9 Fixed IsRootWindowOrAnyChildFocused() crashing if no window has focus (introduced yesterday in c38c54af52) 2015-04-07 14:04:43 +01:00
6e99688fa7 Fixed user-facing version of IsItemHovered() ignoring overlapping windows 2015-04-07 14:03:17 +01:00
d692286862 Added ShowMetricsWindow() 2015-04-07 13:42:35 +01:00
8211081c54 Added (not exposed) DisableHideTextAfterDoubleHash to disable ## processing. 2015-04-07 13:37:30 +01:00
33ef3992f7 Added IO.MetricsVertices counter 2015-04-07 13:36:11 +01:00
d9ff617ff8 Examples: Formatting #187 2015-04-07 12:56:52 +01:00
7c9739c67f Merge pull request #187 from heroboy/patch-1
Examples: DirectX9: Set shaders to NULL to enforce using fixed pipeline.
2015-04-07 12:55:12 +01:00
e09e2cbd28 set pixel shader and vertex shader to NULL
Previous graphic render may use shaders,so set pixel shader and vertex shader to NULL to force use fixed pipeline.
2015-04-07 19:36:58 +08:00
6e4d3dac1a Examples: Fixed ShowExampleAppManipulatingWindowTitle() not doing the right thing, broken in ff35d24bcc 2015-04-07 11:54:53 +01:00
a8a5ba9d1e Update README.txt 2015-04-07 11:15:18 +01:00
46769406dc Update README.txt 2015-04-07 10:59:49 +01:00
c38c54af52 Clicking on void loses keyboard-focus so application can use TAB back 2015-04-06 11:25:07 +01:00
fe64da6197 Allow SetWindowFocus(NULL) to remove focus 2015-04-06 11:19:31 +01:00
73e2d56acc Examples: OpenGL fixed-pipeline: added glBindTexture(0), via Anton M 2015-04-06 10:45:10 +01:00
f5310a2f2d Comments 2015-04-04 19:03:39 +01:00
28a45877aa DragFloat() comment examples, not ready for prime-time #180 2015-04-03 16:21:24 +01:00
c93f34238e DragFloat() examples #180 2015-04-03 15:18:12 +01:00
962aa4c396 DragFloat() double-clicking turns into an input box (along with Ctrl+clicking) #180 2015-04-03 15:15:12 +01:00
916a8955ec DragFloat(): passing min>=max (e.g. 0.0f) for range makes the drag unbound #180, removed extra APIs 2015-04-03 15:13:59 +01:00
61d886e14b SliderFloat() removed support for unbound/infinite slider, inconsistent. Use InputFloat()/DragFloat() 2015-04-03 15:10:07 +01:00
4b7be31197 Fixed modifier key state setting in GLFW callbacks. 2015-04-03 09:01:48 -05:00
aac99819d6 Selectable() render into AutoFitPadding but do not extend it, fixing small visual gap
Followup 2e26196aba /  #1
2015-04-03 14:40:15 +01:00
f3967f1183 Combo() adding frame padding inside the combo box. 2015-04-03 14:32:46 +01:00
dc52938627 InputInt2(), InputInt3(), InputInt4(): fixed label vertical alignment 2015-04-03 14:22:00 +01:00
f7e35ce120 ShowTestWindow() renamed sliders examples to say "slider" 2015-04-03 14:20:04 +01:00
1247ce251f Added DragFloat(), DragInt() work in progress #180 2015-04-03 14:07:52 +01:00
d25578efd8 Examples: initializing float + missing comment. 2015-04-03 12:11:41 +01:00
6aed651f77 ColorEdit4(): tweak code to be a little less ugly (still not a beauty contest winner..) 2015-04-03 11:49:02 +01:00
2d157d3af0 ColorEdit4(): hide components prefix if there's no space for them. 2015-04-03 11:25:44 +01:00
e6792f84d4 Comments and organization of imgui.h 2015-04-03 10:22:18 +01:00
153db91917 Slider: don't call RenderText() on empty label. 2015-04-02 22:39:37 +01:00
74f2e53b3b Slider: fix in the unlikely case that style.GrabMinSize is larger than a slider. 2015-04-02 22:38:37 +01:00
31fd72bde1 Internal renaming 2015-04-02 21:21:35 +01:00
503b8c20de Delete font clear pointer in ImGui state to get a clear crasah instead of a dangling pointer. #181 2015-04-02 17:48:22 +01:00
b61b311772 Fixed Begin() returning true on collapsed windows that loaded settings #176 2015-04-02 10:56:59 +01:00
e03d2b2900 ImVec2/ImVec4 no-parameters constructs init to 0.0f. Saner. Couldn't measure perf differences in a simple stress test compiled in Debug mode 2015-04-01 15:57:09 +01:00
fc1b0b090c Update README.md
Coverity badge
2015-04-01 15:26:36 +01:00
a4cf50affe Fix uninitialized fields - MouseCursor set by first call to NewFrame() 2015-04-01 15:08:42 +01:00
c0699958ce Fix for Coverity static analysis 2015-04-01 15:05:06 +01:00
eb3e640fa6 Fixed style.DisplaySafeAreaPadding handling from being applied on window that never were auto-fit 2015-03-31 00:41:15 +01:00
468fcd7b30 Fixed mouse wheel scrolling (broken 2 commits ago 9d16b85ed2) 2015-03-31 00:15:23 +01:00
0a31531f44 Warning fix in demo code 2015-03-30 21:16:24 +01:00
9d16b85ed2 Caching current Font, FontSize into state for quicker/simpler access. 2015-03-29 19:45:03 +01:00
e16f2e898a Version number 1.38 WIP 2015-03-29 10:09:14 +01:00
3abfb85613 Comments on font loading, fixed commented out paths and added DroidSans in the list 2015-03-28 11:48:42 +00:00
ff35d24bcc Comments 2015-03-27 19:34:01 +00:00
4ee5a792ff Fixed new collapsed auto-resizing window with saved .ini settings not calculating their initial width #176 2015-03-27 15:18:45 +00:00
2e26196aba Selectable() fixed misuage of GetContentRegionMax().x 2015-03-26 21:13:03 +00:00
a1582874d3 Changed new ImDrawList::AddLine() half_thickness to hickness, just in time for release 2015-03-26 20:24:55 +00:00
729e524955 Version number 1.37 2015-03-26 20:16:53 +00:00
bcd85e7cd6 Auto contents size aware of enforced vertical scrollbar if window is large than display height. 2015-03-26 20:14:15 +00:00
e1de4908f6 Removed bool return value from BegniPopup() at the moment, it is meaningless. Tidying up. 2015-03-26 19:18:06 +00:00
4b7818dfc2 Bounding box tests exclude higher bound, so touching items (zero spacing) don't report double hover when cursor is on edge 2015-03-26 19:05:47 +00:00
c6112550eb Added Haddock in the (popup) Aquarium 2015-03-26 19:02:54 +00:00
f5ba64d8cd Sorting of windows for render doesn't do 3 pass stupidly. Made code a little closer to what it should become with a layering system 2015-03-26 18:51:45 +00:00
93c9777165 Fix for using tooltips within popup #126 - will need to rewrite the sorting/layering system shortly. 2015-03-26 18:17:55 +00:00
a3086f40fe Renamed internal RenderSortedWindows -> WindowsSortBuffer + cleanup popup closing code 2015-03-26 18:01:40 +00:00
fc25d71f84 Refactored duplicated code into an inline function & made more readable 2015-03-26 17:45:11 +00:00
a4dc775339 Fixed hovering bug introduced in ac2da570 when popup is inactive #126 2015-03-26 17:35:52 +00:00
5fe4ae62cb Popup: clicking on empty space also close popup #126 2015-03-26 17:24:05 +00:00
ac2da570f5 When a popup window is open it inhibit hovering on other windows #126 2015-03-26 17:17:42 +00:00
de7552047b Simplified example 2015-03-26 17:11:14 +00:00
91f8eb7b92 Added early version of BeginPopup/EndPopup() #126 2015-03-26 17:09:17 +00:00
d3e8e15e41 Added popup demo code (commented out because I expect to make popup menu proper citizens by next version) 2015-03-26 16:45:44 +00:00
7e334013a0 Selectable(const char*, bool) version has bool defaulting to false 2015-03-26 16:42:46 +00:00
325e292427 Selectable(): not specifying a width default to using max of label width and remaining width 2015-03-26 16:41:52 +00:00
3268646180 Fixed clipping rectangle's own clipping #177 2015-03-26 16:28:41 +00:00
743c815821 Renamed IsItemHoveredRectOnly -> IsItemHoveredRect (introduced after previous release) 2015-03-26 16:18:01 +00:00
8b7668d24f Avoid negative clipping rectangle when collapsing windows, ImDrawList could still submit data #177 2015-03-26 16:03:30 +00:00
b04ee7e040 Added a more convenient three parameters version of Begin() which Flags more accessible. 2015-03-23 22:50:17 +00:00
9d4ba2e27d Using SetNextWindowSize() in examples to encourage its use 2015-03-23 22:45:05 +00:00
c9430bb807 Fixed new windows auto-fitting bigger than their .ini saved size 2015-03-22 17:22:39 +00:00
e176a8b93f OCD normalising function comments not ending with a comma 2015-03-22 16:26:48 +00:00
b578e86971 Fixed SetWindowPos/SetNextWindowPos affectiving size computation (#175) 2015-03-22 16:08:42 +00:00
5737a79c8d Fixed new window from having an incorrect content size on their first frame (#175) 2015-03-22 15:58:44 +00:00
7e8f1f1062 Collapsed windows run initial auto-fit to resize the title bar #175
Maybe have side-effects on window contents? Unsure at this point.
2015-03-22 15:34:41 +00:00
ed94edfd8e Examples: Terser code + added commented out glUseProgram(0( suggestion in OpenGL2 sample. 2015-03-22 14:14:23 +00:00
136dbdfd95 Merge pull request #174 from adamdmoss/glfwcursor
Examples: OpenGL/GLFW: hide system cursor if imgui is soft-rendering cursor
2015-03-22 14:10:27 +00:00
c1766c95ed OpenGL/GLFW: hide system cursor if imgui is soft-rendering cursor 2015-03-22 13:49:36 +00:00
efd927e300 ShowTestWindow: missing TreePop() call in Mouse Cursor section. 2015-03-22 00:00:49 +00:00
fde991fbbb Update README.md 2015-03-21 23:56:23 +00:00
dec73a8a8a Update README.md - demo binaries 2015-03-21 23:51:57 +00:00
99314dad73 Updated FAQ 2015-03-21 23:14:21 +00:00
072c57b0ca Setting io.LogFilename to NULL disable default LogToFile() (part of #175) 2015-03-21 19:30:46 +00:00
85f432dc8d Commented standard library include with the functions we use. Using ImFormatString in place of sprintf (part of #172) 2015-03-21 19:27:29 +00:00
7c8946b9b7 Hovering a column set the resize <> mouse cursor #155 2015-03-21 17:48:03 +00:00
b024ff85f7 Fixed comment 2015-03-21 15:15:16 +00:00
dee2790133 Mouse cursor offset tweak #155 2015-03-21 15:12:47 +00:00
9363e6c154 Prepacking mouse cursors to save on source code size, generally simpler #155 2015-03-21 15:09:01 +00:00
810fcd8bcb Added mouse cursor types handling + embed mouse cursor data #155 2015-03-21 13:59:19 +00:00
7f49ac0407 Disabled -Wmissing-noreturn warning for Clang a bit reluctantly - will put back when removing GetDefaultFontData() #173 2015-03-21 10:14:10 +00:00
bae32567c3 Fixed unused parameter warning with empty IME handler #173 2015-03-21 10:04:10 +00:00
8f90238e53 Fixed IMGUI_DISABLE_TEST_WINDOWS #169
Fixed warning
2015-03-21 10:03:03 +00:00
92a22ab35f Shutdown() freeing a few extra vectors so they don't have to freed by destruction #169 2015-03-21 00:41:34 +00:00
c0eab2a164 Moved draw list for io.MouseDrawCursor to state (#169) 2015-03-21 00:22:36 +00:00
c18a409a97 Auto-filling child window feed their content size to parent - hopefully fix more problem than it causes? #170 2015-03-20 23:34:03 +00:00
f32d92f842 Merge branch 'mmozeiko-allow-to-disable-test-window' 2015-03-20 22:53:06 +00:00
6699ccfd1f Tweaked IMGUI_DISABLE_TEST_WINDOWS so it doesn't show in ImGui.h 2015-03-20 22:52:32 +00:00
5600ef9701 Merge branch 'allow-to-disable-test-window' of https://github.com/mmozeiko/imgui into mmozeiko-allow-to-disable-test-window 2015-03-20 22:50:07 +00:00
5f914c9cbe Comment 2015-03-20 21:06:45 +00:00
60f3cfbe98 Fixed MouseDrawCursor feature submitting an empty trailing command in the draw list
+ Merged 4 draw calls into one, should be merged at lower level.
2015-03-20 20:50:55 +00:00
2142181c51 Allow to disable help and test window functionality 2015-03-20 12:08:00 -07:00
efeeba99ca Tweak stb_textedit integration to be lenient if another user are leaking their STB_TEXTEDIT definitions/symbols 2015-03-20 14:03:23 +00:00
876a755bac Removed unnecessary assert (will crash well enough without) + comment 2015-03-20 11:22:26 +00:00
4cd438f663 Added IsMouseDragging(), GetMouseDragDelta() given button and lock threshold. added io.MouseDragThreshold setting. (#167)
Removed GetItemActiveDragDelta()
2015-03-20 11:13:18 +00:00
c070314621 Reverted 11025b3160, 129339adb0 it breaks collapsing implicit debug window 2015-03-20 10:54:21 +00:00
2d81a73f85 Double-clicking on resize grip doesn't keep grip active if mouse button is kept held. 2015-03-20 10:51:33 +00:00
2d29907611 Added GetMouseDragDelta() helper. No unlock threshold yet (#167) 2015-03-20 10:49:17 +00:00
a71fc8e6a5 Fixed MouseClickedPos not updated on double-click update (fix #167) 2015-03-20 10:46:07 +00:00
3b3a32cbd6 Merge pull request #168 from mmozeiko/fixassert
Replace assert() with IM_ASSERT in some functions copied from stb.h
2015-03-20 08:37:13 +00:00
8a553cdcbe Replace assert with IM_ASSERT in few places. 2015-03-19 19:36:17 -07:00
ff5378bd66 InputText() last active preserve scrolling position. Reset scroll if widget size becomes bigger than contents. 2015-03-19 16:45:37 +00:00
d1aca79f4e InputText() update its width in case of resize initiated programmatically 2015-03-19 16:40:59 +00:00
693bd56db2 InputText() removed the odd ~ characters when clipping. Tweaks and fixes of clipping. 2015-03-19 16:04:22 +00:00
6e5130ddf4 ShowTestWindow: Added Wdigets Alignment demo under Layout section 2015-03-19 15:10:43 +00:00
129339adb0 Removed 'Accessed' flag from ImGuiWindow so GetCurrentWindow() compiles to a simpler accessor 2015-03-19 15:03:10 +00:00
11025b3160 Implicit "Debug" window hide itself based on cursor extend instead of the 'Accessed' flag. 2015-03-19 15:01:07 +00:00
d953f8d99a ShowTestWindow: Graph checkbox under the label, also demo using BeginGroup/EndGroup() 2015-03-19 14:49:58 +00:00
2f0fb2bc34 IsItemhovered() include label and behave consistently (#145) 2015-03-19 14:48:36 +00:00
314b87dfaf InputFloat(): fixed label alignment if total widget width forcefully bigger than space available 2015-03-19 14:15:51 +00:00
c151f35751 Merge pull request #166 from jsimmons/master
Remove spurious assert
2015-03-19 11:46:31 +00:00
6425b8c1cf Remove spurious assert
Remove nop assert that causes warnings on Clang.
2015-03-19 22:42:17 +11:00
13caf21018 Use fabs() instead of abs() to ensure we use floating point. #164 2015-03-19 09:06:34 +00:00
7a2da7cd02 Added style.DisplaySafeAreaPadding which was previously hard-coded (for use if you can't see the edges of your display, e.g. TV screens) 2015-03-18 22:35:51 +00:00
62e8661a37 Fixed assignment order in Begin() making auto-fit size effectively lag by one frame
Also disabling "clamp into view" while windows are auto-fitting
2015-03-18 22:35:50 +00:00
9a6aebeb96 Merge pull request #163 from biller23/patch-1
Examples: typo in ImGui_ImplGlFwGL3_KeyCallback() forward-declaration.
2015-03-18 20:26:03 +00:00
2f4271a2b3 typo ImGui_ImplGlfwGL3_KeyCallback() 2015-03-18 21:02:29 +01:00
d45d1d1bca Documentation tweaks and fixes 2015-03-18 19:00:03 +00:00
ed0f0dbe87 ImDrawList::AddText() takes a const ImFont* 2015-03-18 14:58:17 +00:00
4e245f0bfb Update README.md
Link to Synergy sources
2015-03-18 14:06:39 +00:00
bc88ed0cb9 Fixed bounding measurement of empty groups (fix #162) 2015-03-18 13:21:32 +00:00
e14c7e5510 ShowTestWindow(): Added simple dragging widget example. 2015-03-18 13:15:11 +00:00
dcaafffe0e Added CalcItemRectClosestPoint() helper. 2015-03-18 13:07:37 +00:00
9f1b407def ImDrawList: added thickness param to AddLine(). Added PushClipRectFullScreen() helper. 2015-03-18 12:54:44 +00:00
7d26e85b05 IsItemHovered() return false if another widget is active. Added IsItemHoveredRectOnly(). 2015-03-18 12:10:26 +00:00
6f150d8800 Merge pull request #161 from adamdmoss/boxmax
GetItemBoxMax: fix obsolete function copy-n-paste bug
2015-03-18 11:30:32 +00:00
1de735ba7c GetItemBoxMax: fix obsolete function copy-n-paste bug 2015-03-18 11:27:37 +00:00
e10d648a28 Added ImGui::GetItemActiveDragDelta() helpers for drag operations 2015-03-18 10:41:46 +00:00
215b0065e3 Version number 1.37 WIP 2015-03-18 10:24:56 +00:00
7665b8e5e7 Version number 2015-03-18 09:39:38 +00:00
d8026e4d84 Added VSliderInt() 2015-03-18 09:39:09 +00:00
2a9a2918f8 ShowTestWindow(): more examples of SameLine() usage 2015-03-18 00:07:21 +00:00
9c489a081c ShowTestWindow(): added vertical sliders examples, tweaks. 2015-03-17 23:58:22 +00:00
be83c07957 Changed mentions of 'box' to be 'rect' 2015-03-17 23:41:20 +00:00
7e6112bf26 Changed remaining mentions of 'aabb' to be 'rect' 2015-03-17 23:37:17 +00:00
302316c6cf Renamed internal type ImGuiAabb to ImRect 2015-03-17 23:35:12 +00:00
7e297945c3 Added BeginGroup() / EndGroup() layout tools (#160) 2015-03-17 23:28:57 +00:00
da4bfe3289 Added GetItemRectSize(). Renamed GetItemRectMin()/GetItemRectMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHovering 2015-03-17 22:36:54 +00:00
2e63bf1d16 Button() doesn't add frame padding an explicit size 2015-03-17 22:27:00 +00:00
30bc952ac3 Maintaining DC.CursorMaxPos instead of SizeContentsCurrent, simpler, faster and easier to understand. 2015-03-17 22:03:02 +00:00
fd7f50d269 Various fixes related to vertical alignment of text after widget of various sizes. Added demos. Toward #160
Also fixed LabelText() height.
2015-03-17 20:17:53 +00:00
3bd5597cee Moved text vertical centering out of ItemSize() for the moment, in TextUnformatted() it's only user 2015-03-17 17:17:00 +00:00
bbaf7e2eee Internal tweaks 2015-03-17 16:40:47 +00:00
fe2809fecc Changed default Border and Column border colors to be most subtle, less MS-DOS 2015-03-17 16:16:15 +00:00
7e00a41f1b Speculative warning fix 2015-03-16 18:04:51 +00:00
cb285c4d35 Examples: uses SetNextWindowPos/SetNextWindowSize when applicable 2015-03-16 11:53:36 +00:00
04358c301e Removed extraneous spaces 2015-03-16 11:49:18 +00:00
d4c0ecea0e Merge pull request #159 from adamdmoss/master
Examples: OpenGL: if content window doesn't have focus, tell ImGui we don't have a mouse position.
2015-03-16 11:46:29 +00:00
f2ff88b03a opengl3+opengl example: if content window doesn't have focus, tell ImGui we don't have a mouse position. e.g. avoids tooltips popping up in imgui app when you're interacting with a different app window that overlaps it. 2015-03-16 10:47:14 +00:00
d3e444dfd9 Examples: DirectX9: fixed duplicate creation of vertex buffer. Size of static vertex buffer at top of the code. 2015-03-16 10:02:10 +00:00
f4970d0e00 Moved static buffers into state
No recursion in any of those functions. Tho keeping a lock api may be
preferable?
2015-03-16 09:54:28 +00:00
733eedc477 Moved static buffer into state 2015-03-16 09:45:32 +00:00
d08ce58876 TreeNodeV() early out if SkipItems is set (avoid formatting string only to be discarded later) 2015-03-16 00:46:03 +00:00
0fc9168439 Added InputInt2(), InputInt3(), InputInt4() 2015-03-15 11:30:00 +00:00
9c6c8a1ab9 ShowTestWindow() using Unindent() / Indent() instead of an explicit TreePop 2015-03-15 11:21:59 +00:00
44826972c0 Added Indent(), Unindent() 2015-03-15 11:19:10 +00:00
edde703f8f Renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing 2015-03-15 11:10:48 +00:00
304d19a0d8 ShowTestWindow() added multi-components sliders in a sub-node
+ right align all widgets
2015-03-15 11:03:55 +00:00
b443c7ebe9 Tweak VSliderFloat()
Not really happy about them
2015-03-15 10:38:19 +00:00
1ac4f33736 Added VSliderFloat() 2015-03-15 01:58:14 +00:00
7019cb10f7 "behaviour" -> "behavior" to behave like the greatest number 2015-03-15 01:48:59 +00:00
c1547dd79e Internal SliderBehaviour() function now supports vertical sliders 2015-03-15 01:47:12 +00:00
ce8150ce69 Slider fix hovering bounding test excluding padding between outer frame and grab 2015-03-15 01:36:29 +00:00
6da83cd5b7 Plot: size provided to PlotHistogram(), PlotLines() include the padding (sorry users). 2015-03-15 01:27:37 +00:00
98eeeab025 Added ImGuiStyleVar_GrabMinSize enum value for PushStyleVar() 2015-03-15 01:23:56 +00:00
1ef789bb68 Slider code tweaks, split into a SliderBehaviour() function 2015-03-14 23:55:07 +00:00
ce87c69c38 Passing ImGuiID by copy (32-bits) 2015-03-14 23:44:32 +00:00
93befadc0b Slider code tweaks 2015-03-14 23:33:12 +00:00
06fbeed41a Examples: Fixed Makefile 2015-03-14 11:29:09 +00:00
55edd522c2 Examples: Fixed Makefile 2015-03-14 11:24:53 +00:00
e97d02a294 Examples: Fixed Clang warnings in DirectX examples 2015-03-14 10:49:26 +00:00
7c9bd71512 Examples: MSVC: increase warning level from /W3 to /W4 for OpenGL examples 2015-03-14 10:41:42 +00:00
2b0acc128c Examples: MSVC: increase warning level from /W3 to /W4 for DirectX examples 2015-03-14 10:32:29 +00:00
60591dd7c6 Fixed warning and split bit of SliderFloat() into a private ParseFormat() function 2015-03-14 10:30:07 +00:00
8e0f04638d Examples: Fix includes order to avoid conflicts between DXSDK_DIR and Windows SDK 2015-03-14 10:24:35 +00:00
e2c4ba21bc Examples: Added 64-bit projects for MSVC 2015-03-14 10:09:53 +00:00
ef957b7878 Examples: Moved GLFW/GL3W to a common libs/ folder 2015-03-14 10:04:30 +00:00
834085c90c Examples: Updated to GLFW 3.1 2015-03-14 10:00:11 +00:00
72855becab Slider code syntax tweaks 2015-03-14 09:36:15 +00:00
eff466d77d Fixed parsing of decimal precision back from format string when using %% 2015-03-13 13:38:58 +00:00
110d96034b SliderFloat() fast-path when power=1.0f (no powf() calls) also makes code easier to read 2015-03-13 13:28:30 +00:00
aaca73de15 Refactor SliderFloat() internals into a helper SliderFloatAsInputText() + some comments 2015-03-13 13:23:03 +00:00
4d78c5c9ab Comments and reduced ImGuiTextEditState.InitialText[] to 3 KB (assuming average use case of UTF-8 uses 3 bytes charracters) 2015-03-13 13:15:01 +00:00
ceb4da2038 Comments 2015-03-13 13:04:10 +00:00
55093ea8fe Separator() logs itself as text 2015-03-13 12:44:04 +00:00
153454a0fb Example console keeps focus on input box at all times 2015-03-13 12:28:23 +00:00
1c1a55f6b1 Added IsRootWindowFocused(), IsRootWindowOrAnyChildFocused(). Renamed GetWindowIsFocused() to IsWindowFocused() 2015-03-13 12:25:43 +00:00
e2734d23ef Child window don't take focus when they first appear (focus left to parent) 2015-03-13 11:16:11 +00:00
0911526424 Added io.KeyAlt + support in examples apps
Currently unused but supported by sample so that more people will have
it set up when menus needs them
2015-03-13 09:49:38 +00:00
58dc3f97c5 WIP marker in uppercase.. (#127) 2015-03-11 16:45:58 +00:00
5d1c381509 Update version number, added IMGUI_VERSION, ImGui::GetVersion() (#127) 2015-03-11 16:44:54 +00:00
4b1a18c2c9 Fixed more warnings from @bkaradzic 2015-03-09 18:36:03 +00:00
dac9266f6f Fixed warnings 2015-03-09 18:26:48 +00:00
d440a13b7e Version number 2015-03-09 17:30:22 +00:00
d5b7b8398f Examples: reference implementations honors drawlist user callbacks. 2015-03-09 15:26:58 +00:00
db5fc8a265 Examples: README direct the user to the opengl_example 2015-03-09 15:09:24 +00:00
5879f3f5ac Examples: OpenGL 2/3 examples cleanup to match DirectX9/11 structure. 2015-03-09 15:02:22 +00:00
f9c833b4a5 Examples: DirectX9 example cleanup to match DirectX11 structure. 2015-03-09 14:55:46 +00:00
66a5837ba8 Examples: DirectX11 example application handles window resizing. 2015-03-09 14:51:10 +00:00
866fa95aaa Examples: DirectX9 example application handle window resizing. 2015-03-09 14:13:29 +00:00
25765e4bfc Examples: Fixed readme file. 2015-03-09 13:49:52 +00:00
b4165c43ff Examples: Refactored directx11_example to be easier to copy & paste into user application. 2015-03-09 13:45:23 +00:00
567184dc9f Examples: Clang warning fix. 2015-03-09 13:38:23 +00:00
3f86554457 Examples: Makefile fixes. 2015-03-09 13:22:32 +00:00
2dd92e3eed Examples: Clang/Linux warning fixes. 2015-03-09 13:08:27 +00:00
a3f3793cb6 Examples: Tweaks. 2015-03-09 13:05:18 +00:00
7397425097 Examples: Refactored directx9_example to be eaasier to copy & paste into user application. 2015-03-09 13:03:46 +00:00
b87ec205a9 Examples: shallow tweaks to match upcoming other examples. 2015-03-09 13:02:32 +00:00
b227b0f8cd Examples: Rename globals again 2015-03-09 12:16:29 +00:00
4f27bd6ed3 Examples: Moved gl3w to opengl3_example directory + fixed msvc project paths 2015-03-09 12:11:24 +00:00
4da432bd7b Examples: Makefile 2015-03-09 12:03:09 +00:00
99ed567577 Examples: Rename global to be more consistent 2015-03-09 12:02:34 +00:00
d829852391 Examples: Refactored opengl3_exapmle into a glfw specific file that can be copied and pasted 2015-03-09 11:59:23 +00:00
545a57d253 Examples: Refactored opengl_example into a glfw specific file that can be copied and pasted.
Other examples will follow.
2015-03-09 11:25:15 +00:00
91b4b8a0fc InputText() handles buffer limit correctly for multi-byte UTF-8 characters (fix #158)
We now maintain the buffer len for both UTF-8 and wchar
2015-03-08 20:21:19 +00:00
6cd3ed58ce Fixed UTF-8 decoding errors leading into infnite loops (#158) 2015-03-08 17:55:56 +00:00
0eeb6228b9 Default clipboard handlers for Windows handle UTF-8 (the glfw ones already did that) 2015-03-08 17:23:24 +00:00
6e12d31417 Scrollbar: moved from Begin() into its own Scrollbar() function + tidying up 2015-03-08 16:37:03 +00:00
f021080851 Scrollbar: Clicking inside the grab box doesn't modify scroll. Subsequent movement always relative. (#150).
Big change, rather thoroughly tested but hope I didn't break something.
2015-03-08 16:24:11 +00:00
32312e538e Renamed style.ScrollBarWidth to style.ScrollbarWidth to be consistent with other casing. 2015-03-08 15:03:55 +00:00
afc23a5617 Tidying up & Chinese glyph range includes missing punctuation. 2015-03-08 13:28:44 +00:00
79ddddd910 Merge branch 'master' of https://github.com/ocornut/imgui 2015-03-08 13:26:14 +00:00
830d9f4183 Merge pull request #157 from usagi/master
Fix the Japanese glyph range; include Punctuations
2015-03-08 13:26:02 +00:00
c9bfd71e1a Fix the Japanese glyph range; include Punctuations
ref. #156 https://github.com/ocornut/imgui/issues/156
2015-03-08 22:23:52 +09:00
a579d6f521 Scrollbar tidying up variable names 2015-03-08 12:39:50 +00:00
d251204564 ShowTestWindow: fixed "undo" button of custom rendering applet + default size 2015-03-08 12:09:57 +00:00
2af8e0238c Added GetScrollPosY(), GetScrollMaxY() (mentioned in #150) 2015-03-08 12:04:38 +00:00
a5daea9408 Added style.GrabSizeMin 2015-03-08 11:43:57 +00:00
849c72c5c3 Forward declare struct in imgui.cpp. Removed two forward declarations leaking in imgui.h 2015-03-08 11:32:39 +00:00
ede45389f4 Scrollbar grab have a minimum size (mentioned in #150) 2015-03-08 11:24:02 +00:00
e843539aab ShowTestWindow: example apps showing even if main window is collaposed. 2015-03-08 10:38:13 +00:00
92c35e2772 Rename ImCrc32() -> ImHash() 2015-03-07 23:53:03 +00:00
a691a245b7 GetID() doesn't need to account for empty IDStack 2015-03-07 23:52:26 +00:00
62c900606d Fixed .ini saving for windows using ### marker. FindWindowSettings() uses ID compares (#107) 2015-03-07 23:35:36 +00:00
f9473b807b Fixed comments 2015-03-07 22:49:16 +00:00
3c225bbf88 Fixed typo in comments 2015-03-07 22:24:45 +00:00
45a35c24c8 ShowTestWindow(): Added "Manipulating Window Title" example. 2015-03-07 22:20:34 +00:00
a8c58c7a35 Minor tweaks. 2015-03-07 22:01:06 +00:00
fbbde3a7c0 Updated documentation, better FAQ on ids and usage of "##" and "###" (#107) 2015-03-07 21:54:46 +00:00
81a742bf54 Added "###" syntax to specify label that isn't part of the hashed ID (#107) 2015-03-07 21:53:33 +00:00
3cac434737 Minor FindTextDisplayEnd() optimisation 2015-03-07 19:36:18 +00:00
e01500f046 Added comments on columns function; Added GetColumnIndex(), GetColumnsCount(), #154 2015-03-07 12:18:01 +00:00
6db6c0c8c0 Collapse triangle uses text color (not border color) 2015-03-07 00:35:47 +00:00
1f272785f1 ShowTestWindow() minor tweak 2015-03-06 22:43:42 +00:00
4ab2db73e5 Fixed ListBox() label not included in declared size (fix #151), fixed ListBoxHeader() incorrect handling of SkipItems, Added Exemple 2015-03-06 22:40:21 +00:00
eaab61f08b Fixed using IsItemHovered() after EndChild() (#151) 2015-03-06 22:05:01 +00:00
9c486ce4f4 Minor tidying up (more consistently using 'label_size' as a variable name) 2015-03-06 21:58:12 +00:00
bf88d6a329 Minor tweak 2015-03-06 21:52:48 +00:00
be9fe9489c Examples: DirectX examples uses WM_KEYDOWN/WM_KEYUP
Fixes pressing Enter in IME being caught by application right after
validating an IME input.
2015-03-06 21:39:55 +00:00
315e9941f0 Update README.md 2015-03-06 21:14:40 +00:00
e269125c3a Windows: setup a default handler for ImeSetInputScreenPosFn so IME (Japanese/Chinese) inputs are positioned correctly.
User need to set io.ImeWindowHandle
2015-03-06 21:11:14 +00:00
0ffd99d319 Font: fix for fallback character width. 2015-03-06 19:17:20 +00:00
386cfada83 Examples: Windows examples don't link with imm32.lib by default. 2015-03-06 18:19:21 +00:00
b361c44ef4 Handle double-width space (0x3000) in various places, for Japanese users. 2015-03-06 17:51:25 +00:00
8691c5ca42 Version number + commented failing test case 2015-03-03 15:52:56 +00:00
cfe6dac5a3 Fixed Combo() label not included in declared size (fix #149, relate to #145) 2015-03-02 16:04:36 +00:00
44 changed files with 7420 additions and 3339 deletions

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@ -1,6 +1,6 @@
The MIT License (MIT)
Copyright (c) 2014 Omar Cornut
Copyright (c) 2014-2015 Omar Cornut and ImGui contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

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@ -1,6 +1,7 @@
ImGui
=====
[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
[![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)
@ -27,6 +28,13 @@ ImGui outputs vertex buffers and simple command-lists that you can render in you
ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, etc.
Demo
----
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at the features of ImGui, you can download binaries of the demo app here.
- [imgui-demo-binaries-20150321.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20150321.zip) (Windows binaries, ImGui 1.37 WIP 2015/03/31, 4 executables, 391 KB)
Gallery
-------
@ -37,11 +45,14 @@ Gallery
![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. Initialize custom font with:
```
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
```
For Microsoft IME, pass your HWND to enable IME positioning:
```
io.ImeWindowHandle = my_hwnd;
```
![Japanese screenshot](/web/code_sample_01_jp.png?raw=true)
References
@ -56,13 +67,15 @@ The Immediate Mode GUI paradigm may at first appear unusual to some users. This
Frequently Asked Question
-------------------------
<b>Where are samples?</b>
<b>Where is the documentation?</b>
The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
- The documentation is at the top of imgui.cpp + effectively imgui.h.
- Example code is in the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using OpenGL/DirectX are provided in the examples/ folder.
<b>How do you use ImGui on a platform that may not have a mouse or keyboard?</b>
I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/synergy/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
<b>I integrated ImGui in my engine and the text or lines are blurry..</b>
@ -70,20 +83,19 @@ In your Render function, try translating your projection matrix by (0.5f,0.5f) o
<b>Can you create elaborate/serious tools with ImGui?</b>
Yes. I have written data browsers, debuggers, profilers and all sort of non-trivial tools with the library. There's no reason you cannot, and in my experience the simplicity of the API is very empowering. However note that ImGui is programmer centric and the immediate-mode GUI paradigm might requires a bit of adaptation before you can realize its full potential.
Yes. I have written data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. However note that ImGui is programmer centric and the immediate-mode GUI paradigm might requires a bit of adaptation before you can realize its full potential.
<b>Is ImGui fast?</b>
Down the fundation of its visual design, ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but ImGui aims to minimize it.
Down to 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 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).
Mileage may vary but the following screenshot can 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 are likely to be the bottleneck. Testing performance as part of a real application is recommended).
![performance screenshot](/web/performance_01_close_up.png?raw=true)
![performance screenshot](/web/performance_01.png?raw=true)
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.
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. 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.
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. If you can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem.
<b>Can you reskin the look of ImGui?</b>
@ -118,13 +130,10 @@ Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Bin
ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
Special supporters
- Jetha Chan
- Pastagames
- Wild Sheep Studio
- Jetha Chan, Mārtiņš Možeiko, Alex Evans, Pastagames, Wild Sheep Studio
And
- Dale Kim
- Michel Courtine
- Dale Kim, Michel Courtine, Paul Patrashcu, Rui Figueira
And other supporters; thanks!

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@ -1,16 +1,24 @@
Those are standalone ready-to-build applications to demonstrate ImGui.
Unfortunately in 2015 it is still a massive pain to create and maintain portable build files.
I choose to provide Visual Studio 10 .sln files and Makefile for Linux/OSX.
Please let me know if they don't work with your setup!
You can probably just import the .cpp files into your own system and figure out the linkage from there.
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)
OpenGL example, using GLFW + fixed pipeline.
This is simple and should work for all OpenGL enabled applications.
Prefer following this example since it is the shortest one!
opengl3_example/
OpenGL exemple, using programmable pipeline (Windows/OSX/Linux etc., using glfw+glew)
OpenGL exemple, using GLFW/GL3W + programmable pipeline.
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.
I don't think there is an advantage using this over the simpler example, but it is provided for reference.
directx9_example/
DirectX9 example, Windows only.
directx11_example/
DirectX11 example, Windows only.
This is quite long and tedious, because: DirectX11.

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@ -5,10 +5,18 @@
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{9F316E83-5AE5-4939-A723-305A94F48005}</ProjectGuid>
@ -20,50 +28,88 @@
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(DXSDK_DIR)/Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
@ -74,12 +120,31 @@
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="imgui_impl_dx11.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="imgui_impl_dx11.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@ -15,6 +15,9 @@
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="imgui_impl_dx11.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp">
@ -23,5 +26,8 @@
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="imgui_impl_dx11.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
</Project>

View File

@ -0,0 +1,451 @@
// ImGui Win32 + DirectX11 binding
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui_impl_dx11.h"
// DirectX
#include <d3d11.h>
#include <d3dcompiler.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
// Data
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
static HWND g_hWnd = 0;
static ID3D11Device* g_pd3dDevice = NULL;
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static ID3D11Buffer* g_pVB = NULL;
static ID3D10Blob * g_pVertexShaderBlob = NULL;
static ID3D11VertexShader* g_pVertexShader = NULL;
static ID3D11InputLayout* g_pInputLayout = NULL;
static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
static ID3D10Blob * g_pPixelShaderBlob = NULL;
static ID3D11PixelShader* g_pPixelShader = NULL;
static ID3D11SamplerState* g_pFontSampler = NULL;
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
static ID3D11BlendState* g_blendState = NULL;
static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed.
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
};
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
// Copy and convert all vertices into a single contiguous buffer
D3D11_MAPPED_SUBRESOURCE mappedResource;
if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)mappedResource.pData;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
memcpy(vtx_dst, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
vtx_dst += cmd_list->vtx_buffer.size();
}
g_pd3dDeviceContext->Unmap(g_pVB, 0);
// Setup orthographic projection matrix into our constant buffer
{
D3D11_MAPPED_SUBRESOURCE mappedResource;
if (g_pd3dDeviceContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
const float L = 0.0f;
const float R = ImGui::GetIO().DisplaySize.x;
const float B = ImGui::GetIO().DisplaySize.y;
const float T = 0.0f;
const float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0);
}
// Setup viewport
{
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
vp.Width = ImGui::GetIO().DisplaySize.x;
vp.Height = ImGui::GetIO().DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pd3dDeviceContext->RSSetViewports(1, &vp);
}
// Bind shader and vertex buffers
unsigned int stride = sizeof(ImDrawVert);
unsigned int offset = 0;
g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0);
g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_pFontSampler);
// Setup render state
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
g_pd3dDeviceContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
// Render command lists
int vtx_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
if (pcmd->user_callback)
{
pcmd->user_callback(cmd_list, pcmd);
}
else
{
const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
g_pd3dDeviceContext->RSSetScissorRects(1, &r);
g_pd3dDeviceContext->Draw(pcmd->vtx_count, vtx_offset);
}
vtx_offset += pcmd->vtx_count;
}
}
// Restore modified state
g_pd3dDeviceContext->IASetInputLayout(NULL);
g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0);
g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
}
LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
{
case WM_LBUTTONDOWN:
io.MouseDown[0] = true;
return true;
case WM_LBUTTONUP:
io.MouseDown[0] = false;
return true;
case WM_RBUTTONDOWN:
io.MouseDown[1] = true;
return true;
case WM_RBUTTONUP:
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
return true;
case WM_KEYDOWN:
if (wParam < 256)
io.KeysDown[wParam] = 1;
return true;
case WM_KEYUP:
if (wParam < 256)
io.KeysDown[wParam] = 0;
return true;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacter((unsigned short)wParam);
return true;
}
return 0;
}
static void ImGui_ImplDX11_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
// Build
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create DX11 texture
{
D3D11_TEXTURE2D_DESC texDesc;
ZeroMemory(&texDesc, sizeof(texDesc));
texDesc.Width = width;
texDesc.Height = height;
texDesc.MipLevels = 1;
texDesc.ArraySize = 1;
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texDesc.SampleDesc.Count = 1;
texDesc.Usage = D3D11_USAGE_DEFAULT;
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
texDesc.CPUAccessFlags = 0;
ID3D11Texture2D *pTexture = NULL;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = texDesc.Width * 4;
subResource.SysMemSlicePitch = 0;
g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
pTexture->Release();
}
// Store our identifier
io.Fonts->TexID = (void *)g_pFontTextureView;
// Create texture sampler
{
D3D11_SAMPLER_DESC samplerDesc;
ZeroMemory(&samplerDesc, sizeof(samplerDesc));
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.MipLODBias = 0.f;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerDesc.MinLOD = 0.f;
samplerDesc.MaxLOD = 0.f;
g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
}
}
bool ImGui_ImplDX11_CreateDeviceObjects()
{
if (!g_pd3dDevice)
return false;
if (g_pVB)
ImGui_ImplDX11_InvalidateDeviceObjects();
// Create the vertex shader
{
static const char* vertexShader =
"cbuffer vertexBuffer : register(c0) \
{\
float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
}";
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false;
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
return false;
// Create the input layout
D3D11_INPUT_ELEMENT_DESC localLayout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
return false;
// Create the constant buffer
{
D3D11_BUFFER_DESC cbDesc;
cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cbDesc.MiscFlags = 0;
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
}
}
// Create the pixel shader
{
static const char* pixelShader =
"struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
sampler sampler0;\
Texture2D texture0;\
\
float4 main(PS_INPUT input) : SV_Target\
{\
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
return out_col; \
}";
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false;
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
return false;
}
// Create the blending setup
{
D3D11_BLEND_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.AlphaToCoverageEnable = false;
desc.RenderTarget[0].BlendEnable = true;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
}
// Create the vertex buffer
{
D3D11_BUFFER_DESC bufferDesc;
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert);
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags = 0;
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
return false;
}
ImGui_ImplDX11_CreateFontsTexture();
return true;
}
void ImGui_ImplDX11_InvalidateDeviceObjects()
{
if (!g_pd3dDevice)
return;
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); ImGui::GetIO().Fonts->TexID = 0; }
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
if (g_blendState) { g_blendState->Release(); g_blendState = NULL; }
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
}
bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
{
g_hWnd = (HWND)hwnd;
g_pd3dDevice = device;
g_pd3dDeviceContext = device_context;
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
return false;
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
return false;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists;
io.ImeWindowHandle = g_hWnd;
return true;
}
void ImGui_ImplDX11_Shutdown()
{
ImGui_ImplDX11_InvalidateDeviceObjects();
ImGui::Shutdown();
g_pd3dDevice = NULL;
g_pd3dDeviceContext = NULL;
g_hWnd = (HWND)0;
}
void ImGui_ImplDX11_NewFrame()
{
if (!g_pVB)
ImGui_ImplDX11_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
RECT rect;
GetClientRect(g_hWnd, &rect);
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
// Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
g_Time = current_time;
// Read keyboard modifiers inputs
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
// io.MousePos : filled by WM_MOUSEMOVE events
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Start the frame
ImGui::NewFrame();
}

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@ -0,0 +1,20 @@
// ImGui Win32 + DirectX11 binding
// https://github.com/ocornut/imgui
struct ID3D11Device;
struct ID3D11DeviceContext;
bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
void ImGui_ImplDX11_Shutdown();
void ImGui_ImplDX11_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplDX11_InvalidateDeviceObjects();
bool ImGui_ImplDX11_CreateDeviceObjects();
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/

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@ -1,149 +1,41 @@
// ImGui - standalone example application for DirectX 11
#include <windows.h>
#include "../../imgui.h"
// DirectX 11
#include <imgui.h>
#include "imgui_impl_dx11.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
static HWND hWnd;
// Data
static ID3D11Device* g_pd3dDevice = NULL;
static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static IDXGISwapChain* g_pSwapChain = NULL;
static ID3D11Buffer* g_pVB = NULL;
static ID3D11RenderTargetView* g_mainRenderTargetView;
static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
static ID3D10Blob * g_pVertexShaderBlob = NULL;
static ID3D11VertexShader* g_pVertexShader = NULL;
static ID3D11InputLayout* g_pInputLayout = NULL;
static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
static ID3D10Blob * g_pPixelShaderBlob = NULL;
static ID3D11PixelShader* g_pPixelShader = NULL;
static ID3D11SamplerState* g_pFontSampler = NULL;
static ID3D11BlendState* g_blendState = NULL;
struct CUSTOMVERTEX
void CreateRenderTarget()
{
float pos[2];
float uv[2];
unsigned int col;
};
DXGI_SWAP_CHAIN_DESC sd;
g_pSwapChain->GetDesc(&sd);
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
};
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
// Copy and convert all vertices into a single contiguous buffer
D3D11_MAPPED_SUBRESOURCE mappedResource;
if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
return;
CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
vtx_dst->pos[0] = vtx_src->pos.x;
vtx_dst->pos[1] = vtx_src->pos.y;
vtx_dst->uv[0] = vtx_src->uv.x;
vtx_dst->uv[1] = vtx_src->uv.y;
vtx_dst->col = vtx_src->col;
vtx_dst++;
vtx_src++;
}
}
g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
// Setup orthographic projection matrix into our constant buffer
{
D3D11_MAPPED_SUBRESOURCE mappedResource;
if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
const float L = 0.0f;
const float R = ImGui::GetIO().DisplaySize.x;
const float B = ImGui::GetIO().DisplaySize.y;
const float T = 0.0f;
const float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
}
// Setup viewport
{
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
vp.Width = ImGui::GetIO().DisplaySize.x;
vp.Height = ImGui::GetIO().DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
}
// Bind shader and vertex buffers
unsigned int stride = sizeof(CUSTOMVERTEX);
unsigned int offset = 0;
g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
// Setup render state
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
// Render command lists
int vtx_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
vtx_offset += pcmd->vtx_count;
}
}
// Restore modified state
g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
// Create the render target
ID3D11Texture2D* pBackBuffer;
D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
render_target_view_desc.Format = sd.BufferDesc.Format;
render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
pBackBuffer->Release();
}
HRESULT InitDeviceD3D(HWND hWnd)
void CleanupRenderTarget()
{
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
}
HRESULT CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC sd;
@ -170,7 +62,7 @@ HRESULT InitDeviceD3D(HWND hWnd)
#endif
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
return E_FAIL;
// Setup rasterizer
@ -190,363 +82,86 @@ HRESULT InitDeviceD3D(HWND hWnd)
ID3D11RasterizerState* pRState = NULL;
g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
g_pd3dDeviceImmediateContext->RSSetState(pRState);
g_pd3dDeviceContext->RSSetState(pRState);
pRState->Release();
}
// Create the render target
{
ID3D11Texture2D* pBackBuffer;
D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
render_target_view_desc.Format = sd.BufferDesc.Format;
render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
pBackBuffer->Release();
}
// Create the vertex shader
{
static const char* vertexShader =
"cbuffer vertexBuffer : register(c0) \
{\
float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
}";
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return E_FAIL;
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
return E_FAIL;
// Create the input layout
D3D11_INPUT_ELEMENT_DESC localLayout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
return E_FAIL;
// Create the constant buffer
{
D3D11_BUFFER_DESC cbDesc;
cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cbDesc.MiscFlags = 0;
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
}
}
// Create the pixel shader
{
static const char* pixelShader =
"struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
sampler sampler0;\
Texture2D texture0;\
\
float4 main(PS_INPUT input) : SV_Target\
{\
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
return out_col; \
}";
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return E_FAIL;
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
return E_FAIL;
}
// Create the blending setup
{
D3D11_BLEND_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.AlphaToCoverageEnable = false;
desc.RenderTarget[0].BlendEnable = true;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
}
CreateRenderTarget();
return S_OK;
}
void CleanupDevice()
void CleanupDeviceD3D()
{
if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
// InitImGui
if (g_pFontSampler) g_pFontSampler->Release();
if (ID3D11ShaderResourceView* font_texture_view = (ID3D11ShaderResourceView*)ImGui::GetIO().Fonts->TexID)
font_texture_view->Release();
if (g_pVB) g_pVB->Release();
// InitDeviceD3D
if (g_blendState) g_blendState->Release();
if (g_pPixelShader) g_pPixelShader->Release();
if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
if (g_pInputLayout) g_pInputLayout->Release();
if (g_pVertexShader) g_pVertexShader->Release();
if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
if (g_pSwapChain) g_pSwapChain->Release();
if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
if (g_pd3dDevice) g_pd3dDevice->Release();
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
if (ImGui_ImplDX11_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_LBUTTONDOWN:
io.MouseDown[0] = true;
return true;
case WM_LBUTTONUP:
io.MouseDown[0] = false;
return true;
case WM_RBUTTONDOWN:
io.MouseDown[1] = true;
return true;
case WM_RBUTTONUP:
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
return true;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
ImGui_ImplDX11_InvalidateDeviceObjects();
CleanupRenderTarget();
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
CreateRenderTarget();
ImGui_ImplDX11_CreateDeviceObjects();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
void LoadFontsTexture()
int main(int, char**)
{
// Load one or more font
ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
// Build
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create texture
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D11Texture2D *pTexture = NULL;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
ID3D11ShaderResourceView* font_texture_view = NULL;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &font_texture_view);
pTexture->Release();
// Store our identifier
io.Fonts->TexID = (void *)font_texture_view;
}
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
int display_w = (int)(rect.right - rect.left);
int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
// Create the vertex buffer
{
D3D11_BUFFER_DESC bufferDesc;
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.ByteWidth = 100000 * sizeof(CUSTOMVERTEX); // Maybe we should handle that more dynamically?
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags = 0;
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
{
IM_ASSERT(0);
return;
}
}
// Load fonts
LoadFontsTexture();
// Create texture sampler
{
D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
}
}
INT64 ticks_per_second = 0;
INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
// Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
BYTE keystate[256];
GetKeyboardState(keystate);
for (int i = 0; i < 256; i++)
io.KeysDown[i] = (keystate[i] & 0x80) != 0;
io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
// io.MousePos : filled by WM_MOUSEMOVE event
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Start the frame
ImGui::NewFrame();
}
int main(int argc, char** argv)
{
// Register the window class
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (InitDeviceD3D(hWnd) < 0)
if (CreateDeviceD3D(hwnd) < 0)
{
CleanupDevice();
CleanupDeviceD3D();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
InitImGui();
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
//ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font0 = io.Fonts->AddFontDefault();
//ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_col = ImColor(114, 144, 154);
// Enter the message loop
// Main loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
@ -557,12 +172,12 @@ int main(int argc, char** argv)
DispatchMessage(&msg);
continue;
}
UpdateImGui();
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f;
static float f = 0.0f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_col);
@ -574,7 +189,8 @@ int main(int argc, char** argv)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
}
@ -587,12 +203,13 @@ int main(int argc, char** argv)
}
// Rendering
g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
ImGui::Render();
g_pSwapChain->Present(0, 0);
}
ImGui::Shutdown();
ImGui_ImplDX11_Shutdown();
CleanupDeviceD3D();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;

View File

@ -5,10 +5,18 @@
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{4165A294-21F2-44CA-9B38-E3F935ABADF5}</ProjectGuid>
@ -20,67 +28,124 @@
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(DXSDK_DIR)Include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="imgui_impl_dx9.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="imgui_impl_dx9.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

View File

@ -16,6 +16,9 @@
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="imgui_impl_dx9.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
@ -24,5 +27,8 @@
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="imgui_impl_dx9.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@ -0,0 +1,286 @@
// ImGui Win32 + DirectX9 binding
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui_impl_dx9.h"
// DirectX
#include <d3dx9.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
// Data
static HWND g_hWnd = 0;
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed.
struct CUSTOMVERTEX
{
D3DXVECTOR3 pos;
D3DCOLOR col;
D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
size_t total_vtx_count = 0;
for (int n = 0; n < cmd_lists_count; n++)
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
if (total_vtx_count == 0)
return;
// Copy and convert all vertices into a single contiguous buffer
CUSTOMVERTEX* vtx_dst;
if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
return;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
vtx_dst->pos.x = vtx_src->pos.x;
vtx_dst->pos.y = vtx_src->pos.y;
vtx_dst->pos.z = 0.0f;
vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
vtx_dst->uv.x = vtx_src->uv.x;
vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
}
g_pVB->Unlock();
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
g_pd3dDevice->SetPixelShader( NULL );
g_pd3dDevice->SetVertexShader( NULL );
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
// Setup orthographic projection matrix
D3DXMATRIXA16 mat;
D3DXMatrixIdentity(&mat);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
// Render command lists
int vtx_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
if (pcmd->user_callback)
{
pcmd->user_callback(cmd_list, pcmd);
}
else
{
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
}
vtx_offset += pcmd->vtx_count;
}
}
}
LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
{
case WM_LBUTTONDOWN:
io.MouseDown[0] = true;
return true;
case WM_LBUTTONUP:
io.MouseDown[0] = false;
return true;
case WM_RBUTTONDOWN:
io.MouseDown[1] = true;
return true;
case WM_RBUTTONUP:
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
return true;
case WM_KEYDOWN:
if (wParam < 256)
io.KeysDown[wParam] = 1;
return true;
case WM_KEYUP:
if (wParam < 256)
io.KeysDown[wParam] = 0;
return true;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacter((unsigned short)wParam);
return true;
}
return 0;
}
bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
{
g_hWnd = (HWND)hwnd;
g_pd3dDevice = device;
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
return false;
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
return false;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists;
io.ImeWindowHandle = g_hWnd;
return true;
}
void ImGui_ImplDX9_Shutdown()
{
ImGui_ImplDX9_InvalidateDeviceObjects();
ImGui::Shutdown();
g_pd3dDevice = NULL;
g_hWnd = 0;
}
static void ImGui_ImplDX9_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
// Build
unsigned char* pixels;
int width, height, bytes_per_pixel;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
// Create DX9 texture
LPDIRECT3DTEXTURE9 pTexture = NULL;
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
{
IM_ASSERT(0);
return;
}
D3DLOCKED_RECT tex_locked_rect;
if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
{
IM_ASSERT(0);
return;
}
for (int y = 0; y < height; y++)
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
pTexture->UnlockRect(0);
// Store our identifier
io.Fonts->TexID = (void *)pTexture;
}
bool ImGui_ImplDX9_CreateDeviceObjects()
{
if (!g_pd3dDevice)
return false;
if (g_pd3dDevice->CreateVertexBuffer(VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
return false;
ImGui_ImplDX9_CreateFontsTexture();
return true;
}
void ImGui_ImplDX9_InvalidateDeviceObjects()
{
if (!g_pd3dDevice)
return;
if (g_pVB)
{
g_pVB->Release();
g_pVB = NULL;
}
if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
{
tex->Release();
ImGui::GetIO().Fonts->TexID = 0;
}
}
void ImGui_ImplDX9_NewFrame()
{
if (!g_pVB)
ImGui_ImplDX9_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
RECT rect;
GetClientRect(g_hWnd, &rect);
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
// Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
g_Time = current_time;
// Read keyboard modifiers inputs
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
// io.MousePos : filled by WM_MOUSEMOVE events
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Start the frame
ImGui::NewFrame();
}

View File

@ -0,0 +1,19 @@
// ImGui Win32 + DirectX9 binding
// https://github.com/ocornut/imgui
struct IDirect3DDevice9;
bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device);
void ImGui_ImplDX9_Shutdown();
void ImGui_ImplDX9_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplDX9_InvalidateDeviceObjects();
bool ImGui_ImplDX9_CreateDeviceObjects();
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
extern LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/

View File

@ -1,318 +1,94 @@
// ImGui - standalone example application for DirectX 9
#include <windows.h>
#include "../../imgui.h"
// DirectX 9
#include <imgui.h>
#include "imgui_impl_dx9.h"
#include <d3dx9.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
struct CUSTOMVERTEX
{
D3DXVECTOR3 pos;
D3DCOLOR col;
D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
size_t total_vtx_count = 0;
for (int n = 0; n < cmd_lists_count; n++)
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
if (total_vtx_count == 0)
return;
// Copy and convert all vertices into a single contiguous buffer
CUSTOMVERTEX* vtx_dst;
if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
return;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
vtx_dst->pos.x = vtx_src->pos.x;
vtx_dst->pos.y = vtx_src->pos.y;
vtx_dst->pos.z = 0.0f;
vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
vtx_dst->uv.x = vtx_src->uv.x;
vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
}
g_pVB->Unlock();
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
// Setup render state: alpha-blending, no face culling, no depth testing
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
// Setup orthographic projection matrix
D3DXMATRIXA16 mat;
D3DXMatrixIdentity(&mat);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
// Render command lists
int vtx_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
vtx_offset += pcmd->vtx_count;
}
}
}
HRESULT InitDeviceD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
// Create the D3DDevice
if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice) < 0)
return E_FAIL;
return S_OK;
}
void CleanupDevice()
{
// InitImGui
if (g_pVB) g_pVB->Release();
// InitDeviceD3D
if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
tex->Release();
if (g_pd3dDevice) g_pd3dDevice->Release();
if (g_pD3D) g_pD3D->Release();
}
// Data
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static D3DPRESENT_PARAMETERS g_d3dpp;
extern LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
if (ImGui_ImplDX9_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_LBUTTONDOWN:
io.MouseDown[0] = true;
return true;
case WM_LBUTTONUP:
io.MouseDown[0] = false;
return true;
case WM_RBUTTONDOWN:
io.MouseDown[1] = true;
return true;
case WM_RBUTTONUP:
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
return true;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
ImGui_ImplDX9_InvalidateDeviceObjects();
g_d3dpp.BackBufferWidth = LOWORD(lParam);
g_d3dpp.BackBufferHeight = HIWORD(lParam);
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
if (hr == D3DERR_INVALIDCALL)
IM_ASSERT(0);
ImGui_ImplDX9_CreateDeviceObjects();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
void LoadFontsTexture()
int main(int, char**)
{
// Load one or more font
ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
// Build
unsigned char* pixels;
int width, height, bytes_per_pixel;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
// Create texture
LPDIRECT3DTEXTURE9 pTexture = NULL;
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
{
IM_ASSERT(0);
return;
}
// Copy pixels
D3DLOCKED_RECT tex_locked_rect;
if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
{
IM_ASSERT(0);
return;
}
for (int y = 0; y < height; y++)
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
pTexture->UnlockRect(0);
// Store our identifier
io.Fonts->TexID = (void *)pTexture;
}
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
int display_w = (int)(rect.right - rect.left);
int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
{
IM_ASSERT(0);
return;
}
LoadFontsTexture();
}
INT64 ticks_per_second = 0;
INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
// Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
BYTE keystate[256];
GetKeyboardState(keystate);
for (int i = 0; i < 256; i++)
io.KeysDown[i] = (keystate[i] & 0x80) != 0;
io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
// io.MousePos : filled by WM_MOUSEMOVE event
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Start the frame
ImGui::NewFrame();
}
int main(int argc, char** argv)
{
// Register the window class
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
hWnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (InitDeviceD3D(hWnd) < 0)
LPDIRECT3D9 pD3D;
if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
{
CleanupDevice();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
return 0;
}
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
g_d3dpp.Windowed = TRUE;
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
// Create the D3DDevice
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
{
pD3D->Release();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
// Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
//ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font0 = io.Fonts->AddFontDefault();
//ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
InitImGui();
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_col = ImColor(114, 144, 154);
// Enter the message loop
// Main loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
@ -323,12 +99,12 @@ int main(int argc, char** argv)
DispatchMessage(&msg);
continue;
}
UpdateImGui();
ImGui_ImplDX9_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f;
static float f = 0.0f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_col);
@ -340,7 +116,8 @@ int main(int argc, char** argv)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
}
@ -366,8 +143,10 @@ int main(int argc, char** argv)
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
ImGui::Shutdown();
ImGui_ImplDX9_Shutdown();
if (g_pd3dDevice) g_pd3dDevice->Release();
if (pD3D) pD3D->Release();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}

View File

@ -12,25 +12,43 @@ EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Debug|x64 = Debug|x64
Release|Win32 = Release|Win32
Release|x64 = Release|x64
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.ActiveCfg = Debug|x64
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.Build.0 = Debug|x64
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.ActiveCfg = Release|x64
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.Build.0 = Release|x64
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|x64.ActiveCfg = Debug|x64
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|x64.Build.0 = Debug|x64
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.ActiveCfg = Release|x64
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.Build.0 = Release|x64
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.ActiveCfg = Debug|x64
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.Build.0 = Debug|x64
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.ActiveCfg = Release|x64
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.Build.0 = Release|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.ActiveCfg = Debug|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.Build.0 = Debug|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.ActiveCfg = Release|x64
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.Build.0 = Release|x64
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

View File

@ -1,5 +1,10 @@
#include <GL/gl3w.h>
#ifdef _MSC_VER
#pragma warning (disable: 4055) // warning C4055: 'type cast' : from data pointer 'void *' to function pointer
#pragma warning (disable: 4152) // warning C4152: nonstandard extension, function/data pointer conversion in expression
#endif
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN 1
#include <windows.h>

View File

@ -0,0 +1,356 @@
/*************************************************************************
* GLFW 3.1 - www.glfw.org
* A library for OpenGL, window and input
*------------------------------------------------------------------------
* Copyright (c) 2002-2006 Marcus Geelnard
* Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would
* be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not
* be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*
*************************************************************************/
#ifndef _glfw3_native_h_
#define _glfw3_native_h_
#ifdef __cplusplus
extern "C" {
#endif
/*************************************************************************
* Doxygen documentation
*************************************************************************/
/*! @defgroup native Native access
*
* **By using the native access functions you assert that you know what you're
* doing and how to fix problems caused by using them. If you don't, you
* shouldn't be using them.**
*
* Before the inclusion of @ref glfw3native.h, you must define exactly one
* window system API macro and exactly one context creation API macro. Failure
* to do this will cause a compile-time error.
*
* The available window API macros are:
* * `GLFW_EXPOSE_NATIVE_WIN32`
* * `GLFW_EXPOSE_NATIVE_COCOA`
* * `GLFW_EXPOSE_NATIVE_X11`
*
* The available context API macros are:
* * `GLFW_EXPOSE_NATIVE_WGL`
* * `GLFW_EXPOSE_NATIVE_NSGL`
* * `GLFW_EXPOSE_NATIVE_GLX`
* * `GLFW_EXPOSE_NATIVE_EGL`
*
* These macros select which of the native access functions that are declared
* and which platform-specific headers to include. It is then up your (by
* definition platform-specific) code to handle which of these should be
* defined.
*/
/*************************************************************************
* System headers and types
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
// example to allow applications to correctly declare a GL_ARB_debug_output
// callback) but windows.h assumes no one will define APIENTRY before it does
#undef APIENTRY
#include <windows.h>
#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
#include <ApplicationServices/ApplicationServices.h>
#if defined(__OBJC__)
#import <Cocoa/Cocoa.h>
#else
typedef void* id;
#endif
#elif defined(GLFW_EXPOSE_NATIVE_X11)
#include <X11/Xlib.h>
#include <X11/extensions/Xrandr.h>
#else
#error "No window API selected"
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/* WGL is declared by windows.h */
#elif defined(GLFW_EXPOSE_NATIVE_NSGL)
/* NSGL is declared by Cocoa.h */
#elif defined(GLFW_EXPOSE_NATIVE_GLX)
#include <GL/glx.h>
#elif defined(GLFW_EXPOSE_NATIVE_EGL)
#include <EGL/egl.h>
#else
#error "No context API selected"
#endif
/*************************************************************************
* Functions
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
/*! @brief Returns the adapter device name of the specified monitor.
*
* @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
* of the specified monitor, or `NULL` if an [error](@ref error_handling)
* occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
/*! @brief Returns the display device name of the specified monitor.
*
* @return The UTF-8 encoded display device name (for example
* `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
/*! @brief Returns the `HWND` of the specified window.
*
* @return The `HWND` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/*! @brief Returns the `HGLRC` of the specified window.
*
* @return The `HGLRC` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_COCOA)
/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
*
* @return The `CGDirectDisplayID` of the specified monitor, or
* `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
/*! @brief Returns the `NSWindow` of the specified window.
*
* @return The `NSWindow` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
/*! @brief Returns the `NSOpenGLContext` of the specified window.
*
* @return The `NSOpenGLContext` of the specified window, or `nil` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_X11)
/*! @brief Returns the `Display` used by GLFW.
*
* @return The `Display` used by GLFW, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI Display* glfwGetX11Display(void);
/*! @brief Returns the `RRCrtc` of the specified monitor.
*
* @return The `RRCrtc` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
/*! @brief Returns the `RROutput` of the specified monitor.
*
* @return The `RROutput` of the specified monitor, or `None` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.1.
*
* @ingroup native
*/
GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
/*! @brief Returns the `Window` of the specified window.
*
* @return The `Window` of the specified window, or `None` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_GLX)
/*! @brief Returns the `GLXContext` of the specified window.
*
* @return The `GLXContext` of the specified window, or `NULL` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_EGL)
/*! @brief Returns the `EGLDisplay` used by GLFW.
*
* @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
/*! @brief Returns the `EGLContext` of the specified window.
*
* @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
/*! @brief Returns the `EGLSurface` of the specified window.
*
* @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
* [error](@ref error_handling) occurred.
*
* @par Thread Safety
* This function may be called from any thread. Access is not synchronized.
*
* @par History
* Added in GLFW 3.0.
*
* @ingroup native
*/
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
#endif
#ifdef __cplusplus
}
#endif
#endif /* _glfw3_native_h_ */

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@ -1,6 +1,5 @@
#
# Cross Platform Make file
#
# Cross Platform Makefile
# Compatible with Ubuntu 14.04.1 and Mac OS X
#
#
@ -11,9 +10,9 @@
#CXX = g++
OBJS = main.o
OBJS = main.o imgui_impl_glfw_gl3.o
OBJS += ../../imgui.o
OBJS += ../opengl_example/gl3w/GL/gl3w.o
OBJS += ../libs/gl3w/GL/gl3w.o
UNAME_S := $(shell uname -s)
@ -22,7 +21,7 @@ ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS = `pkg-config --static --libs glfw3`
CXXFLAGS = -I../../ -I../opengl_example/gl3w `pkg-config --cflags glfw3`
CXXFLAGS = -I../../ -I../libs/gl3w `pkg-config --cflags glfw3`
CXXFLAGS += -Wall
CFLAGS = $(CXXFLAGS)
endif
@ -33,7 +32,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
LIBS += -L/usr/local/lib
LIBS += -lglfw3
CXXFLAGS = -I../../ -I../opengl_example/gl3w -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
CXXFLAGS = -I../../ -I../libs/gl3w -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
CXXFLAGS += -Wall
# CXXFLAGS += -D__APPLE__
CFLAGS = $(CXXFLAGS)

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@ -0,0 +1,362 @@
// ImGui GLFW binding with OpenGL3 + shaders
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui_impl_glfw_gl3.h"
// GL3W/GLFW
#include <GL/gl3w.h>
#include <GLFW/glfw3.h>
#ifdef _MSC_VER
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#include <GLFW/glfw3native.h>
#endif
// Data
static GLFWwindow* g_Window = NULL;
static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
static float g_MouseWheel = 0.0f;
static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
static size_t g_VboSize = 0;
static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
if (cmd_lists_count == 0)
return;
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
GLint last_program, last_texture;
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glActiveTexture(GL_TEXTURE0);
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
const float ortho_projection[4][4] =
{
{ 2.0f/width, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ -1.0f, 1.0f, 0.0f, 1.0f },
};
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
// Grow our buffer according to what we need
size_t total_vtx_count = 0;
for (int n = 0; n < cmd_lists_count; n++)
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert);
if (g_VboSize < needed_vtx_size)
{
g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer
glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW);
}
// Copy and convert all vertices into a single contiguous buffer
unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
if (!buffer_data)
return;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(g_VaoHandle);
int cmd_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
int vtx_offset = cmd_offset;
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
{
if (pcmd->user_callback)
{
pcmd->user_callback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
}
vtx_offset += pcmd->vtx_count;
}
cmd_offset = vtx_offset;
}
// Restore modified state
glBindVertexArray(0);
glUseProgram(last_program);
glDisable(GL_SCISSOR_TEST);
glBindTexture(GL_TEXTURE_2D, last_texture);
}
static const char* ImGui_ImplGlfwGL3_GetClipboardText()
{
return glfwGetClipboardString(g_Window);
}
static void ImGui_ImplGlfwGL3_SetClipboardText(const char* text)
{
glfwSetClipboardString(g_Window, text);
}
void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
{
if (action == GLFW_PRESS && button >= 0 && button < 3)
g_MousePressed[button] = true;
}
void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
{
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
{
ImGuiIO& io = ImGui::GetIO();
if (action == GLFW_PRESS)
io.KeysDown[key] = true;
if (action == GLFW_RELEASE)
io.KeysDown[key] = false;
(void)mods; // Modifiers are not reliable across systems
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
}
void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
{
ImGuiIO& io = ImGui::GetIO();
if (c > 0 && c < 0x10000)
io.AddInputCharacter((unsigned short)c);
}
void ImGui_ImplGlfwGL3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
}
bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
{
const GLchar *vertex_shader =
"#version 330\n"
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader =
"#version 330\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
"}\n";
g_ShaderHandle = glCreateProgram();
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
glCompileShader(g_VertHandle);
glCompileShader(g_FragHandle);
glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_ShaderHandle);
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
glGenBuffers(1, &g_VboHandle);
glGenVertexArrays(1, &g_VaoHandle);
glBindVertexArray(g_VaoHandle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_AttribLocationUV);
glEnableVertexAttribArray(g_AttribLocationColor);
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
#undef OFFSETOF
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
ImGui_ImplGlfwGL3_CreateFontsTexture();
return true;
}
bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
{
g_Window = window;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists;
io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
#ifdef _MSC_VER
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
#endif
if (install_callbacks)
{
glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback);
glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback);
glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback);
glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback);
}
return true;
}
void ImGui_ImplGlfwGL3_Shutdown()
{
if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
g_VaoHandle = 0;
g_VboHandle = 0;
glDetachShader(g_ShaderHandle, g_VertHandle);
glDeleteShader(g_VertHandle);
g_VertHandle = 0;
glDetachShader(g_ShaderHandle, g_FragHandle);
glDeleteShader(g_FragHandle);
g_FragHandle = 0;
glDeleteProgram(g_ShaderHandle);
g_ShaderHandle = 0;
if (g_FontTexture)
{
glDeleteTextures(1, &g_FontTexture);
ImGui::GetIO().Fonts->TexID = 0;
g_FontTexture = 0;
}
ImGui::Shutdown();
}
void ImGui_ImplGlfwGL3_NewFrame()
{
if (!g_FontTexture)
ImGui_ImplGlfwGL3_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(g_Window, &w, &h);
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)display_w, (float)display_h);
// Setup time step
double current_time = glfwGetTime();
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
g_Time = current_time;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
{
double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
mouse_y *= (float)display_h / h;
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
}
else
{
io.MousePos = ImVec2(-1,-1);
}
for (int i = 0; i < 3; i++)
{
io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
g_MousePressed[i] = false;
}
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
// Hide/show hardware mouse cursor
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
// Start the frame
ImGui::NewFrame();
}

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@ -0,0 +1,20 @@
// ImGui GLFW binding with OpenGL3 + shaders
// https://github.com/ocornut/imgui
struct GLFWwindow;
bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
void ImGui_ImplGlfwGL3_Shutdown();
void ImGui_ImplGlfwGL3_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
bool ImGui_ImplGlfwGL3_CreateDeviceObjects();
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
// Provided here if you want to chain callbacks.
// You can also handle inputs yourself and use those as a reference.
void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c);

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@ -1,344 +1,57 @@
// ImGui - standalone example application for OpenGL 3, using programmable pipeline
// ImGui - standalone example application for Glfw + OpenGL 3, using programmable pipeline
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#endif
#ifdef __clang__
#pragma clang diagnostic ignored "-Wunused-function" // warning: unused function
#endif
#include "../../imgui.h"
#include <imgui.h>
#include "imgui_impl_glfw_gl3.h"
#include <stdio.h>
// Gl3w/Glfw
#include <GL/gl3w.h>
#include <GLFW/glfw3.h>
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
static GLFWwindow* window;
static bool mousePressed[2] = { false, false };
// Shader variables
static int shader_handle, vert_handle, frag_handle;
static int texture_location, proj_mtx_location;
static int position_location, uv_location, colour_location;
static size_t vbo_max_size = 20000;
static unsigned int vbo_handle, vao_handle;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
static void error_callback(int error, const char* description)
{
if (cmd_lists_count == 0)
return;
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glActiveTexture(GL_TEXTURE0);
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
const float ortho_projection[4][4] =
{
{ 2.0f/width, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ -1.0f, 1.0f, 0.0f, 1.0f },
};
glUseProgram(shader_handle);
glUniform1i(texture_location, 0);
glUniformMatrix4fv(proj_mtx_location, 1, GL_FALSE, &ortho_projection[0][0]);
// Grow our buffer according to what we need
size_t total_vtx_count = 0;
for (int n = 0; n < cmd_lists_count; n++)
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
if (neededBufferSize > vbo_max_size)
{
vbo_max_size = neededBufferSize + 5000; // Grow buffer
glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
}
// Copy and convert all vertices into a single contiguous buffer
unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
if (!buffer_data)
return;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(vao_handle);
int cmd_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
int vtx_offset = cmd_offset;
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count;
}
cmd_offset = vtx_offset;
}
// Restore modified state
glBindVertexArray(0);
glUseProgram(0);
glDisable(GL_SCISSOR_TEST);
glBindTexture(GL_TEXTURE_2D, 0);
fprintf(stderr, "Error %d: %s\n", error, description);
}
static const char* ImImpl_GetClipboardTextFn()
int main(int, char**)
{
return glfwGetClipboardString(window);
}
static void ImImpl_SetClipboardTextFn(const char* text)
{
glfwSetClipboardString(window, text);
}
// GLFW callbacks to get events
static void glfw_error_callback(int error, const char* description)
{
fputs(description, stderr);
}
static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (action == GLFW_PRESS && button >= 0 && button < 2)
mousePressed[button] = true;
}
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGuiIO& io = ImGui::GetIO();
io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
ImGuiIO& io = ImGui::GetIO();
if (action == GLFW_PRESS)
io.KeysDown[key] = true;
if (action == GLFW_RELEASE)
io.KeysDown[key] = false;
io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
}
static void glfw_char_callback(GLFWwindow* window, unsigned int c)
{
if (c > 0 && c < 0x10000)
ImGui::GetIO().AddInputCharacter((unsigned short)c);
}
void InitGL()
{
glfwSetErrorCallback(glfw_error_callback);
// Setup window
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(1);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, glfw_key_callback);
glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
glfwSetScrollCallback(window, glfw_scroll_callback);
glfwSetCharCallback(window, glfw_char_callback);
gl3wInit();
const GLchar *vertex_shader =
"#version 330\n"
"uniform mat4 ProjMtx;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Color;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader =
"#version 330\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Color;\n"
"out vec4 Out_Color;\n"
"void main()\n"
"{\n"
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
"}\n";
shader_handle = glCreateProgram();
vert_handle = glCreateShader(GL_VERTEX_SHADER);
frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vert_handle, 1, &vertex_shader, 0);
glShaderSource(frag_handle, 1, &fragment_shader, 0);
glCompileShader(vert_handle);
glCompileShader(frag_handle);
glAttachShader(shader_handle, vert_handle);
glAttachShader(shader_handle, frag_handle);
glLinkProgram(shader_handle);
texture_location = glGetUniformLocation(shader_handle, "Texture");
proj_mtx_location = glGetUniformLocation(shader_handle, "ProjMtx");
position_location = glGetAttribLocation(shader_handle, "Position");
uv_location = glGetAttribLocation(shader_handle, "UV");
colour_location = glGetAttribLocation(shader_handle, "Color");
glGenBuffers(1, &vbo_handle);
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
glGenVertexArrays(1, &vao_handle);
glBindVertexArray(vao_handle);
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
glEnableVertexAttribArray(position_location);
glEnableVertexAttribArray(uv_location);
glEnableVertexAttribArray(colour_location);
glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void LoadFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
GLuint tex_id;
glGenTextures(1, &tex_id);
glBindTexture(GL_TEXTURE_2D, tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)tex_id;
}
void InitImGui()
{
ImGuiIO& io = ImGui::GetIO();
io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
LoadFontsTexture();
}
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
// Setup resolution (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(window, &w, &h);
glfwGetFramebufferSize(window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
// Setup time step
static double time = 0.0f;
const double current_time = glfwGetTime();
io.DeltaTime = (float)(current_time - time);
time = current_time;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
mouse_y *= (float)display_h / h;
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
// Start the frame
ImGui::NewFrame();
}
// Application code
int main(int argc, char** argv)
{
InitGL();
InitImGui();
// Setup ImGui binding
ImGui_ImplGlfwGL3_Init(window, true);
//ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font0 = io.Fonts->AddFontDefault();
//ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_col = ImColor(114, 144, 154);
ImVec4 clear_color = ImColor(114, 144, 154);
// Main loop
while (!glfwWindowShouldClose(window))
{
ImGuiIO& io = ImGui::GetIO();
io.MouseWheel = 0;
mousePressed[0] = mousePressed[1] = false;
glfwPollEvents();
UpdateImGui();
ImGui_ImplGlfwGL3_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f;
static float f = 0.0f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_col);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
@ -347,7 +60,8 @@ int main(int argc, char** argv)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
}
@ -361,22 +75,14 @@ int main(int argc, char** argv)
// Rendering
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_col.x, clear_col.y, clear_col.z, clear_col.w);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render();
glfwSwapBuffers(window);
}
// Cleanup
if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
glDetachShader(shader_handle, vert_handle);
glDetachShader(shader_handle, frag_handle);
glDeleteShader(vert_handle);
glDeleteShader(frag_handle);
glDeleteProgram(shader_handle);
ImGui::Shutdown();
ImGui_ImplGlfwGL3_Shutdown();
glfwTerminate();
return 0;

View File

@ -5,10 +5,18 @@
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid>
@ -20,58 +28,120 @@
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;$(ProjectDir)..\opengl_example\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\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;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(ProjectDir)..\opengl_example\glfw\include;$(ProjectDir)..\opengl_example\glew\include;$(ProjectDir)..\opengl_example\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
@ -79,12 +149,16 @@
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\opengl_example\gl3w\GL\gl3w.c" />
<ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
<ClCompile Include="imgui_impl_glfw_gl3.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
<ClInclude Include="imgui_impl_glfw_gl3.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

View File

@ -8,6 +8,9 @@
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="gl3w">
<UniqueIdentifier>{42f99867-3108-43b8-99d0-fabefaf1f2e3}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
@ -16,9 +19,12 @@
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\opengl_example\gl3w\GL\gl3w.c">
<ClCompile Include="imgui_impl_glfw_gl3.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\libs\gl3w\GL\gl3w.c">
<Filter>gl3w</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
@ -27,5 +33,14 @@
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="imgui_impl_glfw_gl3.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\libs\gl3w\GL\gl3w.h">
<Filter>gl3w</Filter>
</ClInclude>
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h">
<Filter>gl3w</Filter>
</ClInclude>
</ItemGroup>
</Project>

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@ -1,6 +1,5 @@
#
# Cross Platform Make file
#
# Cross Platform Makefile
# Compatible with Ubuntu 14.04.1 and Mac OS X
#
#
@ -11,7 +10,7 @@
#CXX = g++
OBJS = main.o
OBJS = main.o imgui_impl_glfw.o
OBJS += ../../imgui.o
UNAME_S := $(shell uname -s)

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@ -1,180 +0,0 @@
/*************************************************************************
* GLFW 3.0 - www.glfw.org
* A library for OpenGL, window and input
*------------------------------------------------------------------------
* Copyright (c) 2002-2006 Marcus Geelnard
* Copyright (c) 2006-2010 Camilla Berglund <elmindreda@elmindreda.org>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would
* be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not
* be misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*
*************************************************************************/
#ifndef _glfw3_native_h_
#define _glfw3_native_h_
#ifdef __cplusplus
extern "C" {
#endif
/*************************************************************************
* Doxygen documentation
*************************************************************************/
/*! @defgroup native Native access
*
* **By using the native API, you assert that you know what you're doing and
* how to fix problems caused by using it. If you don't, you shouldn't be
* using it.**
*
* Before the inclusion of @ref glfw3native.h, you must define exactly one
* window API macro and exactly one context API macro. Failure to do this
* will cause a compile-time error.
*
* The available window API macros are:
* * `GLFW_EXPOSE_NATIVE_WIN32`
* * `GLFW_EXPOSE_NATIVE_COCOA`
* * `GLFW_EXPOSE_NATIVE_X11`
*
* The available context API macros are:
* * `GLFW_EXPOSE_NATIVE_WGL`
* * `GLFW_EXPOSE_NATIVE_NSGL`
* * `GLFW_EXPOSE_NATIVE_GLX`
* * `GLFW_EXPOSE_NATIVE_EGL`
*
* These macros select which of the native access functions that are declared
* and which platform-specific headers to include. It is then up your (by
* definition platform-specific) code to handle which of these should be
* defined.
*/
/*************************************************************************
* System headers and types
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
#include <windows.h>
#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
#if defined(__OBJC__)
#import <Cocoa/Cocoa.h>
#else
typedef void* id;
#endif
#elif defined(GLFW_EXPOSE_NATIVE_X11)
#include <X11/Xlib.h>
#else
#error "No window API specified"
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/* WGL is declared by windows.h */
#elif defined(GLFW_EXPOSE_NATIVE_NSGL)
/* NSGL is declared by Cocoa.h */
#elif defined(GLFW_EXPOSE_NATIVE_GLX)
#include <GL/glx.h>
#elif defined(GLFW_EXPOSE_NATIVE_EGL)
#include <EGL/egl.h>
#else
#error "No context API specified"
#endif
/*************************************************************************
* Functions
*************************************************************************/
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
/*! @brief Returns the `HWND` of the specified window.
* @return The `HWND` of the specified window.
* @ingroup native
*/
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_WGL)
/*! @brief Returns the `HGLRC` of the specified window.
* @return The `HGLRC` of the specified window.
* @ingroup native
*/
GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_COCOA)
/*! @brief Returns the `NSWindow` of the specified window.
* @return The `NSWindow` of the specified window.
* @ingroup native
*/
GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
/*! @brief Returns the `NSOpenGLContext` of the specified window.
* @return The `NSOpenGLContext` of the specified window.
* @ingroup native
*/
GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_X11)
/*! @brief Returns the `Display` used by GLFW.
* @return The `Display` used by GLFW.
* @ingroup native
*/
GLFWAPI Display* glfwGetX11Display(void);
/*! @brief Returns the `Window` of the specified window.
* @return The `Window` of the specified window.
* @ingroup native
*/
GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_GLX)
/*! @brief Returns the `GLXContext` of the specified window.
* @return The `GLXContext` of the specified window.
* @ingroup native
*/
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
#endif
#if defined(GLFW_EXPOSE_NATIVE_EGL)
/*! @brief Returns the `EGLDisplay` used by GLFW.
* @return The `EGLDisplay` used by GLFW.
* @ingroup native
*/
GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
/*! @brief Returns the `EGLContext` of the specified window.
* @return The `EGLContext` of the specified window.
* @ingroup native
*/
GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
/*! @brief Returns the `EGLSurface` of the specified window.
* @return The `EGLSurface` of the specified window.
* @ingroup native
*/
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
#endif
#ifdef __cplusplus
}
#endif
#endif /* _glfw3_native_h_ */

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@ -0,0 +1,267 @@
// ImGui GLFW binding with OpenGL
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui_impl_glfw.h"
// GLFW
#include <GLFW/glfw3.h>
#ifdef _MSC_VER
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#include <GLFW/glfw3native.h>
#endif
// Data
static GLFWwindow* g_Window = NULL;
static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
static float g_MouseWheel = 0.0f;
static GLuint g_FontTexture = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
if (cmd_lists_count == 0)
return;
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Render command lists
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
int vtx_offset = 0;
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
if (pcmd->user_callback)
{
pcmd->user_callback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
}
vtx_offset += pcmd->vtx_count;
}
}
#undef OFFSETOF
// Restore modified state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, 0);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
}
static const char* ImGui_ImplGlfw_GetClipboardText()
{
return glfwGetClipboardString(g_Window);
}
static void ImGui_ImplGlfw_SetClipboardText(const char* text)
{
glfwSetClipboardString(g_Window, text);
}
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
{
if (action == GLFW_PRESS && button >= 0 && button < 3)
g_MousePressed[button] = true;
}
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
{
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
void ImGui_ImplGlFw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
{
ImGuiIO& io = ImGui::GetIO();
if (action == GLFW_PRESS)
io.KeysDown[key] = true;
if (action == GLFW_RELEASE)
io.KeysDown[key] = false;
(void)mods; // Modifiers are not reliable across systems
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
}
void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
{
ImGuiIO& io = ImGui::GetIO();
if (c > 0 && c < 0x10000)
io.AddInputCharacter((unsigned short)c);
}
bool ImGui_ImplGlfw_CreateDeviceObjects()
{
ImGuiIO& io = ImGui::GetIO();
// Build texture
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
// Create texture
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
return true;
}
void ImGui_ImplGlfw_InvalidateDeviceObjects()
{
if (g_FontTexture)
{
glDeleteTextures(1, &g_FontTexture);
ImGui::GetIO().Fonts->TexID = 0;
g_FontTexture = 0;
}
}
bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
{
g_Window = window;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists;
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
#ifdef _MSC_VER
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
#endif
if (install_callbacks)
{
glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback);
glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback);
}
return true;
}
void ImGui_ImplGlfw_Shutdown()
{
ImGui_ImplGlfw_InvalidateDeviceObjects();
ImGui::Shutdown();
}
void ImGui_ImplGlfw_NewFrame()
{
if (!g_FontTexture)
ImGui_ImplGlfw_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(g_Window, &w, &h);
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)display_w, (float)display_h);
// Setup time step
double current_time = glfwGetTime();
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
g_Time = current_time;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
{
double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
mouse_y *= (float)display_h / h;
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
}
else
{
io.MousePos = ImVec2(-1,-1);
}
for (int i = 0; i < 3; i++)
{
io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
g_MousePressed[i] = false;
}
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
// Hide/show hardware mouse cursor
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
// Start the frame
ImGui::NewFrame();
}

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// ImGui GLFW binding with OpenGL
// https://github.com/ocornut/imgui
struct GLFWwindow;
bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
void ImGui_ImplGlfw_Shutdown();
void ImGui_ImplGlfw_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplGlfw_InvalidateDeviceObjects();
bool ImGui_ImplGlfw_CreateDeviceObjects();
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
// Provided here if you want to chain callbacks.
// You can also handle inputs yourself and use those as a reference.
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);

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@ -1,254 +1,51 @@
// ImGui - standalone example application for OpenGL 2, using fixed pipeline
// ImGui - standalone example application for Glfw + OpenGL 2, using fixed pipeline
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#endif
#ifdef __clang__
#pragma clang diagnostic ignored "-Wunused-function" // warning: unused function
#endif
#include "../../imgui.h"
#include <imgui.h>
#include "imgui_impl_glfw.h"
#include <stdio.h>
// Glfw
#include <GLFW/glfw3.h>
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
static GLFWwindow* window;
static bool mousePressed[2] = { false, false };
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
static void error_callback(int error, const char* description)
{
if (cmd_lists_count == 0)
return;
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Render command lists
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
int vtx_offset = 0;
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count;
}
}
// Restore modified state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
fprintf(stderr, "Error %d: %s\n", error, description);
}
// NB: ImGui already provide OS clipboard support for Windows so this isn't needed if you are using Windows only.
static const char* ImImpl_GetClipboardTextFn()
int main(int, char**)
{
return glfwGetClipboardString(window);
}
static void ImImpl_SetClipboardTextFn(const char* text)
{
glfwSetClipboardString(window, text);
}
// GLFW callbacks to get events
static void glfw_error_callback(int error, const char* description)
{
fputs(description, stderr);
}
static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (action == GLFW_PRESS && button >= 0 && button < 2)
mousePressed[button] = true;
}
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGuiIO& io = ImGui::GetIO();
io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
ImGuiIO& io = ImGui::GetIO();
if (action == GLFW_PRESS)
io.KeysDown[key] = true;
if (action == GLFW_RELEASE)
io.KeysDown[key] = false;
io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
}
static void glfw_char_callback(GLFWwindow* window, unsigned int c)
{
if (c > 0 && c < 0x10000)
ImGui::GetIO().AddInputCharacter((unsigned short)c);
}
void InitGL()
{
glfwSetErrorCallback(glfw_error_callback);
// Setup window
glfwSetErrorCallback(error_callback);
if (!glfwInit())
exit(1);
window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, glfw_key_callback);
glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
glfwSetScrollCallback(window, glfw_scroll_callback);
glfwSetCharCallback(window, glfw_char_callback);
}
void LoadFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
GLuint tex_id;
glGenTextures(1, &tex_id);
glBindTexture(GL_TEXTURE_2D, tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)tex_id;
}
void InitImGui()
{
ImGuiIO& io = ImGui::GetIO();
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
LoadFontsTexture();
}
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
// Setup resolution (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(window, &w, &h);
glfwGetFramebufferSize(window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
// Setup time step
static double time = 0.0f;
const double current_time = glfwGetTime();
io.DeltaTime = (float)(current_time - time);
time = current_time;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
mouse_y *= (float)display_h / h;
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
// Start the frame
ImGui::NewFrame();
}
// Application code
int main(int argc, char** argv)
{
InitGL();
InitImGui();
// Setup ImGui binding
ImGui_ImplGlfw_Init(window, true);
//ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font0 = io.Fonts->AddFontDefault();
//ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_col = ImColor(114, 144, 154);
ImVec4 clear_color = ImColor(114, 144, 154);
// Main loop
while (!glfwWindowShouldClose(window))
{
ImGuiIO& io = ImGui::GetIO();
mousePressed[0] = mousePressed[1] = false;
glfwPollEvents();
UpdateImGui();
ImGui_ImplGlfw_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f;
static float f = 0.0f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_col);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
@ -257,7 +54,8 @@ int main(int argc, char** argv)
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
}
@ -270,15 +68,15 @@ int main(int argc, char** argv)
}
// Rendering
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_col.x, clear_col.y, clear_col.z, clear_col.w);
glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render();
glfwSwapBuffers(window);
}
// Cleanup
ImGui::Shutdown();
ImGui_ImplGlfw_Shutdown();
glfwTerminate();
return 0;

View File

@ -5,10 +5,18 @@
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
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<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid>
@ -20,58 +28,120 @@
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
<IncludePath>$(IncludePath)</IncludePath>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<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;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
@ -79,11 +149,13 @@
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="imgui_impl_glfw.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="imgui_impl_glfw.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

View File

@ -16,6 +16,9 @@
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="imgui_impl_glfw.cpp">
<Filter>sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
@ -24,5 +27,8 @@
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="imgui_impl_glfw.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@ -1,8 +1,9 @@
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' that you can use without any external files.
Those are only provided as a convenience, you can load your own .TTF files.
---------------------------------
EXTRA FONTS FOR IMGUI
INCLUDED FONTS
---------------------------------
DroidSans.ttf

View File

@ -0,0 +1,330 @@
// ImGui - binary_to_compressed_c.cpp
// Helper tool to turn a file into a C array.
// The data is first compressed with stb_compress() to reduce source code size a little.
// Useful if you want to embed fonts into your code.
// Note that the output array is likely to be bigger than the binary file..
// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()
#define _CRT_SECURE_NO_WARNINGS
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <assert.h>
const int COLUMNS = 12;
// stb_compress* from stb.h - declaration
typedef unsigned int stb_uint;
typedef unsigned char stb_uchar;
stb_uint stb_compress(stb_uchar *out,stb_uchar *in,stb_uint len);
static bool binary_to_compressed_c(const char* filename, const char* symbol);
int main(int argc, char** argv)
{
if (argc < 3)
{
printf("Syntax: %s <inputfile> <symbolname>\n", argv[0]);
return 0;
}
binary_to_compressed_c(argv[1], argv[2]);
return 1;
}
bool binary_to_compressed_c(const char* filename, const char* symbol)
{
// Read file
FILE* f = fopen(filename, "rb");
if (!f) return false;
int data_sz;
if (fseek(f, 0, SEEK_END) || (data_sz = (int)ftell(f)) == -1 || fseek(f, 0, SEEK_SET)) { fclose(f); return false; }
char* data = new char[data_sz+4];
if (fread(data, 1, data_sz, f) != (size_t)data_sz) { fclose(f); delete[] data; return false; }
memset((void *)(((char*)data) + data_sz), 0, 4);
fclose(f);
// Compress
int maxlen = data_sz + 512 + (data_sz >> 2) + sizeof(int); // total guess
char* compressed = new char[maxlen];
int compressed_sz = stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz);
memset(compressed + compressed_sz, 0, maxlen - compressed_sz);
// Output
FILE* out = stdout;
fprintf(out, "// File: '%s' (%d bytes)\n", filename, (int)data_sz);
fprintf(out, "// Exported using binary_to_compressed_c\n");
fprintf(out, "static const unsigned int %s_compressed_size = %d;\n", symbol, (int)compressed_sz);
fprintf(out, "static const unsigned int %s_compressed_data[%d/4] =\n{", symbol, (int)((compressed_sz+3)/4)*4);
int column = 0;
for (int i = 0; i < compressed_sz; i += 4)
{
unsigned int d = *(unsigned int*)(compressed + i);
if ((column++ % COLUMNS) == 0)
fprintf(out, "\n 0x%08x, ", d);
else
fprintf(out, "0x%08x, ", d);
}
fprintf(out, "\n};\n\n");
// Cleanup
delete[] data;
delete[] compressed;
return true;
}
// stb_compress* from stb.h - definition
//////////////////// compressor ///////////////////////
static stb_uint stb_adler32(stb_uint adler32, stb_uchar *buffer, stb_uint buflen)
{
const unsigned long ADLER_MOD = 65521;
unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
unsigned long blocklen, i;
blocklen = buflen % 5552;
while (buflen) {
for (i=0; i + 7 < blocklen; i += 8) {
s1 += buffer[0], s2 += s1;
s1 += buffer[1], s2 += s1;
s1 += buffer[2], s2 += s1;
s1 += buffer[3], s2 += s1;
s1 += buffer[4], s2 += s1;
s1 += buffer[5], s2 += s1;
s1 += buffer[6], s2 += s1;
s1 += buffer[7], s2 += s1;
buffer += 8;
}
for (; i < blocklen; ++i)
s1 += *buffer++, s2 += s1;
s1 %= ADLER_MOD, s2 %= ADLER_MOD;
buflen -= blocklen;
blocklen = 5552;
}
return (s2 << 16) + s1;
}
static unsigned int stb_matchlen(stb_uchar *m1, stb_uchar *m2, stb_uint maxlen)
{
stb_uint i;
for (i=0; i < maxlen; ++i)
if (m1[i] != m2[i]) return i;
return i;
}
// simple implementation that just takes the source data in a big block
static stb_uchar *stb__out;
static FILE *stb__outfile;
static stb_uint stb__outbytes;
static void stb__write(unsigned char v)
{
fputc(v, stb__outfile);
++stb__outbytes;
}
#define stb_out(v) (stb__out ? *stb__out++ = (stb_uchar) (v) : stb__write((stb_uchar) (v)))
static void stb_out2(stb_uint v)
{
stb_out(v >> 8);
stb_out(v);
}
static void stb_out3(stb_uint v) { stb_out(v >> 16); stb_out(v >> 8); stb_out(v); }
static void stb_out4(stb_uint v) { stb_out(v >> 24); stb_out(v >> 16);
stb_out(v >> 8 ); stb_out(v); }
static void outliterals(stb_uchar *in, int numlit)
{
while (numlit > 65536) {
outliterals(in,65536);
in += 65536;
numlit -= 65536;
}
if (numlit == 0) ;
else if (numlit <= 32) stb_out (0x000020 + numlit-1);
else if (numlit <= 2048) stb_out2(0x000800 + numlit-1);
else /* numlit <= 65536) */ stb_out3(0x070000 + numlit-1);
if (stb__out) {
memcpy(stb__out,in,numlit);
stb__out += numlit;
} else
fwrite(in, 1, numlit, stb__outfile);
}
static int stb__window = 0x40000; // 256K
static int stb_not_crap(int best, int dist)
{
return ((best > 2 && dist <= 0x00100)
|| (best > 5 && dist <= 0x04000)
|| (best > 7 && dist <= 0x80000));
}
static stb_uint stb__hashsize = 32768;
// note that you can play with the hashing functions all you
// want without needing to change the decompressor
#define stb__hc(q,h,c) (((h) << 7) + ((h) >> 25) + q[c])
#define stb__hc2(q,h,c,d) (((h) << 14) + ((h) >> 18) + (q[c] << 7) + q[d])
#define stb__hc3(q,c,d,e) ((q[c] << 14) + (q[d] << 7) + q[e])
static unsigned int stb__running_adler;
static int stb_compress_chunk(stb_uchar *history,
stb_uchar *start,
stb_uchar *end,
int length,
int *pending_literals,
stb_uchar **chash,
stb_uint mask)
{
(void)history;
int window = stb__window;
stb_uint match_max;
stb_uchar *lit_start = start - *pending_literals;
stb_uchar *q = start;
#define STB__SCRAMBLE(h) (((h) + ((h) >> 16)) & mask)
// stop short of the end so we don't scan off the end doing
// the hashing; this means we won't compress the last few bytes
// unless they were part of something longer
while (q < start+length && q+12 < end) {
int m;
stb_uint h1,h2,h3,h4, h;
stb_uchar *t;
int best = 2, dist=0;
if (q+65536 > end)
match_max = end-q;
else
match_max = 65536;
#define stb__nc(b,d) ((d) <= window && ((b) > 9 || stb_not_crap(b,d)))
#define STB__TRY(t,p) /* avoid retrying a match we already tried */ \
if (p ? dist != q-t : 1) \
if ((m = stb_matchlen(t, q, match_max)) > best) \
if (stb__nc(m,q-(t))) \
best = m, dist = q - (t)
// rather than search for all matches, only try 4 candidate locations,
// chosen based on 4 different hash functions of different lengths.
// this strategy is inspired by LZO; hashing is unrolled here using the
// 'hc' macro
h = stb__hc3(q,0, 1, 2); h1 = STB__SCRAMBLE(h);
t = chash[h1]; if (t) STB__TRY(t,0);
h = stb__hc2(q,h, 3, 4); h2 = STB__SCRAMBLE(h);
h = stb__hc2(q,h, 5, 6); t = chash[h2]; if (t) STB__TRY(t,1);
h = stb__hc2(q,h, 7, 8); h3 = STB__SCRAMBLE(h);
h = stb__hc2(q,h, 9,10); t = chash[h3]; if (t) STB__TRY(t,1);
h = stb__hc2(q,h,11,12); h4 = STB__SCRAMBLE(h);
t = chash[h4]; if (t) STB__TRY(t,1);
// because we use a shared hash table, can only update it
// _after_ we've probed all of them
chash[h1] = chash[h2] = chash[h3] = chash[h4] = q;
if (best > 2)
assert(dist > 0);
// see if our best match qualifies
if (best < 3) { // fast path literals
++q;
} else if (best > 2 && best <= 0x80 && dist <= 0x100) {
outliterals(lit_start, q-lit_start); lit_start = (q += best);
stb_out(0x80 + best-1);
stb_out(dist-1);
} else if (best > 5 && best <= 0x100 && dist <= 0x4000) {
outliterals(lit_start, q-lit_start); lit_start = (q += best);
stb_out2(0x4000 + dist-1);
stb_out(best-1);
} else if (best > 7 && best <= 0x100 && dist <= 0x80000) {
outliterals(lit_start, q-lit_start); lit_start = (q += best);
stb_out3(0x180000 + dist-1);
stb_out(best-1);
} else if (best > 8 && best <= 0x10000 && dist <= 0x80000) {
outliterals(lit_start, q-lit_start); lit_start = (q += best);
stb_out3(0x100000 + dist-1);
stb_out2(best-1);
} else if (best > 9 && dist <= 0x1000000) {
if (best > 65536) best = 65536;
outliterals(lit_start, q-lit_start); lit_start = (q += best);
if (best <= 0x100) {
stb_out(0x06);
stb_out3(dist-1);
stb_out(best-1);
} else {
stb_out(0x04);
stb_out3(dist-1);
stb_out2(best-1);
}
} else { // fallback literals if no match was a balanced tradeoff
++q;
}
}
// if we didn't get all the way, add the rest to literals
if (q-start < length)
q = start+length;
// the literals are everything from lit_start to q
*pending_literals = (q - lit_start);
stb__running_adler = stb_adler32(stb__running_adler, start, q - start);
return q - start;
}
static int stb_compress_inner(stb_uchar *input, stb_uint length)
{
int literals = 0;
stb_uint len,i;
stb_uchar **chash;
chash = (stb_uchar**) malloc(stb__hashsize * sizeof(stb_uchar*));
if (chash == NULL) return 0; // failure
for (i=0; i < stb__hashsize; ++i)
chash[i] = NULL;
// stream signature
stb_out(0x57); stb_out(0xbc);
stb_out2(0);
stb_out4(0); // 64-bit length requires 32-bit leading 0
stb_out4(length);
stb_out4(stb__window);
stb__running_adler = 1;
len = stb_compress_chunk(input, input, input+length, length, &literals, chash, stb__hashsize-1);
assert(len == length);
outliterals(input+length - literals, literals);
free(chash);
stb_out2(0x05fa); // end opcode
stb_out4(stb__running_adler);
return 1; // success
}
stb_uint stb_compress(stb_uchar *out, stb_uchar *input, stb_uint length)
{
stb__out = out;
stb__outfile = NULL;
stb_compress_inner(input, length);
return stb__out - out;
}

View File

@ -18,16 +18,23 @@
//#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
//---- Include imgui_user.inl at the end of imgui.cpp so you can include code that extends ImGui using its private data/functions.
//#define IMGUI_INCLUDE_IMGUI_USER_INL
//---- Include imgui_user.h at the end of imgui.h
//#define IMGUI_INCLUDE_IMGUI_USER_H
//---- Define implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
//---- Don't implement default handlers for Windows (so as not to link with OpenClipboard() and others Win32 functions)
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
//---- Don't implement help and test window functionality (ShowUserGuide()/ShowStyleEditor()/ShowTestWindow() methods will be empty)
//#define IMGUI_DISABLE_TEST_WINDOWS
//---- Implement STB libraries in a namespace to avoid conflicts
//#define IMGUI_STB_NAMESPACE ImStb
//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
/*
#define IM_VEC2_CLASS_EXTRA \
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \

4064
imgui.cpp

File diff suppressed because it is too large Load Diff

323
imgui.h
View File

@ -1,4 +1,4 @@
// ImGui library v1.34
// ImGui library v1.38
// 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.
@ -6,22 +6,14 @@
#pragma once
struct ImDrawCmd;
struct ImDrawList;
struct ImFont;
struct ImFontAtlas;
struct ImGuiAabb;
struct ImGuiIO;
struct ImGuiStorage;
struct ImGuiStyle;
struct ImGuiWindow;
#include "imconfig.h"
#include "imconfig.h" // User-editable configuration file
#include <float.h> // FLT_MAX
#include <stdarg.h> // va_list
#include <stddef.h> // ptrdiff_t
#include <stdlib.h> // NULL, malloc
#include <string.h> // memset, memmove
#include <stddef.h> // ptrdiff_t, NULL
#include <stdlib.h> // NULL, malloc, free, qsort, atoi
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
#define IMGUI_VERSION "1.38"
// Define assertion handler.
#ifndef IM_ASSERT
@ -34,6 +26,15 @@ struct ImGuiWindow;
#define IMGUI_API
#endif
// Forward declarations
struct ImDrawCmd;
struct ImDrawList;
struct ImFont;
struct ImFontAtlas;
struct ImGuiIO;
struct ImGuiStorage;
struct ImGuiStyle;
typedef unsigned int ImU32;
typedef unsigned short ImWchar; // character for display
typedef void* ImTextureID; // user data to refer to a texture (e.g. store your texture handle/id)
@ -42,8 +43,9 @@ typedef int ImGuiCol; // enum ImGuiCol_
typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
typedef int ImGuiKey; // enum ImGuiKey_
typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
typedef int ImGuiMouseCursor; // enum ImGuiMouseCursor_
typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
typedef int ImGuiSetCond; // enum ImGuiSetCondition_
typedef int ImGuiSetCond; // enum ImGuiSetCond_
typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_
struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
@ -51,10 +53,10 @@ typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
struct ImVec2
{
float x, y;
ImVec2() {}
ImVec2() { x = y = 0.0f; }
ImVec2(float _x, float _y) { x = _x; y = _y; }
#ifdef IM_VEC2_CLASS_EXTRA
#ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2.
IM_VEC2_CLASS_EXTRA
#endif
};
@ -62,10 +64,10 @@ struct ImVec2
struct ImVec4
{
float x, y, z, w;
ImVec4() {}
ImVec4() { x = y = z = w = 0.0f; }
ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
#ifdef IM_VEC4_CLASS_EXTRA
#ifdef IM_VEC4_CLASS_EXTRA // Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec4.
IM_VEC4_CLASS_EXTRA
#endif
};
@ -145,7 +147,7 @@ public:
// - struct ImFont // TTF font loader, bake glyphs into bitmap
// ImGui end-user API
// In a namespace so that user can add extra functions (e.g. Value() helpers for your vector or common types)
// In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)
namespace ImGui
{
// Main
@ -154,46 +156,49 @@ namespace ImGui
IMGUI_API void NewFrame();
IMGUI_API void Render();
IMGUI_API void Shutdown();
IMGUI_API void ShowUserGuide();
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL);
IMGUI_API void ShowTestWindow(bool* open = NULL);
IMGUI_API void ShowUserGuide(); // help block
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block
IMGUI_API void ShowTestWindow(bool* opened = NULL); // test window, demonstrate ImGui features
IMGUI_API void ShowMetricsWindow(bool* opened = NULL); // metrics window
// Window
// 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 bool Begin(const char* name = "Debug", bool* p_opened = NULL, ImGuiWindowFlags flags = 0); // return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false).
IMGUI_API bool Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // this is the older/longer API. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! maybe obsolete this API eventually.
IMGUI_API void End();
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, 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 ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives
IMGUI_API ImFont* GetWindowFont();
IMGUI_API float GetWindowFontSize(); // size (also height in pixels) of current font with current scale applied
IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows.
IMGUI_API ImVec2 GetWindowPos(); // you should rarely need/care about the window position, but it can be useful if you want to do your own drawing.
IMGUI_API ImVec2 GetWindowSize(); // get current window position.
IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
IMGUI_API ImVec2 GetWindowPos(); // you should rarely need/care about the window position, but it can be useful if you want to do your own drawing
IMGUI_API ImVec2 GetWindowSize(); // get current window position
IMGUI_API float GetWindowWidth();
IMGUI_API bool GetWindowCollapsed();
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 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 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 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. use NULL to remove focus.
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.
IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
IMGUI_API float GetScrollPosY(); // get scrolling position [0..GetScrollMaxY()]
IMGUI_API float GetScrollMaxY(); // get maximum scrolling position == ContentSize.Y - WindowSize.Y
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
IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
IMGUI_API ImGuiStorage* GetStateStorage();
// Parameters stacks (shared)
@ -209,46 +214,58 @@ namespace ImGui
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 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 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.
IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
IMGUI_API void PopTextWrapPos();
// Tooltip
IMGUI_API void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins.
IMGUI_API void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
IMGUI_API void SetTooltipV(const char* fmt, va_list args);
IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text.
IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text
IMGUI_API void EndTooltip();
// Popup
IMGUI_API void BeginPopup(bool* p_opened);
IMGUI_API void EndPopup();
// Layout
IMGUI_API void BeginGroup();
IMGUI_API void EndGroup();
IMGUI_API void Separator(); // horizontal line
IMGUI_API void SameLine(int column_x = 0, int spacing_w = -1); // call between widgets to layout them horizontally
IMGUI_API void Spacing();
IMGUI_API void SameLine(int column_x = 0, int spacing_w = -1); // call between widgets or groups to layout them horizontally
IMGUI_API void Spacing(); // add vertical spacing
IMGUI_API void Indent(); // move content position toward the right by style.IndentSpacing pixels
IMGUI_API void Unindent(); // move content position back to the left (cancel Indent)
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border=true); // setup number of columns
IMGUI_API void NextColumn(); // next column
IMGUI_API float GetColumnOffset(int column_index = -1);
IMGUI_API void SetColumnOffset(int column_index, float offset);
IMGUI_API float GetColumnWidth(int column_index = -1);
IMGUI_API int GetColumnIndex(); // get current column index
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
IMGUI_API float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns())
IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
IMGUI_API float GetCursorPosX(); // "
IMGUI_API float GetCursorPosY(); // "
IMGUI_API void SetCursorPos(const ImVec2& pos); // "
IMGUI_API void SetCursorPosX(float x); // "
IMGUI_API void SetCursorPosY(float y); // "
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates (0..io.DisplaySize)
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates (0..io.DisplaySize)
IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets.
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize]
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets
IMGUI_API float GetTextLineHeight(); // height of font == GetWindowFontSize()
IMGUI_API float GetTextLineHeightWithSpacing(); // spacing (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
// ID scopes
// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
// 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 char* str_id_begin, const char* str_id_end);
IMGUI_API void PushID(const void* ptr_id);
IMGUI_API void PushID(const int int_id);
IMGUI_API void PopID();
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed.
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed
IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
IMGUI_API ImGuiID GetID(const void* ptr_id);
// Widgets
@ -258,7 +275,7 @@ namespace ImGui
IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args);
IMGUI_API void TextWrapped(const char* fmt, ...); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();
IMGUI_API void TextWrappedV(const char* fmt, va_list args);
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text.
IMGUI_API void 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();
@ -268,31 +285,12 @@ namespace ImGui
IMGUI_API bool SmallButton(const char* label);
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 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 padding
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);
IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderAngle(const char* label, float* v, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f); // *v in radians
IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format = "%.0f");
IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format = "%.0f");
IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format = "%.0f");
IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format = "%.0f");
IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), size_t stride = sizeof(float));
IMGUI_API void PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), size_t stride = sizeof(float));
IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
IMGUI_API bool Checkbox(const char* label, bool* v);
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
IMGUI_API bool RadioButton(const char* label, bool active);
IMGUI_API bool RadioButton(const char* label, int* v, int v_button);
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, 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 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);
@ -300,8 +298,46 @@ namespace ImGui
IMGUI_API bool ColorEdit3(const char* label, float col[3]);
IMGUI_API bool ColorEdit4(const char* label, float col[4], bool show_alpha = true);
IMGUI_API void ColorEditMode(ImGuiColorEditMode mode);
IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), size_t stride = sizeof(float));
IMGUI_API void PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), size_t stride = sizeof(float));
IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
// Trees
// Widgets: Sliders (tip: ctrl+click on a slider to input text)
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders
IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f);
IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format = "%.0f");
IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format = "%.0f");
IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format = "%.0f");
IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format = "%.0f");
IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
// Widgets: Drags (tip: ctrl+click on a drag box to input text)
IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); // If v_max >= v_max we have no bound
IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f"); // If v_max >= v_max we have no bound
IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
// Widgets: Input
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 InputInt2(const char* label, int v[2]);
IMGUI_API bool InputInt3(const char* label, int v[3]);
IMGUI_API bool InputInt4(const char* label, int v[4]);
// Widgets: 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, ...); // "
@ -312,8 +348,8 @@ namespace ImGui
IMGUI_API void TreePop();
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));
// Widgets: Selectable / Lists
IMGUI_API bool Selectable(const char* label, bool selected = false, 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);
@ -321,7 +357,7 @@ namespace ImGui
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!
// Widgets: 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);
IMGUI_API void Value(const char* prefix, unsigned int v);
@ -329,7 +365,7 @@ namespace ImGui
IMGUI_API void Color(const char* prefix, const ImVec4& v);
IMGUI_API void Color(const char* prefix, unsigned int v);
// Logging: All text output from your interface are redirected to tty/file/clipboard. Tree nodes are automatically opened.
// Logging: all text output from interface is redirected to tty/file/clipboard. Tree nodes are automatically opened.
IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty
IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
@ -339,26 +375,38 @@ namespace ImGui
// Utilities
IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
IMGUI_API bool IsItemHoveredRect(); // was the last item hovered by mouse? even if another item is active while we are hovering this
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)
IMGUI_API bool IsItemVisible();
IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space
IMGUI_API ImVec2 GetItemRectMax(); // "
IMGUI_API ImVec2 GetItemRectSize(); // "
IMGUI_API bool IsWindowFocused(); // is current window focused (differentiate child windows from each others)
IMGUI_API bool IsRootWindowFocused(); // is current root window focused
IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
IMGUI_API bool IsRectClipped(const ImVec2& size); // test if rectangle of given size starting from cursor pos is out of clipping region. to perform coarse clipping on user's side (as an optimization)
IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry
IMGUI_API bool IsMouseClicked(int button, bool repeat = false);
IMGUI_API bool IsMouseDoubleClicked(int button);
IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window)
IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any active imgui window
IMGUI_API bool IsMouseHoveringBox(const ImVec2& box_min, const ImVec2& box_max); // is mouse hovering given bounding box
IMGUI_API bool IsMouseHoveringRect(const ImVec2& rect_min, const ImVec2& rect_max);// is mouse hovering given bounding rect
IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking, also see: GetItemActiveDragDelta(). if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_API void ResetMouseDragDelta(int button = 0);
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
IMGUI_API float GetTime();
IMGUI_API int GetFrameCount();
IMGUI_API const char* GetStyleColName(ImGuiCol idx);
IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items
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 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 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);
@ -366,13 +414,19 @@ namespace ImGui
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself
IMGUI_API const char* GetVersion();
IMGUI_API void* GetInternalState();
IMGUI_API size_t GetInternalStateSize();
IMGUI_API void SetInternalState(void* state, bool construct = false);
// 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); }
IMGUI_API void GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size); // OBSOLETE
static inline void OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpened(open, 0); } // OBSOLETE
static inline bool GetWindowIsFocused() { return ImGui::IsWindowFocused(); } // OBSOLETE
static inline ImVec2 GetItemBoxMin() { return GetItemRectMin(); } // OBSOLETE
static inline ImVec2 GetItemBoxMax() { return GetItemRectMax(); } // OBSOLETE
static inline bool IsClipped(const ImVec2& size) { return IsRectClipped(size); } // OBSOLETE
static inline bool IsMouseHoveringBox(const ImVec2& rect_min, const ImVec2& rect_max) { return IsMouseHoveringRect(rect_min, rect_max); } // OBSOLETE
} // namespace ImGui
@ -383,7 +437,7 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scroll bar (window can still scroll with mouse or programatically)
ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbar (window can still scroll with mouse or programatically)
ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user scrolling with mouse wheel
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
@ -394,7 +448,8 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 10, // For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 11, // For internal use by BeginChild()
ImGuiWindowFlags_ComboBox = 1 << 12, // For internal use by ComboBox()
ImGuiWindowFlags_Tooltip = 1 << 13 // For internal use by BeginTooltip()
ImGuiWindowFlags_Tooltip = 1 << 13, // For internal use by BeginTooltip()
ImGuiWindowFlags_Popup = 1 << 14 // For internal use by BeginPopup()
};
// Flags for ImGui::InputText()
@ -445,6 +500,8 @@ enum ImGuiCol_
ImGuiCol_Border,
ImGuiCol_BorderShadow,
ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
ImGuiCol_FrameBgHovered,
ImGuiCol_FrameBgActive,
ImGuiCol_TitleBg,
ImGuiCol_TitleBgCollapsed,
ImGuiCol_ScrollbarBg,
@ -452,8 +509,6 @@ enum ImGuiCol_
ImGuiCol_ScrollbarGrabHovered,
ImGuiCol_ScrollbarGrabActive,
ImGuiCol_ComboBg,
ImGuiCol_CheckHovered,
ImGuiCol_CheckActive,
ImGuiCol_CheckMark,
ImGuiCol_SliderGrab,
ImGuiCol_SliderGrabActive,
@ -493,7 +548,8 @@ enum ImGuiStyleVar_
ImGuiStyleVar_FrameRounding, // float
ImGuiStyleVar_ItemSpacing, // ImVec2
ImGuiStyleVar_ItemInnerSpacing, // ImVec2
ImGuiStyleVar_TreeNodeSpacing // float
ImGuiStyleVar_IndentSpacing, // float
ImGuiStyleVar_GrabMinSize // float
};
// Enumeration for ColorEditMode()
@ -506,6 +562,19 @@ enum ImGuiColorEditMode_
ImGuiColorEditMode_HEX = 2
};
// Enumeration for GetMouseCursor()
enum ImGuiMouseCursor_
{
ImGuiMouseCursor_Arrow = 0,
ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
ImGuiMouseCursor_Move, // Unused
ImGuiMouseCursor_ResizeNS, // Unused
ImGuiMouseCursor_ResizeEW, // When hovering over a column
ImGuiMouseCursor_ResizeNESW, // Unused
ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
ImGuiMouseCursor_Count_
};
// Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
// All those functions treat 0 as a shortcut to ImGuiSetCond_Always
enum ImGuiSetCond_
@ -526,12 +595,14 @@ struct ImGuiStyle
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
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
ImVec2 TouchExtraPadding; // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!
ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
ImVec2 AutoFitPadding; // Extra space after auto-fit (double-clicking on resize grip)
float WindowFillAlphaDefault; // Default alpha of window background, if not specified in ImGui::Begin()
float TreeNodeSpacing; // Horizontal spacing when entering a tree node
float IndentSpacing; // Horizontal indentation when e.g. entering a tree node
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
float ScrollBarWidth; // Width of the vertical scroll bar
float ScrollbarWidth; // Width of the vertical scrollbar
float GrabMinSize; // Minimum width/height of a slider or scrollbar grab
ImVec2 DisplaySafeAreaPadding; // Window positions are clamped to be visible within the display area. If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding.
ImVec4 Colors[ImGuiCol_COUNT];
IMGUI_API ImGuiStyle();
@ -552,6 +623,7 @@ struct ImGuiIO
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.
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
void* UserData; // = NULL // Store your own data for retrieval by callbacks.
@ -574,12 +646,15 @@ struct ImGuiIO
const char* (*GetClipboardTextFn)();
void (*SetClipboardTextFn)(const char* text);
// Optional: override memory allocations (default to posix malloc/free). MemFreeFn() may be called with a NULL pointer.
// Optional: override memory allocations. MemFreeFn() may be called with a NULL pointer.
// (default to posix malloc/free)
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 IME in Windows)
// (default to use native imm32 api on Windows)
void (*ImeSetInputScreenPosFn)(int x, int y);
void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning.
//------------------------------------------------------------------
// Input - Fill before calling NewFrame()
@ -591,6 +666,7 @@ struct ImGuiIO
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 KeyAlt; // Keyboard modifier pressed: Alt
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.
@ -604,6 +680,7 @@ 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
int MetricsRenderVertices; // Vertices processed during last call to Render()
//------------------------------------------------------------------
// [Internal] ImGui will maintain those fields for you
@ -617,6 +694,7 @@ struct ImGuiIO
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
float MouseDownTime[5]; // Time the mouse button has been down
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the click point
float KeysDownTime[512]; // Time the keyboard key has been down
IMGUI_API ImGuiIO();
@ -679,7 +757,6 @@ struct ImGuiTextBuffer
ImVector<char> Buf;
ImGuiTextBuffer() { Buf.push_back(0); }
~ImGuiTextBuffer() { }
const char* begin() const { return &Buf.front(); }
const char* end() const { return &Buf.back(); } // Buf is zero-terminated, so end() will point on the zero-terminator
size_t size() const { return Buf.size()-1; }
@ -817,6 +894,7 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions).
// Note that this only gives you access to rendering polygons. If your intent is to create custom widgets and the publicly exposed functions/data aren't sufficient, you can add code in imgui_user.inl
struct ImDrawList
{
@ -831,20 +909,22 @@ struct ImDrawList
ImDrawList() { Clear(); }
IMGUI_API void Clear();
IMGUI_API void ClearFreeMemory();
IMGUI_API void PushClipRect(const ImVec4& clip_rect); // Scissoring. The values are x1, y1, x2, y2.
IMGUI_API void PushClipRectFullScreen();
IMGUI_API void PopClipRect();
IMGUI_API void PushTextureID(const ImTextureID& texture_id);
IMGUI_API void PopTextureID();
// Primitives
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col);
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F);
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F);
IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
IMGUI_API void AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris = false, const ImVec2& third_point_offset = ImVec2(0,0));
IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec2* cpu_clip_max = NULL);
IMGUI_API void AddArcFast(const ImVec2& center, float radius, ImU32 col, int a_min_12, int a_max_12, bool filled = false, const ImVec2& third_point_offset = ImVec2(0,0)); // Angles in 0..12 range
IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec2* cpu_clip_max = NULL);
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col = 0xFFFFFFFF);
// Advanced
@ -852,12 +932,15 @@ struct ImDrawList
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
// Internal helpers
IMGUI_API void ReserveVertices(unsigned int vtx_count);
IMGUI_API void AddVtx(const ImVec2& pos, ImU32 col);
IMGUI_API void AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv);
IMGUI_API void AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col);
IMGUI_API void PrimReserve(unsigned int vtx_count);
IMGUI_API void PrimTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);
IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
IMGUI_API void PrimQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
IMGUI_API void PrimLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
IMGUI_API void UpdateClipRect();
IMGUI_API void UpdateTextureID();
IMGUI_API void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { vtx_write->pos = pos; vtx_write->uv = uv; vtx_write->col = col; vtx_write++; }
};
// Load and rasterize multiple TTF fonts into a same texture.
@ -867,14 +950,15 @@ struct ImDrawList
// 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// 3. Upload the pixels data into a texture within your graphics system.
// 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
// 5. Call ClearPixelsData() to free textures memory on the heap.
// 5. Call ClearTexData() to free textures memory on the heap.
struct ImFontAtlas
{
IMGUI_API ImFontAtlas();
IMGUI_API ~ImFontAtlas();
IMGUI_API ImFont* AddFontDefault();
IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0);
IMGUI_API ImFont* AddFontFromMemoryTTF(void* in_ttf_data, size_t in_ttf_data_size, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0); // Pass ownership of 'in_ttf_data' memory.
IMGUI_API ImFont* AddFontFromMemoryTTF(void* in_ttf_data, unsigned int in_ttf_data_size, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0); // Pass ownership of 'in_ttf_data' memory, will be deleted after build
IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* in_compressed_ttf_data, unsigned int in_compressed_ttf_data_size, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0); // 'in_compressed_ttf_data' untouched and still owned by caller. compress with binary_to_compressed_c.
IMGUI_API void ClearTexData(); // Saves RAM once the texture has been copied to graphics memory.
IMGUI_API void Clear();
@ -888,7 +972,7 @@ struct ImFontAtlas
IMGUI_API void SetTexID(void* id) { TexID = id; }
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
// (Those functions could be static, aren't so simple use case doesn't have to refer to the ImFontAtlas:: type ever if in their code)
// (Those functions could be static but aren't so most users don't have to refer to the ImFontAtlas:: name ever if in their code; just using io.Fonts->)
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
IMGUI_API const ImWchar* GetGlyphRangesChinese(); // Japanese + full set of about 21000 CJK Unified Ideographs
@ -900,7 +984,6 @@ struct ImFontAtlas
unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
int TexWidth;
int TexHeight;
ImVec2 TexExtraDataPos; // Position of our rectangle where we draw non-font graphics
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel (part of the TexExtraData block)
ImVector<ImFont*> Fonts;
@ -909,7 +992,7 @@ struct ImFontAtlas
ImVector<ImFontAtlasData*> InputData; // Internal data
IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions.
IMGUI_API void ClearInputData(); // Clear the input TTF data.
IMGUI_API void RenderCustomTexData();
IMGUI_API void RenderCustomTexData(int pass, void* rects);
};
// TTF font loading and rendering
@ -921,7 +1004,7 @@ struct ImFont
float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
float Scale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
ImVec2 DisplayOffset; // = (0.0f,0.0f) // Offset font rendering by xx pixels
ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found.
ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
// Members: Runtime data
struct Glyph
@ -934,23 +1017,25 @@ struct ImFont
};
ImFontAtlas* ContainerAtlas; // What we has been loaded into
ImVector<Glyph> Glyphs;
const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
float FallbackXAdvance; //
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)
// Methods
IMGUI_API ImFont();
IMGUI_API ~ImFont() { Clear(); }
IMGUI_API ~ImFont();
IMGUI_API void Clear();
IMGUI_API void BuildLookupTable();
IMGUI_API const Glyph* FindGlyph(unsigned short c) const;
IMGUI_API void SetFallbackChar(ImWchar c);
IMGUI_API bool IsLoaded() const { return ContainerAtlas != NULL; }
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
IMGUI_API ImVec2 CalcTextSizeW(float size, float max_width, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL) const; // wchar
IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width = 0.0f, const ImVec2* cpu_clip_max = NULL) const;
IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width = 0.0f, const ImVec2* cpu_clip_max = NULL) const;
IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
};

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