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451 Commits
v1.40 ... v1.44

Author SHA1 Message Date
a99ba42a39 Version number 1.44 2015-08-08 07:57:29 -06:00
20cc65788d Build fix for Orbis / PS4 2015-08-07 21:52:57 -06:00
27961401c6 Cleanup (#219) 2015-08-06 08:37:51 -06:00
88a00f77e9 Cleanup - using ImRect more consistently for ImGui-side cliprect data 2015-08-06 08:23:05 -06:00
f1fb62fa6d Cleanup - shuffle functions around (#219) 2015-08-06 08:11:33 -06:00
b6313577bb Merge pull request #291 from twoscomplement/surplus_inlines
Remove inline qualifiers inside .cpp
2015-08-06 07:33:12 -06:00
0911597550 Remove inline qualifiers inside .cpp
Use of inline in the .cpp file causes link errors with gcc.
2015-08-07 15:41:22 -07:00
80fc576d07 Update README.md 2015-08-05 22:17:10 -06:00
96a7873622 Update documentation 2015-08-05 22:00:27 -06:00
470200ee5c Update documentation 2015-08-05 21:59:07 -06:00
85dab1a680 Fixed documentation 2015-08-05 19:19:12 -06:00
15cfa63e97 Comments 2015-08-05 19:09:13 -06:00
692a38c0fc Merge branch 'master' into 2015-07-cleanup 2015-08-05 17:41:43 -06:00
f2b652a39e Comments 2015-08-05 17:38:17 -06:00
e7f1e28b6b Merge branch 'master' into 2015-07-cleanup 2015-08-05 17:27:47 -06:00
4b4f6d78ee InputFloat() fixed 0 decimal_precision 2015-08-05 17:26:04 -06:00
a54995eace RoundScalar() fallback use powf(10.f, -x) instead of 1.0f/powf(10.0f,x) 2015-08-05 17:11:20 -06:00
9b19f8c19d Merge branch 'master' into 2015-07-cleanup
Conflicts:
	imgui.cpp
2015-08-05 16:57:31 -06:00
12d941a42a Merge branch 'master' of https://github.com/ocornut/imgui 2015-08-05 16:51:17 -06:00
f6e21b7ab7 InputInt() also hexadecimal input (awkwardly via ImGuiInputTextFlags_CharsHexadecimal but we will allow fmt string in InputInt* later)
+ Fix for large ints constant assignment
2015-08-05 16:47:46 -06:00
cc8ff4c8d1 RoundScalar() use a lookup table to avoid calling powf(10.0f, x); 2015-08-05 16:17:11 -06:00
f0f2afa87d InputInt() doesn't cast to float, fix handling lost of precision with large integer. Added primitives to support more data types. 2015-08-05 16:08:53 -06:00
a793ad682d Merge branch 'master' into 2015-07-cleanup
Conflicts:
	imgui.cpp
2015-08-05 15:29:38 -06:00
ebd25cf1a3 Minor comments 2015-08-05 15:13:13 -06:00
7fea3eacfe Minor comments 2015-08-05 12:50:13 -06:00
e20b90154c Comments 2015-08-05 11:04:13 -06:00
3ee2fac892 Slider: fixed using FramePadding between frame and grab visual. Scaling that spacing would look odd. 2015-08-05 11:00:00 -06:00
e42bec5ba2 Fixed scaling of checkbox and radio button for the filling of "active" visual 2015-08-05 10:50:20 -06:00
155873a6b0 Added GetContentRegionAvail() helper 2015-08-05 10:43:12 -06:00
1b0a8f9ac3 Comments 2015-08-05 10:00:05 -06:00
60b46cc712 Comment (#219) 2015-08-05 09:34:07 -06:00
8be4d41540 Merge remote-tracking branch 'origin' into 2015-07-cleanup 2015-08-05 09:32:29 -06:00
1befd21b37 Moved ShowUserGuide() after ShowTestWindow() (#219) 2015-08-05 09:31:03 -06:00
3658314638 imgui_demo.cpp doesn't redefine functions from imgui_internal.h so all files can be unity-built (#219) 2015-08-05 09:28:19 -06:00
a526b423e8 Merge pull request #290 from cmaughan/master
Examples: DirectX11: Clear font texture view pointer to ensure Release() doesn't get called twice
2015-08-04 07:48:31 -06:00
d667de9490 Clear font texture view to ensure Release() doesn't get called twice 2015-08-04 14:22:05 +01:00
815d1d9be4 Merge remote-tracking branch 'origin' into 2015-07-cleanup
Conflicts:
	imgui.cpp
2015-08-03 08:12:57 -06:00
3aca446817 Added ImFontAtlas::AddFontFromMemoryCompressedBase85TTF() 2015-08-03 08:10:10 -06:00
da3baebd43 Fixed lower-right resize grip hit box not scaling along with its rendered size (#287) 2015-08-02 09:15:36 -06:00
e099798c97 Merge remote-tracking branch 'origin' into 2015-07-cleanup 2015-08-01 22:12:51 -06:00
3ccbdc8423 Unnecessary .gitignore in root folder 2015-08-01 22:12:18 -06:00
4b29cc9e10 Exposed relevant functions in imgui_internal.h (#219) 2015-08-01 21:57:24 -06:00
e47bf041bf Clang warning fixes 2015-08-01 21:37:32 -06:00
11d91a27a4 Carriage return (#289) 2015-08-01 17:18:01 -06:00
040e427dad Merge pull request #289 from twoscomplement/sdl_error_out
Examples: Show SDL error message on init failure.
2015-08-01 17:07:05 -06:00
f158617551 Show SDL error message on init failure 2015-08-02 01:35:43 -07:00
1e76c63bb6 Fixed comment 2015-08-01 08:07:16 -06:00
2d8c134747 Merge remote-tracking branch 'origin' into 2015-07-cleanup
Conflicts:
	imgui.cpp
2015-08-01 07:26:09 -06:00
26a992c6f6 Updated to stb_truetype 1.07 (back to vanilla version as our minor changes are now in master & fix #280) 2015-08-01 07:22:52 -06:00
6c63d80aa4 Tidying up InputTextApplyArithmeticOp() 2015-07-30 23:59:51 -06:00
f63beeae86 Internal version of LogText() -> LogRenderedText() + shallow tidying up 2015-07-30 23:48:59 -06:00
faa609a43c Internal cleanup ParseFormatPrecision() doesn't take a reference 2015-07-30 23:14:29 -06:00
f8646338c3 Merge remote-tracking branch 'origin' into 2015-07-cleanup 2015-07-30 23:00:11 -06:00
7650d4cc67 Internal SliderFloatAsInputText() -> InputFloatReplaceWidget() 2015-07-30 22:59:30 -06:00
abf823c6f6 Tidying up 2015-07-30 22:49:10 -06:00
58ee08f214 Todo list notes 2015-07-30 22:18:07 -06:00
040f3950a3 Merge remote-tracking branch 'origin' into 2015-07-cleanup
Conflicts:
	imgui.cpp
2015-07-30 21:54:07 -06:00
e6b29b70b4 Make internal SliderFloatAsInputText() take a size to match the calling widget 2015-07-30 21:51:55 -06:00
a7e5945206 Merge 2015-07-30 21:37:59 -06:00
c639f65eb7 Merge remote-tracking branch 'origin' into 2015-07-cleanup
Conflicts:
	imgui.cpp
2015-07-30 21:37:47 -06:00
02fbb36918 ImDrawList: Add missing support for anti-aliased thick-lines (#133, also ref #288) 2015-07-30 21:11:07 -06:00
a79ee94fc4 Removed unnecessary assignment + added comment 2015-07-30 20:59:41 -06:00
709c4c3168 Merge remote-tracking branch 'origin' into 2015-07-cleanup
Conflicts:
	imgui.cpp
2015-07-30 20:42:12 -06:00
527208ad7c Default font encoded as base85 saves ~100 lines / 26 KB of source code (from @mmalex) 2015-07-30 19:36:55 -06:00
fddc871870 Columns: never assume horizontal space for scrollbar if NoScrollbar flag is set. 2015-07-30 12:32:20 -06:00
fc9ee2bc9b Merge pull request #286 from GHF/cleanup
Remove non-text character at start of imgui.cpp
2015-07-30 12:14:01 -06:00
8d45c89352 Remove non-text character at start of imgui.cpp 2015-07-26 19:18:04 -07:00
4468ec001e Fixed warning in console example (we're iterating chars) 2015-07-22 06:38:19 -06:00
fb83323b1d Tidying up 2015-07-21 20:13:12 -06:00
62c888177a Tweaks 2015-07-21 20:06:34 -06:00
e1ac5a3198 Honor IMGUI_DISABLE_TEST_WINDOWS as described (#219) 2015-07-21 19:57:32 -06:00
68962ae683 README update 2015-07-21 19:53:06 -06:00
7552f48d7b ImLoadFileToMemory() default parameters 2015-07-21 17:46:49 -06:00
94f085aa3e Update comments (#219) 2015-07-21 17:19:11 -06:00
5a29eef1fa Fixed further warnings with GCC/Clang (#219) 2015-07-21 17:13:56 -06:00
e32f0931e8 Missing includes for imgui_draw.cpp (#219) 2015-07-21 17:08:20 -06:00
52a74701f5 Updated projects to reference new files (#219)
Didn't update iOS example (#247)
2015-07-21 17:04:03 -06:00
dace68b6fd Big cleanup, split imgui.cpp into imgui_demo.cpp,imgui_draw.cpp imgui_internal.h (#219) 2015-07-21 17:00:28 -06:00
60dce8bc22 Fix to get all code ShowTestWindow() copiable outside. Moved ShowMetricsWindows() above. (#219) 2015-07-19 11:45:03 -06:00
0eb196d544 Examples: OpenGL3: simplified code using glBufferData for vertices as well (#277, #278) 2015-07-19 10:52:51 -06:00
dc1cb9e625 Tweak 2015-07-19 10:49:56 -06:00
d184730dd2 Merge branch 'trevex-master' 2015-07-19 10:45:59 -06:00
bc9bae6d01 To support drivers with strict core profiles, a buffer is used for the indices as well (fixes ocornut/imgui#277). 2015-07-19 17:56:14 +02:00
83ebbebadd Fixed inconsistent declaration of ImVec2 privates operators 2015-07-18 22:37:08 -06:00
5a4b521855 Added ImDrawList::AddText() shorthand helper 2015-07-18 21:50:23 -06:00
74908a9513 Fixed angles in ImDrawList::PathArcTo(), PathArcToFast() being off by an extra PI for no reason 2015-07-18 18:45:37 -06:00
479211808f ImDrawList::AddPolyLine() tidying up in AA path 2015-07-18 17:31:40 -06:00
82727d7119 Version number 1.44 WIP 2015-07-18 14:07:22 -06:00
cdbf71ac12 Added ImGuiWindowFlags_NoInputs for input-passthru window
Would be more useful with finer control over display layer
2015-07-17 16:36:04 -06:00
0ab620c2b9 Combo() clamp popup to lower edge of visible area 2015-07-17 16:14:04 -06:00
20db726a9a Version number 1.44 WIP 2015-07-17 16:03:13 -06:00
4015414978 InputtextMultiline(): honor negative size consistently with other widgets 2015-07-17 16:01:21 -06:00
3b53a6513a Button() honor negative size consistently with other widgets that do so 2015-07-17 15:58:23 -06:00
eca26ae91d Build fix for MinGW (#276) 2015-07-17 13:38:55 -06:00
99c5f5735c Tweak button sizes 2015-07-17 07:08:51 -06:00
e8cb874afe Version number 1.43 2015-07-17 06:51:25 -06:00
55ab515551 Binaries 2015-07-16 21:02:43 -06:00
1266e4a181 Added a gratuitous About window 2015-07-16 20:58:26 -06:00
f7f71043ca InputText: stb_textedit.h tentative fix for End key on multi-line fields (#275) 2015-07-16 20:46:27 -06:00
98047b1b65 Update README.txt 2015-07-16 14:28:16 -06:00
f53d5da0f8 Update README.txt 2015-07-16 14:27:35 -06:00
d6117e33d0 AddInputCharactersUTF8: shallow tweaks (#274) 2015-07-15 22:14:04 -06:00
bc4ede656b Merge pull request #274 from DanielGibson/utf8-char-input
ImGuiIO::AddInputCharactersUTF8(utf8str), use it in SDL2 example
2015-07-15 22:08:59 -06:00
b7d1b91e4b Use ImGuiIO::AddInputCharactersUTF8() in SDL2 example
Now Unicode text input works in this example.
2015-07-16 05:16:22 +02:00
be8fb858cc Add ImGuiIO::AddInputCharactersUTF8(char* utf8str)
It'll convert the utf8 string to ImWchar's and passes each of them
to AddInputCharacter().

Very handy for SDL2 SDL_TEXTINPUT events, which provide a buffer with an
UTF-8 string.
2015-07-16 05:15:03 +02:00
b4ac413868 Merge pull request #273 from DanielGibson/fix-sdl2-linux
Examples: Fix SDL2 example for Linux.
2015-07-15 20:15:33 -06:00
02a0967243 Fix SDL2-example for Linux
The header is called "SDL_opengl.h" - case matters on Linux.

The main() function must indeed be called main(), on Windows it'll be
renamed to SDL_main (for SDL2main.lib) by #define in SDL_main.h
(which is included by SDL.h)

I added an entry to the example's README that describes how to build
it on Linux.
2015-07-16 03:54:44 +02:00
3ff04c95d5 Minor tweaks 2015-07-15 17:18:46 -06:00
52dd99915b Update README.md 2015-07-15 17:05:14 -06:00
0f25885b3d Merge branch 'master' of https://github.com/ocornut/imgui 2015-07-15 17:02:38 -06:00
9d4d7f3381 Update README.md 2015-07-15 17:00:47 -06:00
298118fccc New screenshots 2015-07-15 16:58:38 -06:00
d19d8f40ba Removed web screenshots (moved to wiki repository) 2015-07-15 16:27:33 -06:00
d170620816 Comments 2015-07-15 14:59:42 -06:00
4842ac3bc6 Fonts: added Cousine-Regular.ttf 2015-07-15 14:56:29 -06:00
5e846612d3 ImFont: tweaks 2015-07-15 14:54:56 -06:00
80276ef07b Fixed ClearInputData() 2015-07-15 14:48:46 -06:00
6c3ab6fc9b ImFont: fixed minor bug with CPU-side vertical clipping of text. 2015-07-15 13:34:59 -06:00
a56768463a Examples: moved demo bits around. 2015-07-15 13:16:35 -06:00
d750df9189 Fix for Shutdown() 2015-07-15 12:37:42 -06:00
baa2328b99 Tweak to RenderCheckMark() 2015-07-15 12:31:37 -06:00
d7a2a23457 Updated to stb_truetype 1.06 (#133) 2015-07-15 12:12:36 -06:00
8081e81e55 Fixed warnings + label 2015-07-15 11:56:07 -06:00
1a3ef63132 Fixed parameters array size declaration (wouldn't have a side-effect but weird and misleading)
Thanks Coverity
2015-07-15 09:36:39 -06:00
368d2c3568 OverlayDrawList readier for pushing elements (not exposed yet) 2015-07-15 09:26:03 -06:00
0224d29a35 Examples: comments. 2015-07-15 09:05:17 -06:00
035ff302d2 ImFontAtlas: moved application of FontDataOwnedByAtlas to AddFont() 2015-07-15 08:45:10 -06:00
95f489ac1f Merged AA branch in master! (#133) 2015-07-15 08:00:12 -06:00
3e3d9f9a69 ImFontAtlas: allow AddFontDefault to take a config 2015-07-15 07:58:33 -06:00
7ad4843f57 Fixed comments 2015-07-15 07:52:20 -06:00
99a92ee7c5 Comments (fixed old comments) 2015-07-15 07:46:31 -06:00
8952b93b2f Include for alloca() 2015-07-15 07:31:32 -06:00
fcec337061 Examples: Simplified font examples comments. 2015-07-15 07:05:34 -06:00
815168c7ef ImFontAtlas: new AddFont() API, oversampling, subpositiong, merging fonts, etc. (#182, #220, #232, #242) 2015-07-15 07:01:21 -06:00
6ae8062ca0 ImFont: comments, minor bits 2015-07-14 15:51:19 -06:00
c02f9b58ef ImFont: Cleanup to be compatible with over-sampling (not enabled) 2015-07-14 12:41:02 -06:00
fc6545830b Examples: displaying more font information. 2015-07-14 10:28:55 -06:00
faec745438 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-07-14 09:23:50 -06:00
8cfd963fda Popups: removed an apparently unnecessary test in CloseInactivePopups() that broke Combo boxes inside menus (#272) 2015-07-14 09:21:41 -06:00
355cbf6326 Examples: added tests for Combo box in sub-menu test and MenuItem in a normal window (#272) 2015-07-14 09:10:31 -06:00
52c820e7b0 Metrics: more details in popup stack (#272) 2015-07-14 09:09:52 -06:00
ba9317b924 ImFont: storing offsets as X0/Y0/X1/Y1 analoguous to examples for stb_truetype 2015-07-13 16:08:49 -06:00
5b053dd350 Fix for OverlayDrawList being ready to append commands (not exposed publicly yet anyway) 2015-07-13 15:52:57 -06:00
7eca4e2a7f Merge bits 2015-07-12 11:05:30 -06:00
fbb9113118 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	imgui.cpp
2015-07-12 11:02:46 -06:00
4565bf9813 Demo: custom rendering example uses AddRectFilledMultiColor() 2015-07-12 10:52:20 -06:00
6520b6c458 ImDrawList: added AddRectFilledMultiColor() helper + minor optimisation. 2015-07-12 10:48:06 -06:00
7a0004eb86 Revert 2015-07-11 18:15:34 -06:00
d10d0343b2 Plot() function can take 0.0f for both scale_min/scale_max to calculate scale 2015-07-11 18:10:43 -06:00
e681937f66 Delete merging artefact that survived for a day 2015-07-11 08:41:11 -06:00
fd44b9440b Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	imgui.cpp
2015-07-10 21:45:25 -06:00
b67593a4b1 Changed SameLine() parameters from int to float. 2015-07-10 19:36:34 -06:00
8094aa78d2 Fixed incorrect assert triggering when code steal ActiveID move user moving window by calling e.g. SetKeyboardFocusHere() 2015-07-10 18:54:26 -06:00
827ff970cd InputText: Added ImGuiInputTextFlags_AlwaysInsertMode flag 2015-07-10 18:47:55 -06:00
d2701727b9 InputText: added ImGuiInputTextFlags_NoHorizontalScroll flag. Added HasSelection() helper in ImGuiTextEditCallbackData as a clarification. 2015-07-10 18:17:46 -06:00
f2bed00d80 Examples: README 2015-07-09 08:39:44 -06:00
5ab23ab1c0 Allegro 5 example: removed public domain mark, MIT as the rest, with @bggd approval 2015-07-08 17:25:56 -06:00
398ef1a212 Comments 2015-07-08 17:10:14 -06:00
245cf36522 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-07-08 17:09:47 -06:00
890585cde8 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-07-08 17:08:51 -06:00
08b1dd1035 Version number 1.43 WIP
Bits
2015-07-08 17:08:37 -06:00
fec09e37ab Disable warnings, undo f4aae6b9ec (#265 #266) 2015-07-08 17:05:24 -06:00
7d45c84f21 Merge pull request #266 from Extrawurst/patch-4
Fix minor clang-x64 warnings (fixes #265)
2015-07-08 17:02:28 -06:00
f4aae6b9ec fix minor clang-x64 warnings
fixes #265
2015-07-09 00:00:28 +02:00
09e8c4ec11 AA branch: Re-added PrimVtx() + PrimWriteVtx, PrimWriteIdx for finer control (#133) 2015-07-08 14:03:27 -06:00
d81ba432ec New demo binaries 2015-07-08 13:22:34 -06:00
e5bea65582 Version number 1.42 2015-07-08 12:59:26 -06:00
2f574ef952 Allegro 5 example: converted for indexed rendering. 2015-07-08 12:55:40 -06:00
60dd221737 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-07-08 12:49:18 -06:00
bbaaab7537 Allegro 5 example: fixed uv coordinate of non-default texture. 2015-07-08 12:41:09 -06:00
4d2d0ce5cd Allegro 5 example: handling of hardware and software mouse cursor rendering. 2015-07-08 12:16:50 -06:00
8db229b96f Allegro 5 example: fixed key modifiers, keyboard input, clipping, added pagedown/pageup. 2015-07-08 12:04:13 -06:00
c58d61dfd1 Allegro 5 example: formatting, match other example structure, fixed mouse buttons. 2015-07-08 11:53:30 -06:00
489e28ec11 Allegro 5 example: main.cpp matches other examples. added window title. 2015-07-08 11:46:18 -06:00
1845ff4690 SDL example: tweaks (#233 #226) 2015-07-08 11:42:43 -06:00
19e3c1506f Allegro5 example: added example from https://github.com/bggd/a5imgui_example 2015-07-08 11:34:36 -06:00
e49977a913 SDL example: hasty readme. 2015-07-08 11:08:58 -06:00
d041ebc6d4 Merge branch '2015-03-antialiased-primitives' of https://github.com/ocornut/imgui into 2015-03-antialiased-primitives 2015-07-08 10:33:25 -06:00
b7e63c163c SDL example: update for indexed rendering. 2015-07-08 10:32:55 -06:00
b36ff2fec3 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-07-08 10:30:30 -06:00
12aba576fb Merge pull request #264 from joeld42/antialias-ios-fix
AA branch: iOS Example: update for API changes and index rendering
2015-07-08 10:29:39 -06:00
a14f6696a3 SDL example: more cleanup to match other examples (#233 #226) 2015-07-08 10:27:25 -06:00
22e099366f SDL example: further cleanup to match other examples (#233 #226) 2015-07-08 10:20:08 -06:00
4167528001 SDL example: moved event loop to main.cpp , adding page up/page down. (#226) 2015-07-08 10:10:54 -06:00
81cebb9c85 Simplified to not combine vert buffers like the opengl3 example 2015-07-08 09:01:10 -07:00
b7a2a6b23f SDL example: renamed folder, added in README 2015-07-08 09:49:32 -06:00
44c23e0eed Allowing DeltaTime==0.0f to not assert 2015-07-08 09:48:10 -06:00
b3ae2976c5 SDL example: tweaks and fixes. 2015-07-08 09:46:55 -06:00
046dbf502c Merge branch 'SampleSDL2' of https://github.com/CedricGuillemet/imgui into CedricGuillemet-SampleSDL2 2015-07-08 09:01:04 -06:00
e3b9a61883 Examples: OpenGL3: simplified code. Upload each vertex array separately. (cf #264) 2015-07-08 08:27:36 -06:00
ca042134ae Update ios example for API changes and index rendering 2015-07-07 23:43:27 -07:00
1cd391146d Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-07-07 21:48:28 -06:00
67d93156df Fixed clang/gcc warnings (#133) 2015-07-07 21:47:33 -06:00
5f039e7098 Merge branch 'ios_example_merge' 2015-07-07 21:39:05 -06:00
7d144eb899 iOS Example: Optimise PNG files size 2015-07-07 21:37:50 -06:00
fb27360ea8 iOS example: shallow tweaks and fixes (untested) 2015-07-07 21:35:09 -06:00
eee6dab226 iOS example working based on modified OpenGL3 example + Synergy 2015-07-07 21:17:48 -06:00
54c2665032 AA branch: undo d35c1a9e66, thickness is back but goes through non-AA path (#133) 2015-07-07 20:56:58 -06:00
439040bb25 AA branch: more comments on breaking changes (#133) 2015-07-07 20:30:46 -06:00
d03b046ef4 AA branch: Agressively renamed all fields of ImDrawList, ImDrawCmd, ImDrawData to match the rest of our coding convention (#133) 2015-07-07 20:17:07 -06:00
d35c1a9e66 AA branch: removed the 'thickness' parameter from ImDrawList::AddLine() 2015-07-07 18:34:29 -06:00
ac56e4e209 AA branch: API breaking change documentation 2015-07-07 18:31:41 -06:00
af7f35d7c2 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-07-07 18:22:18 -06:00
87ebe95fd6 Columns/ImDrawList: dispatch render of each column in a sub-draw list and merge on closure, saving draw calls (#125) 2015-07-07 18:19:01 -06:00
3e4841765d ImDrawList: winodw draw lists destructed properly on Shutdown() 2015-07-07 18:00:19 -06:00
f4fc008a2a Fixed ListBoxHeader() not honoring negative sizes the same way as BeginChild() or BeginChildFrame() (#263) 2015-07-07 16:53:09 -06:00
acf58c6223 More debug-build friendly ImVector<> use micro optimisations for the most bottle-neck bunchs 2015-07-07 13:54:06 -06:00
bfa7d86070 AA branch: further use of ImVector<> Data/Size 2015-07-07 12:58:36 -06:00
c3ced1bd71 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	imgui.cpp
2015-07-07 12:42:29 -06:00
3869e10574 ImVector<> access to Size/Capacity/Data (#262) 2015-07-07 12:39:08 -06:00
25882c47a3 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	examples/directx11_example/imgui_impl_dx11.cpp
	examples/directx9_example/imgui_impl_dx9.cpp
	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
	examples/opengl_example/imgui_impl_glfw.cpp
	imgui.cpp
2015-07-07 12:15:35 -06:00
502e360ee5 Removed the majority of size_t from the code. ImVector<> now uses int. (#262)
May trigger new compilation warnings?
2015-07-07 12:09:25 -06:00
aeae03f4ac Fixed minor zealous Clang warning (demo code intentionally uses strdup() to be copiable) 2015-07-07 12:05:15 -06:00
02dbcf5405 ImVector<> cannot be re-defined (#262) 2015-07-07 11:27:22 -06:00
4d42760c0b Metrics window: "Show clipping rectangles when hovering ImDrawList" enabled by default 2015-07-06 22:10:44 -06:00
de6dfe8c5d ImRect (internal) fixed ImVec4 constructor, argh (broken e7e2fcdd19) 2015-07-06 22:05:27 -06:00
92b61d2ee4 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-07-06 21:47:09 -06:00
b92396b46a Optimisation, removed the duplicate ClipRectStack in ImGuiWindow, storing single value 2015-07-06 21:46:12 -06:00
6a22835f63 AA branch: ImDrawList: rename commands to cmd_buffer
Not strictly necessary but while we're doing minor breakage let's do
them at all once.
2015-07-06 21:09:05 -06:00
e7e2fcdd19 ImRect (internal) made constructors more non-optimised compilation friendly 2015-07-06 20:59:01 -06:00
a17e47fe14 ImDrawList: fixed non-merged commands when equal clip rectangles are in the two first commands 2015-07-06 20:38:06 -06:00
5782c69c2a Metrics window: calculate bounding box of actual vertices when hovering a draw list. 2015-07-06 16:34:41 -06:00
9db4b35168 Fixed ImRect.Add(ImVec2&) which was broken and somehow unused 2015-07-06 11:13:05 -06:00
0ff2a6ff64 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	imgui.cpp
2015-07-06 10:56:50 -06:00
d6987d1586 ImDrawList store pointer to their owner name for easier auditing/debugging. Metrics windows render clip rectangle when hovering. 2015-07-06 10:52:49 -06:00
c52cefa2c2 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-07-05 22:27:50 -06:00
0d5e6e125c Documentation (#133 #254) 2015-07-05 22:26:01 -06:00
0676efd37f AA branch: added ImDrawData::DeIndexAllBuffers() helper (#254) 2015-07-05 22:09:55 -06:00
b2b616be00 AA branch: ImDrawCmd idx_count -> elem_count 2015-07-05 22:09:15 -06:00
f3303fa84f AA branch: io.RenderDrawListsFn signature changed to take ImDrawData, neater and future proof breaking of the render API (#133 #254) 2015-07-05 22:03:46 -06:00
2633325b9f Comments 2015-07-05 21:55:24 -06:00
562aecdaa5 Removed obsolete GetDefaultFontData() function that would assert anyway (obsoleted 2015/01/11) 2015-07-05 20:56:01 -06:00
3fa4451936 PlotLines(), PlotHistogram(): fixed incorrect hovering test (would trigger tooltip when menu is open) 2015-07-05 20:47:25 -06:00
1c160adbba Comments 2015-07-05 20:38:18 -06:00
c9676554b9 MenuItem() can be activated on release (#245) 2015-07-05 20:27:06 -06:00
8b4a470e1d Examples: DirectX9: fixed size passed to vertex and index buffer Lock() + readjust default buffer sizes. 2015-07-05 19:24:26 -06:00
56553f33b8 AA branch: added style.AntiAliasedLines, style.AntiAliasedShapes (#133) 2015-07-05 19:09:53 -06:00
19e59421e5 AA branch: comments, inlining minor ops 2015-07-05 18:42:41 -06:00
46c440d186 AA branch: AddPolyline() stores normals on stack 2015-07-05 18:19:22 -06:00
c09af38804 AA branch: AddConvexPolyFilled() store normals on stack 2015-07-05 18:05:55 -06:00
a74ca9025f AA branch: oops, ImInvLengthSqr() is ImInvLength() 2015-07-05 17:37:55 -06:00
a8b5f77591 AA branch: AddPolyline(), AddConvexPolyFilled() a little more readable with more consistent naming 2015-07-05 17:36:07 -06:00
0292c82b9c AA branch: fix lower-right bound of frame outlines 2015-07-05 16:52:06 -06:00
2f21347803 CollapsingHeader() fixed label rendering outside in columns context where cliprect max isn't aligned with header 2015-07-05 16:37:49 -06:00
7959fbe992 AA branch: CollapsingHeader() rounding down half window padding 2015-07-05 16:35:41 -06:00
f04c2002d6 AA branch: fixed column offsets not always aligned to the pixel causing CollapsingHeader() border to incorrectly anti-alias
Fixing framed CollapsingHeader() inside columns, where
GetContentRegionMax() doesn't return pixel aligned rounded position.
2015-07-05 16:32:26 -06:00
0d7ca3da24 AA branch: AddLine() api adds the 0.5f offset (unsure about that yet) 2015-07-05 16:24:55 -06:00
18fa8e1c7e Fixed IsMouseDragging() (fix #260) 2015-07-04 16:46:30 -06:00
61e551e0ee AA branch: fixed warning 2015-07-04 13:41:51 -06:00
3b94c37efc AA branch: minor tweaks + disabled debug code that disable AA when holding Ctrl 2015-07-04 12:59:55 -06:00
f435e42561 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	examples/opengl_example/imgui_impl_glfw.cpp
2015-07-04 12:44:25 -06:00
d76bc3434e Added DragFloatRange2() DragIntRange2() helpers (#76) 2015-07-04 12:17:11 -06:00
a33810d652 Update README.md 2015-07-03 16:08:00 -06:00
e9b81dd5ab Comments 2015-07-03 15:32:10 -06:00
fd3c6067bf Add conditional #ifdef prior to imconfig.h to facilitate inclusion in build systems (#255) 2015-07-03 15:31:54 -06:00
7437b43b2d Fixed warnings for more pedantic settings (#258) 2015-07-03 08:15:56 -06:00
b69d7d9df3 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-07-02 21:47:48 -06:00
2f03511062 Added ImGuiKey_PageUp, ImGuiKey_PageDown for user. 2015-07-02 21:43:07 -06:00
6826ab3ffd Added GetKeyIndex() helper. 2015-07-02 21:32:29 -06:00
0f9e2f8173 Tweaked scrolling example code (#150) 2015-07-02 21:22:16 -06:00
42efc29def SetScrollFromCursorPos() -> SetScrollHere() (#150) final call ! 2015-07-02 21:03:15 -06:00
4eba6cd470 Added SetScrollY(), SetScrollFromPosY(). Renamed SetScrollPosHere() to SetScrollFromCursorPos(). (#150) 2015-07-02 20:53:45 -06:00
b54cb1c24c Merge branch 'master' of https://github.com/ocornut/imgui 2015-07-02 20:49:36 -06:00
b37a326163 Renamed GetScrollPosY() to GetScrollY(). (#150)
Necessary to reduce confusion along with other scrolling functions,
because positions (e.g. cursor position) are not equivalent to scrolling
amount.
2015-07-02 20:47:04 -06:00
5d59e965f6 Update README.md 2015-07-02 15:42:19 -06:00
7bd28d17ca Update README.md 2015-07-02 15:35:55 -06:00
531d0ce7ce Moving tooltips and popup chunks of imgui.h below widgets (#219) 2015-07-02 14:55:30 -06:00
0201fe6ed1 Comments 2015-07-02 14:49:38 -06:00
9bedcb5304 Added GetCursorStartPos() necessary for using scroll target relative to beginning of window content (#150) 2015-07-02 14:46:49 -06:00
1b01137c90 Fixed text baseline alignment of small button (no padding) after regular buttons
Currently being a coward and only doing it via the SmallButton() entry
point.
2015-07-02 12:44:48 -06:00
bbc22ac8ca Comments + remove trailing comma 2015-07-02 11:26:35 -06:00
90ec28f6de Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-07-02 10:23:21 -06:00
e0da1e0658 Split into CaptureKeyboardFromApp() / CaptureMouseFromApp() 2015-07-02 09:20:15 -06:00
77fad80e9f Added CaptureInputsFromApp() to manually enforce e.g. keyboard capturing 2015-07-02 09:10:31 -06:00
eaaab0120a Moved Inputs utilities to their own section in imgui.h + additional comments 2015-07-02 08:57:17 -06:00
fc7b562635 Added font links courtesy of twitter + instructions for fonts compressed in C array 2015-07-02 08:16:23 -06:00
57f70a29b2 Fixed a bug with TextUnformatted() clipping of long text (#257) 2015-07-02 07:42:29 -06:00
0e5b64ecd2 SetScrollPosHere() Minor hack for effective "scroll to top" to appear like user expect it (#150)
Compensate the difference between WindowPadding and ItemSpacing
2015-07-01 19:01:27 -06:00
824cf5ae85 Fixed window padding being reported incorrectly for child windows with borders when parent have no borders 2015-07-01 18:55:42 -06:00
3d7b596a40 SetScrollToPosHere() fixed imprecision + handling lower gap better for bottom alignment (#150) 2015-07-01 18:23:11 -06:00
49b7a8e61f Added scroll tracking example with SetScrollPosHere() (relate #150) 2015-07-01 18:01:43 -06:00
b74d8e4c87 SetScrollPosHere() takes a y centering ratio and can be used to aim the top or bottom of the window (relate #150) 2015-07-01 17:51:44 -06:00
067b7d909a Style: Added GrabRounding (works well with AA branch). Followup to #212 2015-06-30 15:02:59 -06:00
d3c0bfefb3 AA branch: render axis aligned rect bypassing the AA path 2015-06-30 14:51:25 -06:00
b30d08d63a AA branch: bits 2015-06-30 14:24:50 -06:00
c39372e7d5 Title bar uses TitleBgActive color even when window has popups/menus over (#253) 2015-06-30 13:52:00 -06:00
47826830af Adding TitleBgActive color - still issues with popups/menus (#253) 2015-06-30 13:40:13 -06:00
c71b183965 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-06-30 13:31:56 -06:00
1318e1b74c AA branch: remove unused functions. 2015-06-30 13:30:25 -06:00
4bb94a9e4d AA branch: more optimisations. 2015-06-30 13:27:35 -06:00
a8f0eb5ec6 AA branch: more optimisations. 2015-06-30 13:12:45 -06:00
bbdf36cd3a AA branch: minor optimisations, merging loops 2015-06-30 13:09:07 -06:00
c3040dee35 AA branch: more inline. 2015-06-30 12:55:14 -06:00
077285ae57 AA branch: tidying up, inline PathStroke PathFill 2015-06-30 12:51:52 -06:00
aaefe458df AA branch: cleanup 2015-06-30 12:44:03 -06:00
ebfe4637d4 Merge branch '2015-04-indexed-rendering' into 2015-03-antialiased-primitives
Conflicts:
	imgui.cpp
	imgui.h
2015-06-30 12:43:26 -06:00
d57ee2458c AA branch: ImDrawList: renaming of Path based functions so both code paths can cohabit with no confusion 2015-06-29 19:25:41 -06:00
5bf30bd6c4 AA branch: Minor optimisations for Debug builds 2015-06-29 19:23:57 -06:00
71e9f2a3dd Fixed warnings for 64-bits builds 2015-06-29 15:46:18 -06:00
43dcd6ef47 Merge remote-tracking branch 'origin' into 2015-04-indexed-rendering
Conflicts:
	imgui.cpp
2015-06-29 15:43:58 -06:00
0bf90770b0 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	imgui.cpp
2015-06-29 15:40:38 -06:00
0e3198edc2 Tidying up - renamed FindBestWindowPos() to FindBesttPopupWindowPos() 2015-06-29 15:18:26 -06:00
af0de5f357 Tidying up - ImRect doesn't use ImVec2 operators (so we can expose it later) 2015-06-29 13:30:37 -06:00
882c7a8cef Tidying up - ShowUserGuide, ShowStyleEditor only uses public calls 2015-06-29 13:20:28 -06:00
039ebb79f4 Tidying up - renamed a few internal functions 2015-06-29 13:18:44 -06:00
8b392feba1 Tidying up - moved ImFontAtlas glyph ranges helpers outside of ImFont block 2015-06-29 12:36:24 -06:00
0783697f87 Minor tidying up 2015-06-29 10:39:17 -06:00
4ac21aaa12 Version number 1.42 wip + todo list entries 2015-06-26 20:48:53 -06:00
14f189b2f6 Merge pull request #250 from benvanik/patch-1
Fixing 64-bit compilation warning caused by implicit size_t->int cast
2015-06-26 20:23:32 -06:00
5cd1a01514 Fixing 64-bit compilation warning caused by implicit size_t->int cast 2015-06-26 18:49:45 -07:00
f66be0e7b2 Demo: satisfying buffer size 2015-06-25 21:52:16 -06:00
ea2c824192 Version 1.41 2015-06-25 21:38:24 -06:00
8224ca16b6 Carriage return in demo tooltip 2015-06-24 20:45:06 -06:00
4976bf97a6 Fix for correctness and allow non-auto resized modals to have window minimum size applied - hopefully no-side effects (#249) 2015-06-24 20:35:40 -06:00
af5890b276 AutoFit can be triggered on each axis separately via SetNextWindowSize() (mentioned in #249) 2015-06-24 20:08:08 -06:00
975ef00682 Minor construction fix (-1.0 is correct "disabled" value for TextWrapPos, didn't have any incidence anyway) 2015-06-24 19:53:41 -06:00
d171e48b20 Fixed SetNextWindowPosCenter() being processed too early for windows that are still measuring their size (for #249) 2015-06-23 15:45:34 -06:00
5436266963 Added SetNextWindowPosCenter() (#249) 2015-06-23 15:34:44 -06:00
bcbf53857c BeginPopupModal() default to NoCollapse for modal windows (#249) 2015-06-23 15:17:27 -06:00
06ed9257ef Modal windows centered when appearing (#249) 2015-06-23 14:28:11 -06:00
2a041cfbe1 Added GetGlyphRangesCyrillic() helper (#237) 2015-06-23 14:13:22 -06:00
0f38a53d28 Added stacked modal windows example (#249) 2015-06-23 13:58:47 -06:00
f0311b643a Added modal dialog example (#249) 2015-06-23 13:22:37 -06:00
a4cd585f54 Reorganized demo window 2015-06-23 12:47:38 -06:00
fe17f6e735 Added modal window darkening of previous windows (#249) 2015-06-23 12:34:15 -06:00
8c790a3234 BeginPopupModal() can have an optional close-window button (#249) 2015-06-23 11:08:19 -06:00
bce495c581 Added BeginPopupModal() with actual modal behaviour (WIP api) (#249) 2015-06-23 10:02:56 -06:00
f10bbbb851 Minor comment fix (#248) 2015-06-22 07:57:45 -06:00
0b98d3eb26 Merge remote-tracking branch 'origin' into 2015-04-indexed-rendering
Conflicts:
	imgui.cpp
2015-06-21 20:01:25 -06:00
01cb0dc7f7 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	imgui.cpp
	imgui.h
2015-06-21 19:58:30 -06:00
0884cb51cd Added IsKeyReleased() (#248), added keyboard & mouse state panel in the demo window 2015-06-21 19:04:43 -06:00
68534c2319 Added IsMouseReleased() helper (#248) 2015-06-21 18:15:31 -06:00
eec047c9f7 Fixed leak on Shutdown (#200) 2015-06-19 18:14:50 -06:00
9e8da4dba0 Comments 2015-06-19 18:09:58 -06:00
747999bbaf Fixed mouse wheel scroll issues, introduced a few weeks ago (#200) 2015-06-19 18:01:13 -06:00
e7b43b014b Can't scroll with mouse wheel when window is collapsed. 2015-06-19 17:43:51 -06:00
1b28f11acb InputTextMultiline() filtering out \r for now (#200) 2015-06-19 17:34:19 -06:00
73db855c77 InputTextMultiline() painfully merged most computation passes into one, better clipping, much faster for large text (#200) 2015-06-18 23:23:20 -06:00
84987ac3e0 ImFont::RenderText() better vertical clipping for large amount of text (for #200) 2015-06-18 23:08:42 -06:00
324b1c2a28 InputTextMultiline(): made ctrl+up/down closer to windows behavior (#200) 2015-06-18 22:35:08 -06:00
c4720ec90f InputTextMultiline() fixed a frame of lag in handling vertical scrolling (#200) 2015-06-18 21:20:15 -06:00
cd27f8a8e6 InputText(): adjusting selection block height differently for single and multi-line (#200) 2015-06-18 21:01:56 -06:00
b524c59c70 InputText(): removed a call to strlen() in the active edit path (#200) 2015-06-18 20:49:20 -06:00
2b68a5c0cf InputTextMultine() optimised height calculation for inactive multi-line edit box (#200) 2015-06-18 19:09:04 -06:00
86666489df ImFont: CalcTextSizeA() fixed font scaling with fallback character. 2015-06-18 18:31:49 -06:00
c6d77f3bf5 InputText: fixed handling of scaled font. re-organized bits of code toward merging all sizes calculations (#200) 2015-06-18 18:31:13 -06:00
10b4fa44c1 Fixed framerate counter averaging buffer size (shouldn't have been included in previous commit) 2015-06-18 17:45:11 -06:00
26d2b361d1 InputText(): removed extraneous CalcTextSizeW call for tracking cursor/scrolling, remove spike (#200) 2015-06-18 17:40:51 -06:00
5f362cabe9 InputText(): char width calculation calls font->GetCharAdvance() directly (#200) 2015-06-18 17:11:20 -06:00
60079988bd ImFont::RenderText() faster handling of rendering above clipping rect (useful for #200) 2015-06-18 12:41:48 -06:00
846cfc74a2 InputText() clear selection when using undo/redo (#200) 2015-06-18 12:32:55 -06:00
d30e8f38b7 InputText() tidying up (#200) 2015-06-18 12:29:43 -06:00
8fbb4a566a InputTextMultiline() preserve activeid/cursor/selection when using scrollbar + tidying up (#200) 2015-06-18 11:57:43 -06:00
9180126db6 Speeding up some wchar<>UTF8 functions and some specialization for Ascii. (testing 500 KB text for #200) 2015-06-18 11:30:10 -06:00
c06373de93 Cleanup 2015-06-18 10:40:11 -06:00
d0ea5942a9 InputTextMultiline() can clip + BeginChildFrame() returns bool. (#200) 2015-06-18 08:49:57 -06:00
9c399ee3be Demo for InputTextMultiline() (#200) 2015-06-17 18:36:06 -06:00
b0e8643523 Demo for InputTextMultiline() (#200) 2015-06-17 18:31:15 -06:00
490e9e42ff InputText(): shallow tweaks (#200) 2015-06-17 18:14:25 -06:00
5e323561be InputTextMultiline() fixes, vertical scrolling, optimizations (#200)
Using a child window for multi-line text.
2015-06-17 17:07:49 -06:00
3df91b52ea Increased key repeat rate for non-character input key repeat.
Dodgy - we should have a match here for character input and
non-character input (e.g. holding 'a' vs holding 'backspace' should be
same rate), but for the earlier we don't have the info?
2015-06-17 16:02:50 -06:00
7dc5228235 InputText: doesn't reset scrolling when active text input becomes bigger than its content. (#200)
Mostly because it's expensive.
2015-06-17 15:49:18 -06:00
f75b8c72cf InputTextMultiline(): vertical scrolling wip, selection rendering fix (#200) 2015-06-16 21:53:04 -06:00
417a7bc29b InputTextMultiline(): multi-line selection draw fix (#200) 2015-06-16 21:19:47 -06:00
f1dfc4d7c4 InputTextMultiline(): multi-line selection draw fix (#200) 2015-06-16 21:17:02 -06:00
917a1fdbf7 InputText() fixing cancel (#200) 2015-06-16 21:08:54 -06:00
73491e5adc InputText() lifted 1024 characters limit (#200)
Bit messy & not happy with using ImVector<char>
2015-06-16 21:04:27 -06:00
0795a60c6b InputText() fixed multi-line selection clipping. (#200) 2015-06-16 20:35:46 -06:00
ec7c1834b3 InputTextMultiline() tabbing to a multi-line edit doesn't select all (unless ImGuiInputTextFlags_AutoSelectAll is set), somehow arbitrary (#
Seems reasonable
2015-06-16 20:25:08 -06:00
6d31c498c0 InputText: multi-line selection, better scrolling, cleaning up (#200)
Not horizontally scrolling on char boundaries anymore
2015-06-16 20:14:54 -06:00
d06ad43dca ImFont::RenderText() additional early out (typically performed at TextUnformatted() level for large chunks but this is also useful) (#200) 2015-06-16 17:50:55 -06:00
748837acfd Merge remote-tracking branch 'origin' into 2015-06-multiline_textedit
Conflicts:
	imgui.h
2015-06-16 17:23:28 -06:00
a248575dea Text rendering can be finely clipped cpu-side on top and left axises (for #200) 2015-06-16 17:21:07 -06:00
9765559a28 Merge remote-tracking branch 'origin' into 2015-06-multiline_textedit
Conflicts:
	imgui.cpp
2015-06-16 15:59:28 -06:00
34986771b4 Moved InputFloat() InputInt() below InputText() and not in the middle of internal bits 2015-06-16 15:57:04 -06:00
0df7b472c2 InputTextMultiline() WIP - still gazillion problems with selection visualisation & scrolling 2015-06-16 15:46:45 -06:00
b360c83e92 Merge remote-tracking branch 'origin' into 2015-04-indexed-rendering 2015-06-14 20:29:10 -06:00
7d860a0181 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	imgui.cpp
2015-06-14 20:28:19 -06:00
6eb1fec7a9 ImFont: added GetCharAdvance() helper. Exposed font Ascent and font Descent. 2015-06-14 17:30:06 -06:00
b503e5ee5b ImageButton() changed default bg_col parameter from (0,0,0,1) black to (0,0,0,0) tranparent + drawing frame even when no padding (#243) 2015-06-14 16:18:22 -06:00
4f0fa58ff2 Selectable() changed prototype moved flags before size. size override should rarely have been used! sorry. #125 2015-06-14 15:19:47 -06:00
c82e72eecb Selectable() parameter comment 2015-06-14 15:14:33 -06:00
cf481e1a7b Selectable() added flags ImGuiSelectableFlags_DontClosePopups , ImGuiSelectableFlags_SpanAllColumns (#125) 2015-06-14 12:41:40 -06:00
2bcafc861e SelectableEx - replaced unnecessary extra size_draw parameter by a flag. 2015-06-13 14:20:02 -06:00
96496ced5f Metrics windows display storage size 2015-06-11 16:04:06 -06:00
039418f393 ColorButton(), ColorEdit4(): colored square stays square, used vertical padding on both axis. 2015-06-09 14:39:27 -06:00
6bb06fdb81 Selectable, MenuItem: don't use frame rounding for hovering/selection. 2015-06-09 14:32:37 -06:00
3fd4441f70 SetScrollPosHere() fixed imprecisions 2015-06-09 13:14:22 -06:00
3ca54ad369 SetScrollPosHere() takes account of item height + more accurate centering 2015-06-09 12:57:27 -06:00
e8422f7aa0 SetScrollPosHere() rewrote to that window size is not required at the time of calling, can be used on frame 0 of an auto-resizing window 2015-06-09 12:49:13 -06:00
8c86322068 Combo() now using the popup facility. More consistent + when combo open hovering other widgets is disabled. (#241) 2015-06-09 12:35:55 -06:00
6f1dd7a688 Allow Set*WindowSize() calls to be used with popups (fix for using e.g. scroll function on the first frame) 2015-06-09 12:32:19 -06:00
6807546caf Allow Set*WindowSize() calls to be used with popups. 2015-06-09 11:35:29 -06:00
4536668482 Fixed issue with activating a Combo() not taking active id (#241) 2015-06-09 10:09:12 -06:00
20088303e9 ImFont: ignoring \r 2015-06-04 12:26:23 +01:00
d31cf1af5d Merge branch 'master' of https://github.com/ocornut/imgui 2015-06-03 15:31:13 +01:00
eb75ffdc5d DragFloat(), SliderFloat() Fixed rounding of negative which sometimes made the negative lower range unreachable. 2015-06-03 15:31:08 +01:00
e57d460e31 Update README.md 2015-06-03 12:48:55 +01:00
0e04dfbad7 Added IsWindowHovered() helper. 2015-06-02 20:57:29 +01:00
9928d19af1 Version 1.41 WIP 2015-06-02 14:41:14 +01:00
82d4180f39 Bits of TODO list 2015-05-31 21:15:35 +01:00
a76eea85c8 Merge remote-tracking branch 'origin' into 2015-04-indexed-rendering
Conflicts:
	imgui.cpp
2015-05-31 16:59:01 +01:00
ade7661b3f Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-05-31 16:57:43 +01:00
2acdafe4f2 imgui_impl_sdl and main sample 2015-05-25 09:40:58 +02:00
e3f2ad728a Merge remote-tracking branch 'origin' into 2015-04-indexed-rendering
Conflicts:
	examples/directx11_example/imgui_impl_dx11.cpp
2015-05-21 22:57:29 +01:00
cc3ed515ca Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	imgui.cpp
2015-05-21 22:52:46 +01:00
e9b6e437eb Merge remote-tracking branch 'origin' into 2015-04-indexed-rendering
Conflicts:
	imgui.cpp
	imgui.h
2015-05-15 17:33:04 +01:00
1eafe86627 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	imgui.cpp
2015-05-15 17:31:56 +01:00
f00662a5ad Merge remote-tracking branch 'origin' into 2015-04-indexed-rendering 2015-05-02 22:20:48 +01:00
08fd6a7e7d Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	imgui.cpp
2015-05-02 22:20:14 +01:00
94c4e9564d Merge remote-tracking branch 'origin' into 2015-04-indexed-rendering 2015-04-19 23:00:14 +01:00
86d1abf3f6 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-04-19 22:59:53 +01:00
4f1acf0d4a Merge remote-tracking branch 'origin' into 2015-04-indexed-rendering
Conflicts:
	imgui.cpp
2015-04-17 08:42:36 +01:00
1847270a5f Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-04-17 08:41:16 +01:00
43cb4038c6 Merge remote-tracking branch 'origin' into 2015-04-indexed-rendering
Conflicts:
	examples/directx11_example/imgui_impl_dx11.cpp
	imgui.cpp
2015-04-14 09:51:28 +01:00
0bb89ccee2 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	imgui.cpp
2015-04-14 09:49:04 +01:00
88725be381 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	imgui.cpp
2015-04-11 18:13:43 +01:00
bff9a6b6e3 Added ImFontAtlas::AddFontFromCompressedTTF() helper + binary_to_compressed_c.cpp tool 2015-04-11 17:52:51 +01:00
c3a71f5472 AA branch: Minor optimisation merge + thickness for non-aa strokes. 2015-04-09 23:00:55 +01:00
dbc9b2ec9b Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	imgui.cpp
2015-04-09 22:56:13 +01:00
6bdb8719e2 Merge remote-tracking branch 'origin' into 2015-04-indexed-rendering 2015-04-09 22:50:18 +01:00
e0cd947904 AA branch: Fixes. 2015-04-09 22:40:50 +01:00
1e69175403 AA branch: Test disabling aa at runtime for stroke and fill. 2015-04-09 22:31:26 +01:00
431e391ccd AA branch: fixed circles. 2015-04-09 21:51:33 +01:00
14ddb81f7a AA branch: remove code unnecessary for this branch. 2015-04-09 21:39:56 +01:00
39445cf23a Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	imgui.cpp
	imgui.h
2015-04-09 21:38:30 +01:00
7ab49f80ca Merge remote-tracking branch 'origin' into 2015-04-indexed-rendering
Conflicts:
	examples/directx11_example/imgui_impl_dx11.cpp
	examples/opengl3_example/imgui_impl_glfw_gl3.cpp
2015-04-09 21:22:06 +01:00
1746b04065 Indexed rendering. Not in main branch because breaks rendering code too much. Will merge in trunk along with more major graphics changes lat 2015-04-09 21:05:35 +01:00
13fab08cdb Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-04-08 20:37:18 +01:00
323ae8326e Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-04-07 13:51:01 +01:00
6ba7a74191 AA branch: fix. 2015-03-30 23:57:29 +01:00
bb385fabd4 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-03-30 23:55:40 +01:00
26991bb2ec Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	imgui.cpp
	imgui.h
2015-03-26 22:09:35 +00:00
ff1040a38d Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-03-21 10:55:31 +00:00
d77082af00 Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-03-21 00:54:31 +00:00
282532a92a AA Branch: notes. 2015-03-19 17:04:50 +00:00
138e292c4b Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives
Conflicts:
	imgui.cpp
	imgui.h
2015-03-19 17:01:54 +00:00
2a04c2a7bb Fix warnings 2015-03-19 09:33:43 +00:00
ea720963cf Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-03-16 10:21:25 +00:00
378eee490b Merge remote-tracking branch 'origin' into 2015-03-antialiased-primitives 2015-03-09 18:06:39 +00:00
8dd3f854fe AA branch: fixed columns separators. 2015-03-07 00:32:52 +00:00
470a8499fe AA branch: fixed input cursor. 2015-03-07 00:28:10 +00:00
af1f41dc6a AA branch: disabled border shadow by default. 2015-03-07 00:26:53 +00:00
f5c2f8c60d AA branch: fixed separators, borders, input cursor. - not really sure about this. 2015-03-07 00:24:21 +00:00
cf1554ebb5 AA branch: fixed frame rounding clamping glitch. 2015-03-07 00:06:48 +00:00
2b032004a9 AA branch: Fixed resize grip to scale better with non-default window rounding settings. 2015-03-07 00:01:02 +00:00
d69df3065f AA primitives: using a single vector for storage and accessing via raw pointers. 2015-03-06 23:47:26 +00:00
8ca3dc8e41 Merge: First pass on AA rendered primitives from https://github.com/memononen/imgui 2015-03-06 23:39:38 +00:00
fdc8c0722f Compile fixes 2015-01-06 19:24:57 +02:00
91684a428b Merge upstream 2015-01-06 19:15:41 +02:00
d9757bb583 First pass on AA rendered primitives 2015-01-06 19:05:24 +02:00
78 changed files with 12472 additions and 6244 deletions

1
.gitignore vendored
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@ -1 +0,0 @@
imgui.ini

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@ -5,46 +5,51 @@ ImGui
[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and self-contained (no external dependencies). It is based on an "immediate mode" graphical user interface paradigm which enables you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
ImGui is particularly suited to integration in realtime 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
ImGui is self-contained within 6 files that you can easily copy and compile into your application/engine:
ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
- imgui.cpp
- imgui.h
- imgui_demo.cpp
- imgui_draw.cpp
- imgui_internal.h
- imconfig.h (empty by default, user-editable)
- stb_rect_pack.h
- stb_textedit.h
- stb_truetype.h
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:
![screenshot of sample code alongside its output with ImGui](/web/code_sample_01.png?raw=true)
![screenshot of sample code alongside its output with ImGui](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png)
ImGui outputs vertex buffers and simple command-lists that you can render in your application. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate ImGui with your existing codebase.
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.
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 modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, etc.
Demo
----
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at the features of ImGui, you can download binaries of the demo app here.
- [imgui-demo-binaries-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)
- [imgui-demo-binaries-20150716.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20150716.zip) (Windows binaries, ImGui 1.43 WIP 2015/07/16, 4 executables, 475 KB)
Gallery
-------
![screenshot 1](/web/test_window_01.png?raw=true)
![screenshot 2](/web/test_window_02.png?raw=true)
![screenshot 3](/web/test_window_03.png?raw=true)
![screenshot 4](/web/test_window_04.png?raw=true)
![screenshot 5](/web/test_window_05_menus.png?raw=true)
![screenshot 6](/web/examples_03.png?raw=true)
![screenshot 7](/web/examples_02.png?raw=true)
![screenshot 1](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_01.png)
![screenshot 2](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_02.png)
![screenshot 3](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_03.png)
![screenshot 5](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v140/test_window_05_menus.png)
![screenshot 4](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/skinning_sample_02.png)
![screenshot 6](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/examples_04.png)
![screenshot 7](https://cloud.githubusercontent.com/assets/8225057/7903336/96f0fb7c-07d0-11e5-95d6-41c6a1595e5a.png)
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:
```
@ -55,7 +60,7 @@ For Microsoft IME, pass your HWND to enable IME positioning:
```
io.ImeWindowHandle = my_hwnd;
```
![Japanese screenshot](/web/code_sample_01_jp.png?raw=true)
![Japanese screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png)
References
----------
@ -72,8 +77,8 @@ Frequently Asked Question
<b>Where is the documentation?</b>
- 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.
- Example code is in imgui_demo.cpp and particularly 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 e.g. 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>
@ -85,7 +90,9 @@ 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. 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. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools).
ImGui is very programmer centric and the immediate-mode GUI paradigm might requires a bit of adaptation before you can realize its full potential. Many programmers have unfortunately been taught by their environment to make unnecessarily complicated things. ImGui is about making things that are simple, efficient and powerful.
<b>Is ImGui fast?</b>
@ -93,11 +100,11 @@ Down to the fundation of its visual design, ImGui is engineered to be fairly per
Mileage may vary but the following screenshot can give you a rough idea of the cost of running and rendering UI code (In the case of a trivial demo application like this one, your driver/os setup are likely to be the bottleneck. Testing performance as part of a real application is recommended).
![performance screenshot](/web/performance_01.png?raw=true)
![performance screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v138/performance_01.png)
This is showing framerate for the full application loop on my 2011 iMac running Windows 7, OpenGL, AMD Radeon HD 6700M with an optimized executable. 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 can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem.
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 ImGuiListClipper - 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>
@ -107,7 +114,7 @@ You can alter the look of the interface to some degree: changing colors, sizes,
ImGui takes advantage of a few C++ features for convenience but nothing anywhere Boost-insanity/quagmire. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience but could be removed.
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
Shall someone really need to use ImGui from another language, there is an unofficial but reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly. I would suggest using your target language functionality to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. It was really designed with C++ in mind and may not make the same amount of sense with another language.
Donate
------
@ -135,7 +142,7 @@ Special supporters:
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Stefano Cristiano.
And:
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly.
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei.
And other supporters; thanks!

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@ -1,18 +1,35 @@
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.
Binaries of those demos are available from the main GitHub page.
TL;DR;
Refer to 'opengl_example' (not 'opengl3_example') to understand how the library is setup.
Copy the imgui_impl_xxx.cpp/.h file you need if you are using one of the rendering backend used in an example.
If you are using a different or your own backend, copy opengl_example/imgui_impl_opengl.cpp/.h to get started.
ImGui is highly portable and only requires a few things to run:
- Providing mouse/keyboard inputs
- Load the font atlas texture into GPU memory
- Providing a render function to render indexed textured triangles
- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
So this is essentially what those examples are doing + the obligatory cruft for portability.
Unfortunately in 2015 it is still a massive pain to create and maintain portable build files using
external library like the ones we're using here to provide 3D rendering.
For most examples here 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 imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
opengl_example/
OpenGL example, using GLFW + fixed pipeline.
This is simple and should work for all OpenGL enabled applications.
Prefer following this example since it is the shortest one!
Prefer following this example to learn how ImGui works!
opengl3_example/
OpenGL exemple, using GLFW/GL3W + programmable pipeline.
This uses more modern calls and custom shaders.
OpenGL example, using GLFW/GL3W + programmable pipeline.
This uses more modern OpenGL calls and custom shaders.
Even if your application is using modern OpenGL you are better off copying the code from the fixed pipeline version!
I don't think there is an advantage using this over the simpler example, but it is provided for reference.
directx9_example/
@ -22,3 +39,12 @@ directx11_example/
DirectX11 example, Windows only.
This is quite long and tedious, because: DirectX11.
ios_example/
iOS example.
Using Synergy to access keyboard/mouse data from server computer. Synergy keyboard integration is rather hacky.
sdl_opengl_example/
SDL2 + OpenGL example.
allegro5_example/
Allegro 5 example.

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@ -0,0 +1,16 @@
# How to Build
- On Ubuntu 14.04+
```bash
g++ -I ../imgui main.cpp imgui_impl_a5.cpp ../imgui/imgui*.cpp -lallegro -lallegro_primitives
```
- On Windows with Visual Studio's CLI
\<a5path\> is your allegro5 folder.
```
cl /MD /I <a5path\include> /I ..\imgui main.cpp imgui_impl_a5.cpp ..\imgui\imgui*.cpp /link /LIBPATH:<a5path\lib> allegro-5.0.10-monolith-md.lib user32.lib
```

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// ImGui Allegro 5 bindings
// https://github.com/ocornut/imgui
// by @birthggd
#include <stdint.h> // uint64_t
#include <cstring> // memcpy
#include <imgui.h>
#include "imgui_impl_a5.h"
#include <allegro5/allegro.h>
#include <allegro5/allegro_primitives.h>
#ifdef _WIN32
#include <allegro5/allegro_windows.h>
#endif
// Data
static ALLEGRO_DISPLAY* g_Display = NULL;
static ALLEGRO_BITMAP* g_Texture = NULL;
static double g_Time = 0.0;
static ALLEGRO_MOUSE_CURSOR* g_MouseCursorInvisible = NULL;
static ALLEGRO_VERTEX_DECL* g_VertexDecl = NULL;
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
struct ImDrawVertAllegro
{
ImVec2 pos;
ImVec2 uv;
ALLEGRO_COLOR col;
};
static void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
{
int op, src, dst;
al_get_blender(&op, &src, &dst);
al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats
static ImVector<ImDrawVertAllegro> vertices;
vertices.resize(cmd_list->VtxBuffer.size());
for (int i = 0; i < cmd_list->VtxBuffer.size(); ++i)
{
const ImDrawVert &dv = cmd_list->VtxBuffer[i];
ImDrawVertAllegro v;
v.pos = dv.pos;
v.uv = dv.uv;
unsigned char *c = (unsigned char*)&dv.col;
v.col = al_map_rgba(c[0], c[1], c[2], c[3]);
vertices[i] = v;
}
// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit vertices
static ImVector<int> indices;
indices.resize(cmd_list->IdxBuffer.size());
for (int i = 0; i < cmd_list->IdxBuffer.size(); ++i)
indices[i] = (int)cmd_list->IdxBuffer.Data[i];
int idx_offset = 0;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
al_set_clipping_rectangle(pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z-pcmd->ClipRect.x, pcmd->ClipRect.w-pcmd->ClipRect.y);
al_draw_indexed_prim(&vertices[0], g_VertexDecl, texture, &indices[idx_offset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
}
idx_offset += pcmd->ElemCount;
}
}
// Restore modified state
al_set_blender(op, src, dst);
al_set_clipping_rectangle(0, 0, al_get_display_width(g_Display), al_get_display_height(g_Display));
}
bool Imgui_ImplA5_CreateDeviceObjects()
{
ImGuiIO &io = ImGui::GetIO();
// Build texture
unsigned char *pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create texture
int flags = al_get_new_bitmap_flags();
int fmt = al_get_new_bitmap_format();
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP|ALLEGRO_MIN_LINEAR|ALLEGRO_MAG_LINEAR);
al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
al_set_new_bitmap_flags(flags);
al_set_new_bitmap_format(fmt);
if (!img)
return false;
ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
if (!locked_img)
{
al_destroy_bitmap(img);
return false;
}
memcpy(locked_img->data, pixels, sizeof(int)*width*height);
al_unlock_bitmap(img);
// Convert software texture to hardware texture.
ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
al_destroy_bitmap(img);
if (!cloned_img)
return false;
// Store our identifier
io.Fonts->TexID = (void*)cloned_img;
g_Texture = cloned_img;
// Cleanup (don't clear the input data if you want to append new fonts later)
io.Fonts->ClearInputData();
io.Fonts->ClearTexData();
// Create an invisible mouse cursor
// Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8,8);
g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
al_destroy_bitmap(mouse_cursor);
return true;
}
void ImGui_ImplA5_InvalidateDeviceObjects()
{
if (g_Texture)
{
al_destroy_bitmap(g_Texture);
ImGui::GetIO().Fonts->TexID = NULL;
g_Texture = NULL;
}
if (g_MouseCursorInvisible)
{
al_destroy_mouse_cursor(g_MouseCursorInvisible);
g_MouseCursorInvisible = NULL;
}
}
bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display)
{
g_Display = display;
// Create custom vertex declaration.
// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
ALLEGRO_VERTEX_ELEMENT elems[] =
{
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, pos) },
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, uv) },
{ ALLEGRO_PRIM_COLOR_ATTR, 0, OFFSETOF(ImDrawVertAllegro, col) },
{ 0, 0, 0 }
};
g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = ALLEGRO_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = ALLEGRO_KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = ALLEGRO_KEY_PGUP;
io.KeyMap[ImGuiKey_PageDown] = ALLEGRO_KEY_PGDN;
io.KeyMap[ImGuiKey_Home] = ALLEGRO_KEY_HOME;
io.KeyMap[ImGuiKey_End] = ALLEGRO_KEY_END;
io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X;
io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
io.RenderDrawListsFn = ImGui_ImplA5_RenderDrawLists;
#ifdef _WIN32
io.ImeWindowHandle = al_get_win_window_handle(g_Display);
#endif
return true;
}
void ImGui_ImplA5_Shutdown()
{
ImGui_ImplA5_InvalidateDeviceObjects();
ImGui::Shutdown();
}
bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
{
ImGuiIO &io = ImGui::GetIO();
switch (ev->type)
{
case ALLEGRO_EVENT_MOUSE_AXES:
io.MouseWheel += ev->mouse.dz;
return true;
case ALLEGRO_EVENT_KEY_CHAR:
if (ev->keyboard.display == g_Display)
if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000)
io.AddInputCharacter((unsigned short)ev->keyboard.unichar);
return true;
case ALLEGRO_EVENT_KEY_DOWN:
case ALLEGRO_EVENT_KEY_UP:
if (ev->keyboard.display == g_Display)
io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN);
return true;
}
return false;
}
void ImGui_ImplA5_NewFrame()
{
if (!g_Texture)
Imgui_ImplA5_CreateDeviceObjects();
ImGuiIO &io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
w = al_get_display_width(g_Display);
h = al_get_display_height(g_Display);
io.DisplaySize = ImVec2((float)w, (float)h);
// Setup time step
double current_time = al_get_time();
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
g_Time = current_time;
// Setup inputs
ALLEGRO_KEYBOARD_STATE keys;
al_get_keyboard_state(&keys);
io.KeyCtrl = al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL);
io.KeyShift = al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT);
io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
ALLEGRO_MOUSE_STATE mouse;
if (keys.display == g_Display)
{
al_get_mouse_state(&mouse);
io.MousePos = ImVec2((float)mouse.x, (float)mouse.y);
}
else
{
io.MousePos = ImVec2(-1, -1);
}
al_get_mouse_state(&mouse);
io.MouseDown[0] = mouse.buttons & (1 << 0);
io.MouseDown[1] = mouse.buttons & (1 << 1);
io.MouseDown[2] = mouse.buttons & (1 << 2);
// Hide OS mouse cursor if ImGui is drawing it
if (io.MouseDrawCursor)
{
al_set_mouse_cursor(g_Display, g_MouseCursorInvisible);
}
else
{
ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT;
switch (ImGui::GetMouseCursor())
{
case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break;
case ImGuiMouseCursor_Move: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break;
case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break;
case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
}
al_set_system_mouse_cursor(g_Display, cursor_id);
}
// Start the frame
ImGui::NewFrame();
}

View File

@ -0,0 +1,18 @@
// ImGui Allegro 5 bindings
// https://github.com/ocornut/imgui
// by @birthggd
#pragma once
struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT;
bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display);
void ImGui_ImplA5_Shutdown();
void ImGui_ImplA5_NewFrame();
bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event);
// Use if you want to reset your rendering device without losing ImGui state.
bool Imgui_ImplA5_CreateDeviceObjects();
void ImGui_ImplA5_InvalidateDeviceObjects();

View File

@ -0,0 +1,105 @@
// ImGui - standalone example application for Allegro 5
#include <stdint.h>
#include <allegro5/allegro.h>
#include <allegro5/allegro_primitives.h>
#include <imgui.h>
#include "imgui_impl_a5.h"
int main(int, char**)
{
// Setup Allegro
al_init();
al_install_keyboard();
al_install_mouse();
al_init_primitives_addon();
al_set_new_display_flags(ALLEGRO_RESIZABLE);
ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
al_set_window_title(display, "ImGui Allegro 5 example");
ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
al_register_event_source(queue, al_get_display_event_source(display));
al_register_event_source(queue, al_get_keyboard_event_source());
al_register_event_source(queue, al_get_mouse_event_source());
// Setup ImGui binding
ImGui_ImplA5_Init(display);
// Load Fonts
// (see extra_fonts/README.txt for more details)
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
// Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
//ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 };
//ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImColor(114, 144, 154);
// Main loop
bool running = true;
while (running)
{
ALLEGRO_EVENT ev;
while (al_get_next_event(queue, &ev))
{
ImGui_ImplA5_ProcessEvent(&ev);
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false;
if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
{
ImGui_ImplA5_InvalidateDeviceObjects();
al_acknowledge_resize(display);
Imgui_ImplA5_CreateDeviceObjects();
}
}
ImGui_ImplA5_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200, 100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
// Rendering
al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
ImGui::Render();
al_flip_display();
}
// Cleanup
ImGui_ImplA5_Shutdown();
al_destroy_event_queue(queue);
al_destroy_display(display);
return 0;
}

View File

@ -140,10 +140,13 @@
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="imgui_impl_dx11.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="imgui_impl_dx11.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>

View File

@ -18,6 +18,9 @@
<ClInclude Include="imgui_impl_dx11.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp">
@ -29,5 +32,11 @@
<ClCompile Include="imgui_impl_dx11.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup>
</Project>

View File

@ -18,6 +18,7 @@ static HWND g_hWnd = 0;
static ID3D11Device* g_pd3dDevice = NULL;
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static ID3D11Buffer* g_pVB = NULL;
static ID3D11Buffer* g_pIB = NULL;
static ID3D10Blob * g_pVertexShaderBlob = NULL;
static ID3D11VertexShader* g_pVertexShader = NULL;
static ID3D11InputLayout* g_pInputLayout = NULL;
@ -28,7 +29,8 @@ static ID3D11SamplerState* g_pFontSampler = NULL;
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
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.
static int VERTEX_BUFFER_SIZE = 20000; // TODO: Make buffers smaller and grow dynamically as needed.
static int INDEX_BUFFER_SIZE = 40000; // TODO: Make buffers smaller and grow dynamically as needed.
struct VERTEX_CONSTANT_BUFFER
{
@ -38,20 +40,26 @@ struct VERTEX_CONSTANT_BUFFER
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
static void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
{
// Copy and convert all vertices into a single contiguous buffer
D3D11_MAPPED_SUBRESOURCE mappedResource;
if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)mappedResource.pData;
for (int n = 0; n < cmd_lists_count; n++)
if (g_pd3dDeviceContext->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
return;
ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
memcpy(vtx_dst, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
vtx_dst += cmd_list->vtx_buffer.size();
const ImDrawList* cmd_list = draw_data->CmdLists[n];
memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.size();
idx_dst += cmd_list->IdxBuffer.size();
}
g_pd3dDeviceContext->Unmap(g_pVB, 0);
g_pd3dDeviceContext->Unmap(g_pIB, 0);
// Setup orthographic projection matrix into our constant buffer
{
@ -93,6 +101,7 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
unsigned int offset = 0;
g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
g_pd3dDeviceContext->IASetIndexBuffer(g_pIB, DXGI_FORMAT_R16_UINT, 0);
g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
@ -106,25 +115,27 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
// Render command lists
int vtx_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
int idx_offset = 0;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
if (pcmd->user_callback)
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
pcmd->user_callback(cmd_list, pcmd);
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
g_pd3dDeviceContext->RSSetScissorRects(1, &r);
g_pd3dDeviceContext->Draw(pcmd->vtx_count, vtx_offset);
g_pd3dDeviceContext->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
}
vtx_offset += pcmd->vtx_count;
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.size();
}
// Restore modified state
@ -368,6 +379,18 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
return false;
}
// Create the index buffer
{
D3D11_BUFFER_DESC bufferDesc;
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.ByteWidth = INDEX_BUFFER_SIZE * sizeof(ImDrawIdx);
bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0)
return false;
}
ImGui_ImplDX11_CreateFontsTexture();
return true;
@ -379,7 +402,8 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
return;
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); ImGui::GetIO().Fonts->TexID = 0; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; }
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
@ -409,6 +433,8 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;

View File

@ -149,13 +149,22 @@ int main(int, char**)
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
// Load Fonts
// (see extra_fonts/README.txt for more details)
//ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font0 = io.Fonts->AddFontDefault();
//ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
// Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
//ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 };
//ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
bool show_test_window = true;
bool show_another_window = false;

View File

@ -139,12 +139,15 @@
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="imgui_impl_dx9.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="imgui_impl_dx9.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@ -19,6 +19,12 @@
<ClCompile Include="imgui_impl_dx9.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
@ -30,5 +36,8 @@
<ClInclude Include="imgui_impl_dx9.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@ -15,7 +15,9 @@ 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.
static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
static int VERTEX_BUFFER_SIZE = 20000; // TODO: Make buffers smaller and grow dynamically as needed.
static int INDEX_BUFFER_SIZE = 40000; // TODO: Make buffers smaller and grow dynamically as needed.
struct CUSTOMVERTEX
{
@ -28,23 +30,20 @@ struct CUSTOMVERTEX
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
static void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
{
size_t total_vtx_count = 0;
for (int n = 0; n < cmd_lists_count; n++)
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
if (total_vtx_count == 0)
return;
// Copy and convert all vertices into a single contiguous buffer
CUSTOMVERTEX* vtx_dst;
if (g_pVB->Lock(0, (UINT)total_vtx_count, (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
ImDrawIdx* idx_dst;
if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
return;
for (int n = 0; n < cmd_lists_count; n++)
if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
return;
for (int n = 0; n < draw_data->CmdListsCount; 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++)
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_src = &cmd_list->VtxBuffer[0];
for (int i = 0; i < cmd_list->VtxBuffer.size(); i++)
{
vtx_dst->pos.x = vtx_src->pos.x;
vtx_dst->pos.y = vtx_src->pos.y;
@ -55,9 +54,13 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_
vtx_dst++;
vtx_src++;
}
memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
idx_dst += cmd_list->IdxBuffer.size();
}
g_pVB->Unlock();
g_pIB->Unlock();
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
g_pd3dDevice->SetIndices( g_pIB );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
@ -90,25 +93,27 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_
// Render command lists
int vtx_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
int idx_offset = 0;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
if (pcmd->user_callback)
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
pcmd->user_callback(cmd_list, pcmd);
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->TextureId );
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3);
}
vtx_offset += pcmd->vtx_count;
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.size();
}
}
@ -169,6 +174,8 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
@ -238,6 +245,9 @@ bool ImGui_ImplDX9_CreateDeviceObjects()
if (g_pd3dDevice->CreateVertexBuffer(VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
return false;
if (g_pd3dDevice->CreateIndexBuffer(INDEX_BUFFER_SIZE * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
return false;
ImGui_ImplDX9_CreateFontsTexture();
return true;
}
@ -251,6 +261,11 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
g_pVB->Release();
g_pVB = NULL;
}
if (g_pIB)
{
g_pIB->Release();
g_pIB = NULL;
}
if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
{
tex->Release();

View File

@ -73,16 +73,22 @@ int main(int, char**)
// Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
//ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font0 = io.Fonts->AddFontDefault();
//ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
// Load Fonts
// (see extra_fonts/README.txt for more details)
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
// Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
//ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 };
//ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
bool show_test_window = true;
bool show_another_window = false;
@ -91,6 +97,8 @@ int main(int, char**)
// Main loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))

3
examples/ios_example/.gitignore vendored Normal file
View File

@ -0,0 +1,3 @@
.DS_Store
imguiex.xcodeproj/project.xcworkspace/
imguiex.xcodeproj/xcuserdata/

View File

@ -0,0 +1,35 @@
# iOS example
----
## Introduction
This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/).
Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
## How to Use
----
0. In Synergy, go to Preferences, and uncheck "Use SSL encryption"
0. Run the example app.
0. Tap the "servername" button in the corner
0. Enter the name or the IP of your synergy host
0. If you had previously connected to a server, you may need to kill and re-start the app.
----
## Notes and TODOs
Things that would be nice but I didn't get around to doing:
* iOS software keyboard not supported for text inputs
* iOS hardware (bluetooth) keyboards not supported
* Graceful disconnect/reconnect from uSynergy.
* Copy/Paste not well-supported
----
## C++ on iOS
ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.

View File

@ -0,0 +1,365 @@
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TARGETED_DEVICE_FAMILY = "1,2";
};
name = Debug;
};
6D2FC57A1B2E632000C130BA /* Release */ = {
isa = XCBuildConfiguration;
buildSettings = {
ALWAYS_SEARCH_USER_PATHS = NO;
CLANG_CXX_LANGUAGE_STANDARD = "gnu++0x";
CLANG_CXX_LIBRARY = "libc++";
CLANG_ENABLE_MODULES = YES;
CLANG_ENABLE_OBJC_ARC = YES;
CLANG_WARN_BOOL_CONVERSION = YES;
CLANG_WARN_CONSTANT_CONVERSION = YES;
CLANG_WARN_DIRECT_OBJC_ISA_USAGE = YES_ERROR;
CLANG_WARN_EMPTY_BODY = YES;
CLANG_WARN_ENUM_CONVERSION = YES;
CLANG_WARN_INT_CONVERSION = YES;
CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
CLANG_WARN_UNREACHABLE_CODE = YES;
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
"CODE_SIGN_IDENTITY[sdk=iphoneos*]" = "iPhone Developer";
COPY_PHASE_STRIP = NO;
DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
ENABLE_NS_ASSERTIONS = NO;
ENABLE_STRICT_OBJC_MSGSEND = YES;
GCC_C_LANGUAGE_STANDARD = gnu99;
GCC_NO_COMMON_BLOCKS = YES;
GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
GCC_WARN_UNDECLARED_SELECTOR = YES;
GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
GCC_WARN_UNUSED_FUNCTION = YES;
GCC_WARN_UNUSED_VARIABLE = YES;
IPHONEOS_DEPLOYMENT_TARGET = 8.0;
MTL_ENABLE_DEBUG_INFO = NO;
SDKROOT = iphoneos;
TARGETED_DEVICE_FAMILY = "1,2";
VALIDATE_PRODUCT = YES;
};
name = Release;
};
6D2FC57C1B2E632000C130BA /* Debug */ = {
isa = XCBuildConfiguration;
buildSettings = {
ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon;
INFOPLIST_FILE = imguiex/Info.plist;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
PRODUCT_NAME = "$(TARGET_NAME)";
};
name = Debug;
};
6D2FC57D1B2E632000C130BA /* Release */ = {
isa = XCBuildConfiguration;
buildSettings = {
ASSETCATALOG_COMPILER_APPICON_NAME = AppIcon;
INFOPLIST_FILE = imguiex/Info.plist;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
PRODUCT_NAME = "$(TARGET_NAME)";
};
name = Release;
};
/* End XCBuildConfiguration section */
/* Begin XCConfigurationList section */
6D2FC54F1B2E632000C130BA /* Build configuration list for PBXProject "imguiex" */ = {
isa = XCConfigurationList;
buildConfigurations = (
6D2FC5791B2E632000C130BA /* Debug */,
6D2FC57A1B2E632000C130BA /* Release */,
);
defaultConfigurationIsVisible = 0;
defaultConfigurationName = Release;
};
6D2FC57B1B2E632000C130BA /* Build configuration list for PBXNativeTarget "imguiex" */ = {
isa = XCConfigurationList;
buildConfigurations = (
6D2FC57C1B2E632000C130BA /* Debug */,
6D2FC57D1B2E632000C130BA /* Release */,
);
defaultConfigurationIsVisible = 0;
defaultConfigurationName = Release;
};
/* End XCConfigurationList section */
};
rootObject = 6D2FC54C1B2E632000C130BA /* Project object */;
}

View File

@ -0,0 +1,13 @@
//
// AppDelegate.h
// imguiex
#import <UIKit/UIKit.h>
@interface AppDelegate : UIResponder <UIApplicationDelegate>
@property (strong, nonatomic) UIWindow *window;
@end

View File

@ -0,0 +1,41 @@
//
// AppDelegate.m
// imguiex
#import "AppDelegate.h"
@interface AppDelegate ()
@end
@implementation AppDelegate
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
// Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
- (void)applicationWillTerminate:(UIApplication *)application {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
@end

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@ -0,0 +1,32 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.XIB" version="3.0" toolsVersion="7706" systemVersion="14D136" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES">
<dependencies>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="7703"/>
<capability name="Constraints with non-1.0 multipliers" minToolsVersion="5.1"/>
</dependencies>
<objects>
<placeholder placeholderIdentifier="IBFilesOwner" id="-1" userLabel="File's Owner"/>
<placeholder placeholderIdentifier="IBFirstResponder" id="-2" customClass="UIResponder"/>
<view contentMode="scaleToFill" id="iN0-l3-epB">
<rect key="frame" x="0.0" y="0.0" width="480" height="480"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<subviews>
<label opaque="NO" clipsSubviews="YES" userInteractionEnabled="NO" contentMode="left" horizontalHuggingPriority="251" verticalHuggingPriority="251" text="imguiex" textAlignment="center" lineBreakMode="middleTruncation" baselineAdjustment="alignBaselines" minimumFontSize="18" translatesAutoresizingMaskIntoConstraints="NO" id="kId-c2-rCX">
<rect key="frame" x="20" y="140" width="441" height="43"/>
<fontDescription key="fontDescription" type="boldSystem" pointSize="36"/>
<color key="textColor" cocoaTouchSystemColor="darkTextColor"/>
<nil key="highlightedColor"/>
</label>
</subviews>
<color key="backgroundColor" white="1" alpha="1" colorSpace="custom" customColorSpace="calibratedWhite"/>
<constraints>
<constraint firstItem="kId-c2-rCX" firstAttribute="centerY" secondItem="iN0-l3-epB" secondAttribute="bottom" multiplier="1/3" constant="1" id="5cJ-9S-tgC"/>
<constraint firstAttribute="centerX" secondItem="kId-c2-rCX" secondAttribute="centerX" id="Koa-jz-hwk"/>
<constraint firstItem="kId-c2-rCX" firstAttribute="leading" secondItem="iN0-l3-epB" secondAttribute="leading" constant="20" symbolic="YES" id="fvb-Df-36g"/>
</constraints>
<nil key="simulatedStatusBarMetrics"/>
<freeformSimulatedSizeMetrics key="simulatedDestinationMetrics"/>
<point key="canvasLocation" x="548" y="455"/>
</view>
</objects>
</document>

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@ -0,0 +1,44 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="7706" systemVersion="14D136" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" useTraitCollections="YES" initialViewController="BV1-FR-VrT">
<dependencies>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="7703"/>
<capability name="Constraints to layout margins" minToolsVersion="6.0"/>
</dependencies>
<scenes>
<!--Game View Controller-->
<scene sceneID="tXr-a1-R10">
<objects>
<viewController id="BV1-FR-VrT" customClass="GameViewController" sceneMemberID="viewController">
<layoutGuides>
<viewControllerLayoutGuide type="top" id="8aa-yV-Osq"/>
<viewControllerLayoutGuide type="bottom" id="qHh-Mt-9TT"/>
</layoutGuides>
<view key="view" contentMode="scaleToFill" id="3se-qz-xqx" customClass="GLKView">
<rect key="frame" x="0.0" y="0.0" width="600" height="600"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<subviews>
<button opaque="NO" contentMode="scaleToFill" misplaced="YES" contentHorizontalAlignment="left" contentVerticalAlignment="center" buttonType="roundedRect" lineBreakMode="middleTruncation" translatesAutoresizingMaskIntoConstraints="NO" id="piS-r7-VWh">
<rect key="frame" x="16" y="550" width="136" height="30"/>
<state key="normal" title="servername">
<color key="titleShadowColor" white="0.5" alpha="1" colorSpace="calibratedWhite"/>
</state>
<connections>
<action selector="onServernameTapped:" destination="BV1-FR-VrT" eventType="touchUpInside" id="9sO-yv-0be"/>
</connections>
</button>
</subviews>
<color key="backgroundColor" white="0.0" alpha="1" colorSpace="custom" customColorSpace="calibratedWhite"/>
<constraints>
<constraint firstItem="qHh-Mt-9TT" firstAttribute="top" secondItem="piS-r7-VWh" secondAttribute="bottom" constant="20" id="JxW-fj-qni"/>
<constraint firstItem="piS-r7-VWh" firstAttribute="leading" secondItem="3se-qz-xqx" secondAttribute="leadingMargin" constant="20" id="w5q-gx-tJj"/>
</constraints>
</view>
<connections>
<outlet property="btnServername" destination="piS-r7-VWh" id="9iV-ef-l6M"/>
</connections>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="SZV-WD-TEh" sceneMemberID="firstResponder"/>
</objects>
</scene>
</scenes>
</document>

View File

@ -0,0 +1,12 @@
//
// GameViewController.h
// imguiex
// This is the OpenGL Example template from XCode, modified to support ImGui
#import <UIKit/UIKit.h>
#import <GLKit/GLKit.h>
@interface GameViewController : GLKViewController
@end

View File

@ -0,0 +1,481 @@
//
// GameViewController.m
// imguiex
//
#import "GameViewController.h"
#import <OpenGLES/ES2/glext.h>
#import "imgui_impl_ios.h"
#import "debug_hud.h"
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
#define SERVERNAME_KEY @"ServerName"
#define SERVERNAME_ALERT_TAG (10)
// Uniform index.
enum
{
UNIFORM_MODELVIEWPROJECTION_MATRIX,
UNIFORM_NORMAL_MATRIX,
UNIFORM_DIFFUSE_COLOR,
NUM_UNIFORMS
};
GLint uniforms[NUM_UNIFORMS];
// Attribute index.
enum
{
ATTRIB_VERTEX,
ATTRIB_NORMAL,
NUM_ATTRIBUTES
};
GLfloat gCubeVertexData[216] =
{
// Data layout for each line below is:
// positionX, positionY, positionZ, normalX, normalY, normalZ,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
};
@interface GameViewController () <UIAlertViewDelegate>
{
GLuint _program;
GLKMatrix4 _modelViewProjectionMatrix;
GLKMatrix3 _normalMatrix;
float _rotation;
GLuint _vertexArray;
GLuint _vertexBuffer;
DebugHUD _hud;
}
@property (strong, nonatomic) EAGLContext *context;
@property (strong, nonatomic) GLKBaseEffect *effect;
@property (strong, nonatomic) ImGuiHelper *imgui;
@property (weak, nonatomic) IBOutlet UIButton *btnServername;
@property (strong, nonatomic) NSString *serverName;
- (IBAction)onServernameTapped:(id)sender;
- (void)setupGL;
- (void)tearDownGL;
- (BOOL)loadShaders;
- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file;
- (BOOL)linkProgram:(GLuint)prog;
- (BOOL)validateProgram:(GLuint)prog;
@end
@implementation GameViewController
- (void)viewDidLoad
{
[super viewDidLoad];
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
if (!self.context) {
NSLog(@"Failed to create ES context");
}
GLKView *view = (GLKView *)self.view;
view.context = self.context;
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
[self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
[self setupGL];
NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
if (self.serverName)
{
[self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
[self.imgui connectServer: self.serverName ];
}
DebugHUD_InitDefaults( &_hud );
}
- (void)dealloc
{
[self tearDownGL];
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
if ([self isViewLoaded] && ([[self view] window] == nil)) {
self.view = nil;
[self tearDownGL];
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
self.context = nil;
}
// Dispose of any resources that can be recreated.
}
- (BOOL)prefersStatusBarHidden {
return YES;
}
- (IBAction)onServernameTapped:(id)sender
{
UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
alert.alertViewStyle = UIAlertViewStylePlainTextInput;
alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
[alert show];
}
- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
{
if ((buttonIndex==0)&&(alertView.tag==SERVERNAME_ALERT_TAG))
{
// This is really janky. I usually just hardcode the servername since I'm building it anyway.
// If you want to properly handle updating the server, you'll want to tear down and recreate
// the usynergy stuff in connectServer
BOOL serverNameWasSet = self.serverName.length > 0;
NSString *serverName = [[alertView textFieldAtIndex:0] text];
if ([serverName length] > 0) {
self.serverName = serverName;
NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
[userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
[userDefaults synchronize];
[self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
// If we hadn't previously connected, try now
if (!serverNameWasSet) {
[self.imgui connectServer:self.serverName];
}
else
{
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
message:@"Restart the app to connect the server"
delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
[alert show];
}
}
}
}
- (void)setupGL
{
[EAGLContext setCurrentContext:self.context];
[self loadShaders];
self.effect = [[GLKBaseEffect alloc] init];
self.effect.light0.enabled = GL_TRUE;
self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
glEnable(GL_DEPTH_TEST);
glGenVertexArraysOES(1, &_vertexArray);
glBindVertexArrayOES(_vertexArray);
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
glBindVertexArrayOES(0);
}
- (void)tearDownGL
{
[EAGLContext setCurrentContext:self.context];
glDeleteBuffers(1, &_vertexBuffer);
glDeleteVertexArraysOES(1, &_vertexArray);
self.effect = nil;
if (_program) {
glDeleteProgram(_program);
_program = 0;
}
}
#pragma mark - GLKView and GLKViewController delegate methods
- (void)update
{
float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
self.effect.transform.projectionMatrix = projectionMatrix;
GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
// Compute the model view matrix for the object rendered with GLKit
GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
self.effect.transform.modelviewMatrix = modelViewMatrix;
// Compute the model view matrix for the object rendered with ES2
modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
_normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
_modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
_rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
}
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArrayOES(_vertexArray);
// Render the object with GLKit
[self.effect prepareToDraw];
glDrawArrays(GL_TRIANGLES, 0, 36);
// Render the object again with ES2
glUseProgram(_program);
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
glDrawArrays(GL_TRIANGLES, 0, 36);
[self.imgui newFrame];
// Now do our ImGUI UI
DebugHUD_DoInterface( &_hud );
self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
// Now render Imgui
[self.imgui render];
}
#pragma mark - OpenGL ES 2 shader compilation
- (BOOL)loadShaders
{
GLuint vertShader, fragShader;
NSString *vertShaderPathname, *fragShaderPathname;
// Create shader program.
_program = glCreateProgram();
// Create and compile vertex shader.
vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
NSLog(@"Failed to compile vertex shader");
return NO;
}
// Create and compile fragment shader.
fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
NSLog(@"Failed to compile fragment shader");
return NO;
}
// Attach vertex shader to program.
glAttachShader(_program, vertShader);
// Attach fragment shader to program.
glAttachShader(_program, fragShader);
// Bind attribute locations.
// This needs to be done prior to linking.
glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
// Link program.
if (![self linkProgram:_program]) {
NSLog(@"Failed to link program: %d", _program);
if (vertShader) {
glDeleteShader(vertShader);
vertShader = 0;
}
if (fragShader) {
glDeleteShader(fragShader);
fragShader = 0;
}
if (_program) {
glDeleteProgram(_program);
_program = 0;
}
return NO;
}
// Get uniform locations.
uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
// Release vertex and fragment shaders.
if (vertShader) {
glDetachShader(_program, vertShader);
glDeleteShader(vertShader);
}
if (fragShader) {
glDetachShader(_program, fragShader);
glDeleteShader(fragShader);
}
return YES;
}
- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
{
GLint status;
const GLchar *source;
source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
if (!source) {
NSLog(@"Failed to load vertex shader");
return NO;
}
*shader = glCreateShader(type);
glShaderSource(*shader, 1, &source, NULL);
glCompileShader(*shader);
#if defined(DEBUG)
GLint logLength;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(*shader, logLength, &logLength, log);
NSLog(@"Shader compile log:\n%s", log);
free(log);
}
#endif
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
if (status == 0) {
glDeleteShader(*shader);
return NO;
}
return YES;
}
- (BOOL)linkProgram:(GLuint)prog
{
GLint status;
glLinkProgram(prog);
#if defined(DEBUG)
GLint logLength;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
NSLog(@"Program link log:\n%s", log);
free(log);
}
#endif
glGetProgramiv(prog, GL_LINK_STATUS, &status);
if (status == 0) {
return NO;
}
return YES;
}
- (BOOL)validateProgram:(GLuint)prog
{
GLint logLength, status;
glValidateProgram(prog);
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
NSLog(@"Program validate log:\n%s", log);
free(log);
}
glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
if (status == 0) {
return NO;
}
return YES;
}
@end

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{
"images" : [
{
"idiom" : "iphone",
"size" : "29x29",
"scale" : "2x"
},
{
"idiom" : "iphone",
"size" : "29x29",
"scale" : "3x"
},
{
"idiom" : "iphone",
"size" : "40x40",
"scale" : "2x"
},
{
"idiom" : "iphone",
"size" : "40x40",
"scale" : "3x"
},
{
"size" : "60x60",
"idiom" : "iphone",
"filename" : "icon_imgui_60@2x~iphone.png",
"scale" : "2x"
},
{
"size" : "60x60",
"idiom" : "iphone",
"filename" : "icon_imgui_60@3x~iphone.png",
"scale" : "3x"
},
{
"idiom" : "ipad",
"size" : "29x29",
"scale" : "1x"
},
{
"idiom" : "ipad",
"size" : "29x29",
"scale" : "2x"
},
{
"idiom" : "ipad",
"size" : "40x40",
"scale" : "1x"
},
{
"idiom" : "ipad",
"size" : "40x40",
"scale" : "2x"
},
{
"size" : "76x76",
"idiom" : "ipad",
"filename" : "icon_imgui_76~ipad.png",
"scale" : "1x"
},
{
"size" : "76x76",
"idiom" : "ipad",
"filename" : "icon_imgui_76@2x~ipad.png",
"scale" : "2x"
}
],
"info" : {
"version" : 1,
"author" : "xcode"
}
}

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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>$(EXECUTABLE_NAME)</string>
<key>CFBundleIdentifier</key>
<string>org.imgui.example.$(PRODUCT_NAME:rfc1034identifier)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>$(PRODUCT_NAME)</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1</string>
<key>LSRequiresIPhoneOS</key>
<true/>
<key>UILaunchStoryboardName</key>
<string>LaunchScreen</string>
<key>UIMainStoryboardFile</key>
<string>Main</string>
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>armv7</string>
</array>
<key>UIStatusBarHidden</key>
<true/>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>UISupportedInterfaceOrientations~ipad</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
</dict>
</plist>

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//
// Shader.fsh
// imguiex
varying lowp vec4 colorVarying;
void main()
{
gl_FragColor = colorVarying;
}

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//
// Shader.vsh
// imguiex
attribute vec4 position;
attribute vec3 normal;
varying lowp vec4 colorVarying;
uniform vec3 diffuseColor;
uniform mat4 modelViewProjectionMatrix;
uniform mat3 normalMatrix;
void main()
{
vec3 eyeNormal = normalize(normalMatrix * normal);
vec3 lightPosition = vec3(0.0, 0.0, 1.0);
float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
vec3 colorLit = diffuseColor * nDotVP;
colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
gl_Position = modelViewProjectionMatrix * position;
}

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//
// debug_hud.cpp
// imguiex
#include <stdio.h>
#include "debug_hud.h"
#include "imgui.h"
void DebugHUD_InitDefaults( DebugHUD *hud )
{
hud->show_test_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
hud->cubeColor1[0] = 0.4f;
hud->cubeColor1[1] = 0.4f;
hud->cubeColor1[2] = 1.0f;
hud->cubeColor1[3] = 1.0f;
hud->cubeColor2[0] = 1.0f;
hud->cubeColor2[1] = 0.4f;
hud->cubeColor2[2] = 0.4f;
hud->cubeColor2[3] = 1.0f;
}
void DebugHUD_DoInterface( DebugHUD *hud )
{
if (hud->show_test_window)
{
ImGui::SetNextWindowPos( ImVec2( 400, 20 ), ImGuiSetCond_FirstUseEver );
ImGui::ShowTestWindow( &hud->show_test_window );
}
if (hud->show_example_window)
{
ImGui::SetNextWindowPos( ImVec2( 20, 20 ), ImGuiSetCond_FirstUseEver );
ImGui::SetNextWindowSize( ImVec2( 350, 200 ), ImGuiSetCond_FirstUseEver );
ImGui::Begin("Another Window", &hud->show_example_window);
ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
ImGui::End();
}
}

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//
// debug_hud.h
// imguiex
#pragma once
typedef struct DebugHUD
{
bool show_test_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
float cubeColor2[4];
} DebugHUD;
#if __cplusplus
extern "C" {
#endif
void DebugHUD_InitDefaults( DebugHUD *hud );
void DebugHUD_DoInterface( DebugHUD *hud );
#if __cplusplus
}
#endif

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//
// imgui_impl_ios.h
// imguiex
//
// Joel Davis (joeld42@gmail.com)
//
#pragma once
#include <Foundation/Foundation.h>
#include <UIKit/UIKit.h>
@interface ImGuiHelper : NSObject
- (id) initWithView: (UIView *)view;
- (void)connectServer: (NSString*)serverName;
- (void)render;
- (void)newFrame;
@end

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//
// imgui_impl_ios.cpp
// imguiex
#import <OpenGLES/ES3/gl.h>
#import <OpenGLES/ES3/glext.h>
#include <sys/time.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netdb.h>
#include "imgui_impl_ios.h"
#include "imgui.h"
#include "uSynergy.h"
// From Carbon HIToolbox/Events.h
// FIXME: Keyboard mapping is hacked in because Synergy doesn't give us character but only keycode which aren't really portable if you consider keyboard locale. See https://github.com/ocornut/imgui/pull/247
enum {
kVK_ANSI_A = 0x00,
kVK_ANSI_S = 0x01,
kVK_ANSI_D = 0x02,
kVK_ANSI_F = 0x03,
kVK_ANSI_H = 0x04,
kVK_ANSI_G = 0x05,
kVK_ANSI_Z = 0x06,
kVK_ANSI_X = 0x07,
kVK_ANSI_C = 0x08,
kVK_ANSI_V = 0x09,
kVK_ANSI_B = 0x0B,
kVK_ANSI_Q = 0x0C,
kVK_ANSI_W = 0x0D,
kVK_ANSI_E = 0x0E,
kVK_ANSI_R = 0x0F,
kVK_ANSI_Y = 0x10,
kVK_ANSI_T = 0x11,
kVK_ANSI_1 = 0x12,
kVK_ANSI_2 = 0x13,
kVK_ANSI_3 = 0x14,
kVK_ANSI_4 = 0x15,
kVK_ANSI_6 = 0x16,
kVK_ANSI_5 = 0x17,
kVK_ANSI_Equal = 0x18,
kVK_ANSI_9 = 0x19,
kVK_ANSI_7 = 0x1A,
kVK_ANSI_Minus = 0x1B,
kVK_ANSI_8 = 0x1C,
kVK_ANSI_0 = 0x1D,
kVK_ANSI_RightBracket = 0x1E,
kVK_ANSI_O = 0x1F,
kVK_ANSI_U = 0x20,
kVK_ANSI_LeftBracket = 0x21,
kVK_ANSI_I = 0x22,
kVK_ANSI_P = 0x23,
kVK_ANSI_L = 0x25,
kVK_ANSI_J = 0x26,
kVK_ANSI_Quote = 0x27,
kVK_ANSI_K = 0x28,
kVK_ANSI_Semicolon = 0x29,
kVK_ANSI_Backslash = 0x2A,
kVK_ANSI_Comma = 0x2B,
kVK_ANSI_Slash = 0x2C,
kVK_ANSI_N = 0x2D,
kVK_ANSI_M = 0x2E,
kVK_ANSI_Period = 0x2F,
kVK_ANSI_Grave = 0x32,
kVK_ANSI_KeypadDecimal = 0x41,
kVK_ANSI_KeypadMultiply = 0x43,
kVK_ANSI_KeypadPlus = 0x45,
kVK_ANSI_KeypadClear = 0x47,
kVK_ANSI_KeypadDivide = 0x4B,
kVK_ANSI_KeypadEnter = 0x4C,
kVK_ANSI_KeypadMinus = 0x4E,
kVK_ANSI_KeypadEquals = 0x51,
kVK_ANSI_Keypad0 = 0x52,
kVK_ANSI_Keypad1 = 0x53,
kVK_ANSI_Keypad2 = 0x54,
kVK_ANSI_Keypad3 = 0x55,
kVK_ANSI_Keypad4 = 0x56,
kVK_ANSI_Keypad5 = 0x57,
kVK_ANSI_Keypad6 = 0x58,
kVK_ANSI_Keypad7 = 0x59,
kVK_ANSI_Keypad8 = 0x5B,
kVK_ANSI_Keypad9 = 0x5C
};
/* keycodes for keys that are independent of keyboard layout*/
enum {
kVK_Return = 0x24,
kVK_Tab = 0x30,
kVK_Space = 0x31,
kVK_Delete = 0x33,
kVK_Escape = 0x35,
kVK_Command = 0x37,
kVK_Shift = 0x38,
kVK_CapsLock = 0x39,
kVK_Option = 0x3A,
kVK_Control = 0x3B,
kVK_RightShift = 0x3C,
kVK_RightOption = 0x3D,
kVK_RightControl = 0x3E,
kVK_Function = 0x3F,
kVK_F17 = 0x40,
kVK_VolumeUp = 0x48,
kVK_VolumeDown = 0x49,
kVK_Mute = 0x4A,
kVK_F18 = 0x4F,
kVK_F19 = 0x50,
kVK_F20 = 0x5A,
kVK_F5 = 0x60,
kVK_F6 = 0x61,
kVK_F7 = 0x62,
kVK_F3 = 0x63,
kVK_F8 = 0x64,
kVK_F9 = 0x65,
kVK_F11 = 0x67,
kVK_F13 = 0x69,
kVK_F16 = 0x6A,
kVK_F14 = 0x6B,
kVK_F10 = 0x6D,
kVK_F12 = 0x6F,
kVK_F15 = 0x71,
kVK_Help = 0x72,
kVK_Home = 0x73,
kVK_PageUp = 0x74,
kVK_ForwardDelete = 0x75,
kVK_F4 = 0x76,
kVK_End = 0x77,
kVK_F2 = 0x78,
kVK_PageDown = 0x79,
kVK_F1 = 0x7A,
kVK_LeftArrow = 0x7B,
kVK_RightArrow = 0x7C,
kVK_DownArrow = 0x7D,
kVK_UpArrow = 0x7E
};
static char g_keycodeCharUnshifted[256] = {};
static char g_keycodeCharShifted[256] = {};
//static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
static float g_mouseWheelX = 0.0f;
static float g_mouseWheelY = 0.0f;
static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
static size_t g_VboSize = 0;
static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
static float g_displayScale;
static int usynergy_sockfd;
static bool g_synergyPtrActive = false;
static uint16_t g_mousePosX = 0;
static uint16_t g_mousePosY = 0;
static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data);
bool ImGui_ImplIOS_CreateDeviceObjects();
static NSString *g_serverName;
uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
{
// NOTE: You need to turn off "Use SSL Encryption" in Synergy preferences, since
// uSynergy does not support SSL.
NSLog( @"Connect Func!");
struct addrinfo hints, *res;
// first, load up address structs with getaddrinfo():
memset(&hints, 0, sizeof hints);
hints.ai_family = AF_UNSPEC; // use IPv4 or IPv6, whichever
hints.ai_socktype = SOCK_STREAM;
// get server address
getaddrinfo([g_serverName UTF8String], "24800", &hints, &res);
if (!res)
{
NSLog( @"Could not find server: %@", g_serverName );
return USYNERGY_FALSE;
}
// make a socket:
usynergy_sockfd = socket(res->ai_family, res->ai_socktype, res->ai_protocol);
// connect it to the address and port we passed in to getaddrinfo():
int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
if (!ret) {
NSLog( @"Connect suceeded...");
} else {
NSLog( @"Connect failed, %d", ret );
}
return USYNERGY_TRUE;
}
uSynergyBool ImGui_SendFunc(uSynergyCookie cookie, const uint8_t *buffer, int length)
{
// NSLog( @"Send Func" );
send( usynergy_sockfd, buffer, length, 0 );
return USYNERGY_TRUE;
}
uSynergyBool ImGui_RecvFunc(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength)
{
*outLength = (int)recv( usynergy_sockfd, buffer, maxLength, 0 );
return USYNERGY_TRUE;
}
void ImGui_SleepFunc(uSynergyCookie cookie, int timeMs)
{
usleep( timeMs * 1000 );
}
uint32_t ImGui_GetTimeFunc()
{
struct timeval tv;
gettimeofday(&tv, NULL);
return (int32_t)((tv.tv_sec) * 1000 + (tv.tv_usec) / 1000);
}
void ImGui_TraceFunc(uSynergyCookie cookie, const char *text)
{
puts(text);
}
void ImGui_ScreenActiveCallback(uSynergyCookie cookie, uSynergyBool active)
{
g_synergyPtrActive = active;
// printf( "Synergy: screen activate %s\n", active?"YES":"NO" );
}
void ImGui_MouseCallback(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY,
uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle)
{
// printf("Synergy: mouse callback %d %d -- wheel %d %d\n", x, y, wheelX, wheelY );
uSynergyContext *ctx = (uSynergyContext*)cookie;
g_mousePosX = x;
g_mousePosY = y;
g_mouseWheelX = wheelX;
g_mouseWheelY = wheelY;
g_MousePressed[0] = buttonLeft;
g_MousePressed[1] = buttonMiddle;
g_MousePressed[2] = buttonRight;
ctx->m_mouseWheelX = 0;
ctx->m_mouseWheelY = 0;
}
void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key,
uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
{
int scanCode = key-1;
// printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false");
ImGuiIO& io = ImGui::GetIO();
io.KeysDown[key] = down;
io.KeyShift = modifiers & USYNERGY_MODIFIER_SHIFT;
io.KeyCtrl = modifiers & USYNERGY_MODIFIER_CTRL;
io.KeyAlt = modifiers & USYNERGY_MODIFIER_ALT;
// Add this as keyboard input
if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL))
{
// If this key maps to a character input, apply it
int charForKeycode = (modifiers & USYNERGY_MODIFIER_SHIFT) ? g_keycodeCharShifted[scanCode] : g_keycodeCharUnshifted[scanCode];
io.AddInputCharacter((unsigned short)charForKeycode);
}
}
void ImGui_JoystickCallback(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY)
{
printf("Synergy: joystick callback TODO\n");
}
void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size)
{
printf("Synergy: clipboard callback TODO\n" );
}
@interface ImGuiHelper ()
{
BOOL _mouseDown;
BOOL _mouseTapped;
CGPoint _touchPos;
uSynergyContext _synergyCtx;
dispatch_queue_t _synergyQueue;
}
@property (nonatomic, weak) UIView *view;
@property (nonatomic, strong) NSString *serverName;
@end
@implementation ImGuiHelper
- (id) initWithView: (UIView *)view
{
self = [super init];
if (self)
{
self.view = view;
[self setupImGuiHooks];
}
return self;
}
- (void)setupKeymaps
{
// The keyboard mapping is a big headache. I tried for a while to find a better way to do this,
// but this was the best I could come up with. There are some device independent API's available
// to convert scan codes to unicode characters, but these are only available on mac and not
// on iOS as far as I can tell (it's part of Carbon). I didn't see any better way to do
// this or any way to get the character codes out of usynergy.
g_keycodeCharUnshifted[ kVK_ANSI_A ]='a';
g_keycodeCharUnshifted[ kVK_ANSI_S ]='s';
g_keycodeCharUnshifted[ kVK_ANSI_D ]='d';
g_keycodeCharUnshifted[ kVK_ANSI_F ]='f';
g_keycodeCharUnshifted[ kVK_ANSI_H ]='h';
g_keycodeCharUnshifted[ kVK_ANSI_G ]='g';
g_keycodeCharUnshifted[ kVK_ANSI_Z ]='z';
g_keycodeCharUnshifted[ kVK_ANSI_X ]='x';
g_keycodeCharUnshifted[ kVK_ANSI_C ]='c';
g_keycodeCharUnshifted[ kVK_ANSI_V ]='v';
g_keycodeCharUnshifted[ kVK_ANSI_B ]='b';
g_keycodeCharUnshifted[ kVK_ANSI_Q ]='q';
g_keycodeCharUnshifted[ kVK_ANSI_W ]='w';
g_keycodeCharUnshifted[ kVK_ANSI_E ]='e';
g_keycodeCharUnshifted[ kVK_ANSI_R ]='r';
g_keycodeCharUnshifted[ kVK_ANSI_Y ]='y';
g_keycodeCharUnshifted[ kVK_ANSI_T ]='t';
g_keycodeCharUnshifted[ kVK_ANSI_1 ]='1';
g_keycodeCharUnshifted[ kVK_ANSI_2 ]='2';
g_keycodeCharUnshifted[ kVK_ANSI_3 ]='3';
g_keycodeCharUnshifted[ kVK_ANSI_4 ]='4';
g_keycodeCharUnshifted[ kVK_ANSI_6 ]='6';
g_keycodeCharUnshifted[ kVK_ANSI_5 ]='5';
g_keycodeCharUnshifted[ kVK_ANSI_Equal ]='=';
g_keycodeCharUnshifted[ kVK_ANSI_9 ]='9';
g_keycodeCharUnshifted[ kVK_ANSI_7 ]='7';
g_keycodeCharUnshifted[ kVK_ANSI_Minus ]='-';
g_keycodeCharUnshifted[ kVK_ANSI_8 ]='8';
g_keycodeCharUnshifted[ kVK_ANSI_0 ]='0';
g_keycodeCharUnshifted[ kVK_ANSI_RightBracket ]=']';
g_keycodeCharUnshifted[ kVK_ANSI_O ]='o';
g_keycodeCharUnshifted[ kVK_ANSI_U ]='u';
g_keycodeCharUnshifted[ kVK_ANSI_LeftBracket ]='[';
g_keycodeCharUnshifted[ kVK_ANSI_I ]='i';
g_keycodeCharUnshifted[ kVK_ANSI_P ]='p';
g_keycodeCharUnshifted[ kVK_ANSI_L ]='l';
g_keycodeCharUnshifted[ kVK_ANSI_J ]='j';
g_keycodeCharUnshifted[ kVK_ANSI_Quote ]='\'';
g_keycodeCharUnshifted[ kVK_ANSI_K ]='k';
g_keycodeCharUnshifted[ kVK_ANSI_Semicolon ]=';';
g_keycodeCharUnshifted[ kVK_ANSI_Backslash ]='\\';
g_keycodeCharUnshifted[ kVK_ANSI_Comma ]=',';
g_keycodeCharUnshifted[ kVK_ANSI_Slash ]='/';
g_keycodeCharUnshifted[ kVK_ANSI_N ]='n';
g_keycodeCharUnshifted[ kVK_ANSI_M ]='m';
g_keycodeCharUnshifted[ kVK_ANSI_Period ]='.';
g_keycodeCharUnshifted[ kVK_ANSI_Grave ]='`';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadDecimal ]='.';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadMultiply ]='*';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadPlus ]='+';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadDivide ]='/';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadEnter ]='\n';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadMinus ]='-';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadEquals ]='=';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad0 ]='0';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad1 ]='1';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad2 ]='2';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad3 ]='3';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad4 ]='4';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad5 ]='5';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad6 ]='6';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad7 ]='7';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad8 ]='8';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad9 ]='9';
g_keycodeCharUnshifted[ kVK_Space ]=' ';
g_keycodeCharShifted[ kVK_ANSI_A ]='A';
g_keycodeCharShifted[ kVK_ANSI_S ]='S';
g_keycodeCharShifted[ kVK_ANSI_D ]='D';
g_keycodeCharShifted[ kVK_ANSI_F ]='F';
g_keycodeCharShifted[ kVK_ANSI_H ]='H';
g_keycodeCharShifted[ kVK_ANSI_G ]='G';
g_keycodeCharShifted[ kVK_ANSI_Z ]='Z';
g_keycodeCharShifted[ kVK_ANSI_X ]='X';
g_keycodeCharShifted[ kVK_ANSI_C ]='C';
g_keycodeCharShifted[ kVK_ANSI_V ]='V';
g_keycodeCharShifted[ kVK_ANSI_B ]='B';
g_keycodeCharShifted[ kVK_ANSI_Q ]='Q';
g_keycodeCharShifted[ kVK_ANSI_W ]='W';
g_keycodeCharShifted[ kVK_ANSI_E ]='E';
g_keycodeCharShifted[ kVK_ANSI_R ]='R';
g_keycodeCharShifted[ kVK_ANSI_Y ]='Y';
g_keycodeCharShifted[ kVK_ANSI_T ]='T';
g_keycodeCharShifted[ kVK_ANSI_1 ]='!';
g_keycodeCharShifted[ kVK_ANSI_2 ]='@';
g_keycodeCharShifted[ kVK_ANSI_3 ]='#';
g_keycodeCharShifted[ kVK_ANSI_4 ]='$';
g_keycodeCharShifted[ kVK_ANSI_6 ]='^';
g_keycodeCharShifted[ kVK_ANSI_5 ]='%';
g_keycodeCharShifted[ kVK_ANSI_Equal ]='+';
g_keycodeCharShifted[ kVK_ANSI_9 ]='(';
g_keycodeCharShifted[ kVK_ANSI_7 ]='&';
g_keycodeCharShifted[ kVK_ANSI_Minus ]='_';
g_keycodeCharShifted[ kVK_ANSI_8 ]='*';
g_keycodeCharShifted[ kVK_ANSI_0 ]=')';
g_keycodeCharShifted[ kVK_ANSI_RightBracket ]='}';
g_keycodeCharShifted[ kVK_ANSI_O ]='O';
g_keycodeCharShifted[ kVK_ANSI_U ]='U';
g_keycodeCharShifted[ kVK_ANSI_LeftBracket ]='{';
g_keycodeCharShifted[ kVK_ANSI_I ]='I';
g_keycodeCharShifted[ kVK_ANSI_P ]='P';
g_keycodeCharShifted[ kVK_ANSI_L ]='L';
g_keycodeCharShifted[ kVK_ANSI_J ]='J';
g_keycodeCharShifted[ kVK_ANSI_Quote ]='\"';
g_keycodeCharShifted[ kVK_ANSI_K ]='K';
g_keycodeCharShifted[ kVK_ANSI_Semicolon ]=':';
g_keycodeCharShifted[ kVK_ANSI_Backslash ]='|';
g_keycodeCharShifted[ kVK_ANSI_Comma ]='<';
g_keycodeCharShifted[ kVK_ANSI_Slash ]='?';
g_keycodeCharShifted[ kVK_ANSI_N ]='N';
g_keycodeCharShifted[ kVK_ANSI_M ]='M';
g_keycodeCharShifted[ kVK_ANSI_Period ]='>';
g_keycodeCharShifted[ kVK_ANSI_Grave ]='~';
g_keycodeCharShifted[ kVK_ANSI_KeypadDecimal ]='.';
g_keycodeCharShifted[ kVK_ANSI_KeypadMultiply ]='*';
g_keycodeCharShifted[ kVK_ANSI_KeypadPlus ]='+';
g_keycodeCharShifted[ kVK_ANSI_KeypadDivide ]='/';
g_keycodeCharShifted[ kVK_ANSI_KeypadEnter ]='\n';
g_keycodeCharShifted[ kVK_ANSI_KeypadMinus ]='-';
g_keycodeCharShifted[ kVK_ANSI_KeypadEquals ]='=';
g_keycodeCharShifted[ kVK_ANSI_Keypad0 ]='0';
g_keycodeCharShifted[ kVK_ANSI_Keypad1 ]='1';
g_keycodeCharShifted[ kVK_ANSI_Keypad2 ]='2';
g_keycodeCharShifted[ kVK_ANSI_Keypad3 ]='3';
g_keycodeCharShifted[ kVK_ANSI_Keypad4 ]='4';
g_keycodeCharShifted[ kVK_ANSI_Keypad5 ]='5';
g_keycodeCharShifted[ kVK_ANSI_Keypad6 ]='6';
g_keycodeCharShifted[ kVK_ANSI_Keypad7 ]='7';
g_keycodeCharShifted[ kVK_ANSI_Keypad8 ]='8';
g_keycodeCharShifted[ kVK_ANSI_Keypad9 ]='9';
g_keycodeCharShifted[ kVK_Space ]=' ';
}
- (void)setupImGuiHooks
{
ImGuiIO &io = ImGui::GetIO();
[self setupKeymaps];
// Account for retina display for glScissor
g_displayScale = [[UIScreen mainScreen] scale];
ImGuiStyle &style = ImGui::GetStyle();
style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
io.RenderDrawListsFn = ImGui_ImplIOS_RenderDrawLists;
UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(viewDidPan:) ];
[self.view addGestureRecognizer:panRecognizer];
UITapGestureRecognizer *tapRecoginzer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector( viewDidTap:)];
[self.view addGestureRecognizer:tapRecoginzer];
// Fill out the Synergy key map
// (for some reason synergy scan codes are off by 1)
io.KeyMap[ImGuiKey_Tab] = kVK_Tab+1;
io.KeyMap[ImGuiKey_LeftArrow] = kVK_LeftArrow+1;
io.KeyMap[ImGuiKey_RightArrow] = kVK_RightArrow+1;
io.KeyMap[ImGuiKey_UpArrow] = kVK_UpArrow+1;
io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow+1;
io.KeyMap[ImGuiKey_Home] = kVK_Home+1;
io.KeyMap[ImGuiKey_End] = kVK_End+1;
io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1;
io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1;
io.KeyMap[ImGuiKey_Enter] = kVK_Return+1;
io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1;
io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1;
io.KeyMap[ImGuiKey_C] = kVK_ANSI_C+1;
io.KeyMap[ImGuiKey_V] = kVK_ANSI_V+1;
io.KeyMap[ImGuiKey_X] = kVK_ANSI_X+1;
io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y+1;
io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z+1;
}
- (void)connectServer: (NSString*)serverName
{
self.serverName = serverName;
g_serverName = serverName;
// Init synergy
NSString *bundleName = [[[NSBundle mainBundle] infoDictionary] objectForKey:(NSString*)kCFBundleNameKey];
uSynergyInit( &_synergyCtx );
_synergyCtx.m_clientName = strdup( [bundleName UTF8String] );
_synergyCtx.m_clientWidth = self.view.bounds.size.width;
_synergyCtx.m_clientHeight = self.view.bounds.size.height;
_synergyCtx.m_connectFunc = ImGui_ConnectFunc;
_synergyCtx.m_sendFunc = ImGui_SendFunc;
_synergyCtx.m_receiveFunc = ImGui_RecvFunc;
_synergyCtx.m_sleepFunc = ImGui_SleepFunc;
_synergyCtx.m_traceFunc = ImGui_TraceFunc;
_synergyCtx.m_getTimeFunc = ImGui_GetTimeFunc;
_synergyCtx.m_traceFunc = ImGui_TraceFunc;
_synergyCtx.m_screenActiveCallback = ImGui_ScreenActiveCallback;
_synergyCtx.m_mouseCallback = ImGui_MouseCallback;
_synergyCtx.m_keyboardCallback = ImGui_KeyboardCallback;
_synergyCtx.m_cookie = (uSynergyCookie)&_synergyCtx;
// Create a background thread for synergy
_synergyQueue = dispatch_queue_create( "imgui-usynergy", NULL );
dispatch_async( _synergyQueue, ^{
while (1) {
uSynergyUpdate( &_synergyCtx );
}
});
}
- (void)viewDidPan: (UIPanGestureRecognizer *)recognizer
{
if ((recognizer.state == UIGestureRecognizerStateBegan) ||
(recognizer.state == UIGestureRecognizerStateChanged))
{
_mouseDown = YES;
_touchPos = [recognizer locationInView:self.view];
}
else
{
_mouseDown = NO;
_touchPos = CGPointMake( -1, -1 );
}
}
- (void)viewDidTap: (UITapGestureRecognizer*)recognizer
{
_touchPos = [recognizer locationInView:self.view];
_mouseTapped = YES;
}
- (void)render
{
ImGui::Render();
}
- (void)newFrame
{
ImGuiIO& io = ImGui::GetIO();
ImGuiStyle &style = ImGui::GetStyle();
if (!g_FontTexture)
{
ImGui_ImplIOS_CreateDeviceObjects();
}
io.DisplaySize = ImVec2( _view.bounds.size.width, _view.bounds.size.height );
io.MouseDrawCursor = g_synergyPtrActive;
if (g_synergyPtrActive)
{
style.TouchExtraPadding = ImVec2( 0.0, 0.0 );
io.MousePos = ImVec2( g_mousePosX, g_mousePosY );
for (int i=0; i < 3; i++)
{
io.MouseDown[i] = g_MousePressed[i];
}
// This is an arbitrary scaling factor that works for me. Not sure what units these
// mousewheel values from synergy are supposed to be in
io.MouseWheel = g_mouseWheelY / 500.0;
}
else
{
// Synergy not active, use touch events
style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
io.MousePos = ImVec2(_touchPos.x, _touchPos.y );
if ((_mouseDown) || (_mouseTapped))
{
io.MouseDown[0] = true;
_mouseTapped = NO;
}
else
{
io.MouseDown[0] = false;
}
}
ImGui::NewFrame();
}
@end
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// NOTE: this is copied pretty much entirely from the opengl3_example, with only minor changes for ES
static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
{
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
GLint last_program, last_texture;
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glActiveTexture(GL_TEXTURE0);
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
const float ortho_projection[4][4] =
{
{ 2.0f/width, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ -1.0f, 1.0f, 0.0f, 1.0f },
};
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindVertexArray(g_VaoHandle);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
ImDrawList* cmd_list = draw_data->CmdLists[n];
ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
int needed_vtx_size = cmd_list->VtxBuffer.size() * sizeof(ImDrawVert);
if (g_VboSize < needed_vtx_size)
{
// Grow our buffer if needed
g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
}
unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
if (!vtx_data)
continue;
memcpy(vtx_data, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
glUnmapBuffer(GL_ARRAY_BUFFER);
for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
{
if (pcmd->UserCallback)
{
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glScissor((int)(pcmd->ClipRect.x * g_displayScale),
(int)((height - pcmd->ClipRect.w) * g_displayScale),
(int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale),
(int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale));
glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer );
}
idx_buffer += pcmd->ElemCount;
}
}
// Restore modified state
glBindVertexArray(0);
glBindBuffer( GL_ARRAY_BUFFER, 0);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glUseProgram(last_program);
glDisable(GL_SCISSOR_TEST);
glBindTexture(GL_TEXTURE_2D, last_texture);
}
void ImGui_ImplIOS_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
// Cleanup (don't clear the input data if you want to append new fonts later)
io.Fonts->ClearInputData();
io.Fonts->ClearTexData();
}
bool ImGui_ImplIOS_CreateDeviceObjects()
{
const GLchar *vertex_shader =
"uniform mat4 ProjMtx;\n"
"attribute highp vec2 Position;\n"
"attribute highp vec2 UV;\n"
"attribute highp vec4 Color;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader =
"uniform sampler2D Texture;\n"
"varying highp vec2 Frag_UV;\n"
"varying highp vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" gl_FragColor = Frag_Color * texture2D( Texture, Frag_UV.st);\n"
"}\n";
g_ShaderHandle = glCreateProgram();
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
glCompileShader(g_VertHandle);
#if defined(DEBUG)
GLint logLength;
glGetShaderiv( g_VertHandle, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(g_VertHandle, logLength, &logLength, log);
NSLog(@"VERTEX Shader compile log:\n%s", log);
free(log);
}
#endif
glCompileShader(g_FragHandle);
#if defined(DEBUG)
glGetShaderiv( g_FragHandle, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(g_FragHandle, logLength, &logLength, log);
NSLog(@"FRAGMENT Shader compile log:\n%s", log);
free(log);
}
#endif
glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_ShaderHandle);
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
glGenBuffers(1, &g_VboHandle);
glGenVertexArrays(1, &g_VaoHandle);
glBindVertexArray(g_VaoHandle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_AttribLocationUV);
glEnableVertexAttribArray(g_AttribLocationColor);
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
#undef OFFSETOF
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
ImGui_ImplIOS_CreateFontsTexture();
return true;
}

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@ -0,0 +1,13 @@
//
// main.m
// imguiex
//
#import <UIKit/UIKit.h>
#import "AppDelegate.h"
int main(int argc, char * argv[]) {
@autoreleasepool {
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
}
}

View File

@ -0,0 +1,636 @@
/*
uSynergy client -- Implementation for the embedded Synergy client library
version 1.0.0, July 7th, 2012
Copyright (c) 2012 Alex Evans
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.
*/
#include "uSynergy.h"
#include <stdio.h>
#include <string.h>
//---------------------------------------------------------------------------------------------------------------------
// Internal helpers
//---------------------------------------------------------------------------------------------------------------------
/**
@brief Read 16 bit integer in network byte order and convert to native byte order
**/
static int16_t sNetToNative16(const unsigned char *value)
{
#ifdef USYNERGY_LITTLE_ENDIAN
return value[1] | (value[0] << 8);
#else
return value[0] | (value[1] << 8);
#endif
}
/**
@brief Read 32 bit integer in network byte order and convert to native byte order
**/
static int32_t sNetToNative32(const unsigned char *value)
{
#ifdef USYNERGY_LITTLE_ENDIAN
return value[3] | (value[2] << 8) | (value[1] << 16) | (value[0] << 24);
#else
return value[0] | (value[1] << 8) | (value[2] << 16) | (value[3] << 24);
#endif
}
/**
@brief Trace text to client
**/
static void sTrace(uSynergyContext *context, const char* text)
{
// Don't trace if we don't have a trace function
if (context->m_traceFunc != 0L)
context->m_traceFunc(context->m_cookie, text);
}
/**
@brief Add string to reply packet
**/
static void sAddString(uSynergyContext *context, const char *string)
{
size_t len = strlen(string);
memcpy(context->m_replyCur, string, len);
context->m_replyCur += len;
}
/**
@brief Add uint8 to reply packet
**/
static void sAddUInt8(uSynergyContext *context, uint8_t value)
{
*context->m_replyCur++ = value;
}
/**
@brief Add uint16 to reply packet
**/
static void sAddUInt16(uSynergyContext *context, uint16_t value)
{
uint8_t *reply = context->m_replyCur;
*reply++ = (uint8_t)(value >> 8);
*reply++ = (uint8_t)value;
context->m_replyCur = reply;
}
/**
@brief Add uint32 to reply packet
**/
static void sAddUInt32(uSynergyContext *context, uint32_t value)
{
uint8_t *reply = context->m_replyCur;
*reply++ = (uint8_t)(value >> 24);
*reply++ = (uint8_t)(value >> 16);
*reply++ = (uint8_t)(value >> 8);
*reply++ = (uint8_t)value;
context->m_replyCur = reply;
}
/**
@brief Send reply packet
**/
static uSynergyBool sSendReply(uSynergyContext *context)
{
// Set header size
uint8_t *reply_buf = context->m_replyBuffer;
uint32_t reply_len = (uint32_t)(context->m_replyCur - reply_buf); /* Total size of reply */
uint32_t body_len = reply_len - 4; /* Size of body */
uSynergyBool ret;
reply_buf[0] = (uint8_t)(body_len >> 24);
reply_buf[1] = (uint8_t)(body_len >> 16);
reply_buf[2] = (uint8_t)(body_len >> 8);
reply_buf[3] = (uint8_t)body_len;
// Send reply
ret = context->m_sendFunc(context->m_cookie, context->m_replyBuffer, reply_len);
// Reset reply buffer write pointer
context->m_replyCur = context->m_replyBuffer+4;
return ret;
}
/**
@brief Call mouse callback after a mouse event
**/
static void sSendMouseCallback(uSynergyContext *context)
{
// Skip if no callback is installed
if (context->m_mouseCallback == 0L)
return;
// Send callback
context->m_mouseCallback(context->m_cookie, context->m_mouseX, context->m_mouseY, context->m_mouseWheelX,
context->m_mouseWheelY, context->m_mouseButtonLeft, context->m_mouseButtonRight, context->m_mouseButtonMiddle);
}
/**
@brief Send keyboard callback when a key has been pressed or released
**/
static void sSendKeyboardCallback(uSynergyContext *context, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
{
// Skip if no callback is installed
if (context->m_keyboardCallback == 0L)
return;
// Send callback
context->m_keyboardCallback(context->m_cookie, key, modifiers, down, repeat);
}
/**
@brief Send joystick callback
**/
static void sSendJoystickCallback(uSynergyContext *context, uint8_t joyNum)
{
int8_t *sticks;
// Skip if no callback is installed
if (context->m_joystickCallback == 0L)
return;
// Send callback
sticks = context->m_joystickSticks[joyNum];
context->m_joystickCallback(context->m_cookie, joyNum, context->m_joystickButtons[joyNum], sticks[0], sticks[1], sticks[2], sticks[3]);
}
/**
@brief Parse a single client message, update state, send callbacks and send replies
**/
#define USYNERGY_IS_PACKET(pkt_id) memcmp(message+4, pkt_id, 4)==0
static void sProcessMessage(uSynergyContext *context, const uint8_t *message)
{
// We have a packet!
if (memcmp(message+4, "Synergy", 7)==0)
{
// Welcome message
// kMsgHello = "Synergy%2i%2i"
// kMsgHelloBack = "Synergy%2i%2i%s"
sAddString(context, "Synergy");
sAddUInt16(context, USYNERGY_PROTOCOL_MAJOR);
sAddUInt16(context, USYNERGY_PROTOCOL_MINOR);
sAddUInt32(context, (uint32_t)strlen(context->m_clientName));
sAddString(context, context->m_clientName);
if (!sSendReply(context))
{
// Send reply failed, let's try to reconnect
sTrace(context, "SendReply failed, trying to reconnect in a second");
context->m_connected = USYNERGY_FALSE;
context->m_sleepFunc(context->m_cookie, 1000);
}
else
{
// Let's assume we're connected
char buffer[256+1];
sprintf(buffer, "Connected as client \"%s\"", context->m_clientName);
sTrace(context, buffer);
context->m_hasReceivedHello = USYNERGY_TRUE;
}
return;
}
else if (USYNERGY_IS_PACKET("QINF"))
{
// Screen info. Reply with DINF
// kMsgQInfo = "QINF"
// kMsgDInfo = "DINF%2i%2i%2i%2i%2i%2i%2i"
uint16_t x = 0, y = 0, warp = 0;
sAddString(context, "DINF");
sAddUInt16(context, x);
sAddUInt16(context, y);
sAddUInt16(context, context->m_clientWidth);
sAddUInt16(context, context->m_clientHeight);
sAddUInt16(context, warp);
sAddUInt16(context, 0); // mx?
sAddUInt16(context, 0); // my?
sSendReply(context);
return;
}
else if (USYNERGY_IS_PACKET("CIAK"))
{
// Do nothing?
// kMsgCInfoAck = "CIAK"
return;
}
else if (USYNERGY_IS_PACKET("CROP"))
{
// Do nothing?
// kMsgCResetOptions = "CROP"
return;
}
else if (USYNERGY_IS_PACKET("CINN"))
{
// Screen enter. Reply with CNOP
// kMsgCEnter = "CINN%2i%2i%4i%2i"
// Obtain the Synergy sequence number
context->m_sequenceNumber = sNetToNative32(message + 12);
context->m_isCaptured = USYNERGY_TRUE;
// Call callback
if (context->m_screenActiveCallback != 0L)
context->m_screenActiveCallback(context->m_cookie, USYNERGY_TRUE);
}
else if (USYNERGY_IS_PACKET("COUT"))
{
// Screen leave
// kMsgCLeave = "COUT"
context->m_isCaptured = USYNERGY_FALSE;
// Call callback
if (context->m_screenActiveCallback != 0L)
context->m_screenActiveCallback(context->m_cookie, USYNERGY_FALSE);
}
else if (USYNERGY_IS_PACKET("DMDN"))
{
// Mouse down
// kMsgDMouseDown = "DMDN%1i"
char btn = message[8]-1;
if (btn==2)
context->m_mouseButtonRight = USYNERGY_TRUE;
else if (btn==1)
context->m_mouseButtonMiddle = USYNERGY_TRUE;
else
context->m_mouseButtonLeft = USYNERGY_TRUE;
sSendMouseCallback(context);
}
else if (USYNERGY_IS_PACKET("DMUP"))
{
// Mouse up
// kMsgDMouseUp = "DMUP%1i"
char btn = message[8]-1;
if (btn==2)
context->m_mouseButtonRight = USYNERGY_FALSE;
else if (btn==1)
context->m_mouseButtonMiddle = USYNERGY_FALSE;
else
context->m_mouseButtonLeft = USYNERGY_FALSE;
sSendMouseCallback(context);
}
else if (USYNERGY_IS_PACKET("DMMV"))
{
// Mouse move. Reply with CNOP
// kMsgDMouseMove = "DMMV%2i%2i"
context->m_mouseX = sNetToNative16(message+8);
context->m_mouseY = sNetToNative16(message+10);
sSendMouseCallback(context);
}
else if (USYNERGY_IS_PACKET("DMWM"))
{
// Mouse wheel
// kMsgDMouseWheel = "DMWM%2i%2i"
// kMsgDMouseWheel1_0 = "DMWM%2i"
context->m_mouseWheelX += sNetToNative16(message+8);
context->m_mouseWheelY += sNetToNative16(message+10);
sSendMouseCallback(context);
}
else if (USYNERGY_IS_PACKET("DKDN"))
{
// Key down
// kMsgDKeyDown = "DKDN%2i%2i%2i"
// kMsgDKeyDown1_0 = "DKDN%2i%2i"
//uint16_t id = sNetToNative16(message+8);
uint16_t mod = sNetToNative16(message+10);
uint16_t key = sNetToNative16(message+12);
sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_FALSE);
}
else if (USYNERGY_IS_PACKET("DKRP"))
{
// Key repeat
// kMsgDKeyRepeat = "DKRP%2i%2i%2i%2i"
// kMsgDKeyRepeat1_0 = "DKRP%2i%2i%2i"
uint16_t mod = sNetToNative16(message+10);
// uint16_t count = sNetToNative16(message+12);
uint16_t key = sNetToNative16(message+14);
sSendKeyboardCallback(context, key, mod, USYNERGY_TRUE, USYNERGY_TRUE);
}
else if (USYNERGY_IS_PACKET("DKUP"))
{
// Key up
// kMsgDKeyUp = "DKUP%2i%2i%2i"
// kMsgDKeyUp1_0 = "DKUP%2i%2i"
//uint16 id=Endian::sNetToNative(sbuf[4]);
uint16_t mod = sNetToNative16(message+10);
uint16_t key = sNetToNative16(message+12);
sSendKeyboardCallback(context, key, mod, USYNERGY_FALSE, USYNERGY_FALSE);
}
else if (USYNERGY_IS_PACKET("DGBT"))
{
// Joystick buttons
// kMsgDGameButtons = "DGBT%1i%2i";
uint8_t joy_num = message[8];
if (joy_num<USYNERGY_NUM_JOYSTICKS)
{
// Copy button state, then send callback
context->m_joystickButtons[joy_num] = (message[9] << 8) | message[10];
sSendJoystickCallback(context, joy_num);
}
}
else if (USYNERGY_IS_PACKET("DGST"))
{
// Joystick sticks
// kMsgDGameSticks = "DGST%1i%1i%1i%1i%1i";
uint8_t joy_num = message[8];
if (joy_num<USYNERGY_NUM_JOYSTICKS)
{
// Copy stick state, then send callback
memcpy(context->m_joystickSticks[joy_num], message+9, 4);
sSendJoystickCallback(context, joy_num);
}
}
else if (USYNERGY_IS_PACKET("DSOP"))
{
// Set options
// kMsgDSetOptions = "DSOP%4I"
}
else if (USYNERGY_IS_PACKET("CALV"))
{
// Keepalive, reply with CALV and then CNOP
// kMsgCKeepAlive = "CALV"
sAddString(context, "CALV");
sSendReply(context);
// now reply with CNOP
}
else if (USYNERGY_IS_PACKET("DCLP"))
{
// Clipboard message
// kMsgDClipboard = "DCLP%1i%4i%s"
//
// The clipboard message contains:
// 1 uint32: The size of the message
// 4 chars: The identifier ("DCLP")
// 1 uint8: The clipboard index
// 1 uint32: The sequence number. It's zero, because this message is always coming from the server?
// 1 uint32: The total size of the remaining 'string' (as per the Synergy %s string format (which is 1 uint32 for size followed by a char buffer (not necessarily null terminated)).
// 1 uint32: The number of formats present in the message
// And then 'number of formats' times the following:
// 1 uint32: The format of the clipboard data
// 1 uint32: The size n of the clipboard data
// n uint8: The clipboard data
const uint8_t * parse_msg = message+17;
uint32_t num_formats = sNetToNative32(parse_msg);
parse_msg += 4;
for (; num_formats; num_formats--)
{
// Parse clipboard format header
uint32_t format = sNetToNative32(parse_msg);
uint32_t size = sNetToNative32(parse_msg+4);
parse_msg += 8;
// Call callback
if (context->m_clipboardCallback)
context->m_clipboardCallback(context->m_cookie, format, parse_msg, size);
parse_msg += size;
}
}
else
{
// Unknown packet, could be any of these
// kMsgCNoop = "CNOP"
// kMsgCClose = "CBYE"
// kMsgCClipboard = "CCLP%1i%4i"
// kMsgCScreenSaver = "CSEC%1i"
// kMsgDKeyRepeat = "DKRP%2i%2i%2i%2i"
// kMsgDKeyRepeat1_0 = "DKRP%2i%2i%2i"
// kMsgDMouseRelMove = "DMRM%2i%2i"
// kMsgEIncompatible = "EICV%2i%2i"
// kMsgEBusy = "EBSY"
// kMsgEUnknown = "EUNK"
// kMsgEBad = "EBAD"
char buffer[64];
sprintf(buffer, "Unknown packet '%c%c%c%c'", message[4], message[5], message[6], message[7]);
sTrace(context, buffer);
return;
}
// Reply with CNOP maybe?
sAddString(context, "CNOP");
sSendReply(context);
}
#undef USYNERGY_IS_PACKET
/**
@brief Mark context as being disconnected
**/
static void sSetDisconnected(uSynergyContext *context)
{
context->m_connected = USYNERGY_FALSE;
context->m_hasReceivedHello = USYNERGY_FALSE;
context->m_isCaptured = USYNERGY_FALSE;
context->m_replyCur = context->m_replyBuffer + 4;
context->m_sequenceNumber = 0;
}
/**
@brief Update a connected context
**/
static void sUpdateContext(uSynergyContext *context)
{
/* Receive data (blocking) */
int receive_size = USYNERGY_RECEIVE_BUFFER_SIZE - context->m_receiveOfs;
int num_received = 0;
int packlen = 0;
if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer + context->m_receiveOfs, receive_size, &num_received) == USYNERGY_FALSE)
{
/* Receive failed, let's try to reconnect */
char buffer[128];
sprintf(buffer, "Receive failed (%d bytes asked, %d bytes received), trying to reconnect in a second", receive_size, num_received);
sTrace(context, buffer);
sSetDisconnected(context);
context->m_sleepFunc(context->m_cookie, 1000);
return;
}
context->m_receiveOfs += num_received;
/* If we didn't receive any data then we're probably still polling to get connected and
therefore not getting any data back. To avoid overloading the system with a Synergy
thread that would hammer on polling, we let it rest for a bit if there's no data. */
if (num_received == 0)
context->m_sleepFunc(context->m_cookie, 500);
/* Check for timeouts */
if (context->m_hasReceivedHello)
{
uint32_t cur_time = context->m_getTimeFunc();
if (num_received == 0)
{
/* Timeout after 2 secs of inactivity (we received no CALV) */
if ((cur_time - context->m_lastMessageTime) > USYNERGY_IDLE_TIMEOUT)
sSetDisconnected(context);
}
else
context->m_lastMessageTime = cur_time;
}
/* Eat packets */
for (;;)
{
/* Grab packet length and bail out if the packet goes beyond the end of the buffer */
packlen = sNetToNative32(context->m_receiveBuffer);
if (packlen+4 > context->m_receiveOfs)
break;
/* Process message */
sProcessMessage(context, context->m_receiveBuffer);
/* Move packet to front of buffer */
memmove(context->m_receiveBuffer, context->m_receiveBuffer+packlen+4, context->m_receiveOfs-packlen-4);
context->m_receiveOfs -= packlen+4;
}
/* Throw away over-sized packets */
if (packlen > USYNERGY_RECEIVE_BUFFER_SIZE)
{
/* Oversized packet, ditch tail end */
char buffer[128];
sprintf(buffer, "Oversized packet: '%c%c%c%c' (length %d)", context->m_receiveBuffer[4], context->m_receiveBuffer[5], context->m_receiveBuffer[6], context->m_receiveBuffer[7], packlen);
sTrace(context, buffer);
num_received = context->m_receiveOfs-4; // 4 bytes for the size field
while (num_received != packlen)
{
int buffer_left = packlen - num_received;
int to_receive = buffer_left < USYNERGY_RECEIVE_BUFFER_SIZE ? buffer_left : USYNERGY_RECEIVE_BUFFER_SIZE;
int ditch_received = 0;
if (context->m_receiveFunc(context->m_cookie, context->m_receiveBuffer, to_receive, &ditch_received) == USYNERGY_FALSE)
{
/* Receive failed, let's try to reconnect */
sTrace(context, "Receive failed, trying to reconnect in a second");
sSetDisconnected(context);
context->m_sleepFunc(context->m_cookie, 1000);
break;
}
else
{
num_received += ditch_received;
}
}
context->m_receiveOfs = 0;
}
}
//---------------------------------------------------------------------------------------------------------------------
// Public interface
//---------------------------------------------------------------------------------------------------------------------
/**
@brief Initialize uSynergy context
**/
void uSynergyInit(uSynergyContext *context)
{
/* Zero memory */
memset(context, 0, sizeof(uSynergyContext));
/* Initialize to default state */
sSetDisconnected(context);
}
/**
@brief Update uSynergy
**/
void uSynergyUpdate(uSynergyContext *context)
{
if (context->m_connected)
{
/* Update context, receive data, call callbacks */
sUpdateContext(context);
}
else
{
/* Try to connect */
if (context->m_connectFunc(context->m_cookie))
context->m_connected = USYNERGY_TRUE;
}
}
/**
@brief Send clipboard data
**/
void uSynergySendClipboard(uSynergyContext *context, const char *text)
{
// Calculate maximum size that will fit in a reply packet
uint32_t overhead_size = 4 + /* Message size */
4 + /* Message ID */
1 + /* Clipboard index */
4 + /* Sequence number */
4 + /* Rest of message size (because it's a Synergy string from here on) */
4 + /* Number of clipboard formats */
4 + /* Clipboard format */
4; /* Clipboard data length */
uint32_t max_length = USYNERGY_REPLY_BUFFER_SIZE - overhead_size;
// Clip text to max length
uint32_t text_length = (uint32_t)strlen(text);
if (text_length > max_length)
{
char buffer[128];
sprintf(buffer, "Clipboard buffer too small, clipboard truncated at %d characters", max_length);
sTrace(context, buffer);
text_length = max_length;
}
// Assemble packet
sAddString(context, "DCLP");
sAddUInt8(context, 0); /* Clipboard index */
sAddUInt32(context, context->m_sequenceNumber);
sAddUInt32(context, 4+4+4+text_length); /* Rest of message size: numFormats, format, length, data */
sAddUInt32(context, 1); /* Number of formats (only text for now) */
sAddUInt32(context, USYNERGY_CLIPBOARD_FORMAT_TEXT);
sAddUInt32(context, text_length);
sAddString(context, text);
sSendReply(context);
}

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@ -0,0 +1,420 @@
/*
uSynergy client -- Interface for the embedded Synergy client library
version 1.0.0, July 7th, 2012
Copyright (C) 2012 Synergy Si Ltd.
Copyright (c) 2012 Alex Evans
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.
*/
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif
//---------------------------------------------------------------------------------------------------------------------
// Configuration
//---------------------------------------------------------------------------------------------------------------------
/**
@brief Determine endianness
**/
#if defined(USYNERGY_LITTLE_ENDIAN) && defined(USYNERGY_BIG_ENDIAN)
/* Ambiguous: both endians specified */
#error "Can't define both USYNERGY_LITTLE_ENDIAN and USYNERGY_BIG_ENDIAN"
#elif !defined(USYNERGY_LITTLE_ENDIAN) && !defined(USYNERGY_BIG_ENDIAN)
/* Attempt to auto detect */
#if defined(__LITTLE_ENDIAN__) || defined(LITTLE_ENDIAN) || (_BYTE_ORDER == _LITTLE_ENDIAN)
#define USYNERGY_LITTLE_ENDIAN
#elif defined(__BIG_ENDIAN__) || defined(BIG_ENDIAN) || (_BYTE_ORDER == _BIG_ENDIAN)
#define USYNERGY_BIG_ENDIAN
#else
#error "Can't detect endian-nes, please defined either USYNERGY_LITTLE_ENDIAN or USYNERGY_BIG_ENDIAN";
#endif
#else
/* User-specified endian-nes, nothing to do for us */
#endif
//---------------------------------------------------------------------------------------------------------------------
// Types and Constants
//---------------------------------------------------------------------------------------------------------------------
/**
@brief Boolean type
**/
typedef int uSynergyBool;
#define USYNERGY_FALSE 0 /* False value */
#define USYNERGY_TRUE 1 /* True value */
/**
@brief User context type
The uSynergyCookie type is an opaque type that is used by uSynergy to communicate to the client. It is passed along to
callback functions as context.
**/
typedef struct { int ignored; } * uSynergyCookie;
/**
@brief Clipboard types
**/
enum uSynergyClipboardFormat
{
USYNERGY_CLIPBOARD_FORMAT_TEXT = 0, /* Text format, UTF-8, newline is LF */
USYNERGY_CLIPBOARD_FORMAT_BITMAP = 1, /* Bitmap format, BMP 24/32bpp, BI_RGB */
USYNERGY_CLIPBOARD_FORMAT_HTML = 2, /* HTML format, HTML fragment, UTF-8, newline is LF */
};
/**
@brief Constants and limits
**/
#define USYNERGY_NUM_JOYSTICKS 4 /* Maximum number of supported joysticks */
#define USYNERGY_PROTOCOL_MAJOR 1 /* Major protocol version */
#define USYNERGY_PROTOCOL_MINOR 4 /* Minor protocol version */
#define USYNERGY_IDLE_TIMEOUT 2000 /* Timeout in milliseconds before reconnecting */
#define USYNERGY_TRACE_BUFFER_SIZE 1024 /* Maximum length of traced message */
#define USYNERGY_REPLY_BUFFER_SIZE 1024 /* Maximum size of a reply packet */
#define USYNERGY_RECEIVE_BUFFER_SIZE 4096 /* Maximum size of an incoming packet */
/**
@brief Keyboard constants
**/
#define USYNERGY_MODIFIER_SHIFT 0x0001 /* Shift key modifier */
#define USYNERGY_MODIFIER_CTRL 0x0002 /* Ctrl key modifier */
#define USYNERGY_MODIFIER_ALT 0x0004 /* Alt key modifier */
#define USYNERGY_MODIFIER_META 0x0008 /* Meta key modifier */
#define USYNERGY_MODIFIER_WIN 0x0010 /* Windows key modifier */
#define USYNERGY_MODIFIER_ALT_GR 0x0020 /* AltGr key modifier */
#define USYNERGY_MODIFIER_LEVEL5LOCK 0x0040 /* Level5Lock key modifier */
#define USYNERGY_MODIFIER_CAPSLOCK 0x1000 /* CapsLock key modifier */
#define USYNERGY_MODIFIER_NUMLOCK 0x2000 /* NumLock key modifier */
#define USYNERGY_MODIFIER_SCROLLOCK 0x4000 /* ScrollLock key modifier */
//---------------------------------------------------------------------------------------------------------------------
// Functions and Callbacks
//---------------------------------------------------------------------------------------------------------------------
/**
@brief Connect function
This function is called when uSynergy needs to connect to the host. It doesn't imply a network implementation or
destination address, that must all be handled on the user side. The function should return USYNERGY_TRUE if a
connection was established or USYNERGY_FALSE if it could not connect.
When network errors occur (e.g. uSynergySend or uSynergyReceive fail) then the connect call will be called again
so the implementation of the function must close any old connections and clean up resources before retrying.
@param cookie Cookie supplied in the Synergy context
**/
typedef uSynergyBool (*uSynergyConnectFunc)(uSynergyCookie cookie);
/**
@brief Send function
This function is called when uSynergy needs to send something over the default connection. It should return
USYNERGY_TRUE if sending succeeded and USYNERGY_FALSE otherwise. This function should block until the send
operation is completed.
@param cookie Cookie supplied in the Synergy context
@param buffer Address of buffer to send
@param length Length of buffer to send
**/
typedef uSynergyBool (*uSynergySendFunc)(uSynergyCookie cookie, const uint8_t *buffer, int length);
/**
@brief Receive function
This function is called when uSynergy needs to receive data from the default connection. It should return
USYNERGY_TRUE if receiving data succeeded and USYNERGY_FALSE otherwise. This function should block until data
has been received and wait for data to become available. If @a outLength is set to 0 upon completion it is
assumed that the connection is alive, but still in a connecting state and needs time to settle.
@param cookie Cookie supplied in the Synergy context
@param buffer Address of buffer to receive data into
@param maxLength Maximum amount of bytes to write into the receive buffer
@param outLength Address of integer that receives the actual amount of bytes written into @a buffer
**/
typedef uSynergyBool (*uSynergyReceiveFunc)(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength);
/**
@brief Thread sleep function
This function is called when uSynergy wants to suspend operation for a while before retrying an operation. It
is mostly used when a socket times out or disconnect occurs to prevent uSynergy from continuously hammering a
network connection in case the network is down.
@param cookie Cookie supplied in the Synergy context
@param timeMs Time to sleep the current thread (in milliseconds)
**/
typedef void (*uSynergySleepFunc)(uSynergyCookie cookie, int timeMs);
/**
@brief Get time function
This function is called when uSynergy needs to know the current time. This is used to determine when timeouts
have occured. The time base should be a cyclic millisecond time value.
@returns Time value in milliseconds
**/
typedef uint32_t (*uSynergyGetTimeFunc)();
/**
@brief Trace function
This function is called when uSynergy wants to trace something. It is optional to show these messages, but they
are often useful when debugging. uSynergy only traces major events like connecting and disconnecting. Usually
only a single trace is shown when the connection is established and no more trace are called.
@param cookie Cookie supplied in the Synergy context
@param text Text to be traced
**/
typedef void (*uSynergyTraceFunc)(uSynergyCookie cookie, const char *text);
/**
@brief Screen active callback
This callback is called when Synergy makes the screen active or inactive. This
callback is usually sent when the mouse enters or leaves the screen.
@param cookie Cookie supplied in the Synergy context
@param active Activation flag, 1 if the screen has become active, 0 if the screen has become inactive
**/
typedef void (*uSynergyScreenActiveCallback)(uSynergyCookie cookie, uSynergyBool active);
/**
@brief Mouse callback
This callback is called when a mouse events happens. The mouse X and Y position,
wheel and button state is communicated in the message. It's up to the user to
interpret if this is a mouse up, down, double-click or other message.
@param cookie Cookie supplied in the Synergy context
@param x Mouse X position
@param y Mouse Y position
@param wheelX Mouse wheel X position
@param wheelY Mouse wheel Y position
@param buttonLeft Left button pressed status, 0 for released, 1 for pressed
@param buttonMiddle Middle button pressed status, 0 for released, 1 for pressed
@param buttonRight Right button pressed status, 0 for released, 1 for pressed
**/
typedef void (*uSynergyMouseCallback)(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY, uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle);
/**
@brief Key event callback
This callback is called when a key is pressed or released.
@param cookie Cookie supplied in the Synergy context
@param key Key code of key that was pressed or released
@param modifiers Status of modifier keys (alt, shift, etc.)
@param down Down or up status, 1 is key is pressed down, 0 if key is released (up)
@param repeat Repeat flag, 1 if the key is down because the key is repeating, 0 if the key is initially pressed by the user
**/
typedef void (*uSynergyKeyboardCallback)(uSynergyCookie cookie, uint16_t key, uint16_t modifiers, uSynergyBool down, uSynergyBool repeat);
/**
@brief Joystick event callback
This callback is called when a joystick stick or button changes. It is possible that multiple callbacks are
fired when different sticks or buttons change as these are individual messages in the packet stream. Each
callback will contain all the valid state for the different axes and buttons. The last callback received will
represent the most current joystick state.
@param cookie Cookie supplied in the Synergy context
@param joyNum Joystick number, always in the range [0 ... USYNERGY_NUM_JOYSTICKS>
@param buttons Button pressed mask
@param leftStickX Left stick X position, in range [-127 ... 127]
@param leftStickY Left stick Y position, in range [-127 ... 127]
@param rightStickX Right stick X position, in range [-127 ... 127]
@param rightStickY Right stick Y position, in range [-127 ... 127]
**/
typedef void (*uSynergyJoystickCallback)(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY);
/**
@brief Clipboard event callback
This callback is called when something is placed on the clipboard. Multiple callbacks may be fired for
multiple clipboard formats if they are supported. The data provided is read-only and may not be modified
by the application.
@param cookie Cookie supplied in the Synergy context
@param format Clipboard format
@param data Memory area containing the clipboard raw data
@param size Size of clipboard data
**/
typedef void (*uSynergyClipboardCallback)(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size);
//---------------------------------------------------------------------------------------------------------------------
// Context
//---------------------------------------------------------------------------------------------------------------------
/**
@brief uSynergy context
**/
typedef struct
{
/* Mandatory configuration data, filled in by client */
uSynergyConnectFunc m_connectFunc; /* Connect function */
uSynergySendFunc m_sendFunc; /* Send data function */
uSynergyReceiveFunc m_receiveFunc; /* Receive data function */
uSynergySleepFunc m_sleepFunc; /* Thread sleep function */
uSynergyGetTimeFunc m_getTimeFunc; /* Get current time function */
const char* m_clientName; /* Name of Synergy Screen / Client */
uint16_t m_clientWidth; /* Width of screen */
uint16_t m_clientHeight; /* Height of screen */
/* Optional configuration data, filled in by client */
uSynergyCookie m_cookie; /* Cookie pointer passed to callback functions (can be NULL) */
uSynergyTraceFunc m_traceFunc; /* Function for tracing status (can be NULL) */
uSynergyScreenActiveCallback m_screenActiveCallback; /* Callback for entering and leaving screen */
uSynergyMouseCallback m_mouseCallback; /* Callback for mouse events */
uSynergyKeyboardCallback m_keyboardCallback; /* Callback for keyboard events */
uSynergyJoystickCallback m_joystickCallback; /* Callback for joystick events */
uSynergyClipboardCallback m_clipboardCallback; /* Callback for clipboard events */
/* State data, used internall by client, initialized by uSynergyInit() */
uSynergyBool m_connected; /* Is our socket connected? */
uSynergyBool m_hasReceivedHello; /* Have we received a 'Hello' from the server? */
uSynergyBool m_isCaptured; /* Is Synergy active (i.e. this client is receiving input messages?) */
uint32_t m_lastMessageTime; /* Time at which last message was received */
uint32_t m_sequenceNumber; /* Packet sequence number */
uint8_t m_receiveBuffer[USYNERGY_RECEIVE_BUFFER_SIZE]; /* Receive buffer */
int m_receiveOfs; /* Receive buffer offset */
uint8_t m_replyBuffer[USYNERGY_REPLY_BUFFER_SIZE]; /* Reply buffer */
uint8_t* m_replyCur; /* Write offset into reply buffer */
uint16_t m_mouseX; /* Mouse X position */
uint16_t m_mouseY; /* Mouse Y position */
int16_t m_mouseWheelX; /* Mouse wheel X position */
int16_t m_mouseWheelY; /* Mouse wheel Y position */
uSynergyBool m_mouseButtonLeft; /* Mouse left button */
uSynergyBool m_mouseButtonRight; /* Mouse right button */
uSynergyBool m_mouseButtonMiddle; /* Mouse middle button */
int8_t m_joystickSticks[USYNERGY_NUM_JOYSTICKS][4]; /* Joystick stick position in 2 axes for 2 sticks */
uint16_t m_joystickButtons[USYNERGY_NUM_JOYSTICKS]; /* Joystick button state */
} uSynergyContext;
//---------------------------------------------------------------------------------------------------------------------
// Interface
//---------------------------------------------------------------------------------------------------------------------
/**
@brief Initialize uSynergy context
This function initializes @a context for use. Call this function directly after
creating the context, before filling in any configuration data in it. Not calling
this function will cause undefined behavior.
@param context Context to be initialized
**/
extern void uSynergyInit(uSynergyContext *context);
/**
@brief Update uSynergy
This function updates uSynergy and does the bulk of the work. It does connection management,
receiving data, reconnecting after errors or timeouts and so on. It assumes that networking
operations are blocking and it can suspend the current thread if it needs to wait. It is
best practice to call uSynergyUpdate from a background thread so it is responsive.
Because uSynergy relies mostly on blocking calls it will mostly stay in thread sleep state
waiting for system mutexes and won't eat much memory.
uSynergyUpdate doesn't do any memory allocations or have any side effects beyond those of
the callbacks it calls.
@param context Context to be updated
**/
extern void uSynergyUpdate(uSynergyContext *context);
/**
@brief Send clipboard data
This function sets new clipboard data and sends it to the server. Use this function if
your client cuts or copies data onto the clipboard that it needs to share with the
server.
Currently there is only support for plaintext, but HTML and image data could be
supported with some effort.
@param context Context to send clipboard data to
@param text Text to set to the clipboard
**/
extern void uSynergySendClipboard(uSynergyContext *context, const char *text);
#ifdef __cplusplus
};
#endif

View File

@ -11,7 +11,7 @@
#CXX = g++
OBJS = main.o imgui_impl_glfw_gl3.o
OBJS += ../../imgui.o
OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o
OBJS += ../libs/gl3w/GL/gl3w.o
UNAME_S := $(shell uname -s)

View File

@ -23,17 +23,13 @@ static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
static size_t g_VboSize = 0;
static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
{
if (cmd_lists_count == 0)
return;
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
GLint last_program, last_texture;
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
@ -59,58 +55,39 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawList** const cmd_lists, int
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
// Grow our buffer according to what we need
size_t total_vtx_count = 0;
for (int n = 0; n < cmd_lists_count; n++)
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
size_t needed_vtx_size = total_vtx_count * sizeof(ImDrawVert);
if (g_VboSize < needed_vtx_size)
{
g_VboSize = needed_vtx_size + 5000 * sizeof(ImDrawVert); // Grow buffer
glBufferData(GL_ARRAY_BUFFER, g_VboSize, NULL, GL_STREAM_DRAW);
}
// Copy and convert all vertices into a single contiguous buffer
unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
if (!buffer_data)
return;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(g_VaoHandle);
int cmd_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
int vtx_offset = cmd_offset;
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawIdx* idx_buffer_offset = 0;
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW);
for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
{
if (pcmd->user_callback)
if (pcmd->UserCallback)
{
pcmd->user_callback(cmd_list, pcmd);
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glScissor((int)pcmd->ClipRect.x, (int)(height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer_offset);
}
vtx_offset += pcmd->vtx_count;
idx_buffer_offset += pcmd->ElemCount;
}
cmd_offset = vtx_offset;
}
// Restore modified state
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glUseProgram(last_program);
glDisable(GL_SCISSOR_TEST);
glBindTexture(GL_TEXTURE_2D, last_texture);
@ -226,6 +203,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
glGenBuffers(1, &g_VboHandle);
glGenBuffers(1, &g_ElementsHandle);
glGenVertexArrays(1, &g_VaoHandle);
glBindVertexArray(g_VaoHandle);
@ -257,6 +235,8 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
@ -292,8 +272,8 @@ void ImGui_ImplGlfwGL3_Shutdown()
{
if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
g_VaoHandle = 0;
g_VboHandle = 0;
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
glDetachShader(g_ShaderHandle, g_VertHandle);
glDeleteShader(g_VertHandle);

View File

@ -29,13 +29,22 @@ int main(int, char**)
// Setup ImGui binding
ImGui_ImplGlfwGL3_Init(window, true);
// Load Fonts
// (see extra_fonts/README.txt for more details)
//ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font0 = io.Fonts->AddFontDefault();
//ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
// Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
//ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 };
//ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
bool show_test_window = true;
bool show_another_window = false;

View File

@ -149,6 +149,8 @@
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
<ClCompile Include="imgui_impl_glfw_gl3.cpp" />
<ClCompile Include="main.cpp" />
@ -156,6 +158,7 @@
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
<ClInclude Include="imgui_impl_glfw_gl3.h" />

View File

@ -25,6 +25,12 @@
<ClCompile Include="..\libs\gl3w\GL\gl3w.c">
<Filter>gl3w</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
@ -42,5 +48,8 @@
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h">
<Filter>gl3w</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@ -11,7 +11,7 @@
#CXX = g++
OBJS = main.o imgui_impl_glfw.o
OBJS += ../../imgui.o
OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o
UNAME_S := $(shell uname -s)

View File

@ -23,11 +23,8 @@ static GLuint g_FontTexture = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
static void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
{
if (cmd_lists_count == 0)
return;
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
@ -56,29 +53,29 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
// Render command lists
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
for (int n = 0; n < cmd_lists_count; n++)
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front();
const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
int vtx_offset = 0;
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
if (pcmd->user_callback)
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
pcmd->user_callback(cmd_list, pcmd);
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glScissor((int)pcmd->ClipRect.x, (int)(height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer);
}
vtx_offset += pcmd->vtx_count;
idx_buffer += pcmd->ElemCount;
}
}
#undef OFFSETOF
@ -183,6 +180,8 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;

View File

@ -21,13 +21,22 @@ int main(int, char**)
// Setup ImGui binding
ImGui_ImplGlfw_Init(window, true);
// Load Fonts
// (see extra_fonts/README.txt for more details)
//ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font0 = io.Fonts->AddFontDefault();
//ImFont* my_font1 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/Karla-Regular.ttf", 16.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
// Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
//ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 };
//ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
bool show_test_window = true;
bool show_another_window = false;

View File

@ -149,12 +149,15 @@
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="imgui_impl_glfw.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="imgui_impl_glfw.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@ -19,6 +19,12 @@
<ClCompile Include="imgui_impl_glfw.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
@ -30,5 +36,8 @@
<ClInclude Include="imgui_impl_glfw.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@ -0,0 +1,16 @@
# How to Build
- On Windows with Visual Studio's CLI
\<sdl2path\> is your SDL2 folder.
```
cl /MD /I <sdl2path\include> /I ..\.. main.cpp imgui_impl_sdl.cpp ..\..\imgui*.cpp /link /LIBPATH:<sdl2path\lib> SDL2.lib SDL2main.lib
```
- On Linux and similar Unices
```
c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -o sdl2example
```

View File

@ -0,0 +1,257 @@
// ImGui SDL2 binding with OpenGL
// https://github.com/ocornut/imgui
#include <SDL.h>
#include <SDL_syswm.h>
#include <SDL_opengl.h>
#include <imgui.h>
#include "imgui_impl_sdl.h"
// Data
static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
static float g_MouseWheel = 0.0f;
static GLuint g_FontTexture = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
{
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// A probable faster way to render would be to collate all vertices from all cmd_lists into a single vertex buffer.
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers.
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0f, width, height, 0.0f, -1.0f, +1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Render command lists
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front();
const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glScissor((int)pcmd->ClipRect.x, (int)(height - pcmd->ClipRect.w), (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer);
}
idx_buffer += pcmd->ElemCount;
}
}
#undef OFFSETOF
// Restore modified state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, 0);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
}
static const char* ImGui_ImplSdl_GetClipboardText()
{
return SDL_GetClipboardText();
}
static void ImGui_ImplSdl_SetClipboardText(const char* text)
{
SDL_SetClipboardText(text);
}
bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
{
ImGuiIO& io = ImGui::GetIO();
switch (event->type)
{
case SDL_MOUSEWHEEL:
{
if (event->wheel.y > 0)
g_MouseWheel = 1;
if (event->wheel.y < 0)
g_MouseWheel = -1;
return true;
}
case SDL_MOUSEBUTTONDOWN:
{
if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
return true;
}
case SDL_TEXTINPUT:
{
ImGuiIO& io = ImGui::GetIO();
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_KEYDOWN:
case SDL_KEYUP:
{
int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
io.KeysDown[key] = (event->type == SDL_KEYDOWN);
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
return true;
}
}
return false;
}
bool ImGui_ImplSdl_CreateDeviceObjects()
{
ImGuiIO& io = ImGui::GetIO();
// Build texture
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
// Create texture
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
// Cleanup (don't clear the input data if you want to append new fonts later)
io.Fonts->ClearInputData();
io.Fonts->ClearTexData();
return true;
}
void ImGui_ImplSdl_InvalidateDeviceObjects()
{
if (g_FontTexture)
{
glDeleteTextures(1, &g_FontTexture);
ImGui::GetIO().Fonts->TexID = 0;
g_FontTexture = 0;
}
}
bool ImGui_ImplSdl_Init(SDL_Window *window)
{
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
io.KeyMap[ImGuiKey_A] = SDLK_a;
io.KeyMap[ImGuiKey_C] = SDLK_c;
io.KeyMap[ImGuiKey_V] = SDLK_v;
io.KeyMap[ImGuiKey_X] = SDLK_x;
io.KeyMap[ImGuiKey_Y] = SDLK_y;
io.KeyMap[ImGuiKey_Z] = SDLK_z;
io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists;
io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
#ifdef _MSC_VER
SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
SDL_GetWindowWMInfo(window, &wmInfo);
io.ImeWindowHandle = wmInfo.info.win.window;
#endif
return true;
}
void ImGui_ImplSdl_Shutdown()
{
ImGui_ImplSdl_InvalidateDeviceObjects();
ImGui::Shutdown();
}
void ImGui_ImplSdl_NewFrame(SDL_Window *window)
{
if (!g_FontTexture)
ImGui_ImplSdl_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
SDL_GetWindowSize(window, &w, &h);
io.DisplaySize = ImVec2((float)w, (float)h);
// Setup time step
Uint32 time = SDL_GetTicks();
double current_time = time / 1000.0;
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
g_Time = current_time;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
int mx, my;
Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
else
io.MousePos = ImVec2(-1,-1);
io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
// Hide OS mouse cursor if ImGui is drawing it
SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
// Start the frame
ImGui::NewFrame();
}

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@ -0,0 +1,14 @@
// ImGui SDL2 binding with OpenGL
// https://github.com/ocornut/imgui
struct SDL_Window;
typedef union SDL_Event SDL_Event;
bool ImGui_ImplSdl_Init(SDL_Window *window);
void ImGui_ImplSdl_Shutdown();
void ImGui_ImplSdl_NewFrame(SDL_Window *window);
bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event);
// Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplSdl_InvalidateDeviceObjects();
bool ImGui_ImplSdl_CreateDeviceObjects();

View File

@ -0,0 +1,108 @@
// ImGui - standalone example application for SDL2 + OpenGL
#include <imgui.h>
#include "imgui_impl_sdl.h"
#include <stdio.h>
#include <SDL.h>
#include <SDL_opengl.h>
int main(int, char**)
{
// Setup SDL
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;
}
// Setup window
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current);
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
// Setup ImGui binding
ImGui_ImplSdl_Init(window);
// Load Fonts
// (see extra_fonts/README.txt for more details)
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyClean.ttf", 13.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
// Merge glyphs from multiple fonts into one (e.g. combine default font with another with Chinese glyphs, or add icons)
//ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 };
//ImFontConfig icons_config; icons_config.MergeMode = true; icons_config.PixelSnapH = true;
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 18.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/fontawesome-webfont.ttf", 18.0f, &icons_config, icons_ranges);
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImColor(114, 144, 154);
// Main loop
bool done = false;
while (!done)
{
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSdl_ProcessEvent(&event);
if (event.type == SDL_QUIT)
done = true;
}
ImGui_ImplSdl_NewFrame(window);
// 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 = 0.0f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
// Rendering
glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render();
SDL_GL_SwapWindow(window);
}
// Cleanup
ImGui_ImplSdl_Shutdown();
SDL_GL_DeleteContext(glcontext);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}

Binary file not shown.

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@ -3,9 +3,75 @@
Those are only provided as a convenience, you can load your own .TTF files.
---------------------------------
INCLUDED FONTS
LOADING INSTRUCTIONS
---------------------------------
Load default font with:
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
Load .TTF file with:
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
Detailed options:
ImFontConfig config;
config.OversampleH = 3;
config.OversampleV = 3;
config.GlyphExtraSpacing.x = 1.0f;
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
Combine two fonts into one:
// Load main font
io.Fonts->AddFontDefault();
// Add character ranges and merge into main font
ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
ImFontConfig config;
config.MergeMode = true;
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges);
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config, io.Fonts->GetGlyphRangesJapanese());
Add a fourth parameter to bake specific font ranges only:
// Basic Latin, Extended Latin
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault());
// Include full set of about 21000 CJK Unified Ideographs
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChinese());
Offset font vertically by altering the io.Font->DisplayOffset value:
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
font->DisplayOffset.y += 1; // Render 1 pixel down
---------------------------------
EMBED A FONT IN SOURCE CODE
---------------------------------
Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array. Then load the font with:
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
Or
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
---------------------------------
INCLUDED FONT FILES
---------------------------------
Cousine-Regular.ttf
Digitized data copyright (c) 2010 Google Corporation.
Licensed under the SIL Open Font License, Version 1.1
DroidSans.ttf
Copyright (c) Steve Matteson
Apache License, version 2.0
@ -26,36 +92,25 @@
SIL OPEN FONT LICENSE Version 1.1
---------------------------------
OTHER FONTS
LINKS
---------------------------------
For Japanese:
M+ fonts by Coji Morishita are free and include most useful Kanjis you would need.
mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
Typefaces for source code beautification
https://github.com/chrissimpkins/codeface
Proggy Programming Fonts
http://upperbounds.net
For Japanese, Chinese, Korean:
You can use Arial Unicode or other Unicode fonts provided with Windows (not sure of their license).
Other suggestions?
Inconsolata
http://www.levien.com/type/myfonts/inconsolata.html
---------------------------------
LOADING INSTRUCTIONS
---------------------------------
Adobe Source Code Pro: Monospaced font family for user interface and coding environments
https://github.com/adobe-fonts/source-code-pro
Load .TTF file with:
Monospace/Fixed Width Programmer's Fonts
http://www.lowing.org/fonts/
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels);
Add a third parameter to bake specific font ranges:
io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, io.Fonts->GetGlyphRangesDefault()); // Basic Latin, Extended Latin
io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, io.Fonts->GetGlyphRangesJapanese()); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, io.Fonts->GetGlyphRangesChinese()); // Include full set of about 21000 CJK Unified Ideographs
Offset font by altering the io.Font->DisplayOffset value:
ImFont* font = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels);
font->DisplayOffset.y += 1; // Render 1 pixel down
(Japanese) M+ fonts by Coji Morishita are free and include most useful Kanjis you would need.
http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).

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@ -1,8 +1,10 @@
// 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.
// The data is first compressed with stb_compress() to reduce source code size.
// Then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex)
// (If we used 32-bits constants it would require take 11 bytes of source code to encode 4 bytes.)
// Useful if you want to embed fonts into your code.
// Note that the output array is likely to be bigger than the binary file..
// Note that even with compression, 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
@ -11,28 +13,44 @@
#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);
static bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding);
int main(int argc, char** argv)
{
if (argc < 3)
{
printf("Syntax: %s <inputfile> <symbolname>\n", argv[0]);
printf("Syntax: %s [-base85] <inputfile> <symbolname>\n", argv[0]);
return 0;
}
binary_to_compressed_c(argv[1], argv[2]);
int argn = 1;
bool use_base85_encoding = false;
if (argv[argn][0] == '-')
{
if (strcmp(argv[argn], "-base85") == 0) { use_base85_encoding = true; argn++; }
else
{
printf("Unknown argument: '%s'\n", argv[argn]);
return 1;
}
}
binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding);
return 1;
}
bool binary_to_compressed_c(const char* filename, const char* symbol)
char Encode85Byte(unsigned int x)
{
x = (x % 85) + 35;
return (x>='\\') ? x+1 : x;
}
bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding)
{
// Read file
FILE* f = fopen(filename, "rb");
@ -50,22 +68,38 @@ bool binary_to_compressed_c(const char* filename, const char* symbol)
int compressed_sz = stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz);
memset(compressed + compressed_sz, 0, maxlen - compressed_sz);
// Output
// Output as Base85 encoded
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)
fprintf(out, "// Exported using binary_to_compressed_c.cpp\n");
if (use_base85_encoding)
{
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, "static const char %s_compressed_data_base85[%d+1] =\n \"", symbol, (int)((compressed_sz+3)/4)*5);
int column = 0;
for (int i = 0; i < compressed_sz; i += 4)
{
unsigned int d = *(unsigned int*)(compressed + i);
fprintf(out, "%c%c%c%c%c", Encode85Byte(d), Encode85Byte(d/85), Encode85Byte(d/7225), Encode85Byte(d/614125), Encode85Byte(d/52200625));
if ((i % 112) == 112-4)
fprintf(out, "\"\n \"");
}
fprintf(out, "\";\n\n");
}
else
{
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++ % 12) == 0)
fprintf(out, "\n 0x%08x, ", d);
else
fprintf(out, "0x%08x, ", d);
}
fprintf(out, "\n};\n\n");
}
fprintf(out, "\n};\n\n");
// Cleanup
delete[] data;

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@ -6,11 +6,6 @@
#pragma once
//---- Define your own ImVector<> type if you don't want to use the provided implementation defined in imgui.h
//#include <vector>
//#define ImVector std::vector
//#define ImVector MyVector
//---- Define assertion handler. Defaults to calling assert().
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
@ -35,7 +30,7 @@
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Implement STB libraries in a namespace to avoid conflicts
//#define IMGUI_STB_NAMESPACE ImStb
//#define IMGUI_STB_NAMESPACE ImGuiStb
//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
/*

8022
imgui.cpp

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457
imgui.h
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@ -1,19 +1,23 @@
// ImGui library v1.40
// See .cpp file for documentation.
// See ImGui::ShowTestWindow() for sample code.
// ImGui library v1.44
// Headers
// See imgui.cpp file for documentation.
// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
// Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
#pragma once
#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
#include "imconfig.h" // User-editable configuration file
#endif
#include <float.h> // FLT_MAX
#include <stdarg.h> // va_list
#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 IMGUI_VERSION "1.44"
// Define assertion handler.
#ifndef IM_ASSERT
@ -29,6 +33,7 @@
// Forward declarations
struct ImDrawCmd;
struct ImDrawList;
struct ImDrawData;
struct ImFont;
struct ImFontAtlas;
struct ImGuiIO;
@ -48,6 +53,7 @@ typedef int ImGuiMouseCursor; // enum ImGuiMouseCursor_
typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
typedef int ImGuiSetCond; // enum ImGuiSetCond_
typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_
typedef int ImGuiSelectableFlags; // enum ImGuiSelectableFlags_
struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
@ -57,7 +63,7 @@ struct ImVec2
ImVec2() { x = y = 0.0f; }
ImVec2(float _x, float _y) { x = _x; y = _y; }
#ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2.
#ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.
IM_VEC2_CLASS_EXTRA
#endif
};
@ -68,13 +74,13 @@ struct 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 // Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec4.
#ifdef IM_VEC4_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4.
IM_VEC4_CLASS_EXTRA
#endif
};
// 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.
// - class ImVector<> // Lightweight std::vector like class.
// - 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
@ -102,14 +108,14 @@ namespace ImGui
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, 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 = "Debug", bool* p_opened = NULL, ImGuiWindowFlags flags = 0); // see .cpp for details. 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). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. 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 ImVec2 GetContentRegionMax(); // window or current column boundaries, in windows coordinates
IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
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
@ -121,10 +127,11 @@ namespace ImGui
IMGUI_API float GetWindowWidth();
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 SetNextWindowFocus(); // set next window to be focused / front-most
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position. call before Begin()
IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. 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. call before Begin()
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state. call before Begin()
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
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
@ -134,9 +141,11 @@ namespace ImGui
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 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 float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount == ContentSize.Y - WindowSize.Y
IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
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();
@ -161,26 +170,11 @@ namespace ImGui
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 SetTooltipV(const char* fmt, va_list args);
IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text
IMGUI_API void EndTooltip();
// 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 or groups to layout them horizontally
IMGUI_API void SameLine(float pos_x = 0.0f, float spacing_w = -1.0f); // 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
@ -198,6 +192,7 @@ namespace ImGui
IMGUI_API void SetCursorPos(const ImVec2& pos); // "
IMGUI_API void SetCursorPosX(float x); // "
IMGUI_API void SetCursorPosY(float y); // "
IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position
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
@ -206,12 +201,12 @@ namespace ImGui
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
// You can also use "##extra" within your widget name to distinguish them from each others (see 'Programmer Guide')
// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
// You can also use "##extra" within your widget name to distinguish them from each others. Read the FAQ for more details.
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 PushID(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_begin, const char* str_id_end);
@ -236,7 +231,7 @@ namespace ImGui
IMGUI_API bool SmallButton(const char* label);
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,1), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
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(0,0,0,0), 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 Checkbox(const char* label, bool* v);
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
@ -249,9 +244,9 @@ 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, 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), int 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, 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), int 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));
// Widgets: Drags (tip: ctrl+click on a drag box to input text)
@ -259,13 +254,16 @@ namespace ImGui
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 DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", const char* display_format_max = NULL, 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");
IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f", const char* display_format_max = NULL);
// 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 InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), 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);
@ -300,15 +298,29 @@ namespace ImGui
IMGUI_API void SetNextTreeNodeOpened(bool opened, ImGuiSetCond cond = 0); // set next tree node to be opened.
// 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 Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));
IMGUI_API bool ListBox(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards.
IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
IMGUI_API void ListBoxFooter(); // terminate the scrolling region
// Widgets: Menus
// 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);
IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
IMGUI_API void Color(const char* prefix, const ImVec4& v);
IMGUI_API void Color(const char* prefix, unsigned int v);
// Tooltip
IMGUI_API void SetTooltip(const char* fmt, ...); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
IMGUI_API void SetTooltipV(const char* fmt, va_list args);
IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text
IMGUI_API void EndTooltip();
// 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!
@ -318,13 +330,15 @@ namespace ImGui
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);
IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
IMGUI_API void Color(const char* prefix, const ImVec4& v);
IMGUI_API void Color(const char* prefix, unsigned int v);
// 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 BeginPopupModal(const char* name, bool* p_opened = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside)
IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to 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); // helper to open and begin popup when clicked on current window
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to 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.
// 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
@ -344,25 +358,12 @@ namespace ImGui
IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space
IMGUI_API ImVec2 GetItemRectMax(); // "
IMGUI_API ImVec2 GetItemRectSize(); // "
IMGUI_API bool IsWindowHovered();
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 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);
@ -370,13 +371,34 @@ namespace ImGui
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // 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 bool 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);
// Inputs
IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[] array, imgui doesn't know the semantic of each entry, uses your own indices!
IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // uses user's key indices as stored in the keys_down[] array. if repeat=true. uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(int key_index); // "
IMGUI_API bool IsMouseDown(int button); // is mouse button held
IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down)
IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
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 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 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 void CaptureKeyboardFromApp(); // manually enforce imgui setting the io.WantCaptureKeyboard flag next frame (your application needs to handle it). e.g. capture keyboard when your widget is being hovered.
IMGUI_API void CaptureMouseFromApp(); // manually enforce imgui setting the io.WantCaptureMouse flag next frame (your application needs to handle it).
// Helpers functions to access the MemAllocFn/MemFreeFn pointers in ImGui::GetIO()
IMGUI_API void* MemAlloc(size_t sz);
IMGUI_API void MemFree(void* ptr);
@ -389,7 +411,6 @@ namespace ImGui
// Obsolete (will be removed)
#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+
@ -398,6 +419,7 @@ namespace ImGui
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+
static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETE 1.42+
#endif
} // namespace ImGui
@ -415,7 +437,8 @@ 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
ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs
ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
// [Internal]
ImGuiWindowFlags_ChildWindow = 1 << 20, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 21, // Don't use! For internal use by BeginChild()
@ -423,7 +446,8 @@ enum ImGuiWindowFlags_
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()
ImGuiWindowFlags_Modal = 1 << 26, // Don't use! For internal use by BeginPopupModal()
ImGuiWindowFlags_ChildMenu = 1 << 27 // Don't use! For internal use by BeginMenu()
};
// Flags for ImGui::InputText()
@ -439,29 +463,45 @@ enum ImGuiInputTextFlags_
ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Call user function on pressing TAB (for completion handling)
ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Call user function on pressing Up/Down arrows (for history handling)
ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Call user function every time
ImGuiInputTextFlags_CallbackCharFilter = 1 << 9 // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, allow exiting edition by pressing Enter. Ctrl+Enter to add new line (by default adds new lines with Enter).
ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
// [Internal]
ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
};
// Flags for ImGui::Selectable()
enum ImGuiSelectableFlags_
{
// Default: 0
ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
ImGuiSelectableFlags_SpanAllColumns = 1 << 1 // Selectable frame can span all columns (text will still fit in current column)
};
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
enum ImGuiKey_
{
ImGuiKey_Tab,
ImGuiKey_LeftArrow,
ImGuiKey_RightArrow,
ImGuiKey_UpArrow,
ImGuiKey_DownArrow,
ImGuiKey_Home,
ImGuiKey_End,
ImGuiKey_Delete,
ImGuiKey_Backspace,
ImGuiKey_Enter,
ImGuiKey_Escape,
ImGuiKey_A, // for CTRL+A: select all
ImGuiKey_C, // for CTRL+C: copy
ImGuiKey_V, // for CTRL+V: paste
ImGuiKey_X, // for CTRL+X: cut
ImGuiKey_Y, // for CTRL+Y: redo
ImGuiKey_Z, // for CTRL+Z: undo
ImGuiKey_Tab, // for tabbing through fields
ImGuiKey_LeftArrow, // for text edit
ImGuiKey_RightArrow,// for text edit
ImGuiKey_UpArrow, // for text edit
ImGuiKey_DownArrow, // for text edit
ImGuiKey_PageUp,
ImGuiKey_PageDown,
ImGuiKey_Home, // for text edit
ImGuiKey_End, // for text edit
ImGuiKey_Delete, // for text edit
ImGuiKey_Backspace, // for text edit
ImGuiKey_Enter, // for text edit
ImGuiKey_Escape, // for text edit
ImGuiKey_A, // for text edit CTRL+A: select all
ImGuiKey_C, // for text edit CTRL+C: copy
ImGuiKey_V, // for text edit CTRL+V: paste
ImGuiKey_X, // for text edit CTRL+X: cut
ImGuiKey_Y, // for text edit CTRL+Y: redo
ImGuiKey_Z, // for text edit CTRL+Z: undo
ImGuiKey_COUNT
};
@ -479,6 +519,7 @@ enum ImGuiCol_
ImGuiCol_FrameBgActive,
ImGuiCol_TitleBg,
ImGuiCol_TitleBgCollapsed,
ImGuiCol_TitleBgActive,
ImGuiCol_MenuBarBg,
ImGuiCol_ScrollbarBg,
ImGuiCol_ScrollbarGrab,
@ -509,6 +550,7 @@ enum ImGuiCol_
ImGuiCol_PlotHistogramHovered,
ImGuiCol_TextSelectedBg,
ImGuiCol_TooltipBg,
ImGuiCol_ModalWindowDarkening, // darken entire screen when a modal window is active
ImGuiCol_COUNT
};
@ -536,7 +578,7 @@ enum ImGuiAlign_
ImGuiAlign_Right = 1 << 2,
ImGuiAlign_Top = 1 << 3,
ImGuiAlign_VCenter = 1 << 4,
ImGuiAlign_Default = ImGuiAlign_Left | ImGuiAlign_Top,
ImGuiAlign_Default = ImGuiAlign_Left | ImGuiAlign_Top
};
// Enumeration for ColorEditMode()
@ -591,14 +633,17 @@ struct ImGuiStyle
float ScrollbarWidth; // Width of the vertical scrollbar
float ScrollbarRounding; // Radius of grab corners for scrollbar
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
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.
bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
bool AntiAliasedShapes; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
ImVec4 Colors[ImGuiCol_COUNT];
IMGUI_API ImGuiStyle();
};
// This is where your app communicate with ImGui. Call ImGui::GetIO() to access.
// This is where your app communicate with ImGui. Access via ImGui::GetIO().
// Read 'Programmer guide' section in .cpp file for general usage.
struct ImGuiIO
{
@ -631,7 +676,7 @@ struct ImGuiIO
// REQUIRED: rendering function.
// See example code if you are unsure of how to implement this.
void (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count);
void (*RenderDrawListsFn)(ImDrawData* data);
// Optional: access OS clipboard
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
@ -653,7 +698,7 @@ struct ImGuiIO
//------------------------------------------------------------------
ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button). Others buttons allows to track if mouse is being used by your application + available to user as a convenience via IsMouse** API.
bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
bool KeyCtrl; // Keyboard modifier pressed: Control
@ -662,8 +707,9 @@ struct ImGuiIO
bool KeysDown[512]; // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data)
ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
// Function
IMGUI_API void AddInputCharacter(ImWchar c); // Helper to add a new character into InputCharacters[]
// Functions
IMGUI_API void AddInputCharacter(ImWchar c); // Helper to add a new character into InputCharacters[]
IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Helper to add new characters into InputCharacters[] from an UTF-8 string
//------------------------------------------------------------------
// Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application
@ -673,7 +719,8 @@ struct ImGuiIO
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 MetricsRenderVertices; // Vertices output during last call to Render()
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
int MetricsActiveWindows; // Number of visible windows (exclude child windows)
//------------------------------------------------------------------
@ -686,10 +733,13 @@ struct ImGuiIO
ImVec2 MouseClickedPos[5]; // Position at time of clicking
float MouseClickedTime[5]; // Time of last click (used to figure out double-click)
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
bool MouseReleased[5]; // Mouse button went from Down to !Down
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 MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
float MouseDownDurationPrev[5]; // Previous 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
float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
float KeysDownDurationPrev[512]; // Previous duration the key has been down
IMGUI_API ImGuiIO();
};
@ -699,18 +749,15 @@ struct ImGuiIO
//-----------------------------------------------------------------------------
// 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;
public:
int Size;
int Capacity;
T* Data;
public:
typedef T value_type;
typedef value_type* iterator;
typedef const value_type* const_iterator;
@ -719,13 +766,11 @@ public:
~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 int size() const { return Size; }
inline int 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 value_type& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
inline const value_type& operator[](int 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; }
@ -736,16 +781,16 @@ public:
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 swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int 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 int _grow_capacity(int new_size) { int 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)
inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
inline void reserve(int 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));
T* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));
memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
ImGui::MemFree(Data);
Data = new_data;
Capacity = new_capacity;
@ -754,10 +799,9 @@ public:
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; }
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_t)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_t)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.
@ -772,7 +816,7 @@ struct ImGuiOnceUponAFrame
{
ImGuiOnceUponAFrame() { RefFrame = -1; }
mutable int RefFrame;
operator bool() const { const int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
};
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
@ -814,7 +858,7 @@ struct ImGuiTextBuffer
ImGuiTextBuffer() { Buf.push_back(0); }
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; }
int size() const { return Buf.Size-1; }
bool empty() { return size() >= 1; }
void clear() { Buf.clear(); Buf.push_back(0); }
IMGUI_API void append(const char* fmt, ...);
@ -878,7 +922,7 @@ struct ImGuiTextEditCallbackData
// Completion,History,Always events:
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
char* Buf; // Current text // Read-write (pointed data only)
size_t BufSize; // // Read-only
int BufSize; // // Read-only
bool BufDirty; // Set if you modify Buf directly // Write
int CursorPos; // // Read-write
int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
@ -887,10 +931,11 @@ struct ImGuiTextEditCallbackData
// NB: calling those function loses selection.
void DeleteChars(int pos, int bytes_count);
void InsertChars(int pos, const char* text, const char* text_end = NULL);
bool HasSelection() const { return SelectionStart != SelectionEnd; }
};
// ImColor() is just a helper that implicity converts to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either formats.
// None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats.
struct ImColor
{
ImVec4 Value;
@ -913,8 +958,8 @@ struct ImColor
// clipper.End();
struct ImGuiListClipper
{
float ItemsHeight;
int ItemsCount, DisplayStart, DisplayEnd;
float ItemsHeight;
int ItemsCount, DisplayStart, DisplayEnd;
ImGuiListClipper() { ItemsHeight = 0.0f; ItemsCount = DisplayStart = DisplayEnd = -1; }
ImGuiListClipper(int count, float height) { ItemsCount = -1; Begin(count, height); }
@ -938,15 +983,15 @@ struct ImGuiListClipper
//-----------------------------------------------------------------------------
// Draw List
// Hold a series of drawing commands. The user provides a renderer for ImDrawList.
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
//-----------------------------------------------------------------------------
// Draw callbacks for advanced uses.
// NB- You most likely DO NOT need to care about draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
// Draw callback are useful for example if you want to render a complex 3D scene inside a UI element.
// The expected behavior from your rendering loop is:
// if (cmd.user_callback != NULL)
// cmd.user_callback(parent_list, cmd);
// if (cmd.UserCallback != NULL)
// cmd.UserCallback(parent_list, cmd);
// else
// RenderTriangles()
// It is up to you to decide if your rendering loop or the callback should be responsible for backup/restoring rendering state.
@ -955,13 +1000,16 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
// Typically, 1 command = 1 gpu draw call (unless command is a callback)
struct ImDrawCmd
{
unsigned int vtx_count; // Number of vertices (multiple of 3) to be drawn as triangles. The vertices are stored in the callee ImDrawList's vtx_buffer[] array.
ImVec4 clip_rect; // Clipping rectangle (x1, y1, x2, y2)
ImTextureID texture_id; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
ImDrawCallback user_callback; // If != NULL, call the function instead of rendering the vertices. vtx_count will be 0. clip_rect and texture_id will be set normally.
void* user_callback_data; // The draw callback code can access this.
unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2)
ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void* UserCallbackData; // The draw callback code can access this.
};
// Vertex index
typedef unsigned short ImDrawIdx;
// Vertex layout
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
struct ImDrawVert
@ -977,6 +1025,13 @@ struct ImDrawVert
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif
// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
struct ImDrawChannel
{
ImVector<ImDrawCmd> CmdBuffer;
ImVector<ImDrawIdx> IdxBuffer;
};
// Draw command list
// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
@ -987,15 +1042,23 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
struct ImDrawList
{
// This is what you have to render
ImVector<ImDrawCmd> commands; // Commands. Typically 1 command = 1 gpu draw call.
ImVector<ImDrawVert> vtx_buffer; // Vertex buffer. Each command consume ImDrawCmd::vtx_count of those
ImVector<ImDrawCmd> CmdBuffer; // Commands. Typically 1 command = 1 gpu draw call.
ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
// [Internal to ImGui]
ImVector<ImVec4> clip_rect_stack; // [Internal]
ImVector<ImTextureID> texture_id_stack; // [Internal]
ImDrawVert* vtx_write; // [Internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
// [Internal, used while building lists]
const char* _OwnerName; // Pointer to owner window's name (if any) for debugging
unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImVector<ImVec4> _ClipRectStack; // [Internal]
ImVector<ImTextureID> _TextureIdStack; // [Internal]
ImVector<ImVec2> _Path; // [Internal] current path building
int _ChannelCurrent; // [Internal] current channel number (0)
ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API
ImDrawList() { Clear(); }
ImDrawList() { _OwnerName = NULL; Clear(); }
~ImDrawList() { ClearFreeMemory(); }
IMGUI_API void Clear();
IMGUI_API void ClearFreeMemory();
IMGUI_API void PushClipRect(const ImVec4& clip_rect); // Scissoring. The values are x1, y1, x2, y2.
@ -1008,27 +1071,75 @@ struct ImDrawList
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 AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
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 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 AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
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 ImVec4* cpu_fine_clip_rect = NULL);
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col = 0xFFFFFFFF);
IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
// Stateful path API, add points then finish with PathFill() or PathStroke()
inline void PathClear() { _Path.resize(0); }
inline void PathLineTo(const ImVec2& p) { _Path.push_back(p); }
IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12);
IMGUI_API void PathRect(const ImVec2& a, const ImVec2& b, float rounding = 0.0f, int rounding_corners = 0x0F);
inline void PathFill(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); }
inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); }
// 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 AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' 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 ChannelsSplit(int channel_count);
IMGUI_API void ChannelsMerge(int channel_count);
IMGUI_API void ChannelsSetCurrent(int idx);
// Internal helpers
IMGUI_API void PrimReserve(unsigned int vtx_count);
IMGUI_API void PrimTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
// NB: all primitives needs to be reserved via PrimReserve() beforehand!
IMGUI_API void PrimReserve(int idx_count, int vtx_count);
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);
inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
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++; }
};
// All draw data to render an ImGui frame
struct ImDrawData
{
ImDrawList** CmdLists;
int CmdListsCount;
int TotalVtxCount; // For convenience, sum of all cmd_lists vtx_buffer.Size
int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size
// Functions
void DeIndexAllBuffers(); // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
};
struct ImFontConfig
{
void* FontData; // // TTF data
int FontDataSize; // // TTF data size
bool FontDataOwnedByAtlas; // true // TTF data ownership taken by the container ImFontAtlas (will delete memory itself). Set to true
int FontNo; // 0 // Index of font within TTF file
float SizePixels; // // Size in pixels for rasterizer
int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
bool PixelSnapH; // false // Align every character to pixel boundary (if enabled, set OversampleH/V to 1)
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs
const ImWchar* GlyphRanges; // // List of Unicode range (2 value per range, values are inclusive, zero-terminated list)
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs).
bool MergeGlyphCenterV; // false // When merging (multiple ImFontInput for one ImFont), vertically center new glyphs instead of aligning their baseline
// [Internal]
char Name[32]; // Name (strictly for debugging)
ImFont* DstFont;
IMGUI_API ImFontConfig();
};
// Load and rasterize multiple TTF fonts into a same texture.
@ -1043,10 +1154,12 @@ 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* 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 ImFont* AddFont(const ImFontConfig* font_cfg);
IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
IMGUI_API ImFont* AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 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 ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_ttf_data' still owned by caller. Compress with binary_to_compressed_c.cpp
IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_ttf_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 paramaeter
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)
@ -1066,6 +1179,7 @@ struct ImFontAtlas
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
IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
// Members
// (Access texture data via GetTexData*() calls which will setup a default font for you.)
@ -1078,55 +1192,54 @@ struct ImFontAtlas
ImVector<ImFont*> Fonts;
// Private
struct ImFontAtlasData;
ImVector<ImFontAtlasData*> InputData; // Internal data
ImVector<ImFontConfig> ConfigData; // Internal data
IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions.
IMGUI_API void RenderCustomTexData(int pass, void* rects);
};
// TTF font loading and rendering
// Font runtime data and rendering
// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
// Kerning isn't supported. At the moment some ImGui code does per-character CalcTextSize calls, need something more state-ful.
struct ImFont
{
// Members: Settings
float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
float Scale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
ImVec2 DisplayOffset; // = (0.0f,0.0f) // Offset font rendering by xx pixels
ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
float Scale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
ImVec2 DisplayOffset; // = (0.0f,0.0f) // Offset font rendering by xx pixels
ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
ImFontConfig* ConfigData; // // Pointer within ImFontAtlas->ConfigData
int ConfigDataCount; //
// Members: Runtime data
struct Glyph
{
ImWchar Codepoint;
signed short XAdvance;
signed short Width, Height;
signed short XOffset, YOffset;
float U0, V0, U1, V1; // Texture coordinates
ImWchar Codepoint;
float XAdvance;
float X0, Y0, X1, Y1;
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)
float FallbackXAdvance; //
ImVector<float> IndexXAdvance; // Glyphs->XAdvance directly indexable (for CalcTextSize functions which are often bottleneck in large UI)
ImVector<int> IndexLookup; // Index glyphs by Unicode code-point
float Ascent, Descent; // Ascent: 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)
float FallbackXAdvance; //
ImVector<float> IndexXAdvance; // Sparse. Glyphs->XAdvance directly indexable (for CalcTextSize functions which are often bottleneck in large UI)
ImVector<int> IndexLookup; // Sparse. Index glyphs by Unicode code-point
// Methods
IMGUI_API ImFont();
IMGUI_API ~ImFont();
IMGUI_API void Clear();
IMGUI_API void BuildLookupTable();
IMGUI_API float GetCharAdvance(unsigned short c) const { return ((int)c < IndexXAdvance.Size) ? IndexXAdvance[(int)c] : FallbackXAdvance; }
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 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, 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;
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, bool cpu_fine_clip = false) const;
};
//---- Include imgui_user.h at the end of imgui.h

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@ -0,0 +1,664 @@
// ImGui library v1.44
// Internals
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
// Implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)
// #define IMGUI_DEFINE_MATH_OPERATORS
#pragma once
#include <stdio.h> // FILE*
#include <math.h> // sqrtf()
//-----------------------------------------------------------------------------
// Forward Declarations
//-----------------------------------------------------------------------------
struct ImRect;
struct ImGuiColMod;
struct ImGuiStyleMod;
struct ImGuiGroupData;
struct ImGuiSimpleColumns;
struct ImGuiDrawContext;
struct ImGuiTextEditState;
struct ImGuiIniData;
struct ImGuiMouseCursorData;
struct ImGuiPopupRef;
struct ImGuiState;
struct ImGuiWindow;
typedef int ImGuiLayoutType; // enum ImGuiLayoutType_
typedef int ImGuiButtonFlags; // enum ImGuiButtonFlags_
//-------------------------------------------------------------------------
// STB libraries
//-------------------------------------------------------------------------
namespace ImGuiStb
{
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-function"
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#endif
#undef STB_TEXTEDIT_STRING
#undef STB_TEXTEDIT_CHARTYPE
#define STB_TEXTEDIT_STRING ImGuiTextEditState
#define STB_TEXTEDIT_CHARTYPE ImWchar
#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
#include "stb_textedit.h"
#ifdef __clang__
#pragma clang diagnostic pop
#endif
} // namespace ImGuiStb
//-----------------------------------------------------------------------------
// Context
//-----------------------------------------------------------------------------
extern ImGuiState* GImGui;
//-----------------------------------------------------------------------------
// Helpers
//-----------------------------------------------------------------------------
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
#define IM_PI 3.14159265358979323846f
// Helpers: UTF-8 <> wchar
int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // return input UTF-8 bytes count
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string as UTF-8 code-points
// Helpers: Misc
ImU32 ImHash(const void* data, int data_size, ImU32 seed);
bool ImLoadFileToMemory(const char* filename, const char* file_open_mode, void** out_file_data, int* out_file_size = NULL, int padding_bytes = 0);
bool ImIsPointInTriangle(const ImVec2& p, const ImVec2& a, const ImVec2& b, const ImVec2& c);
static inline bool ImCharIsSpace(int c) { return c == ' ' || c == '\t' || c == 0x3000; }
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
// Helpers: String
int ImStricmp(const char* str1, const char* str2);
int ImStrnicmp(const char* str1, const char* str2, int count);
char* ImStrdup(const char* str);
int ImStrlenW(const ImWchar* str);
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line
const char* ImStristr(const char* haystack, const char* needle, const char* needle_end);
int ImFormatString(char* buf, int buf_size, const char* fmt, ...);
int ImFormatStringV(char* buf, int buf_size, const char* fmt, va_list args);
// Helpers: Math
// We are keeping those not leaking to the user by default, in the case the user has implicit cast operators between ImVec2 and its own types (when IM_VEC2_CLASS_EXTRA is defined)
#ifdef IMGUI_DEFINE_MATH_OPERATORS
static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x*rhs, lhs.y*rhs); }
static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x/rhs, lhs.y/rhs); }
static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); }
static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); }
static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); }
static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); }
static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-lhs.w); }
#endif
static inline int ImMin(int lhs, int rhs) { return lhs < rhs ? lhs : rhs; }
static inline int ImMax(int lhs, int rhs) { return lhs >= rhs ? lhs : rhs; }
static inline float ImMin(float lhs, float rhs) { return lhs < rhs ? lhs : rhs; }
static inline float ImMax(float lhs, float rhs) { return lhs >= rhs ? lhs : rhs; }
static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMin(lhs.x,rhs.x), ImMin(lhs.y,rhs.y)); }
static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(ImMax(lhs.x,rhs.x), ImMax(lhs.y,rhs.y)); }
static inline int ImClamp(int v, int mn, int mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
static inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx) { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); }
static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
static inline float ImLerp(float a, float b, float t) { return a + (b - a) * t; }
static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / sqrtf(d); return fail_value; }
//-----------------------------------------------------------------------------
// Types
//-----------------------------------------------------------------------------
enum ImGuiButtonFlags_
{
ImGuiButtonFlags_Repeat = 1 << 0,
ImGuiButtonFlags_PressedOnClick = 1 << 1, // return pressed on click only (default requires click+release)
ImGuiButtonFlags_PressedOnRelease = 1 << 2, // return pressed on release only (default requires click+release)
ImGuiButtonFlags_FlattenChilds = 1 << 3,
ImGuiButtonFlags_DontClosePopups = 1 << 4,
ImGuiButtonFlags_Disabled = 1 << 5,
ImGuiButtonFlags_AlignTextBaseLine = 1 << 6
};
enum ImGuiSelectableFlagsPrivate_
{
// NB: need to be in sync with last value of ImGuiSelectableFlags_
ImGuiSelectableFlags_Menu = 1 << 2,
ImGuiSelectableFlags_MenuItem = 1 << 3,
ImGuiSelectableFlags_Disabled = 1 << 4,
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 5
};
// FIXME: this is in development, not exposed/functional as a generic feature yet.
enum ImGuiLayoutType_
{
ImGuiLayoutType_Vertical,
ImGuiLayoutType_Horizontal
};
enum ImGuiPlotType
{
ImGuiPlotType_Lines,
ImGuiPlotType_Histogram
};
enum ImGuiDataType
{
ImGuiDataType_Int,
ImGuiDataType_Float
};
// 2D axis aligned bounding-box
// NB: we can't rely on ImVec2 math operators being available here
struct ImRect
{
ImVec2 Min; // Upper-left
ImVec2 Max; // Lower-right
ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {}
ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
ImVec2 GetCenter() const { return ImVec2((Min.x+Max.x)*0.5f, (Min.y+Max.y)*0.5f); }
ImVec2 GetSize() const { return ImVec2(Max.x-Min.x, Max.y-Min.y); }
float GetWidth() const { return Max.x-Min.x; }
float GetHeight() const { return Max.y-Min.y; }
ImVec2 GetTL() const { return Min; }
ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); }
ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); }
ImVec2 GetBR() const { return Max; }
bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; }
bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
void Add(const ImVec2& rhs) { if (Min.x > rhs.x) Min.x = rhs.x; if (Min.y > rhs.y) Min.y = rhs.y; if (Max.x < rhs.x) Max.x = rhs.x; if (Max.y < rhs.y) Max.y = rhs.y; }
void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; }
void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
void Reduce(const ImVec2& amount) { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; }
void Clip(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
void Round() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
{
if (!on_edge && Contains(p))
return p;
if (p.x > Max.x) p.x = Max.x;
else if (p.x < Min.x) p.x = Min.x;
if (p.y > Max.y) p.y = Max.y;
else if (p.y < Min.y) p.y = Min.y;
return p;
}
};
// Stacked color modifier, backup of modified data so we can restore it
struct ImGuiColMod
{
ImGuiCol Col;
ImVec4 PreviousValue;
};
// Stacked style modifier, backup of modified data so we can restore it
struct ImGuiStyleMod
{
ImGuiStyleVar Var;
ImVec2 PreviousValue;
};
// Stacked data for BeginGroup()/EndGroup()
struct ImGuiGroupData
{
ImVec2 BackupCursorPos;
ImVec2 BackupCursorMaxPos;
float BackupColumnsStartX;
float BackupCurrentLineHeight;
float BackupCurrentLineTextBaseOffset;
float BackupLogLinePosY;
bool AdvanceCursor;
};
// Simple column measurement currently used for MenuItem() only. This is very short-sighted for now and not a generic helper.
struct ImGuiSimpleColumns
{
int Count;
float Spacing;
float Width, NextWidth;
float Pos[8], NextWidths[8];
ImGuiSimpleColumns();
void Update(int count, float spacing, bool clear);
float DeclColumns(float w0, float w1, float w2);
float CalcExtraSpace(float avail_w);
};
// Internal state of the currently focused/edited text input box
struct ImGuiTextEditState
{
ImGuiID Id; // widget id owning the text state
ImVector<ImWchar> Text; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
ImVector<char> InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
ImVector<char> TempTextBuffer;
int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format.
int BufSizeA; // end-user buffer size
float ScrollX;
ImGuiStb::STB_TexteditState StbState;
float CursorAnim;
bool CursorFollow;
ImVec2 InputCursorScreenPos; // Cursor position in screen space to be used by IME callback.
bool SelectedAllMouseLock;
ImGuiTextEditState() { memset(this, 0, sizeof(*this)); }
void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
bool HasSelection() const { return StbState.select_start != StbState.select_end; }
void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; }
void SelectAll() { StbState.select_start = 0; StbState.select_end = CurLenW; StbState.cursor = StbState.select_end; StbState.has_preferred_x = false; }
void OnKeyPressed(int key);
};
// Data saved in imgui.ini file
struct ImGuiIniData
{
char* Name;
ImGuiID ID;
ImVec2 Pos;
ImVec2 Size;
bool Collapsed;
};
// Mouse cursor data (used when io.MouseDrawCursor is set)
struct ImGuiMouseCursorData
{
ImGuiMouseCursor Type;
ImVec2 HotOffset;
ImVec2 Size;
ImVec2 TexUvMin[2];
ImVec2 TexUvMax[2];
};
// Storage for current popup stack
struct ImGuiPopupRef
{
ImGuiID PopupID; // Set on OpenPopup()
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
ImGuiWindow* ParentWindow; // Set on OpenPopup()
ImGuiID ParentMenuSet; // Set on OpenPopup()
ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set) { PopupID = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; }
};
// Main state for ImGui
struct ImGuiState
{
bool Initialized;
ImGuiIO IO;
ImGuiStyle Style;
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize()
float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Size of characters.
ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvForWhite
float Time;
int FrameCount;
int FrameCountRendered;
ImVector<ImGuiWindow*> Windows;
ImVector<ImGuiWindow*> WindowsSortBuffer;
ImGuiWindow* CurrentWindow; // Being drawn into
ImVector<ImGuiWindow*> CurrentWindowStack;
ImGuiWindow* FocusedWindow; // Will catch keyboard inputs
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
ImGuiID HoveredId; // Hovered widget
ImGuiID HoveredIdPreviousFrame;
ImGuiID ActiveId; // Active widget
ImGuiID ActiveIdPreviousFrame;
bool ActiveIdIsAlive;
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdIsFocusedOnly; // Set only by active widget. Denote focus but no active interaction
ImGuiWindow* ActiveIdWindow;
ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window. Pointer is only valid if ActiveID is the "#MOVE" identifier of a window.
ImVector<ImGuiIniData> Settings; // .ini Settings
float SettingsDirtyTimer; // Save .ini settinngs on disk when time reaches zero
int DisableHideTextAfterDoubleHash;
ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
ImVector<ImGuiPopupRef> OpenedPopupStack; // Which popups are open (persistent)
ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
// Storage for SetNexWindow** and SetNextTreeNode*** functions
ImVec2 SetNextWindowPosVal;
ImVec2 SetNextWindowSizeVal;
bool SetNextWindowCollapsedVal;
ImGuiSetCond SetNextWindowPosCond;
ImGuiSetCond SetNextWindowSizeCond;
ImGuiSetCond SetNextWindowCollapsedCond;
bool SetNextWindowFocus;
bool SetNextTreeNodeOpenedVal;
ImGuiSetCond SetNextTreeNodeOpenedCond;
// Render
ImVector<ImDrawList*> RenderDrawLists[3];
float ModalWindowDarkeningRatio;
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
ImGuiMouseCursor MouseCursor;
ImGuiMouseCursorData MouseCursorData[ImGuiMouseCursor_Count_];
// Widget state
ImGuiTextEditState InputTextState;
ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
ImGuiStorage ColorEditModeStorage; // Store user selection of color edit mode
ImVec2 ActiveClickDeltaToCenter;
float DragCurrentValue; // Currently dragged value, always float, not rounded by end-user precision settings
ImVec2 DragLastMouseDelta;
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
float DragSpeedScaleSlow;
float DragSpeedScaleFast;
float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space
char Tooltip[1024];
char* PrivateClipboard; // If no custom clipboard handler is defined
// Logging
bool LogEnabled;
FILE* LogFile; // If != NULL log to stdout/ file
ImGuiTextBuffer* LogClipboard; // Else log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
int LogStartDepth;
int LogAutoExpandMaxDepth;
// Misc
float FramerateSecPerFrame[120]; // calculate estimate of framerate for user
int FramerateSecPerFrameIdx;
float FramerateSecPerFrameAccum;
bool CaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags
bool CaptureKeyboardNextFrame;
char TempBuffer[1024*3+1]; // temporary text buffer
ImGuiState()
{
Initialized = false;
Font = NULL;
FontSize = FontBaseSize = 0.0f;
FontTexUvWhitePixel = ImVec2(0.0f, 0.0f);
Time = 0.0f;
FrameCount = 0;
FrameCountRendered = -1;
CurrentWindow = NULL;
FocusedWindow = NULL;
HoveredWindow = NULL;
HoveredRootWindow = NULL;
HoveredId = 0;
HoveredIdPreviousFrame = 0;
ActiveId = 0;
ActiveIdPreviousFrame = 0;
ActiveIdIsAlive = false;
ActiveIdIsJustActivated = false;
ActiveIdIsFocusedOnly = false;
ActiveIdWindow = NULL;
MovedWindow = NULL;
SettingsDirtyTimer = 0.0f;
DisableHideTextAfterDoubleHash = 0;
SetNextWindowPosVal = ImVec2(0.0f, 0.0f);
SetNextWindowSizeVal = ImVec2(0.0f, 0.0f);
SetNextWindowCollapsedVal = false;
SetNextWindowPosCond = 0;
SetNextWindowSizeCond = 0;
SetNextWindowCollapsedCond = 0;
SetNextWindowFocus = false;
SetNextTreeNodeOpenedVal = false;
SetNextTreeNodeOpenedCond = 0;
ScalarAsInputTextId = 0;
ActiveClickDeltaToCenter = ImVec2(0.0f, 0.0f);
DragCurrentValue = 0.0f;
DragLastMouseDelta = ImVec2(0.0f, 0.0f);
DragSpeedDefaultRatio = 0.01f;
DragSpeedScaleSlow = 0.01f;
DragSpeedScaleFast = 10.0f;
ScrollbarClickDeltaToGrabCenter = 0.0f;
memset(Tooltip, 0, sizeof(Tooltip));
PrivateClipboard = NULL;
ModalWindowDarkeningRatio = 0.0f;
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
MouseCursor = ImGuiMouseCursor_Arrow;
LogEnabled = false;
LogFile = NULL;
LogClipboard = NULL;
LogStartDepth = 0;
LogAutoExpandMaxDepth = 2;
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
FramerateSecPerFrameIdx = 0;
FramerateSecPerFrameAccum = 0.0f;
CaptureMouseNextFrame = CaptureKeyboardNextFrame = false;
}
};
// Transient per-window data, reset at the beginning of the frame
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered.
struct ImGuiDrawContext
{
ImVec2 CursorPos;
ImVec2 CursorPosPrevLine;
ImVec2 CursorStartPos;
ImVec2 CursorMaxPos; // Implicitly calculate the size of our contents, always extending. Saved into window->SizeContents at the end of the frame
float CurrentLineHeight;
float CurrentLineTextBaseOffset;
float PrevLineHeight;
float PrevLineTextBaseOffset;
float LogLinePosY;
int TreeDepth;
ImGuiID LastItemID;
ImRect LastItemRect;
bool LastItemHoveredAndUsable;
bool LastItemHoveredRect;
bool MenuBarAppending;
float MenuBarOffsetX;
ImVector<ImGuiWindow*> ChildWindows;
ImGuiStorage* StateStorage;
ImGuiLayoutType LayoutType;
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
bool ButtonRepeat; // == ButtonRepeatStack.back() [empty == false]
bool AllowKeyboardFocus; // == AllowKeyboardFocusStack.back() [empty == true]
float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
ImVector<bool> ButtonRepeatStack;
ImVector<bool> AllowKeyboardFocusStack;
ImVector<float> ItemWidthStack;
ImVector<float> TextWrapPosStack;
ImVector<ImGuiGroupData>GroupStack;
ImGuiColorEditMode ColorEditMode;
int StackSizesBackup[6]; // Store size of various stacks for asserting
float ColumnsStartX; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
float ColumnsOffsetX; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
int ColumnsCurrent;
int ColumnsCount;
ImVec2 ColumnsStartPos;
float ColumnsCellMinY;
float ColumnsCellMaxY;
bool ColumnsShowBorders;
ImGuiID ColumnsSetID;
ImVector<float> ColumnsOffsetsT; // Columns offset normalized 0.0 (far left) -> 1.0 (far right)
ImGuiDrawContext()
{
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
CurrentLineHeight = PrevLineHeight = 0.0f;
CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
LogLinePosY = -1.0f;
TreeDepth = 0;
LastItemID = 0;
LastItemRect = ImRect(0.0f,0.0f,0.0f,0.0f);
LastItemHoveredAndUsable = LastItemHoveredRect = false;
MenuBarAppending = false;
MenuBarOffsetX = 0.0f;
StateStorage = NULL;
LayoutType = ImGuiLayoutType_Vertical;
ItemWidth = 0.0f;
ButtonRepeat = false;
AllowKeyboardFocus = true;
TextWrapPos = -1.0f;
ColorEditMode = ImGuiColorEditMode_RGB;
memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
ColumnsStartX = 0.0f;
ColumnsOffsetX = 0.0f;
ColumnsCurrent = 0;
ColumnsCount = 1;
ColumnsStartPos = ImVec2(0.0f, 0.0f);
ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
ColumnsShowBorders = true;
ColumnsSetID = 0;
}
};
// Windows data
struct ImGuiWindow
{
char* Name;
ImGuiID ID;
ImGuiWindowFlags Flags;
ImVec2 PosFloat;
ImVec2 Pos; // Position rounded-up to nearest pixel
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
ImVec2 SizeFull; // Size when non collapsed
ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame
ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect
ImGuiID MoveID; // == window->GetID("#MOVE")
float ScrollY;
float ScrollTargetRelY; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
float ScrollTargetCenterRatioY; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
bool ScrollbarY;
bool Active; // Set to true on Begin()
bool WasActive;
bool Accessed; // Set to true when any widget access the current window
bool Collapsed; // Set when collapsing window to become only title-bar
bool SkipItems; // == Visible && !Collapsed
int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
ImGuiID PopupID; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
int AutoFitFramesX, AutoFitFramesY;
bool AutoFitOnlyGrows;
int AutoPosLastDirection;
int HiddenFrames;
int SetWindowPosAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag.
int SetWindowSizeAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag.
int SetWindowCollapsedAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag.
bool SetWindowPosCenterWanted;
ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
ImRect ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
ImRect ClippedWindowRect; // = ClipRect just after setup in Begin()
int LastFrameDrawn;
float ItemWidthDefault;
ImGuiSimpleColumns MenuColumns; // Simplified columns storage for menu items
ImGuiStorage StateStorage;
float FontWindowScale; // Scale multiplier per-window
ImDrawList* DrawList;
ImGuiWindow* RootWindow;
ImGuiWindow* RootNonPopupWindow;
// Focus
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through)
int FocusIdxAllRequestCurrent; // Item being requested for focus
int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus
int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)
int FocusIdxTabRequestNext; // "
public:
ImGuiWindow(const char* name);
~ImGuiWindow();
ImGuiID GetID(const char* str, const char* str_end = NULL);
ImGuiID GetID(const void* ptr);
ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); }
float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale; }
float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; }
ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; }
ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
float ScrollbarWidth() const { return ScrollbarY ? GImGui->Style.ScrollbarWidth : 0.0f; }
ImU32 Color(ImGuiCol idx, float a=1.f) const { ImVec4 c = GImGui->Style.Colors[idx]; c.w *= GImGui->Style.Alpha * a; return ImGui::ColorConvertFloat4ToU32(c); }
ImU32 Color(const ImVec4& col) const { ImVec4 c = col; c.w *= GImGui->Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); }
};
//-----------------------------------------------------------------------------
// Internal API
// No guarantee of forward compatibility here.
//-----------------------------------------------------------------------------
namespace ImGui
{
IMGUI_API ImGuiWindow* GetCurrentWindow();
IMGUI_API ImGuiWindow* GetParentWindow();
IMGUI_API void FocusWindow(ImGuiWindow* window);
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
IMGUI_API void KeepAliveID(ImGuiID id);
IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f);
IMGUI_API bool ItemAdd(const ImRect& bb, const ImGuiID* id);
IMGUI_API bool IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when_logged);
IMGUI_API bool IsHovered(const ImRect& bb, ImGuiID id, bool flatten_childs = false);
IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, bool is_active, bool tab_stop = true); // Return true if focus is requested
IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align = ImGuiAlign_Default, const ImVec2* clip_min = NULL, const ImVec2* clip_max = NULL);
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
IMGUI_API void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col);
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, bool allow_key_modifiers, ImGuiButtonFlags flags = 0);
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
IMGUI_API bool SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, bool horizontal);
IMGUI_API bool SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power);
IMGUI_API bool SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* display_format);
IMGUI_API bool DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_speed, float v_min, float v_max, int decimal_precision, float power);
IMGUI_API bool DragFloatN(const char* label, float* v, int components, float v_speed, float v_min, float v_max, const char* display_format, float power);
IMGUI_API bool DragIntN(const char* label, int* v, int components, float v_speed, int v_min, int v_max, const char* display_format);
IMGUI_API bool InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
IMGUI_API bool InputFloatN(const char* label, float* v, int components, int decimal_precision, ImGuiInputTextFlags extra_flags);
IMGUI_API bool InputIntN(const char* label, int* v, int components, ImGuiInputTextFlags extra_flags);
IMGUI_API bool InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags);
IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision);
IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size);
IMGUI_API int ParseFormatPrecision(const char* fmt, int default_value);
IMGUI_API float RoundScalar(float value, int decimal_precision);
} // namespace ImGuiP

View File

@ -1,3 +1,6 @@
// [ImGui] this is a slightly modified version of stb_truetype.h 1.4
// [ImGui] we made a fix for using the END key on multi-line text edit, see https://github.com/ocornut/imgui/issues/275
// stb_textedit.h - v1.4 - public domain - Sean Barrett
// Development of this library was sponsored by RAD Game Tools
//
@ -957,6 +960,8 @@ retry:
stb_textedit_move_to_first(state);
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
state->cursor = find.first_char + find.length;
if (find.length > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) == STB_TEXTEDIT_NEWLINE)
state->cursor--;
state->has_preferred_x = 0;
break;
}
@ -977,6 +982,8 @@ retry:
stb_textedit_prep_selection_at_cursor(state);
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
state->cursor = state->select_end = find.first_char + find.length;
if (find.length > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) == STB_TEXTEDIT_NEWLINE)
state->cursor = state->select_end = state->cursor - 1;
state->has_preferred_x = 0;
break;
}

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