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2
LICENSE
2
LICENSE
@ -1,6 +1,6 @@
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2014 Omar Cornut
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||||
Copyright (c) 2014-2015 Omar Cornut and ImGui contributors
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||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
|
46
README.md
46
README.md
@ -1,6 +1,7 @@
|
||||
ImGui
|
||||
=====
|
||||
[](https://travis-ci.org/ocornut/imgui)
|
||||
[](https://scan.coverity.com/projects/4720)
|
||||
|
||||
[](http://www.patreon.com/imgui) [](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.
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||||
|
||||
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-20150531.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20150531.zip) (Windows binaries, ImGui 1.40 WIP 2015/05/31, 4 executables, 432 KB)
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||||
|
||||
|
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Gallery
|
||||
-------
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||||
|
||||
@ -34,7 +42,9 @@ Gallery
|
||||

|
||||

|
||||

|
||||

|
||||

|
||||

|
||||

|
||||
|
||||
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:
|
||||
```
|
||||
@ -59,13 +69,15 @@ 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>
|
||||
|
||||
@ -73,20 +85,19 @@ 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).
|
||||
|
||||

|
||||

|
||||
|
||||
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>
|
||||
|
||||
@ -118,16 +129,13 @@ Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothi
|
||||
|
||||
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
|
||||
|
||||
ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
|
||||
ImGui development is financially supported on [**Patreon**](http://www.patreon.com/imgui).
|
||||
|
||||
Special supporters
|
||||
- Jetha Chan
|
||||
- Pastagames
|
||||
- Wild Sheep Studio
|
||||
Special supporters:
|
||||
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Stefano Cristiano.
|
||||
|
||||
And
|
||||
- Dale Kim
|
||||
- Michel Courtine
|
||||
And:
|
||||
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly.
|
||||
|
||||
And other supporters; thanks!
|
||||
|
||||
|
@ -1,3 +1,9 @@
|
||||
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.
|
||||
|
||||
|
||||
opengl_example/
|
||||
OpenGL example, using GLFW + fixed pipeline.
|
||||
|
@ -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>
|
||||
@ -20,35 +28,60 @@
|
||||
<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);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -57,13 +90,26 @@
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(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);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -74,6 +120,23 @@
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(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" />
|
||||
|
@ -26,14 +26,9 @@ 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;
|
||||
|
||||
struct CUSTOMVERTEX
|
||||
{
|
||||
float pos[2];
|
||||
float uv[2];
|
||||
unsigned int col;
|
||||
};
|
||||
static ID3D11RasterizerState* g_pRasterizerState = NULL;
|
||||
static ID3D11BlendState* g_pBlendState = NULL;
|
||||
static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed.
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
{
|
||||
@ -49,21 +44,12 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
|
||||
return;
|
||||
CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
|
||||
ImDrawVert* vtx_dst = (ImDrawVert*)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++;
|
||||
}
|
||||
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);
|
||||
|
||||
@ -103,7 +89,7 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
|
||||
}
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(CUSTOMVERTEX);
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
|
||||
g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
@ -115,7 +101,8 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
|
||||
|
||||
// Setup render state
|
||||
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
g_pd3dDeviceContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
|
||||
g_pd3dDeviceContext->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
|
||||
g_pd3dDeviceContext->RSSetState(g_pRasterizerState);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
@ -146,7 +133,7 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
|
||||
g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
|
||||
}
|
||||
|
||||
LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
switch (msg)
|
||||
@ -171,11 +158,11 @@ LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM
|
||||
io.MousePos.y = (signed short)(lParam >> 16);
|
||||
return true;
|
||||
case WM_KEYDOWN:
|
||||
if (wParam >= 0 && wParam < 256)
|
||||
if (wParam < 256)
|
||||
io.KeysDown[wParam] = 1;
|
||||
return true;
|
||||
case WM_KEYUP:
|
||||
if (wParam >= 0 && wParam < 256)
|
||||
if (wParam < 256)
|
||||
io.KeysDown[wParam] = 0;
|
||||
return true;
|
||||
case WM_CHAR:
|
||||
@ -245,6 +232,10 @@ static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
samplerDesc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
|
||||
}
|
||||
|
||||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||
io.Fonts->ClearInputData();
|
||||
io.Fonts->ClearTexData();
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
@ -292,9 +283,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
|
||||
// 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 },
|
||||
{ "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)
|
||||
@ -350,19 +341,30 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
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);
|
||||
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
|
||||
}
|
||||
|
||||
// Create the rasterizer state
|
||||
{
|
||||
D3D11_RASTERIZER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.FillMode = D3D11_FILL_SOLID;
|
||||
desc.CullMode = D3D11_CULL_NONE;
|
||||
desc.ScissorEnable = true;
|
||||
desc.DepthClipEnable = true;
|
||||
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
|
||||
}
|
||||
|
||||
// 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)
|
||||
D3D11_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
|
||||
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
desc.MiscFlags = 0;
|
||||
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -380,7 +382,8 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
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_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
|
||||
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = 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; }
|
||||
@ -405,7 +408,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
|
||||
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_DownArrow] = VK_DOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = VK_END;
|
||||
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
||||
@ -455,11 +458,15 @@ void ImGui_ImplDX11_NewFrame()
|
||||
// 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
|
||||
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
@ -117,6 +117,10 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
ImGui_ImplDX11_CreateDeviceObjects();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
return 0;
|
||||
@ -124,7 +128,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
||||
int main(int argc, char** argv)
|
||||
int main(int, char**)
|
||||
{
|
||||
// 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 };
|
||||
@ -146,10 +150,11 @@ int main(int argc, char** argv)
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
|
||||
//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_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;
|
||||
@ -172,7 +177,7 @@ int main(int argc, char** argv)
|
||||
// 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);
|
||||
@ -184,7 +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();
|
||||
}
|
||||
|
@ -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>
|
||||
@ -20,35 +28,60 @@
|
||||
<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>
|
||||
@ -57,13 +90,26 @@
|
||||
<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>
|
||||
@ -74,6 +120,23 @@
|
||||
<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" />
|
||||
|
@ -15,6 +15,7 @@ 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
|
||||
{
|
||||
@ -56,11 +57,12 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_
|
||||
}
|
||||
}
|
||||
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
|
||||
// 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 );
|
||||
@ -110,7 +112,7 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_
|
||||
}
|
||||
}
|
||||
|
||||
LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
switch (msg)
|
||||
@ -135,11 +137,11 @@ LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM
|
||||
io.MousePos.y = (signed short)(lParam >> 16);
|
||||
return true;
|
||||
case WM_KEYDOWN:
|
||||
if (wParam >= 0 && wParam < 256)
|
||||
if (wParam < 256)
|
||||
io.KeysDown[wParam] = 1;
|
||||
return true;
|
||||
case WM_KEYUP:
|
||||
if (wParam >= 0 && wParam < 256)
|
||||
if (wParam < 256)
|
||||
io.KeysDown[wParam] = 0;
|
||||
return true;
|
||||
case WM_CHAR:
|
||||
@ -166,7 +168,7 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
|
||||
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_DownArrow] = VK_DOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = VK_END;
|
||||
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
||||
@ -183,9 +185,6 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
|
||||
io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists;
|
||||
io.ImeWindowHandle = g_hWnd;
|
||||
|
||||
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -225,6 +224,10 @@ static void ImGui_ImplDX9_CreateFontsTexture()
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)pTexture;
|
||||
|
||||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||
io.Fonts->ClearInputData();
|
||||
io.Fonts->ClearTexData();
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX9_CreateDeviceObjects()
|
||||
@ -232,7 +235,7 @@ bool ImGui_ImplDX9_CreateDeviceObjects()
|
||||
if (!g_pd3dDevice)
|
||||
return false;
|
||||
|
||||
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
|
||||
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();
|
||||
@ -276,11 +279,15 @@ void ImGui_ImplDX9_NewFrame()
|
||||
// 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
|
||||
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
@ -30,6 +30,10 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
return 0;
|
||||
@ -37,7 +41,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
||||
int main(int argc, char** argv)
|
||||
int main(int, char**)
|
||||
{
|
||||
// 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 };
|
||||
@ -70,10 +74,11 @@ int main(int argc, char** argv)
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
|
||||
//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_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());
|
||||
|
||||
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
@ -99,7 +104,7 @@ int main(int argc, char** argv)
|
||||
// 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);
|
||||
@ -111,7 +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();
|
||||
}
|
||||
|
@ -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
|
||||
|
@ -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>
|
File diff suppressed because it is too large
Load Diff
356
examples/libs/glfw/include/GLFW/glfw3native.h
Normal file
356
examples/libs/glfw/include/GLFW/glfw3native.h
Normal 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_ */
|
||||
|
BIN
examples/libs/glfw/lib-vc2010-32/glfw3.lib
Normal file
BIN
examples/libs/glfw/lib-vc2010-32/glfw3.lib
Normal file
Binary file not shown.
BIN
examples/libs/glfw/lib-vc2010-64/glfw3.lib
Normal file
BIN
examples/libs/glfw/lib-vc2010-64/glfw3.lib
Normal file
Binary file not shown.
@ -10,8 +10,9 @@
|
||||
|
||||
#CXX = g++
|
||||
|
||||
OBJS = main.o imgui_impl_glfw_gl3.o gl3w/GL/gl3w.o
|
||||
OBJS = main.o imgui_impl_glfw_gl3.o
|
||||
OBJS += ../../imgui.o
|
||||
OBJS += ../libs/gl3w/GL/gl3w.o
|
||||
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
@ -20,7 +21,7 @@ ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS = `pkg-config --static --libs glfw3`
|
||||
|
||||
CXXFLAGS = -I../../ -Igl3w `pkg-config --cflags glfw3`
|
||||
CXXFLAGS = -I../../ -I../libs/gl3w `pkg-config --cflags glfw3`
|
||||
CXXFLAGS += -Wall
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
@ -31,7 +32,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
LIBS += -L/usr/local/lib
|
||||
LIBS += -lglfw3
|
||||
|
||||
CXXFLAGS = -I../../ -Igl3w -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)
|
||||
|
@ -23,7 +23,7 @@ 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_VboMaxSize = 20000;
|
||||
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)
|
||||
@ -35,6 +35,9 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
|
||||
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);
|
||||
@ -62,11 +65,11 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
|
||||
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 neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
|
||||
if (neededBufferSize > g_VboMaxSize)
|
||||
size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert);
|
||||
if (g_VboSize < needed_vtx_size)
|
||||
{
|
||||
g_VboMaxSize = neededBufferSize + 5000; // Grow buffer
|
||||
glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_STREAM_DRAW);
|
||||
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
|
||||
@ -108,9 +111,9 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
|
||||
|
||||
// Restore modified state
|
||||
glBindVertexArray(0);
|
||||
glUseProgram(0);
|
||||
glUseProgram(last_program);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
}
|
||||
|
||||
static const char* ImGui_ImplGlfwGL3_GetClipboardText()
|
||||
@ -123,29 +126,32 @@ static void ImGui_ImplGlfwGL3_SetClipboardText(const char* text)
|
||||
glfwSetClipboardString(g_Window, text);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
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* window, double xoffset, double yoffset)
|
||||
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* window, int key, int scancode, int action, int mods)
|
||||
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;
|
||||
io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
|
||||
io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
|
||||
|
||||
(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* window, unsigned int c)
|
||||
void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (c > 0 && c < 0x10000)
|
||||
@ -168,6 +174,10 @@ void ImGui_ImplGlfwGL3_CreateFontsTexture()
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
|
||||
|
||||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||
io.Fonts->ClearInputData();
|
||||
io.Fonts->ClearTexData();
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
|
||||
@ -216,8 +226,6 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
|
||||
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
|
||||
|
||||
glGenBuffers(1, &g_VboHandle);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glBufferData(GL_ARRAY_BUFFER, g_VboMaxSize, NULL, GL_DYNAMIC_DRAW);
|
||||
|
||||
glGenVertexArrays(1, &g_VaoHandle);
|
||||
glBindVertexArray(g_VaoHandle);
|
||||
@ -328,11 +336,18 @@ void ImGui_ImplGlfwGL3_NewFrame()
|
||||
|
||||
// Setup inputs
|
||||
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
||||
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.)
|
||||
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++)
|
||||
{
|
||||
@ -343,6 +358,9 @@ void ImGui_ImplGlfwGL3_NewFrame()
|
||||
io.MouseWheel = g_MouseWheel;
|
||||
g_MouseWheel = 0.0f;
|
||||
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
@ -16,5 +16,5 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects();
|
||||
// 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_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c);
|
||||
|
@ -8,10 +8,10 @@
|
||||
|
||||
static void error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Error: %s\n", description);
|
||||
fprintf(stderr, "Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
int main(int argc, char** argv)
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup window
|
||||
glfwSetErrorCallback(error_callback);
|
||||
@ -20,6 +20,9 @@ int main(int argc, char** argv)
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
#if __APPLE__
|
||||
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
||||
#endif
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
|
||||
glfwMakeContextCurrent(window);
|
||||
gl3wInit();
|
||||
@ -27,10 +30,11 @@ int main(int argc, char** argv)
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplGlfwGL3_Init(window, true);
|
||||
//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_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;
|
||||
@ -47,7 +51,7 @@ int main(int argc, char** argv)
|
||||
// 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_color);
|
||||
@ -59,7 +63,8 @@ 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();
|
||||
}
|
||||
@ -70,7 +75,7 @@ int main(int argc, char** argv)
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
|
||||
ImGui::ShowTestWindow(&show_test_window);
|
||||
}
|
||||
|
||||
|
||||
// Rendering
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
|
@ -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>
|
||||
@ -20,41 +28,82 @@
|
||||
<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>$(ProjectDir)..\opengl_example\glfw\include;gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>$(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>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -62,17 +111,36 @@
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(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;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>
|
||||
<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>
|
||||
@ -81,15 +149,15 @@
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="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="gl3w\GL\gl3w.h" />
|
||||
<ClInclude Include="gl3w\GL\glcorearb.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" />
|
||||
|
@ -22,7 +22,7 @@
|
||||
<ClCompile Include="imgui_impl_glfw_gl3.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="gl3w\GL\gl3w.c">
|
||||
<ClCompile Include="..\libs\gl3w\GL\gl3w.c">
|
||||
<Filter>gl3w</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
@ -36,10 +36,10 @@
|
||||
<ClInclude Include="imgui_impl_glfw_gl3.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="gl3w\GL\gl3w.h">
|
||||
<ClInclude Include="..\libs\gl3w\GL\gl3w.h">
|
||||
<Filter>gl3w</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="gl3w\GL\glcorearb.h">
|
||||
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h">
|
||||
<Filter>gl3w</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
|
@ -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_ */
|
||||
|
Binary file not shown.
Binary file not shown.
@ -41,6 +41,7 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
|
||||
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;
|
||||
@ -86,6 +87,7 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
|
||||
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);
|
||||
@ -103,29 +105,32 @@ static void ImGui_ImplGlfw_SetClipboardText(const char* text)
|
||||
glfwSetClipboardString(g_Window, text);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
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* window, double xoffset, double yoffset)
|
||||
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* window, int key, int scancode, int action, int mods)
|
||||
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;
|
||||
io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
|
||||
io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
|
||||
|
||||
(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* window, unsigned int c)
|
||||
void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (c > 0 && c < 0x10000)
|
||||
@ -151,6 +156,10 @@ bool ImGui_ImplGlfw_CreateDeviceObjects()
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
|
||||
|
||||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||
io.Fonts->ClearInputData();
|
||||
io.Fonts->ClearTexData();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -232,11 +241,18 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
|
||||
// Setup inputs
|
||||
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
||||
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.)
|
||||
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++)
|
||||
{
|
||||
@ -247,6 +263,9 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
io.MouseWheel = g_MouseWheel;
|
||||
g_MouseWheel = 0.0f;
|
||||
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
glfwSetInputMode(g_Window, GLFW_CURSOR, io.MouseDrawCursor ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_NORMAL);
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
@ -7,10 +7,10 @@
|
||||
|
||||
static void error_callback(int error, const char* description)
|
||||
{
|
||||
fprintf(stderr, "Error: %s\n", description);
|
||||
fprintf(stderr, "Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
int main(int argc, char** argv)
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup window
|
||||
glfwSetErrorCallback(error_callback);
|
||||
@ -22,10 +22,11 @@ int main(int argc, char** argv)
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplGlfw_Init(window, true);
|
||||
//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_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;
|
||||
@ -41,7 +42,7 @@ int main(int argc, char** argv)
|
||||
// 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_color);
|
||||
@ -53,7 +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();
|
||||
}
|
||||
|
@ -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>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid>
|
||||
@ -20,41 +28,82 @@
|
||||
<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>$(ProjectDir)\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<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>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -62,17 +111,36 @@
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>$(ProjectDir)\glfw\include;..\..;%(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;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>$(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>
|
||||
|
@ -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
|
||||
|
330
extra_fonts/binary_to_compressed_c.cpp
Normal file
330
extra_fonts/binary_to_compressed_c.cpp
Normal 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;
|
||||
}
|
19
imconfig.h
19
imconfig.h
@ -18,17 +18,26 @@
|
||||
//#define IMGUI_API __declspec( dllexport )
|
||||
//#define IMGUI_API __declspec( dllimport )
|
||||
|
||||
//---- 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
|
||||
|
||||
//---- 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
|
||||
|
||||
//---- Don't define obsolete functions names
|
||||
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
|
||||
//---- 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; } \
|
||||
|
572
imgui.h
572
imgui.h
@ -1,4 +1,4 @@
|
||||
// ImGui library v1.35
|
||||
// ImGui library v1.40
|
||||
// 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.
|
||||
@ -9,9 +9,11 @@
|
||||
#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 "1.40"
|
||||
|
||||
// Define assertion handler.
|
||||
#ifndef IM_ASSERT
|
||||
@ -34,15 +36,17 @@ struct ImGuiStorage;
|
||||
struct ImGuiStyle;
|
||||
|
||||
typedef unsigned int ImU32;
|
||||
typedef unsigned short ImWchar; // character for display
|
||||
typedef unsigned short ImWchar; // character for keyboard input/display
|
||||
typedef void* ImTextureID; // user data to refer to a texture (e.g. store your texture handle/id)
|
||||
typedef ImU32 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
|
||||
typedef int ImGuiCol; // enum ImGuiCol_
|
||||
typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
|
||||
typedef int ImGuiKey; // enum ImGuiKey_
|
||||
typedef int ImGuiAlign; // enum ImGuiAlign_
|
||||
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);
|
||||
@ -50,10 +54,10 @@ 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
|
||||
};
|
||||
@ -61,90 +65,29 @@ 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
|
||||
};
|
||||
|
||||
namespace ImGui
|
||||
{
|
||||
// Proxy functions to access the MemAllocFn/MemFreeFn pointers in ImGui::GetIO(). The only reason they exist here is to allow ImVector<> to compile inline.
|
||||
IMGUI_API void* MemAlloc(size_t sz);
|
||||
IMGUI_API void MemFree(void* ptr);
|
||||
}
|
||||
|
||||
// std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
|
||||
// Use '#define ImVector std::vector' if you want to use the STL type or your own type.
|
||||
// Our implementation does NOT call c++ constructors! because the data types we use don't need them (but that could be added as well). Only provide the minimum functionalities we need.
|
||||
#ifndef ImVector
|
||||
template<typename T>
|
||||
class ImVector
|
||||
{
|
||||
protected:
|
||||
size_t Size;
|
||||
size_t Capacity;
|
||||
T* Data;
|
||||
|
||||
public:
|
||||
typedef T value_type;
|
||||
typedef value_type* iterator;
|
||||
typedef const value_type* const_iterator;
|
||||
|
||||
ImVector() { Size = Capacity = 0; Data = NULL; }
|
||||
~ImVector() { if (Data) ImGui::MemFree(Data); }
|
||||
|
||||
inline bool empty() const { return Size == 0; }
|
||||
inline size_t size() const { return Size; }
|
||||
inline size_t capacity() const { return Capacity; }
|
||||
|
||||
inline value_type& at(size_t i) { IM_ASSERT(i < Size); return Data[i]; }
|
||||
inline const value_type& at(size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
|
||||
inline value_type& operator[](size_t i) { IM_ASSERT(i < Size); return Data[i]; }
|
||||
inline const value_type& operator[](size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
|
||||
|
||||
inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
|
||||
inline iterator begin() { return Data; }
|
||||
inline const_iterator begin() const { return Data; }
|
||||
inline iterator end() { return Data + Size; }
|
||||
inline const_iterator end() const { return Data + Size; }
|
||||
inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
|
||||
inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
|
||||
inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size-1]; }
|
||||
inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size-1]; }
|
||||
inline void swap(ImVector<T>& rhs) { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
|
||||
|
||||
inline void resize(size_t new_size) { if (new_size > Capacity) reserve(new_size); Size = new_size; }
|
||||
inline void reserve(size_t new_capacity)
|
||||
{
|
||||
if (new_capacity <= Capacity) return;
|
||||
T* new_data = (value_type*)ImGui::MemAlloc(new_capacity * sizeof(value_type));
|
||||
memcpy(new_data, Data, Size * sizeof(value_type));
|
||||
ImGui::MemFree(Data);
|
||||
Data = new_data;
|
||||
Capacity = new_capacity;
|
||||
}
|
||||
|
||||
inline void push_back(const value_type& v) { if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); Data[Size++] = v; }
|
||||
inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
|
||||
|
||||
inline iterator erase(const_iterator it) { IM_ASSERT(it >= begin() && it < end()); const ptrdiff_t off = it - begin(); memmove(Data + off, Data + off + 1, (Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
|
||||
inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= begin() && it <= end()); const ptrdiff_t off = it - begin(); if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, (Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
|
||||
};
|
||||
#endif // #ifndef ImVector
|
||||
|
||||
// Helpers at bottom of the file:
|
||||
// - class ImVector<> // Lightweight std::vector like class. Use '#define ImVector std::vector' if you want to use the STL type or your own type.
|
||||
// - IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
|
||||
// - struct ImGuiTextFilter // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
|
||||
// - struct ImGuiTextBuffer // Text buffer for logging/accumulating text
|
||||
// - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually)
|
||||
// - struct ImGuiTextEditCallbackData // Shared state of ImGui::InputText() when using custom callbacks
|
||||
// - struct ImGuiListClipper // Helper to manually clip large list of items.
|
||||
// - struct ImColor // Helper functions to created packed 32-bit RGBA color values
|
||||
// - struct ImDrawList // Draw command list
|
||||
// - struct ImFont // TTF font loader, bake glyphs into bitmap
|
||||
// - struct ImFontAtlas // Bake multiple fonts into a single texture, TTF font loader, bake glyphs into bitmap
|
||||
// - struct ImFont // Single font
|
||||
|
||||
// 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
|
||||
@ -153,48 +96,49 @@ 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 for debugging imgui
|
||||
|
||||
// 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 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). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
|
||||
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(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList api)
|
||||
IMGUI_API ImVec2 GetWindowSize(); // get current window size
|
||||
IMGUI_API float GetWindowWidth();
|
||||
IMGUI_API bool GetWindowCollapsed();
|
||||
IMGUI_API bool IsWindowCollapsed();
|
||||
|
||||
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 float GetScrollPosY(); // get scrolling position (0..GetScrollMaxY())
|
||||
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 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)
|
||||
@ -207,29 +151,45 @@ namespace ImGui
|
||||
IMGUI_API void PopStyleVar(int count = 1);
|
||||
|
||||
// Parameters stacks (current window)
|
||||
IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, 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 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 -1.0f 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();
|
||||
IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return true multiple times as you hold them (uses io.KeyRepeatDelay/io.KeyRepeatRate for now)
|
||||
IMGUI_API void PopButtonRepeat();
|
||||
|
||||
// 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();
|
||||
|
||||
// Layout
|
||||
// Popup
|
||||
IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). close childs popups if any. will close popup when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
|
||||
IMGUI_API bool BeginPopup(const char* str_id); // return true if popup if opened and start outputting to it. only call EndPopup() if BeginPopup() returned true!
|
||||
IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // open and begin popup when clicked on last item
|
||||
IMGUI_API bool BeginPopupContextWindow(bool also_over_items = true, const char* str_id = NULL, int mouse_button = 1); // open and begin popup when clicked on current window
|
||||
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // open and begin popup when clicked in void (no window)
|
||||
IMGUI_API void EndPopup();
|
||||
IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
|
||||
|
||||
// Cursor / Layout
|
||||
IMGUI_API void BeginGroup(); // once closing a group it is seen as a single item (so you can use IsItemHovered() on a group, SameLine() between groups, etc.
|
||||
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 Columns(int count = 1, const char* id = NULL, bool border=true); // setup number of columns
|
||||
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 spacing
|
||||
IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size
|
||||
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. use an identifier to distinguish multiple column sets. close with Columns(1).
|
||||
IMGUI_API void NextColumn(); // next column
|
||||
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 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
|
||||
@ -238,20 +198,23 @@ namespace ImGui
|
||||
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
|
||||
IMGUI_API float GetTextLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
|
||||
IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + 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
|
||||
@ -259,43 +222,26 @@ namespace ImGui
|
||||
IMGUI_API void TextV(const char* fmt, va_list args);
|
||||
IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
|
||||
IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args);
|
||||
IMGUI_API void TextWrapped(const char* fmt, ...); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();
|
||||
IMGUI_API void TextDisabled(const char* fmt, ...); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
|
||||
IMGUI_API void TextDisabledV(const char* fmt, va_list args);
|
||||
IMGUI_API void TextWrapped(const char* fmt, ...); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
|
||||
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();
|
||||
IMGUI_API void BulletText(const char* fmt, ...);
|
||||
IMGUI_API void BulletTextV(const char* fmt, va_list args);
|
||||
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0), bool repeat_when_held = false);
|
||||
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0));
|
||||
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);
|
||||
@ -303,8 +249,46 @@ 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: 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_min >= 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_min >= 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, ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
|
||||
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], ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);
|
||||
IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
|
||||
|
||||
// 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: 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, ...); // "
|
||||
@ -315,8 +299,8 @@ 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);
|
||||
@ -324,7 +308,17 @@ 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: Menus
|
||||
IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. only call EndMainMenuBar() if this returns true!
|
||||
IMGUI_API void EndMainMenuBar();
|
||||
IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set). only call EndMenuBar() if this returns true!
|
||||
IMGUI_API void EndMenuBar();
|
||||
IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
|
||||
IMGUI_API void EndMenu();
|
||||
IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
|
||||
IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
|
||||
|
||||
// Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to 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);
|
||||
@ -332,7 +326,7 @@ 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
|
||||
@ -342,40 +336,69 @@ 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 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 IsItemVisible();
|
||||
IMGUI_API bool IsAnyItemHovered();
|
||||
IMGUI_API bool IsAnyItemActive();
|
||||
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 (top parent window in case of child windows)
|
||||
IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
|
||||
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle of given size starting from cursor pos is visible (not clipped). to perform coarse clipping on user's side (as an optimization)
|
||||
IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry
|
||||
IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // "
|
||||
IMGUI_API bool IsMouseDown(int button);
|
||||
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); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
|
||||
|
||||
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);
|
||||
IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
|
||||
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
|
||||
|
||||
// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself
|
||||
// Helpers functions to access the MemAllocFn/MemFreeFn pointers in ImGui::GetIO()
|
||||
IMGUI_API void* MemAlloc(size_t sz);
|
||||
IMGUI_API void MemFree(void* ptr);
|
||||
|
||||
// Internal state/context access - if you want to use multiple ImGui context, or share context between modules (e.g. DLL), or allocate the memory 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); }
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
IMGUI_API void GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size); // OBSOLETE 1.30+
|
||||
static inline void OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpened(open, 0); } // OBSOLETE 1.34+
|
||||
static inline bool GetWindowIsFocused() { return ImGui::IsWindowFocused(); } // OBSOLETE 1.36+
|
||||
static inline bool GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); } // OBSOLETE 1.39+
|
||||
static inline ImVec2 GetItemBoxMin() { return GetItemRectMin(); } // OBSOLETE 1.36+
|
||||
static inline ImVec2 GetItemBoxMax() { return GetItemRectMax(); } // OBSOLETE 1.36+
|
||||
static inline bool IsClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.38+
|
||||
static inline bool IsRectClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.39+
|
||||
static inline bool IsMouseHoveringBox(const ImVec2& rect_min, const ImVec2& rect_max) { return IsMouseHoveringRect(rect_min, rect_max); } // OBSOLETE 1.36+
|
||||
#endif
|
||||
|
||||
} // namespace ImGui
|
||||
|
||||
@ -392,12 +415,15 @@ enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
|
||||
ImGuiWindowFlags_ShowBorders = 1 << 7, // Show borders around windows and items
|
||||
ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
|
||||
ImGuiWindowFlags_MenuBar = 1 << 9, // Has a menu-bar
|
||||
// [Internal]
|
||||
ImGuiWindowFlags_ChildWindow = 1 << 9, // For internal use by BeginChild()
|
||||
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_ChildWindow = 1 << 20, // Don't use! For internal use by BeginChild()
|
||||
ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 21, // Don't use! For internal use by BeginChild()
|
||||
ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 22, // Don't use! For internal use by BeginChild()
|
||||
ImGuiWindowFlags_ComboBox = 1 << 23, // Don't use! For internal use by ComboBox()
|
||||
ImGuiWindowFlags_Tooltip = 1 << 24, // Don't use! For internal use by BeginTooltip()
|
||||
ImGuiWindowFlags_Popup = 1 << 25, // Don't use! For internal use by BeginPopup()
|
||||
ImGuiWindowFlags_ChildMenu = 1 << 26 // Don't use! For internal use by BeginMenu()
|
||||
};
|
||||
|
||||
// Flags for ImGui::InputText()
|
||||
@ -443,20 +469,22 @@ enum ImGuiKey_
|
||||
enum ImGuiCol_
|
||||
{
|
||||
ImGuiCol_Text,
|
||||
ImGuiCol_TextDisabled,
|
||||
ImGuiCol_WindowBg,
|
||||
ImGuiCol_ChildWindowBg,
|
||||
ImGuiCol_Border,
|
||||
ImGuiCol_BorderShadow,
|
||||
ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
|
||||
ImGuiCol_FrameBgHovered,
|
||||
ImGuiCol_FrameBgActive,
|
||||
ImGuiCol_TitleBg,
|
||||
ImGuiCol_TitleBgCollapsed,
|
||||
ImGuiCol_MenuBarBg,
|
||||
ImGuiCol_ScrollbarBg,
|
||||
ImGuiCol_ScrollbarGrab,
|
||||
ImGuiCol_ScrollbarGrabHovered,
|
||||
ImGuiCol_ScrollbarGrabActive,
|
||||
ImGuiCol_ComboBg,
|
||||
ImGuiCol_CheckHovered,
|
||||
ImGuiCol_CheckActive,
|
||||
ImGuiCol_CheckMark,
|
||||
ImGuiCol_SliderGrab,
|
||||
ImGuiCol_SliderGrabActive,
|
||||
@ -491,12 +519,24 @@ enum ImGuiStyleVar_
|
||||
ImGuiStyleVar_Alpha, // float
|
||||
ImGuiStyleVar_WindowPadding, // ImVec2
|
||||
ImGuiStyleVar_WindowRounding, // float
|
||||
ImGuiStyleVar_WindowMinSize, // ImVec2
|
||||
ImGuiStyleVar_ChildWindowRounding, // float
|
||||
ImGuiStyleVar_FramePadding, // ImVec2
|
||||
ImGuiStyleVar_FrameRounding, // float
|
||||
ImGuiStyleVar_ItemSpacing, // ImVec2
|
||||
ImGuiStyleVar_ItemInnerSpacing, // ImVec2
|
||||
ImGuiStyleVar_TreeNodeSpacing // float
|
||||
ImGuiStyleVar_IndentSpacing, // float
|
||||
ImGuiStyleVar_GrabMinSize // float
|
||||
};
|
||||
|
||||
enum ImGuiAlign_
|
||||
{
|
||||
ImGuiAlign_Left = 1 << 0,
|
||||
ImGuiAlign_Center = 1 << 1,
|
||||
ImGuiAlign_Right = 1 << 2,
|
||||
ImGuiAlign_Top = 1 << 3,
|
||||
ImGuiAlign_VCenter = 1 << 4,
|
||||
ImGuiAlign_Default = ImGuiAlign_Left | ImGuiAlign_Top,
|
||||
};
|
||||
|
||||
// Enumeration for ColorEditMode()
|
||||
@ -509,13 +549,27 @@ 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_
|
||||
{
|
||||
ImGuiSetCond_Always = 1 << 0, // Set the variable
|
||||
ImGuiSetCond_Once = 1 << 1, // Only set the variable on the first call per runtime session
|
||||
ImGuiSetCond_FirstUseEver = 1 << 2 // Only set the variable if the window doesn't exist in the .ini file
|
||||
ImGuiSetCond_FirstUseEver = 1 << 2, // Only set the variable if the window doesn't exist in the .ini file
|
||||
ImGuiSetCond_Appearing = 1 << 3 // Only set the variable if the window is appearing after being inactive (or the first time)
|
||||
};
|
||||
|
||||
struct ImGuiStyle
|
||||
@ -524,18 +578,21 @@ struct ImGuiStyle
|
||||
ImVec2 WindowPadding; // Padding within a window
|
||||
ImVec2 WindowMinSize; // Minimum window size
|
||||
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
|
||||
ImGuiAlign WindowTitleAlign; // Alignment for title bar text
|
||||
float ChildWindowRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
|
||||
ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
|
||||
float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
|
||||
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines
|
||||
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
|
||||
ImVec2 TouchExtraPadding; // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!
|
||||
ImVec2 AutoFitPadding; // Extra space after auto-fit (double-clicking on resize grip)
|
||||
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!
|
||||
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 scrollbar
|
||||
float GrabMinSize; // Minimum width/height of a slider or scrollbar grab
|
||||
float ScrollbarRounding; // Radius of grab corners for scrollbar
|
||||
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar
|
||||
ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
|
||||
ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
|
||||
ImVec4 Colors[ImGuiCol_COUNT];
|
||||
|
||||
IMGUI_API ImGuiStyle();
|
||||
@ -556,7 +613,10 @@ 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
|
||||
float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds. (for actions where 'repeat' is active)
|
||||
float KeyRepeatRate; // = 0.020f // When holding a key/button, rate at which it repeats, in seconds.
|
||||
void* UserData; // = NULL // Store your own data for retrieval by callbacks.
|
||||
|
||||
ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
|
||||
@ -598,6 +658,7 @@ 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.
|
||||
|
||||
@ -611,6 +672,9 @@ 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 MetricsAllocs; // Number of active memory allocations
|
||||
int MetricsRenderVertices; // Vertices processed during last call to Render()
|
||||
int MetricsActiveWindows; // Number of visible windows (exclude child windows)
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// [Internal] ImGui will maintain those fields for you
|
||||
@ -624,6 +688,7 @@ 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();
|
||||
@ -633,6 +698,67 @@ struct ImGuiIO
|
||||
// Helpers
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
|
||||
// Use '#define ImVector std::vector' if you want to use the STL type or your own type.
|
||||
// Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code!
|
||||
#ifndef ImVector
|
||||
template<typename T>
|
||||
class ImVector
|
||||
{
|
||||
protected:
|
||||
size_t Size;
|
||||
size_t Capacity;
|
||||
T* Data;
|
||||
|
||||
public:
|
||||
typedef T value_type;
|
||||
typedef value_type* iterator;
|
||||
typedef const value_type* const_iterator;
|
||||
|
||||
ImVector() { Size = Capacity = 0; Data = NULL; }
|
||||
~ImVector() { if (Data) ImGui::MemFree(Data); }
|
||||
|
||||
inline bool empty() const { return Size == 0; }
|
||||
inline size_t size() const { return Size; }
|
||||
inline size_t capacity() const { return Capacity; }
|
||||
|
||||
inline value_type& at(size_t i) { IM_ASSERT(i < Size); return Data[i]; }
|
||||
inline const value_type& at(size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
|
||||
inline value_type& operator[](size_t i) { IM_ASSERT(i < Size); return Data[i]; }
|
||||
inline const value_type& operator[](size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
|
||||
|
||||
inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
|
||||
inline iterator begin() { return Data; }
|
||||
inline const_iterator begin() const { return Data; }
|
||||
inline iterator end() { return Data + Size; }
|
||||
inline const_iterator end() const { return Data + Size; }
|
||||
inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
|
||||
inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
|
||||
inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size-1]; }
|
||||
inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size-1]; }
|
||||
inline void swap(ImVector<T>& rhs) { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
|
||||
|
||||
inline size_t _grow_capacity(size_t new_size) { size_t new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > new_size ? new_capacity : new_size; }
|
||||
|
||||
inline void resize(size_t new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
|
||||
inline void reserve(size_t new_capacity)
|
||||
{
|
||||
if (new_capacity <= Capacity) return;
|
||||
T* new_data = (value_type*)ImGui::MemAlloc(new_capacity * sizeof(value_type));
|
||||
memcpy(new_data, Data, Size * sizeof(value_type));
|
||||
ImGui::MemFree(Data);
|
||||
Data = new_data;
|
||||
Capacity = new_capacity;
|
||||
}
|
||||
|
||||
inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size+1)); Data[Size++] = v; }
|
||||
inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
|
||||
|
||||
inline iterator erase(const_iterator it) { IM_ASSERT(it >= begin() && it < end()); const ptrdiff_t off = it - begin(); memmove(Data + off, Data + off + 1, (Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
|
||||
inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= begin() && it <= end()); const ptrdiff_t off = it - begin(); if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, (Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
|
||||
};
|
||||
#endif // #ifndef ImVector
|
||||
|
||||
// Helper: execute a block of code once a frame only
|
||||
// Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
|
||||
// Usage:
|
||||
@ -686,7 +812,6 @@ 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; }
|
||||
@ -734,6 +859,7 @@ struct ImGuiStorage
|
||||
// - You can also use this to quickly create temporary editable values during a session of using Edit&Continue, without restarting your application.
|
||||
IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
|
||||
IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0);
|
||||
IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
|
||||
|
||||
// Use on your own storage if you know only integer are being stored (open/close all tree nodes)
|
||||
IMGUI_API void SetAllInt(int val);
|
||||
@ -778,6 +904,38 @@ struct ImColor
|
||||
static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); }
|
||||
};
|
||||
|
||||
// Helper: Manually clip large list of items.
|
||||
// If you are displaying thousands of even spaced items and you have a random access to the list, you can perform clipping yourself to save on CPU.
|
||||
// Usage:
|
||||
// ImGuiListClipper clipper(count, ImGui::GetTextLineHeightWithSpacing());
|
||||
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) // display only visible items
|
||||
// ImGui::Text("line number %d", i);
|
||||
// clipper.End();
|
||||
struct ImGuiListClipper
|
||||
{
|
||||
float ItemsHeight;
|
||||
int ItemsCount, DisplayStart, DisplayEnd;
|
||||
|
||||
ImGuiListClipper() { ItemsHeight = 0.0f; ItemsCount = DisplayStart = DisplayEnd = -1; }
|
||||
ImGuiListClipper(int count, float height) { ItemsCount = -1; Begin(count, height); }
|
||||
~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // user forgot to call End()
|
||||
|
||||
void Begin(int count, float height) // items_height: generally pass GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing()
|
||||
{
|
||||
IM_ASSERT(ItemsCount == -1);
|
||||
ItemsCount = count;
|
||||
ItemsHeight = height;
|
||||
ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display
|
||||
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + DisplayStart * ItemsHeight); // advance cursor
|
||||
}
|
||||
void End()
|
||||
{
|
||||
IM_ASSERT(ItemsCount >= 0);
|
||||
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (ItemsCount - DisplayEnd) * ItemsHeight); // advance cursor
|
||||
ItemsCount = -1;
|
||||
}
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Draw List
|
||||
// Hold a series of drawing commands. The user provides a renderer for ImDrawList.
|
||||
@ -824,6 +982,7 @@ 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
|
||||
{
|
||||
@ -838,33 +997,38 @@ 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
|
||||
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles.
|
||||
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
|
||||
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles.
|
||||
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.
|
||||
@ -874,16 +1038,19 @@ 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 void ClearTexData(); // Saves RAM once the texture has been copied to graphics memory.
|
||||
IMGUI_API void Clear();
|
||||
IMGUI_API ImFont* AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0); // Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
|
||||
IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0); // 'compressed_ttf_data' untouched and still owned by caller. Compress with binary_to_compressed_c.cpp
|
||||
IMGUI_API void ClearTexData(); // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
|
||||
IMGUI_API void ClearInputData(); // Clear the input TTF data (inc sizes, glyph ranges)
|
||||
IMGUI_API void ClearFonts(); // Clear the ImGui-side font data (glyphs storage, UV coordinates)
|
||||
IMGUI_API void Clear(); // Clear all
|
||||
|
||||
// Retrieve texture data
|
||||
// User is in charge of copying the pixels into graphics memory, then call SetTextureUserID()
|
||||
@ -895,7 +1062,7 @@ 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
|
||||
@ -907,7 +1074,6 @@ 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;
|
||||
|
||||
@ -915,8 +1081,7 @@ struct ImFontAtlas
|
||||
struct ImFontAtlasData;
|
||||
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
|
||||
@ -939,6 +1104,7 @@ struct ImFont
|
||||
signed short XOffset, YOffset;
|
||||
float U0, V0, U1, V1; // Texture coordinates
|
||||
};
|
||||
float BaseLine; // Distance from top to bottom of e.g. 'A' [0..FontSize]
|
||||
ImFontAtlas* ContainerAtlas; // What we has been loaded into
|
||||
ImVector<Glyph> Glyphs;
|
||||
const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
|
||||
@ -948,19 +1114,19 @@ struct ImFont
|
||||
|
||||
// Methods
|
||||
IMGUI_API ImFont();
|
||||
IMGUI_API ~ImFont() { Clear(); }
|
||||
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; }
|
||||
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 const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
|
||||
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, 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;
|
||||
};
|
||||
|
||||
//---- Include imgui_user.h at the end of imgui.h
|
||||
|
@ -1,7 +1,7 @@
|
||||
// [ImGui] this is a slightly modified version of stb_truetype.h 1.02
|
||||
// [ImGui] this is a slightly modified version of stb_truetype.h 1.05
|
||||
// [ImGui] we added stbtt_PackFontRangesGatherRects() and stbtt_PackFontRangesRenderIntoRects() and modified stbtt_PackBegin()
|
||||
|
||||
// stb_truetype.h - v1.02 - public domain
|
||||
// stb_truetype.h - v1.05 - public domain
|
||||
// authored from 2009-2014 by Sean Barrett / RAD Game Tools
|
||||
//
|
||||
// This library processes TrueType files:
|
||||
@ -37,12 +37,20 @@
|
||||
// Johan Duparc
|
||||
// Hou Qiming
|
||||
// Fabian "ryg" Giesen
|
||||
// Martins Mozeiko
|
||||
// Cap Petschulat
|
||||
// Omar Cornut
|
||||
// github:aloucks
|
||||
// Peter LaValle
|
||||
//
|
||||
// Misc other:
|
||||
// Ryan Gordon
|
||||
//
|
||||
// VERSION HISTORY
|
||||
//
|
||||
// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC
|
||||
// 1.04 (2015-04-15) typo in example
|
||||
// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes
|
||||
// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++
|
||||
// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match
|
||||
// non-oversampled; STBTT_POINT_SIZE for packed case only
|
||||
@ -86,6 +94,9 @@
|
||||
// before the #include of this file. This expands out the actual
|
||||
// implementation into that C/C++ file.
|
||||
//
|
||||
// To make the implementation private to the file that generates the implementation,
|
||||
// #define STBTT_STATIC
|
||||
//
|
||||
// Simple 3D API (don't ship this, but it's fine for tools and quick start)
|
||||
// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture
|
||||
// stbtt_GetBakedQuad() -- compute quad to draw for a given char
|
||||
@ -225,16 +236,16 @@
|
||||
#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation
|
||||
#include "stb_truetype.h"
|
||||
|
||||
char ttf_buffer[1<<20];
|
||||
unsigned char ttf_buffer[1<<20];
|
||||
unsigned char temp_bitmap[512*512];
|
||||
|
||||
stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
|
||||
GLstbtt_uint ftex;
|
||||
GLuint ftex;
|
||||
|
||||
void my_stbtt_initfont(void)
|
||||
{
|
||||
fread(ttf_buffer, 1, 1<<20, fopen("c:/windows/fonts/times.ttf", "rb"));
|
||||
stbtt_BakeFontBitmap(data,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits!
|
||||
stbtt_BakeFontBitmap(ttf_buffer,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits!
|
||||
// can free ttf_buffer at this point
|
||||
glGenTextures(1, &ftex);
|
||||
glBindTexture(GL_TEXTURE_2D, ftex);
|
||||
@ -246,6 +257,7 @@ void my_stbtt_initfont(void)
|
||||
void my_stbtt_print(float x, float y, char *text)
|
||||
{
|
||||
// assume orthographic projection with units = screen pixels, origin at top left
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, ftex);
|
||||
glBegin(GL_QUADS);
|
||||
while (*text) {
|
||||
@ -379,12 +391,6 @@ int main(int arg, char **argv)
|
||||
typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1];
|
||||
typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1];
|
||||
|
||||
#ifdef STBTT_STATIC
|
||||
#define STBTT_DEF static
|
||||
#else
|
||||
#define STBTT_DEF extern
|
||||
#endif
|
||||
|
||||
// #define your own STBTT_sort() to override this to avoid qsort
|
||||
#ifndef STBTT_sort
|
||||
#include <stdlib.h>
|
||||
@ -437,6 +443,12 @@ int main(int arg, char **argv)
|
||||
#ifndef __STB_INCLUDE_STB_TRUETYPE_H__
|
||||
#define __STB_INCLUDE_STB_TRUETYPE_H__
|
||||
|
||||
#ifdef STBTT_STATIC
|
||||
#define STBTT_DEF static
|
||||
#else
|
||||
#define STBTT_DEF extern
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
@ -1059,7 +1071,6 @@ STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codep
|
||||
stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1;
|
||||
stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10);
|
||||
stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1;
|
||||
stbtt_uint16 item, offset, start, end;
|
||||
|
||||
// do a binary search of the segments
|
||||
stbtt_uint32 endCount = index_map + 14;
|
||||
@ -1076,8 +1087,8 @@ STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codep
|
||||
// now decrement to bias correctly to find smallest
|
||||
search -= 2;
|
||||
while (entrySelector) {
|
||||
stbtt_uint16 end;
|
||||
searchRange >>= 1;
|
||||
start = ttUSHORT(data + search + searchRange*2 + segcount*2 + 2);
|
||||
end = ttUSHORT(data + search + searchRange*2);
|
||||
if (unicode_codepoint > end)
|
||||
search += searchRange*2;
|
||||
@ -1085,19 +1096,21 @@ STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codep
|
||||
}
|
||||
search += 2;
|
||||
|
||||
item = (stbtt_uint16) ((search - endCount) >> 1);
|
||||
{
|
||||
stbtt_uint16 offset, start;
|
||||
stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1);
|
||||
|
||||
STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item));
|
||||
start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item);
|
||||
end = ttUSHORT(data + index_map + 14 + 2 + 2*item);
|
||||
if (unicode_codepoint < start)
|
||||
return 0;
|
||||
STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item));
|
||||
start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item);
|
||||
if (unicode_codepoint < start)
|
||||
return 0;
|
||||
|
||||
offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item);
|
||||
if (offset == 0)
|
||||
return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item));
|
||||
offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item);
|
||||
if (offset == 0)
|
||||
return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item));
|
||||
|
||||
return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item);
|
||||
return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item);
|
||||
}
|
||||
} else if (format == 12 || format == 13) {
|
||||
stbtt_uint32 ngroups = ttULONG(data+index_map+12);
|
||||
stbtt_int32 low,high;
|
||||
@ -2054,8 +2067,8 @@ STBTT_DEF void stbtt_GetBakedQuad(stbtt_bakedchar *chardata, int pw, int ph, int
|
||||
float d3d_bias = opengl_fillrule ? 0 : -0.5f;
|
||||
float ipw = 1.0f / pw, iph = 1.0f / ph;
|
||||
stbtt_bakedchar *b = chardata + char_index;
|
||||
int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5);
|
||||
int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5);
|
||||
int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f);
|
||||
int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f);
|
||||
|
||||
q->x0 = round_x + d3d_bias;
|
||||
q->y0 = round_y + d3d_bias;
|
||||
@ -2209,7 +2222,7 @@ static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_i
|
||||
for (j=0; j < h; ++j) {
|
||||
int i;
|
||||
unsigned int total;
|
||||
memset(buffer, 0, kernel_width);
|
||||
STBTT_memset(buffer, 0, kernel_width);
|
||||
|
||||
total = 0;
|
||||
|
||||
@ -2263,7 +2276,7 @@ static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_i
|
||||
for (j=0; j < w; ++j) {
|
||||
int i;
|
||||
unsigned int total;
|
||||
memset(buffer, 0, kernel_width);
|
||||
STBTT_memset(buffer, 0, kernel_width);
|
||||
|
||||
total = 0;
|
||||
|
||||
@ -2333,7 +2346,7 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, stbtt_fon
|
||||
for (j=0; j < ranges[i].num_chars_in_range; ++j) {
|
||||
int x0,y0,x1,y1;
|
||||
int glyph = stbtt_FindGlyphIndex(info,ranges[i].first_unicode_char_in_range + j);
|
||||
if (glyph) {
|
||||
if (glyph) {
|
||||
stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,
|
||||
scale * spc->h_oversample,
|
||||
scale * spc->v_oversample,
|
||||
@ -2341,10 +2354,10 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, stbtt_fon
|
||||
&x0,&y0,&x1,&y1);
|
||||
rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);
|
||||
rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);
|
||||
} else {
|
||||
} else {
|
||||
rects[k].w = rects[k].h = 1;
|
||||
}
|
||||
++k;
|
||||
++k;
|
||||
}
|
||||
}
|
||||
|
||||
@ -2453,6 +2466,7 @@ STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, unsigned char *fontd
|
||||
|
||||
return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects);
|
||||
|
||||
STBTT_free(rects, spc->user_allocator_context);
|
||||
return return_value;
|
||||
}
|
||||
|
||||
@ -2473,8 +2487,8 @@ STBTT_DEF void stbtt_GetPackedQuad(stbtt_packedchar *chardata, int pw, int ph, i
|
||||
stbtt_packedchar *b = chardata + char_index;
|
||||
|
||||
if (align_to_integer) {
|
||||
float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5);
|
||||
float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5);
|
||||
float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f);
|
||||
float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f);
|
||||
q->x0 = x;
|
||||
q->y0 = y;
|
||||
q->x1 = x + b->xoff2 - b->xoff;
|
||||
|
BIN
web/examples_03.png
Normal file
BIN
web/examples_03.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 23 KiB |
Binary file not shown.
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 10 KiB |
Binary file not shown.
Before Width: | Height: | Size: 7.8 KiB |
BIN
web/test_window_05_menus.png
Normal file
BIN
web/test_window_05_menus.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 3.2 KiB |
Reference in New Issue
Block a user