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216 Commits
v1.44 ... v1.46

Author SHA1 Message Date
72dde4d323 Version 1.46 2015-10-18 17:36:27 +01:00
fbdcb51dde Fix to allow using SetNextWindow* functions with ImGuiSetCond_Appearing on modal windows (#377)
Also affect other popups which called FindBestPopupWindowPos() on their
second frame but it most often acts as a no-op but it wouldn't be
noticeable.
2015-10-18 17:30:53 +01:00
8b9c0b2545 Tweaks (calling inner SetNext* functions directly from Begin) 2015-10-18 17:20:03 +01:00
7a61b7dd57 Renamed Window LastFrameDrawn to LastFrameActive, more correct 2015-10-18 16:57:10 +01:00
465e6839a4 ColorEdit4: hovering the color button shows correct alpha (fix #373) 2015-10-18 16:24:44 +01:00
5b7a2149fc ColorConvertFloat4ToU32() round the floats instead of truncating them. 2015-10-18 16:09:37 +01:00
43ff5a41be InputText(): always use live input data for display in read-only mode (fix #360) 2015-10-18 15:50:46 +01:00
a0d24ac03d Scrollbar: background color less translucent in default style (flattened alpha) so it works better on non-WindowBg colored background. 2015-10-18 15:36:39 +01:00
64b6e87f54 Scrollbar: fixed vertical alignment with border + no menu bar (following #365) 2015-10-18 15:35:27 +01:00
b090d711e2 InputText: removed the need for text_end pointer in the cursor position calculation loop, allows switching buffers 2015-10-18 15:25:36 +01:00
214e87d59c InputText: comments. 2015-10-18 12:18:28 +01:00
bc34ac882f InputText: added comments and somehow clarified the optimized code that calculate text position + updated demo 2015-10-18 10:57:29 +01:00
2b3fb5c0f7 Example: Marmalade: shallow tweaks and cleanups to match ImGui coding style (#375) 2015-10-15 12:44:30 +02:00
81927b073e Merge pull request #375 from gzito/master
Examples: Added example app for the Marmalade platform.
2015-10-15 11:32:13 +01:00
ba9c469ff0 no message 2015-10-14 23:13:02 +02:00
ebf4f1fa02 no message 2015-10-14 23:05:01 +02:00
79ca203850 Merge branch 'master' of https://github.com/ocornut/imgui 2015-10-14 23:01:52 +02:00
5d53f37a5d Examples: Possibly clarified the intent of imgui_impl_* files. 2015-10-13 17:53:43 +02:00
1c69b3d0df Tools: binary_to_compressed_c.cpp: added -nocompress option. 2015-10-12 13:13:00 +02:00
d4d2e5bc62 Added items to Todo list 2015-10-12 12:31:41 +02:00
a5c895f791 Added SetClipboardText / GetClipboardText helper shortcuts to match MemAlloc / MemFree 2015-10-12 12:20:01 +02:00
59cedca02e Merge pull request #371 from nguillemot/master
Examples: DirectX11: Fix vertex POSITION format (ImDrawVert::pos is 2D, not 4D)
2015-10-12 09:26:49 +01:00
509ac33abe fix POSITION format (ImDrawVert::pos is 2D, not 4D)
the inputlayout incorrectly described the POSITION attribute as being
4D, while ImDrawVert::pos is 2D. This went unnoticed because the buffer
binding has a stride of sizeof(ImDrawVert) and the POSITION is treated
as a float2 in the vertex shader. If you switch POSITION to float4 in
the vertex shader (and actually use the z/w in the matrix
multiplication) then everything become wacky-looking since it's
interpreting the texture coordinates as z/w. On a similar note: It's
weird that the projection matrix takes z and w into consideration when
those don't exist in the shader due to positions being float2s.
2015-10-11 16:42:22 -07:00
a5132286b7 ImDrawList: ChannelsSetCurrent() added an extra assert 2015-10-11 17:50:55 +02:00
8eb4df0dd6 Added comments (#369 #370) 2015-10-11 17:20:07 +02:00
8c5c0c41fc ImDrawList: AddImage() uv parameters default to (0.0) and (1.1) 2015-10-11 17:17:03 +02:00
b93e787f51 Merge pull request #369 from richardkogelnig/master
InputText: Fix for not being able to enter certain characters in InputText on german keyboard
2015-10-11 17:16:10 +02:00
8a6bde3527 Fix for AltGR being send as Ctrl&Alt on german keyboards. Don't consume characters if CTRL key press is detected AND ALT key press is detected in Imgui::InputTextEx 2015-10-11 16:25:49 +02:00
fae7b34a3f Fixed bug with handling of malformed utf-8 at the end of a non-zero terminated string range. 2015-10-09 21:47:41 +02:00
50b25b6c75 Added example for the Marmalade platform 2015-10-08 22:38:37 +02:00
b8281d96bd Fixed mouse release double-triggering (#359, #362) 2015-10-08 20:59:49 +02:00
a77e534ded Examples: OpenGL2: Add msys2/mingw64 target (#361) 2015-10-08 20:48:50 +02:00
379079ac42 Merge pull request #361 from fr500/master
Examples: OpenGL3: Add msys2/mingw64 target.
2015-10-08 20:47:22 +02:00
80173fec96 Merge branch 'osman-brian-master' 2015-10-08 20:44:25 +02:00
edf730b672 Missing tidying up (#358) 2015-10-08 20:44:13 +02:00
48bb3c8026 Merge branch 'master' of https://github.com/osman-brian/imgui into osman-brian-master 2015-10-08 20:40:54 +02:00
de92bc873f Scrollbar: fixed minor rendering offset when borders are enabled (fix #365) 2015-10-08 20:25:49 +02:00
0298603040 Update README.md
More begging, still in search for a solution..
2015-10-08 15:35:39 +02:00
bd78892164 Fixed IsKeyReleased() and IsMouseReleased() returning true on the first frame.
Loosely related to #362
2015-10-08 15:28:09 +02:00
e83b529846 BeginChildFrame() helper has the extra_flags parameter. 2015-10-07 00:22:44 +02:00
d087671369 HoveredId is set via a SetHoveredID() function. Added HoveredIdAllowHoveringOthers not used by default API. 2015-10-06 19:27:24 +02:00
06d594e86b Dummy() create an item so functions such as IsItemHovered() can be used. 2015-10-05 20:27:22 +02:00
54805fd22a InputText: fixed crash when passing a buf_size==0 (which can be of use for read-only selectable text boxes) (#360) 2015-10-05 14:13:24 +02:00
a465b2b3d8 add msys2/mingw64 target 2015-10-04 15:14:35 -05:00
7508d30b83 ImGuiTextBuffer: added c_str() helper. 2015-10-04 11:22:47 +02:00
69678d1ed2 Merge pull request #357 from orthographic-pedant/spell_check/accommodate
Fixed typographical error, changed "accomodate" to "accommodate" in README.
2015-10-03 19:13:04 +02:00
e031fe484c Added ImGuiWindowFlags_NoBringToFrontOnFocus behavior. 2015-10-02 19:07:04 +02:00
69e6f299f3 Update imgui_draw.cpp
Fix Decode85 on big-endian systems.
2015-10-01 14:57:31 -04:00
c1983d5c3f Draw: Fixed rectangle rendering glitches with width/height <= 1/2 and rounding enabled. 2015-09-30 21:48:36 +02:00
f21fda1231 Scrollbar: Tweaked scrollbar inner padding for small scrollbars. 2015-09-30 21:47:44 +02:00
6e4d959953 Window: fixed window lower-right clipping limit so it plays more friendly with both OpenGL and DirectX coordinates.
Not sure about this. Hmm.
2015-09-30 21:30:27 +02:00
c9d51d99b4 Scrollbar: tidying up (#355) 2015-09-30 21:19:54 +02:00
5d3d136733 Scrollbar: horizontal scrollbar demo allows to enable simultanaeous scrollbars on both axises. 2015-09-30 21:15:47 +02:00
b92daf0ba2 Scrollbar: fixed rounding of background + child window consistenly have ChildWindowBg color under ScrollbarBg fill (#355) 2015-09-30 21:15:17 +02:00
ea66a34f9d Fixed typographical error, changed accomodate to accommodate in README. 2015-09-30 13:16:55 -04:00
a76b75c2d5 InputFloat() fixed explicit precision modifier, both display and input were broken. 2015-09-30 15:36:17 +02:00
572bf91006 Comments 2015-09-30 15:35:30 +02:00
ecb63ff8f3 Inline functions not marked with IMGUI_API because apparently it is illegal for MinGW (fix #349)
ARGH C++.
2015-09-27 22:28:16 +02:00
963f6b782d Examples: OpenGL3: saving more of blend state (#347) 2015-09-27 22:21:11 +02:00
9d89e03346 Merge pull request #348 from zho7611/add_korean_support
ImFontAtlas: Added GetGlyphRangesKorean() for Korean.
2015-09-23 18:49:11 +02:00
cc53d31764 Add support for Korean. 2015-09-24 00:50:00 +09:00
d5502cdd6d Examples: OpenGL3: Saving/restoring the Enable state, better than nothing (#347) 2015-09-23 09:14:27 +02:00
98465d401b Silencing inadequate MSVC warnings when exporting as DLL (#345) 2015-09-22 00:53:51 +02:00
914516110c Minor spacing 2015-09-22 00:53:11 +02:00
127f44c12b Demo: Extra plotting examples. 2015-09-20 13:29:18 +02:00
ab5def6ad8 PlotHistogram: Minimum bar width ensure better rendering with lots of points (~related to #342) 2015-09-20 12:02:17 +02:00
e268303c02 PlotLines: fixed rendering issue added in previous commit (#342) 2015-09-20 11:37:46 +02:00
994c286f61 Merge pull request #342 from nem0/master
PlotHistogram: Fixed rendering of histogram with a lot of values.
2015-09-20 11:26:13 +02:00
93200a6c37 fixed rendering of histogram with a lot of values 2015-09-19 21:12:26 +02:00
774099918a Update README.md 2015-09-19 15:37:28 +02:00
fee9e07e61 Updated FAQ (#341) 2015-09-19 15:22:05 +02:00
ff12afbd18 InputText(): fixed cursor pixel-alignment when horizontally scrolled. 2015-09-19 13:48:27 +02:00
0e86ed9361 InputText(): fixed mouse-dragging not scroll tracking the cursor when text doesn't fit (fix #339) 2015-09-19 13:45:51 +02:00
08bfe9bc7c Fixed assert introduced in 3b01b0a2f2 2015-09-18 15:03:44 +02:00
c4562ac573 Fixed mouse click detection to be more friendly to DeltaTime 0.0 (#338) 2015-09-17 23:42:34 +01:00
3b01b0a2f2 Extracted a EndFrame() function out of Render() but kept it internal/private + clarified some asserts (#335) 2015-09-16 23:48:42 +01:00
0a1d6b6b74 InputText() fixed ignoring text inputs when ALT is pressed (#334) 2015-09-16 10:38:42 +01:00
ec7eb05e88 ImGuiTextFilter::Draw helper return bool and resplit when filter is modified 2015-09-14 13:03:20 +01:00
f9928e96c7 InputText(): lose cursor/undo-stack when reactivating focus is buffer has changed size 2015-09-12 00:02:59 +01:00
0abe668221 ImFontAtlas: Added TexDesiredWidth and tweaked default cheapo best-width choice(#327) 2015-09-11 16:50:00 +01:00
bc8eb5e9cf ImDrawList, ImFontAtlas: comments, tweaks. moved less scary functions at the top of the file. 2015-09-11 16:35:37 +01:00
7b1168eb30 Internal ImLoadFileToMemory() return void* instead of taking void** + allow optional int* file_size 2015-09-11 16:01:54 +01:00
4d83519244 Comments (#328) 2015-09-11 15:52:03 +01:00
25b4b88a7a Examples: Update readme. 2015-09-10 21:10:01 +01:00
ad4c962224 Examples: DirectX11: Fixed batch file for VS 2012+, still works for 2008/2010.. Include path order matters... 2015-09-10 20:58:43 +01:00
853f265025 Examples: Added batch files to build Windows examples with VS 2015-09-10 20:34:06 +01:00
167c02d502 Better Git ignore list for quick compilations in same folder 2015-09-10 20:09:29 +01:00
951e1bd9a8 Merge branch 'master' of https://github.com/ocornut/imgui 2015-09-10 10:26:20 +01:00
2903c98bca Minor typo 2015-09-10 10:26:09 +01:00
07776595c2 Added missing IMGUI_API definitions in imgui_internal (fix #326) 2015-09-10 10:22:17 +01:00
c31ca3e2d5 Update README.md - demo binaries 2015-09-09 14:28:09 +01:00
1793c1a991 Comments 2015-09-09 14:15:17 +01:00
cafe8b0cd7 Comments 2015-09-09 12:42:59 +01:00
fcbbb0070e Fixed assert introduced in dafad3903e if there are no active draw list 2015-09-09 12:39:16 +01:00
b4f1e88860 Added ImGuiInputTextFlags_ReadOnly flag for InputText()/InputTextMultiline() (#211) 2015-09-09 09:08:08 +01:00
f5fb5f0c1e Minor tidying, reordering functions/members/initialisation to follow same orders 2015-09-07 23:39:36 +01:00
a09411b936 Demo: using MouseDelta 2015-09-07 23:33:44 +01:00
8a3593257f Fixed warning with VS2015 in stb_truetype.h 2015-09-07 15:51:43 +01:00
7d6ddbe5c8 Examples: comment on setting the RenderDrawListsFn function. 2015-09-07 14:58:26 +01:00
dafad3903e Added GetDrawData() alternative to setting a Render function. 2015-09-07 14:56:39 +01:00
93f9ad9ddf README.md 2015-09-05 20:03:05 +01:00
e34ad0a05a ImDrawList: fixed 1 leak per ImDrawList using the ChannelsSplit() API (via Columns) (fix #318) 2015-09-03 23:42:08 +01:00
dbc7903da8 IsMouseHoveringRect() added 'bool clip' parameter to disable clipping the rectangle with the current parameters (#316) 2015-09-03 13:13:13 +01:00
09f659271e ImFont: fixed comment (#317) 2015-09-03 10:42:38 +01:00
fc052e24b2 Added ImGuiWindowFlags_NoFocusOnAppearing flag (#314) 2015-09-02 19:13:25 +01:00
965fa3cb16 Version number 1.46 WIP 2015-09-02 19:09:19 +01:00
c9e19f8953 Version number 1.45 2015-09-01 20:34:10 +01:00
77bcb7152b Examples: DirectX11: fixed vertex shader which breaks with VS2015 somehow (DX11 version?) (#313) 2015-09-01 10:47:36 +01:00
f195bf744f Tabs to spaces 2015-08-30 22:15:33 +01:00
4ab43dce19 Comments 2015-08-30 22:10:49 +01:00
13daaf78a2 Update README.md 2015-08-30 19:41:02 +01:00
e4ef140e10 Speculative Linux build fix, not using itoa (#246) 2015-08-30 18:55:46 +01:00
350d96466e Demo: tweaks (#246) 2015-08-30 18:43:42 +01:00
1eef2c9108 Comment 2015-08-30 18:35:02 +01:00
71026d3655 Added GetScrollX(), GetScrollX(), GetScrollMaxX() apis + demo (#246) 2015-08-30 18:33:38 +01:00
7a31030978 Begin() windows flags are locked on the first begin of the frame, allowing using to not bother passing flags for append 2015-08-30 18:30:54 +01:00
e5e9c5cfbe Demo: removed extraneous flag in demo code + tweak comment (#246) 2015-08-30 18:07:51 +01:00
bbf09fd47d Fixed initial ScrollbarX decision when no vertical scrollbar is in (#246) 2015-08-30 18:07:04 +01:00
a3cad2ff06 BeginChild() fixed missing rounding for child sizes which leaked into layout 2015-08-30 18:06:54 +01:00
6eed3dc7c8 GetContentRegionMax() when window content size is explicit we don't adjust it with scrollbar sizes (#246) 2015-08-30 17:46:02 +01:00
73e73e6ef9 TextUnformatted(): simplifying 2015-08-30 17:45:05 +01:00
afa0346a0b Demo: using DragFloat instead of SliderFloat 2015-08-30 17:38:42 +01:00
e1f8fed734 Separator(): removed unnecessary computation + comment. 2015-08-30 17:25:26 +01:00
f128a8bce1 ColumnsStartX include window->Scroll.x to simplify code (#246) 2015-08-30 17:25:10 +01:00
8edbdb9775 Style: minor menubar bg alpha tweak. 2015-08-30 16:44:44 +01:00
e68d3c614e Style: made scrollbars rounded by default. Because nice. (#246) 2015-08-30 16:43:08 +01:00
9e5fb40ddd Demo: added horizontal scrolling example + enabled in console, log and child examples (#246) 2015-08-30 16:38:55 +01:00
65a191c005 Added optional Horizontal Scrollbar & allow user to explicitly set content width via SetNextWindowContentSize() etc (#246)
GetCursorPos, SetCursorPos, GetContentRegionMax,
GetWindowContentRegionMin, GetWindowContentRegionMax are now including
the scrolling amount. It PROBABLY shouldn't break anything for you, but
take note that SetCursorPosX(100.0f) puts you at +100 from the starting
x position which may include scrolling, not at +100 from the window left
side.
2015-08-30 16:37:56 +01:00
9eed672725 Bullet() fixed inconsistent layout behaviour when clipped. 2015-08-30 15:42:42 +01:00
d88b73a8b7 Added GetContentRegionAvailWidth() helper. Demo tweaks. 2015-08-30 15:35:59 +01:00
fc13ae2aa5 Turning float ScrollY into ImVec2 Scroll - no feature change, this is just to remove some syntax noise from the following commit (#246) 2015-08-30 15:08:13 +01:00
e0c375e7b8 Tidying up 2015-08-30 13:09:56 +01:00
b326c8fd1f Added GetCurrentWindowRead() for functions that don't write to the window 2015-08-30 11:56:04 +01:00
b994dd777a Fixed OpenPopup() accessing current window, effectively opening "Debug" on an empty window stack 2015-08-30 11:11:15 +01:00
0aa353868f Minor internal shortcuts not calling GetCurrentWindow() 2015-08-30 10:49:47 +01:00
aa35547f94 Demo: long text example uses ImGuiListClipper 2015-08-30 00:03:08 +01:00
2d565d4bfb Style: rename ScrollbarWidth to ScrollbarSize (sorry!) 2015-08-29 23:47:47 +01:00
64fcb5e568 TreeNode() fixed IsItemHovered() being inconsistent with visual behavior (#282) 2015-08-29 18:15:42 +01:00
65fe60f2b2 Split tree/collapsable into internal TreeNodeBehaviorIsOpened() helper (unsure..) (#282) 2015-08-29 18:13:30 +01:00
0bb46c824e Examples: OpenGL2/3: save/restore some more state correctly.
Might save an hour of staring at blank-screen to 5% of the population,
worth it.
2015-08-29 17:44:52 +01:00
f2c68109a6 Merge branch 'master' of https://github.com/ocornut/imgui 2015-08-29 14:45:15 +01:00
c381d58fb1 TreeNode(): arbitrary interaction padding after text label not part of layout (#282) 2015-08-29 14:12:53 +01:00
62a3142036 Demo: comments. 2015-08-29 13:31:30 +01:00
da807e55ea Examples: Ignore list a little more friendly to Unix systems. 2015-08-28 16:03:05 +01:00
5ebd61f89c Ignore list a little more friendly to Unix systems 2015-08-28 15:55:22 +01:00
e7cc048d81 Demo: custom rendering tweak. 2015-08-28 15:35:08 +01:00
0a11024459 IO.WantInputCharacters -> WantTextInput (#305) 2015-08-28 15:34:53 +01:00
30461345aa Removed default name parameter in Begin()
We already have a "Debug" window pushed to the stack in the first place
so it's not really a useful default.
2015-08-28 15:24:04 +01:00
8430c88451 Demo: added a bezier curve in the old custom rendering demo. 2015-08-28 14:41:10 +01:00
b803d284c3 InvisibleButton() honor negative size consistently with other widgets that do so 2015-08-28 14:18:50 +01:00
90e5c97f13 AddBezier()->AddBezierCurve(). PathBezierTo()->PathBezierCurveTo(), and reads current point back, more standard (#311) 2015-08-28 13:48:14 +01:00
d2e529e533 Merge branch 'master' of https://github.com/ocornut/imgui 2015-08-28 13:19:43 +01:00
80ad773c87 ImDrawList: added AddBezier(), PathBezierTo() for cubic bezier curves (#311) 2015-08-28 13:18:34 +01:00
55ea2988d2 Update README.md 2015-08-28 00:04:49 +01:00
e58f99179a Examples: OpenGL: fix for retina screens + io.DisplayFramebufferScale storage (#287) 2015-08-27 19:51:02 +01:00
a36001212f ImDrawData: added ScaleClipRects() helper (#287) 2015-08-27 18:45:43 +01:00
8b225923f8 Malformed UTF-8 don't terminate string, output 0xFFFD (#307) 2015-08-27 13:44:31 +01:00
59d498f3d0 Added ColorConvertU32ToFloat4() helper and ImColor(ImU32) constructor. 2015-08-26 21:18:08 +01:00
62671ef96e Examples: update readme 2015-08-25 22:14:31 +01:00
8cf7df7ec4 Added GetWindowHeight() for completeness + BeginGroup() comment. 2015-08-25 16:55:14 +01:00
822eaf1751 Examples: DX9, DX11: mapping missing middle mouse button. 2015-08-25 16:54:47 +01:00
08b345efd9 ImDrawList: Add comments on the usage of drawing channels 2015-08-25 16:31:20 +01:00
77b82ecad7 ImDrawList: Fixed issues with channels split/merge. Functional without manually adding a draw cmd. + Removed unnecessary parameter to Channe 2015-08-25 16:24:17 +01:00
ad00d88923 Window clipping rect fixes (for child windows with borders among others) 2015-08-25 15:01:33 +01:00
f0aca186cc Comments 2015-08-25 13:35:25 +01:00
ad3c9f620d Tabs to spaces 2015-08-25 12:40:40 +01:00
466f01b313 Fixed child windows with the ImGuiWindowFlags_NoMove flag not taking direct focus 2015-08-25 12:39:44 +01:00
43d073db1e Metrics: showing some internal state 2015-08-25 12:22:30 +01:00
b76353bbb1 Passing ImGuiWindowFlags_NoMove to BeginChild() allows to inhibit moving root window from this child 2015-08-25 11:54:13 +01:00
063d26a191 Removed obsolete comment 2015-08-24 18:13:31 +01:00
9a0650dbd0 Examples: imgui_impl* functions declared with IMGUI_API to ease copy & pasting into projects using DLL 2015-08-24 14:02:51 +02:00
b1987d697f Trim trailing whitespace (#305) 2015-08-24 13:50:18 +02:00
425c6cb3a3 Remove CaptureInputCharactersFromApp and minor cleanups (#305) 2015-08-24 13:47:27 +02:00
73917115a8 Added flag showing whether the GUI wants text input
Conflicts:
	imgui.cpp
2015-08-24 13:44:43 +02:00
7eca754094 Merge pull request #304 from yinjimmy/fix_ios
Examples: Fixed missing files in iOS example.
2015-08-23 11:05:39 +02:00
01a17aa78e fix ios compile error 2015-08-23 08:03:21 +08:00
e885b08914 Web: Fixed screenshot (Argh web editor is broken) 2015-08-22 11:54:47 +02:00
0e898fb480 Web: Fixed screenshot 2015-08-22 11:54:13 +02:00
5f4cbed7ce Web: Fixed screenshot 2015-08-22 11:53:45 +02:00
b28858b33b InputText: intentionally ignore character input when ctrl/alt are held (not sure if correct) (#279) 2015-08-21 00:24:47 +02:00
23ce837dc7 Revert "Examples: GLFW: using glfwSetCharModsCallback() to ensure characters aren't passed when using mods (fix #279)"
This reverts commit d80869189a.
2015-08-21 00:16:07 +02:00
d80869189a Examples: GLFW: using glfwSetCharModsCallback() to ensure characters aren't passed when using mods (fix #279) 2015-08-20 22:32:07 +01:00
06c7453ee2 Merge pull request #302 from andresv/mac-sdl2-example-build-instructions
Examples: SDL: Add Mac OS X build instructions for sdl_opengl_example
2015-08-20 22:21:01 +01:00
bbced3f0f0 Build fix 2015-08-18 19:31:44 -06:00
4ac4d1ac37 ImHash: defaults seed to zero + comment. 2015-08-18 19:17:09 -06:00
ccbc72e98b add mac os x build instructions for sdl_opengl_example 2015-08-18 10:16:16 +03:00
97be3428f1 Added GetMousePosOnOpeningCurrentPopup(). 2015-08-15 15:10:07 -06:00
215747635d Examples: DirectX11: resizing buffers dynamically (#299) 2015-08-13 23:13:20 -06:00
c016f6c171 Examples: DirectX9: tweaks. 2015-08-13 23:07:53 -06:00
698c7cae85 Examples: DirectX9: resizing vertex and index buffers dynamically (#299) 2015-08-13 23:06:11 -06:00
ede5956b28 Metrics window: shows indices along with triangles count (#299) 2015-08-13 22:33:33 -06:00
0a6d6da732 Demo: Log: removed unnecessary style change, 2015-08-13 22:11:32 -06:00
67b2b5f3a9 Demo: Log: removed broken clipping, tweaks. 2015-08-13 22:04:31 -06:00
07de0448f9 ImGuiTextFilter: default parameter width=0.0f for no override, allow override with negative values 2015-08-13 21:51:34 -06:00
307ed78006 ImGuITextBuffer: shallow tweak. 2015-08-13 21:48:08 -06:00
b770f3ffaf Demo: Add filtering to log with better-than-none storage of line offsets. 2015-08-13 21:47:50 -06:00
42567a9516 ImGuiTextFilter::PassFilter() supports string range. Added [] helper to ImGuiTextBuffer. 2015-08-13 21:25:32 -06:00
72d3fca52f Demo: added simple Log demo 2015-08-13 20:59:37 -06:00
d36a634ac8 Demo: Fixed incorrectly formed string passed to Combo (#298) 2015-08-13 11:55:48 -06:00
c98318a914 Renaming some argument to clarify the local vs screen coordinates 2015-08-12 22:46:39 -06:00
f421f2f47e IsWindowHovered() takes account of window hoverability (may be disabled because of a popup) + comment
Was a dupe of IsMouseHoveringWindow() anyway, they are now "clearly"
different.
2015-08-12 22:30:07 -06:00
bcb83ed24e Fixed minor typo in example 2015-08-12 12:29:51 -06:00
4630815fb0 Links 2015-08-11 14:45:42 -06:00
f1f4d68f7f Prevent imgui_internal.h from being included without imgui.h (piles of errors) 2015-08-10 10:26:39 -06:00
0c9fcdbe71 Allow to override ImDrawIdx type (#292) 2015-08-09 11:11:39 -06:00
915b46f1c1 Added assert on index overflow (#292) 2015-08-09 11:05:38 -06:00
48ed0a10d7 Minor code compaction (following #296) 2015-08-09 10:54:28 -06:00
9a97ef673e Merge pull request #296 from tpoechtrager/master
Fixes for compiling Windows target with non-MSVC compiler.
2015-08-09 10:49:06 -06:00
6a90ac2094 Tentative GCC/Clang warning fixes with unused functions (cf #296) 2015-08-09 10:45:58 -06:00
3604aecf8f Minor Windows adjustments 2015-08-09 17:24:10 +02:00
23e7bdebcf Warnings for clang (#295) 2015-08-08 12:30:56 -06:00
32f15b9c9a Merge branch 'tpoechtrager-master' 2015-08-08 12:26:44 -06:00
aa3c26fd30 IM_PRINTFARGS takes one argument. Moved pragma outside of .h (#295) 2015-08-08 12:26:22 -06:00
b637850260 Merge branch 'master' of https://github.com/tpoechtrager/imgui into tpoechtrager-master 2015-08-08 12:18:59 -06:00
14822609bd Version number 1.45 WIP 2015-08-08 12:18:37 -06:00
947cf3434f Added printf attribute to printf like text formatting functions 2015-08-08 19:29:11 +02:00
38 changed files with 2608 additions and 1252 deletions

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@ -3,11 +3,13 @@ ImGui
[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
(This library is free but I need your support to sustain its development - there's lots of desirable new features and maintenance to do. If you work for a company using ImGui or have the means to do so, please consider financial support)
[![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 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 designed to enable fast iteration and empower programmers to create content creation tools and visualization/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 realtime 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
@ -33,11 +35,13 @@ ImGui outputs vertex buffers and simple command-lists that you can render in you
ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of 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.
Some of the features supported in some way by ImGui: window management (ordering, moving, resizing, collapsing, persistent settings), button, slider, dragging value, checkbox, radio button, text input (with selection, clipboard support, and standard keyboard controls), multiline text input, filtering text input, tree nodes, collapsing header, word-wrapping, utf-8 text, images, selectable items, vertical and horizontal scrolling, sub-window with independant scrolling/clipping, ttf font loading, basic styling, logging any ui output into text data (clipboard/tty/file), hovering, tooltips, popup windows, modal windows, menu bars, menu items, context menus, combo boxes, list box, plotting lines and histograms, resizable columns, keyboard tabbing, dragging, simple drawing api (anti-aliased, with stroking, convex fill), and low-level primitives to create custom widgets.
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-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)
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 Windows binaries of the demo app here.
- [imgui-demo-binaries-20150909.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20150909.zip) (Windows binaries, ImGui 1.46 WIP 2015/09/09, 4 executables, 505 KB)
Gallery
@ -54,13 +58,13 @@ Gallery
ImGui can load TTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
```
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("ArialUni.ttf", 18.0f, io.Fonts->GetGlyphRangesJapanese());
io.Fonts->AddFontFromFileTTF("ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
```
For Microsoft IME, pass your HWND to enable IME positioning:
```
io.ImeWindowHandle = my_hwnd;
```
![Japanese screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png)
![Japanese screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01_jp.png)
References
----------
@ -71,22 +75,27 @@ The Immediate Mode GUI paradigm may at first appear unusual to some users. This
- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
Frequently Asked Question
-------------------------
Frequently Asked Question (FAQ)
-------------------------------
<b>Where is the documentation?</b>
- The documentation is at the top of imgui.cpp + effectively imgui.h.
- 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.
- It obviously needs better documentation! Consider helping or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
<b>How do you use ImGui on a platform that may not have a mouse or keyboard?</b>
I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/synergy/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/synergy/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
<b>I integrated ImGui in my engine and the text or lines are blurry..</b>
In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f). Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension.
<b>I integrated ImGui in my engine and some elements are disappearing when I move windows around..</b>
Most likely you are mishandling the clipping rectangles in your render function. Rectangles provided by ImGui are defined as (x1,y1,x2,y2) and NOT as (x1,y1,width,height).
<b>Can you create elaborate/serious tools with ImGui?</b>
@ -130,6 +139,8 @@ Credits
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
I first discovered imgui principles at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple imgui implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it.
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).

5
examples/.gitignore vendored
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@ -15,14 +15,19 @@ opengl_example/Debug/*
opengl_example/Release/*
opengl_example/ipch/*
opengl_example/x64/*
opengl_example/opengl_example
opengl3_example/Debug/*
opengl3_example/Release/*
opengl3_example/ipch/*
opengl3_example/x64/*
opengl3_example/opengl3_example
*.opensdf
*.sdf
*.suo
*.vcxproj.user
*.o
*.obj
*.exe
## Ini files
imgui.ini

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@ -1,10 +1,10 @@
Those are standalone ready-to-build applications to demonstrate ImGui.
Binaries of those demos are available from the main GitHub page.
Binaries of some of those demos are available at http://www.miracleworld.net/imgui/binaries
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.
Refer to 'opengl_example' to understand how the library is setup, because it is the simplest one.
Copy the imgui_impl_xxx.cpp/.h files you need if you are using one of provided rendering/IO backends.
If using 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:
@ -14,9 +14,12 @@ ImGui is highly portable and only requires a few things to run:
- 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.
Unfortunately in 2015 it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software. For most examples here I choose to provide:
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
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.
@ -25,12 +28,12 @@ opengl_example/
OpenGL example, using GLFW + fixed pipeline.
This is simple and should work for all OpenGL enabled applications.
Prefer following this example to learn how ImGui works!
(You can use this code in a GL3/GL4 context but make sure you disable the programmable pipeline
by calling "glUseProgram(0)" before ImGui::Render.)
opengl3_example/
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.
This uses more modern OpenGL calls and custom shaders. It's more messy.
directx9_example/
DirectX9 example, Windows only.
@ -41,10 +44,15 @@ directx11_example/
ios_example/
iOS example.
Using Synergy to access keyboard/mouse data from server computer. Synergy keyboard integration is rather hacky.
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.
marmalade_example/
Marmalade example using IwGx

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@ -1,4 +1,7 @@
// ImGui Allegro 5 bindings
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
// by @birthggd
@ -29,7 +32,7 @@ struct ImDrawVertAllegro
ALLEGRO_COLOR col;
};
static void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
{
int op, src, dst;
al_get_blender(&op, &src, &dst);
@ -186,7 +189,7 @@ bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display)
io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
io.RenderDrawListsFn = ImGui_ImplA5_RenderDrawLists;
io.RenderDrawListsFn = ImGui_ImplA5_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
#ifdef _WIN32
io.ImeWindowHandle = al_get_win_window_handle(g_Display);
#endif

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@ -1,4 +1,7 @@
// ImGui Allegro 5 bindings
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
// by @birthggd
@ -7,12 +10,11 @@
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);
IMGUI_API bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display);
IMGUI_API void ImGui_ImplA5_Shutdown();
IMGUI_API void ImGui_ImplA5_NewFrame();
IMGUI_API 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();
IMGUI_API bool Imgui_ImplA5_CreateDeviceObjects();
IMGUI_API void ImGui_ImplA5_InvalidateDeviceObjects();

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@ -0,0 +1,4 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" /D UNICODE *.cpp ..\..\*.cpp /FeDebug/directx11_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib

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@ -1,4 +1,7 @@
// ImGui Win32 + DirectX11 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
#include <imgui.h>
@ -29,8 +32,7 @@ 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 = 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.
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
struct VERTEX_CONSTANT_BUFFER
{
@ -40,8 +42,37 @@ 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(ImDrawData* draw_data)
void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
{
// Create and grow vertex/index buffers if needed
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
{
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
return;
}
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
{
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D11_BUFFER_DESC bufferDesc;
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0)
return;
}
// Copy and convert all vertices into a single contiguous buffer
D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
@ -144,7 +175,7 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
}
LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@ -161,6 +192,12 @@ LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lPar
case WM_RBUTTONUP:
io.MouseDown[1] = false;
return true;
case WM_MBUTTONDOWN:
io.MouseDown[2] = true;
return true;
case WM_MBUTTONUP:
io.MouseDown[2] = false;
return true;
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
@ -253,13 +290,13 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
{
if (!g_pd3dDevice)
return false;
if (g_pVB)
if (g_pFontSampler)
ImGui_ImplDX11_InvalidateDeviceObjects();
// Create the vertex shader
{
static const char* vertexShader =
"cbuffer vertexBuffer : register(c0) \
"cbuffer vertexBuffer : register(b0) \
{\
float4x4 ProjectionMatrix; \
};\
@ -294,9 +331,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
// Create the input layout
D3D11_INPUT_ELEMENT_DESC localLayout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
@ -366,31 +403,6 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
}
// Create the vertex buffer
{
D3D11_BUFFER_DESC desc;
memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert);
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
return false;
}
// 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;
@ -428,7 +440,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
return false;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@ -448,7 +460,7 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists;
io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.ImeWindowHandle = g_hWnd;
return true;

View File

@ -1,20 +1,23 @@
// ImGui Win32 + DirectX11 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
struct ID3D11Device;
struct ID3D11DeviceContext;
bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
void ImGui_ImplDX11_Shutdown();
void ImGui_ImplDX11_NewFrame();
IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
IMGUI_API void ImGui_ImplDX11_Shutdown();
IMGUI_API void ImGui_ImplDX11_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplDX11_InvalidateDeviceObjects();
bool ImGui_ImplDX11_CreateDeviceObjects();
IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects();
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
extern LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/

View File

@ -0,0 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /MD /I ..\.. /I "%DXSDK_DIR%/Include" /D UNICODE *.cpp ..\..\*.cpp /FeDebug/directx9_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib d3dx9d.lib

View File

@ -1,4 +1,7 @@
// ImGui Win32 + DirectX9 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
#include <imgui.h>
@ -16,8 +19,8 @@ static INT64 g_TicksPerSecond = 0;
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
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.
static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
struct CUSTOMVERTEX
{
@ -30,8 +33,24 @@ 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(ImDrawData* draw_data)
void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
{
// Create and grow buffers if needed
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
{
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
return;
}
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
{
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
return;
}
// Copy and convert all vertices into a single contiguous buffer
CUSTOMVERTEX* vtx_dst;
ImDrawIdx* idx_dst;
@ -86,10 +105,10 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
// Setup orthographic projection matrix
D3DXMATRIXA16 mat;
D3DXMatrixIdentity(&mat);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat);
D3DXMatrixOrthoOffCenterLH(&mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat);
g_pd3dDevice->SetTransform( D3DTS_WORLD, &mat );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &mat );
D3DXMatrixOrthoOffCenterLH( &mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &mat );
// Render command lists
int vtx_offset = 0;
@ -108,8 +127,8 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
{
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->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3);
g_pd3dDevice->SetScissorRect( &r );
g_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3 );
}
idx_offset += pcmd->ElemCount;
}
@ -117,7 +136,7 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
}
}
LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@ -134,6 +153,12 @@ LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lPara
case WM_RBUTTONUP:
io.MouseDown[1] = false;
return true;
case WM_MBUTTONDOWN:
io.MouseDown[2] = true;
return true;
case WM_MBUTTONUP:
io.MouseDown[2] = false;
return true;
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
@ -169,7 +194,7 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
return false;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@ -189,7 +214,7 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists;
io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.ImeWindowHandle = g_hWnd;
return true;
@ -203,7 +228,7 @@ void ImGui_ImplDX9_Shutdown()
g_hWnd = 0;
}
static void ImGui_ImplDX9_CreateFontsTexture()
static bool ImGui_ImplDX9_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
@ -213,42 +238,31 @@ static void ImGui_ImplDX9_CreateFontsTexture()
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
// Create DX9 texture
LPDIRECT3DTEXTURE9 pTexture = NULL;
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
{
IM_ASSERT(0);
return;
}
g_FontTexture = NULL;
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &g_FontTexture) < 0)
return false;
D3DLOCKED_RECT tex_locked_rect;
if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
{
IM_ASSERT(0);
return;
}
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
return false;
for (int y = 0; y < height; y++)
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
pTexture->UnlockRect(0);
g_FontTexture->UnlockRect(0);
// Store our identifier
io.Fonts->TexID = (void *)pTexture;
io.Fonts->TexID = (void *)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;
}
bool ImGui_ImplDX9_CreateDeviceObjects()
{
if (!g_pd3dDevice)
return false;
if (g_pd3dDevice->CreateVertexBuffer(VERTEX_BUFFER_SIZE * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
if (!ImGui_ImplDX9_CreateFontsTexture())
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;
}
@ -275,7 +289,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
void ImGui_ImplDX9_NewFrame()
{
if (!g_pVB)
if (!g_FontTexture)
ImGui_ImplDX9_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();

View File

@ -1,19 +1,22 @@
// ImGui Win32 + DirectX9 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
struct IDirect3DDevice9;
bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device);
void ImGui_ImplDX9_Shutdown();
void ImGui_ImplDX9_NewFrame();
IMGUI_API bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device);
IMGUI_API void ImGui_ImplDX9_Shutdown();
IMGUI_API void ImGui_ImplDX9_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplDX9_InvalidateDeviceObjects();
bool ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_API void ImGui_ImplDX9_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplDX9_CreateDeviceObjects();
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
extern LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/

View File

@ -1,14 +1,14 @@
# iOS example
----
## Introduction
This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/).
It is a rather complex example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui.
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.
@ -16,7 +16,6 @@ Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImG
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:
@ -26,7 +25,6 @@ Things that would be nice but I didn't get around to doing:
* 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.

View File

@ -7,6 +7,8 @@
objects = {
/* Begin PBXBuildFile section */
197E1E871B8943FE00E3FE6A /* imgui_draw.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 197E1E861B8943FE00E3FE6A /* imgui_draw.cpp */; };
197E1E891B89443600E3FE6A /* imgui_demo.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 197E1E881B89443600E3FE6A /* imgui_demo.cpp */; };
6D1E39171B35EEF10017B40F /* uSynergy.c in Sources */ = {isa = PBXBuildFile; fileRef = 6D1E39151B35EEF10017B40F /* uSynergy.c */; };
6D2FC55A1B2E632000C130BA /* main.m in Sources */ = {isa = PBXBuildFile; fileRef = 6D2FC5591B2E632000C130BA /* main.m */; };
6D2FC55D1B2E632000C130BA /* AppDelegate.m in Sources */ = {isa = PBXBuildFile; fileRef = 6D2FC55C1B2E632000C130BA /* AppDelegate.m */; };
@ -24,6 +26,8 @@
/* End PBXBuildFile section */
/* Begin PBXFileReference section */
197E1E861B8943FE00E3FE6A /* imgui_draw.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_draw.cpp; path = ../../imgui_draw.cpp; sourceTree = "<group>"; };
197E1E881B89443600E3FE6A /* imgui_demo.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_demo.cpp; path = ../../../imgui_demo.cpp; sourceTree = "<group>"; };
6D1E39151B35EEF10017B40F /* uSynergy.c */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.c; path = uSynergy.c; sourceTree = "<group>"; };
6D1E39161B35EEF10017B40F /* uSynergy.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = uSynergy.h; sourceTree = "<group>"; };
6D2FC5541B2E632000C130BA /* imguiex.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = imguiex.app; sourceTree = BUILT_PRODUCTS_DIR; };
@ -95,6 +99,7 @@
children = (
6D2FC5811B2E63A100C130BA /* imgui_impl_ios.mm */,
6D2FC5821B2E63A100C130BA /* imgui_impl_ios.h */,
197E1E881B89443600E3FE6A /* imgui_demo.cpp */,
6D2FC5891B2E6A5500C130BA /* debug_hud.cpp */,
6D2FC58A1B2E6A5500C130BA /* debug_hud.h */,
6D2FC55B1B2E632000C130BA /* AppDelegate.h */,
@ -126,6 +131,7 @@
isa = PBXGroup;
children = (
6D2FC5851B2E64AB00C130BA /* imconfig.h */,
197E1E861B8943FE00E3FE6A /* imgui_draw.cpp */,
6D2FC5861B2E64AB00C130BA /* imgui.cpp */,
6D2FC5871B2E64AB00C130BA /* imgui.h */,
);
@ -211,6 +217,8 @@
6D2FC55A1B2E632000C130BA /* main.m in Sources */,
6D2FC5881B2E64AB00C130BA /* imgui.cpp in Sources */,
6D2FC58B1B2E6A5500C130BA /* debug_hud.cpp in Sources */,
197E1E871B8943FE00E3FE6A /* imgui_draw.cpp in Sources */,
197E1E891B89443600E3FE6A /* imgui_demo.cpp in Sources */,
);
runOnlyForDeploymentPostprocessing = 0;
};

View File

@ -0,0 +1,32 @@
# This file is for configuration settings for your
# application.
#
# The syntax is similar to windows .ini files ie
#
# [GroupName]
# Setting = Value
#
# Which can be read by your application using
# e.g s3eConfigGetString("GroupName", "Setting", string)
#
# All settings must be documented in .config.txt files.
# New settings specific to this application should be
# documented in app.config.txt
#
# Some conditional operations are also permitted, see the
# S3E documentation for details.
[S3E]
MemSize=6000000
MemSizeDebug=6000000
DispFixRot=FixedLandscape
# emulate iphone 5 resolution, change these settings to emulate other display resolution
WinWidth=1136
WinHeight=640
[GX]
DataCacheSize=131070
[Util]
#MemoryBreakpoint=1282

View File

@ -0,0 +1,318 @@
// ImGui Marmalade binding with IwGx
// Copyright (C) 2015 by Giovanni Zito
// This file is part of ImGui
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui_impl_marmalade.h"
#include <s3eClipboard.h>
#include <s3ePointer.h>
#include <s3eKeyboard.h>
#include <IwTexture.h>
#include <IwGx.h>
// Data
static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
static float g_MouseWheel = 0.0f;
static CIwTexture* g_FontTexture = NULL;
static char* g_ClipboardText = NULL;
static bool g_osdKeyboardEnabled = false;
// use this setting to scale the interface - e.g. on device you could use 2 or 3 scale factor
static ImVec2 g_scale = ImVec2(1.0f,1.0f);
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
{
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
ImGuiIO& io = ImGui::GetIO();
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Render command lists
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();
int nVert = cmd_list->VtxBuffer.size();
CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert);
CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
for( int i=0; i < nVert; i++ )
{
// TODO: optimize multiplication on gpu using vertex shader
pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x;
pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_scale.y;
pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
pUVStream[i].y = cmd_list->VtxBuffer[i].uv.y;
pColStream[i] = cmd_list->VtxBuffer[i].col;
}
IwGxSetVertStreamScreenSpace(pVertStream, nVert);
IwGxSetUVStream(pUVStream);
IwGxSetColStream(pColStream, nVert);
IwGxSetNormStream(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
{
CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL();
pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT);
pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE);
pCurrentMaterial->SetFiltering(false);
pCurrentMaterial->SetAlphaMode(CIwMaterial::ALPHA_BLEND);
pCurrentMaterial->SetDepthWriteMode(CIwMaterial::DEPTH_WRITE_NORMAL);
pCurrentMaterial->SetAlphaTestMode(CIwMaterial::ALPHATEST_DISABLED);
pCurrentMaterial->SetTexture((CIwTexture*)pcmd->TextureId);
IwGxSetMaterial(pCurrentMaterial);
IwGxDrawPrims(IW_GX_TRI_LIST, (uint16*)idx_buffer, pcmd->ElemCount);
}
idx_buffer += pcmd->ElemCount;
}
IwGxFlush();
}
// TODO: restore modified state (i.e. mvp matrix)
}
static const char* ImGui_Marmalade_GetClipboardText()
{
if (s3eClipboardAvailable())
{
int size = s3eClipboardGetText(NULL, 0);
if (size > 0)
{
if (g_ClipboardText)
{
delete[] g_ClipboardText;
g_ClipboardText = NULL;
}
g_ClipboardText = new char[size];
g_ClipboardText[0] = '\0';
s3eClipboardGetText(g_ClipboardText, size);
}
}
return g_ClipboardText;
}
static void ImGui_Marmalade_SetClipboardText(const char* text)
{
if (s3eClipboardAvailable())
s3eClipboardSetText(text);
}
int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserData)
{
// pEvent->m_Button is of type s3ePointerButton and indicates which mouse
// button was pressed. For touchscreen this should always have the value
// S3E_POINTER_BUTTON_SELECT
s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData;
if (pEvent->m_Pressed == 1)
{
if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
g_MousePressed[0] = true;
if (pEvent->m_Button == S3E_POINTER_BUTTON_RIGHTMOUSE)
g_MousePressed[1] = true;
if (pEvent->m_Button == S3E_POINTER_BUTTON_MIDDLEMOUSE)
g_MousePressed[2] = true;
if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELUP)
g_MouseWheel += pEvent->m_y;
if (pEvent->m_Button == S3E_POINTER_BUTTON_MOUSEWHEELDOWN)
g_MouseWheel += pEvent->m_y;
}
return 0;
}
int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
{
ImGuiIO& io = ImGui::GetIO();
s3eKeyboardEvent* e = (s3eKeyboardEvent*)SystemData;
if (e->m_Pressed == 1)
io.KeysDown[e->m_Key] = true;
if (e->m_Pressed == 0)
io.KeysDown[e->m_Key] = false;
io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN;
io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN;
io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN;
return 0;
}
int32 ImGui_Marmalade_CharCallback(void* SystemData, void* userData)
{
ImGuiIO& io = ImGui::GetIO();
s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)SystemData;
if ((e->m_Char > 0 && e->m_Char < 0x10000))
io.AddInputCharacter((unsigned short)e->m_Char);
return 0;
}
bool ImGui_Marmalade_CreateDeviceObjects()
{
ImGuiIO& io = ImGui::GetIO();
// Build texture atlas
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create texture
g_FontTexture = new CIwTexture();
g_FontTexture->SetModifiable(true);
CIwImage& image = g_FontTexture->GetImage();
image.SetFormat(CIwImage::ARGB_8888);
image.SetWidth(width);
image.SetHeight(height);
image.SetBuffers(); // allocates and own buffers
image.ReadTexels(pixels);
g_FontTexture->SetMipMapping(false);
g_FontTexture->SetFiltering(false);
g_FontTexture->Upload();
// Store the pointer
io.Fonts->TexID = (void *)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_Marmalade_InvalidateDeviceObjects()
{
if (g_ClipboardText)
{
delete[] g_ClipboardText;
g_ClipboardText = NULL;
}
if (g_FontTexture)
{
delete g_FontTexture;
ImGui::GetIO().Fonts->TexID = 0;
g_FontTexture = NULL;
}
}
bool ImGui_Marmalade_Init(bool install_callbacks)
{
IwGxInit();
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = s3eKeyTab; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = s3eKeyLeft;
io.KeyMap[ImGuiKey_RightArrow] = s3eKeyRight;
io.KeyMap[ImGuiKey_UpArrow] = s3eKeyUp;
io.KeyMap[ImGuiKey_DownArrow] = s3eKeyDown;
io.KeyMap[ImGuiKey_PageUp] = s3eKeyPageUp;
io.KeyMap[ImGuiKey_PageDown] = s3eKeyPageDown;
io.KeyMap[ImGuiKey_Home] = s3eKeyHome;
io.KeyMap[ImGuiKey_End] = s3eKeyEnd;
io.KeyMap[ImGuiKey_Delete] = s3eKeyDelete;
io.KeyMap[ImGuiKey_Backspace] = s3eKeyBackspace;
io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
io.KeyMap[ImGuiKey_A] = s3eKeyA;
io.KeyMap[ImGuiKey_C] = s3eKeyC;
io.KeyMap[ImGuiKey_V] = s3eKeyV;
io.KeyMap[ImGuiKey_X] = s3eKeyX;
io.KeyMap[ImGuiKey_Y] = s3eKeyY;
io.KeyMap[ImGuiKey_Z] = s3eKeyZ;
io.RenderDrawListsFn = ImGui_Marmalade_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_Marmalade_SetClipboardText;
io.GetClipboardTextFn = ImGui_Marmalade_GetClipboardText;
if (install_callbacks)
{
s3ePointerRegister(S3E_POINTER_BUTTON_EVENT, ImGui_Marmalade_PointerButtonEventCallback, 0);
s3eKeyboardRegister(S3E_KEYBOARD_KEY_EVENT, ImGui_Marmalade_KeyCallback, 0);
s3eKeyboardRegister(S3E_KEYBOARD_CHAR_EVENT, ImGui_Marmalade_CharCallback, 0);
}
return true;
}
void ImGui_Marmalade_Shutdown()
{
ImGui_Marmalade_InvalidateDeviceObjects();
ImGui::Shutdown();
IwGxTerminate();
}
void ImGui_Marmalade_NewFrame()
{
if (!g_FontTexture)
ImGui_Marmalade_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w = IwGxGetScreenWidth(), h = IwGxGetScreenHeight();
io.DisplaySize = ImVec2((float)w, (float)h);
// For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
io.DisplayFramebufferScale = g_scale;
// Setup time step
double current_time = s3eTimerGetUST() / 1000.0f;
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
g_Time = current_time;
double mouse_x, mouse_y;
mouse_x = s3ePointerGetX();
mouse_y = s3ePointerGetY();
io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
for (int i = 0; i < 3; i++)
{
io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
g_MousePressed[i] = false;
}
io.MouseWheel = g_MouseWheel;
g_MouseWheel = 0.0f;
// TODO: Hide OS mouse cursor if ImGui is drawing it
// s3ePointerSetInt(S3E_POINTER_HIDE_CURSOR,(io.MouseDrawCursor ? 0 : 1));
// Start the frame
ImGui::NewFrame();
// Show/hide OSD keyboard
if (io.WantTextInput)
{
// Some text input widget is active?
if (!g_osdKeyboardEnabled)
{
g_osdKeyboardEnabled = true;
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard
}
}
else
{
// No text input widget is active
if (g_osdKeyboardEnabled)
{
g_osdKeyboardEnabled = false;
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 0); // hide OSD keyboard
}
}
}

View File

@ -0,0 +1,21 @@
// ImGui Marmalade binding with IwGx
// Copyright (C) 2015 by Giovanni Zito
// This file is part of ImGui
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
IMGUI_API bool ImGui_Marmalade_Init(bool install_callbacks);
IMGUI_API void ImGui_Marmalade_Shutdown();
IMGUI_API void ImGui_Marmalade_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_Marmalade_InvalidateDeviceObjects();
IMGUI_API bool ImGui_Marmalade_CreateDeviceObjects();
// callbacks (installed by default if you enable 'install_callbacks' during initialization)
// You can also handle inputs yourself and use those as a reference.
IMGUI_API int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserData);
IMGUI_API int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData);
IMGUI_API int32 ImGui_Marmalade_CharCallback(void* SystemData, void* userData);

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@ -0,0 +1,90 @@
// ImGui - standalone example application for Marmalade
// Copyright (C) 2015 by Giovanni Zito
// This file is part of ImGui
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui_impl_marmalade.h"
#include <stdio.h>
#include <s3eKeyboard.h>
#include <s3ePointer.h>
#include <IwGx.h>
int main(int, char**)
{
// Setup ImGui binding
ImGui_Marmalade_Init(true);
// 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
while (true)
{
if (s3eDeviceCheckQuitRequest())
break;
s3eKeyboardUpdate();
s3ePointerUpdate();
ImGui_Marmalade_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 = 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
IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
IwGxClear();
ImGui::Render();
IwGxSwapBuffers();
s3eDeviceYield(0);
}
// Cleanup
ImGui_Marmalade_Shutdown();
return 0;
}

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@ -0,0 +1,44 @@
#!/usr/bin/env mkb
# ImGui - standalone example application for Marmalade
# Copyright (C) 2015 by Giovanni Zito
# This file is part of ImGui
# https://github.com/ocornut/imgui
define IMGUI_DISABLE_INCLUDE_IMCONFIG_H
define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
define _snprintf=snprintf
options
{
optimise-speed=1
}
includepaths
{
../..
}
subprojects
{
iwgx
}
files
{
(.)
["imgui"]
../../imgui.cpp
../../imgui_demo.cpp
../../imgui_draw.cpp
../../imconfig.h
../../imgui.h
../../imgui_internal.h
["imgui","Marmalade binding"]
imgui_impl_marmalade.h
imgui_impl_marmalade.cpp
main.cpp
}

View File

@ -10,6 +10,7 @@
#CXX = g++
EXE = opengl3_example
OBJS = main.o imgui_impl_glfw_gl3.o
OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o
OBJS += ../libs/gl3w/GL/gl3w.o
@ -22,7 +23,7 @@ ifeq ($(UNAME_S), Linux) #LINUX
LIBS = `pkg-config --static --libs glfw3`
CXXFLAGS = -I../../ -I../libs/gl3w `pkg-config --cflags glfw3`
CXXFLAGS += -Wall
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
endif
@ -33,20 +34,29 @@ ifeq ($(UNAME_S), Darwin) #APPLE
LIBS += -lglfw3
CXXFLAGS = -I../../ -I../libs/gl3w -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
CXXFLAGS += -Wall
CXXFLAGS += -Wall -Wformat
# CXXFLAGS += -D__APPLE__
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), MINGW64_NT-6.3)
ECHO_MESSAGE = "Windows"
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32
CXXFLAGS = -I../../ -I../libs/gl3w `pkg-config --cflags glfw3`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
endif
.cpp.o:
$(CXX) $(CXXFLAGS) -c -o $@ $<
all:imgui_example
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
imgui_example:$(OBJS)
$(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
$(EXE): $(OBJS)
$(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS)
clean:
rm $(OBJS)
rm $(EXE) $(OBJS)

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@ -0,0 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /MD /I ..\.. -I ..\libs\glfw\include -I ..\libs\gl3w *.cpp ..\..\*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/opengl_example3.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib

View File

@ -1,4 +1,7 @@
// ImGui GLFW binding with OpenGL3 + shaders
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
#include <imgui.h>
@ -7,7 +10,7 @@
// GL3W/GLFW
#include <GL/gl3w.h>
#include <GLFW/glfw3.h>
#ifdef _MSC_VER
#ifdef _WIN32
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
@ -28,12 +31,24 @@ 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(ImDrawData* draw_data)
void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
{
// Backup GL state
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// 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);
@ -42,15 +57,18 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
glEnable(GL_SCISSOR_TEST);
glActiveTexture(GL_TEXTURE0);
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
ImGuiIO& io = ImGui::GetIO();
float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// 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 },
{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-io.DisplaySize.y, 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);
@ -77,20 +95,25 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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));
glScissor((int)pcmd->ClipRect.x, (int)(fb_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);
}
idx_buffer_offset += pcmd->ElemCount;
}
}
// Restore modified state
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Restore modified GL state
glUseProgram(last_program);
glDisable(GL_SCISSOR_TEST);
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glBindVertexArray(last_vertex_array);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFunc(last_blend_src, last_blend_dst);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
}
static const char* ImGui_ImplGlfwGL3_GetClipboardText()
@ -139,10 +162,12 @@ void ImGui_ImplGlfwGL3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
// Build texture atlas
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.
// Create OpenGL texture
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -159,6 +184,12 @@ void ImGui_ImplGlfwGL3_CreateFontsTexture()
bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
{
// Backup GL state
GLint last_texture, last_array_buffer, last_vertex_array;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
const GLchar *vertex_shader =
"#version 330\n"
"uniform mat4 ProjMtx;\n"
@ -217,11 +248,14 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
#undef OFFSETOF
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
ImGui_ImplGlfwGL3_CreateFontsTexture();
// Restore modified GL state
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindVertexArray(last_vertex_array);
return true;
}
@ -230,7 +264,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
g_Window = window;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
@ -250,10 +284,10 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists;
io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
#ifdef _MSC_VER
#ifdef _WIN32
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
#endif
@ -307,7 +341,8 @@ void ImGui_ImplGlfwGL3_NewFrame()
int display_w, display_h;
glfwGetWindowSize(g_Window, &w, &h);
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)display_w, (float)display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Setup time step
double current_time = glfwGetTime();
@ -320,9 +355,7 @@ void ImGui_ImplGlfwGL3_NewFrame()
{
double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
mouse_y *= (float)display_h / h;
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
}
else
{

View File

@ -1,20 +1,23 @@
// ImGui GLFW binding with OpenGL3 + shaders
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
struct GLFWwindow;
bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
void ImGui_ImplGlfwGL3_Shutdown();
void ImGui_ImplGlfwGL3_NewFrame();
IMGUI_API bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks);
IMGUI_API void ImGui_ImplGlfwGL3_Shutdown();
IMGUI_API void ImGui_ImplGlfwGL3_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
bool ImGui_ImplGlfwGL3_CreateDeviceObjects();
IMGUI_API void ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplGlfwGL3_CreateDeviceObjects();
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
// Provided here if you want to chain callbacks.
// You can also handle inputs yourself and use those as a reference.
void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_API void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_API void ImGui_ImplGlfwGL3_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_API void ImGui_ImplGlfwGL3_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_API void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow* window, unsigned int c);

View File

@ -53,7 +53,6 @@ int main(int, char**)
// Main loop
while (!glfwWindowShouldClose(window))
{
ImGuiIO& io = ImGui::GetIO();
glfwPollEvents();
ImGui_ImplGlfwGL3_NewFrame();
@ -86,7 +85,9 @@ int main(int, char**)
}
// Rendering
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render();

View File

@ -10,6 +10,7 @@
#CXX = g++
EXE = opengl_example
OBJS = main.o imgui_impl_glfw.o
OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o
@ -21,7 +22,7 @@ ifeq ($(UNAME_S), Linux) #LINUX
LIBS = `pkg-config --static --libs glfw3`
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
CXXFLAGS += -Wall
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
endif
@ -32,20 +33,29 @@ ifeq ($(UNAME_S), Darwin) #APPLE
LIBS += -lglfw3
CXXFLAGS = -I../../ -I/usr/local/include
CXXFLAGS += -Wall
CXXFLAGS += -Wall -Wformat
# CXXFLAGS += -D__APPLE__
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), MINGW64_NT-6.3)
ECHO_MESSAGE = "Windows"
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32
CXXFLAGS = -I../../ -I../libs/gl3w `pkg-config --cflags glfw3`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
endif
.cpp.o:
$(CXX) $(CXXFLAGS) -c -o $@ $<
all:imgui_example
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
imgui_example:$(OBJS)
$(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
$(EXE): $(OBJS)
$(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS)
clean:
rm $(OBJS)
rm $(EXE) $(OBJS)

View File

@ -0,0 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /MD /I ..\.. -I ..\libs\glfw\include *.cpp ..\..\*.cpp /FeDebug/opengl_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib

View File

@ -1,4 +1,7 @@
// ImGui GLFW binding with OpenGL
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
#include <imgui.h>
@ -6,7 +9,7 @@
// GLFW
#include <GLFW/glfw3.h>
#ifdef _MSC_VER
#ifdef _WIN32
#undef APIENTRY
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
@ -23,11 +26,12 @@ 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(ImDrawData* draw_data)
void ImGui_ImplGlfw_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.
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -40,13 +44,16 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
glEnable(GL_TEXTURE_2D);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
ImGuiIO& io = ImGui::GetIO();
float fb_height = io.DisplaySize.y * io.DisplayFramebufferScale.y;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// 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);
glOrtho(0.0f, io.DisplaySize.x, io.DisplaySize.y, 0.0f, -1.0f, +1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
@ -72,7 +79,7 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
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));
glScissor((int)pcmd->ClipRect.x, (int)(fb_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;
@ -84,7 +91,7 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_2D, last_texture);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
@ -138,12 +145,14 @@ bool ImGui_ImplGlfw_CreateDeviceObjects()
{
ImGuiIO& io = ImGui::GetIO();
// Build texture
// Build texture atlas
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
// Create texture
// Create OpenGL texture
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -156,6 +165,7 @@ bool ImGui_ImplGlfw_CreateDeviceObjects()
// Cleanup (don't clear the input data if you want to append new fonts later)
io.Fonts->ClearInputData();
io.Fonts->ClearTexData();
glBindTexture(GL_TEXTURE_2D, last_texture);
return true;
}
@ -175,7 +185,7 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
g_Window = window;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
@ -195,10 +205,10 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists;
io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
#ifdef _MSC_VER
#ifdef _WIN32
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
#endif
@ -231,7 +241,8 @@ void ImGui_ImplGlfw_NewFrame()
int display_w, display_h;
glfwGetWindowSize(g_Window, &w, &h);
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)display_w, (float)display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
// Setup time step
double current_time = glfwGetTime();
@ -244,9 +255,7 @@ void ImGui_ImplGlfw_NewFrame()
{
double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
mouse_y *= (float)display_h / h;
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
}
else
{

View File

@ -1,20 +1,23 @@
// ImGui GLFW binding with OpenGL
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
struct GLFWwindow;
bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
void ImGui_ImplGlfw_Shutdown();
void ImGui_ImplGlfw_NewFrame();
IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks);
IMGUI_API void ImGui_ImplGlfw_Shutdown();
IMGUI_API void ImGui_ImplGlfw_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
void ImGui_ImplGlfw_InvalidateDeviceObjects();
bool ImGui_ImplGlfw_CreateDeviceObjects();
IMGUI_API void ImGui_ImplGlfw_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplGlfw_CreateDeviceObjects();
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization)
// Provided here if you want to chain callbacks.
// You can also handle inputs yourself and use those as a reference.
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_API void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);

View File

@ -77,7 +77,9 @@ int main(int, char**)
}
// Rendering
glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render();

View File

@ -9,8 +9,15 @@
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
- On Linux and similar Unixes
```
c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL -o sdl2example
```
- On Mac OS X
```
brew install sdl2
c++ `sdl2-config --cflags` -I ../.. main.cpp imgui_impl_sdl.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl -o sdl2example
```

View File

@ -1,4 +1,7 @@
// ImGui SDL2 binding with OpenGL
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
#include <SDL.h>
@ -16,7 +19,7 @@ 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)
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.
@ -174,7 +177,7 @@ void ImGui_ImplSdl_InvalidateDeviceObjects()
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_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;
@ -194,11 +197,11 @@ bool ImGui_ImplSdl_Init(SDL_Window *window)
io.KeyMap[ImGuiKey_Y] = SDLK_y;
io.KeyMap[ImGuiKey_Z] = SDLK_z;
io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists;
io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
#ifdef _MSC_VER
#ifdef _WIN32
SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
SDL_GetWindowWMInfo(window, &wmInfo);

View File

@ -1,14 +1,17 @@
// ImGui SDL2 binding with OpenGL
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// 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);
IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window *window);
IMGUI_API void ImGui_ImplSdl_Shutdown();
IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window *window);
IMGUI_API 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();
IMGUI_API void ImGui_ImplSdl_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplSdl_CreateDeviceObjects();

View File

@ -97,6 +97,9 @@
Typefaces for source code beautification
https://github.com/chrissimpkins/codeface
Programmation fonts
http://s9w.github.io/font_compare/
Proggy Programming Fonts
http://upperbounds.net

View File

@ -18,21 +18,23 @@ 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, bool use_base85_encoding);
static bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression);
int main(int argc, char** argv)
{
if (argc < 3)
{
printf("Syntax: %s [-base85] <inputfile> <symbolname>\n", argv[0]);
printf("Syntax: %s [-base85] [-nocompress] <inputfile> <symbolname>\n", argv[0]);
return 0;
}
int argn = 1;
bool use_base85_encoding = false;
bool use_compression = true;
if (argv[argn][0] == '-')
{
if (strcmp(argv[argn], "-base85") == 0) { use_base85_encoding = true; argn++; }
else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; }
else
{
printf("Unknown argument: '%s'\n", argv[argn]);
@ -40,7 +42,7 @@ int main(int argc, char** argv)
}
}
binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding);
binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding, use_compression);
return 1;
}
@ -50,7 +52,7 @@ char Encode85Byte(unsigned int x)
return (x>='\\') ? x+1 : x;
}
bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding)
bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_base85_encoding, bool use_compression)
{
// Read file
FILE* f = fopen(filename, "rb");
@ -64,17 +66,19 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b
// Compress
int maxlen = data_sz + 512 + (data_sz >> 2) + sizeof(int); // total guess
char* compressed = new char[maxlen];
int compressed_sz = stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz);
memset(compressed + compressed_sz, 0, maxlen - compressed_sz);
char* compressed = use_compression ? new char[maxlen] : data;
int compressed_sz = use_compression ? stb_compress((stb_uchar*)compressed, (stb_uchar*)data, data_sz) : data_sz;
if (use_compression)
memset(compressed + compressed_sz, 0, maxlen - compressed_sz);
// 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.cpp\n");
const char* compressed_str = use_compression ? "compressed_" : "";
if (use_base85_encoding)
{
fprintf(out, "static const char %s_compressed_data_base85[%d+1] =\n \"", symbol, (int)((compressed_sz+3)/4)*5);
fprintf(out, "static const char %s_%sdata_base85[%d+1] =\n \"", symbol, compressed_str, (int)((compressed_sz+3)/4)*5);
int column = 0;
for (int i = 0; i < compressed_sz; i += 4)
{
@ -87,8 +91,8 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b
}
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);
fprintf(out, "static const unsigned int %s_%ssize = %d;\n", symbol, compressed_str, (int)compressed_sz);
fprintf(out, "static const unsigned int %s_%sdata[%d/4] =\n{", symbol, compressed_str, (int)((compressed_sz+3)/4)*4);
int column = 0;
for (int i = 0; i < compressed_sz; i += 4)
{
@ -103,7 +107,8 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b
// Cleanup
delete[] data;
delete[] compressed;
if (use_compression)
delete[] compressed;
return true;
}

1520
imgui.cpp

File diff suppressed because it is too large Load Diff

262
imgui.h
View File

@ -1,9 +1,9 @@
// ImGui library v1.44
// ImGui library v1.46
// 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.
// Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
#pragma once
@ -17,7 +17,7 @@
#include <stdlib.h> // NULL, malloc, free, qsort, atoi
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
#define IMGUI_VERSION "1.44"
#define IMGUI_VERSION "1.46"
// Define assertion handler.
#ifndef IM_ASSERT
@ -30,6 +30,12 @@
#define IMGUI_API
#endif
#if defined(__clang__) || defined(__GNUC__)
#define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1))))
#else
#define IM_PRINTFARGS(FMT)
#endif
// Forward declarations
struct ImDrawCmd;
struct ImDrawList;
@ -54,7 +60,7 @@ 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()
struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
struct ImVec2
@ -87,7 +93,7 @@ struct ImVec4
// - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually)
// - struct ImGuiTextEditCallbackData // Shared state of ImGui::InputText() when using custom callbacks
// - struct ImGuiListClipper // Helper to manually clip large list of items.
// - struct ImColor // Helper functions to created packed 32-bit RGBA color values
// - struct ImColor // Helper functions to created packed 32-bit RGBA color values
// - struct ImDrawList // Draw command list
// - struct ImFontAtlas // Bake multiple fonts into a single texture, TTF font loader, bake glyphs into bitmap
// - struct ImFont // Single font
@ -99,6 +105,7 @@ namespace ImGui
// Main
IMGUI_API ImGuiIO& GetIO();
IMGUI_API ImGuiStyle& GetStyle();
IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
IMGUI_API void NewFrame();
IMGUI_API void Render();
IMGUI_API void Shutdown();
@ -108,16 +115,18 @@ namespace ImGui
IMGUI_API void ShowMetricsWindow(bool* opened = NULL); // metrics window for debugging imgui
// Window
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 bool Begin(const char* name, 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. the extra parameters aren't very relevant. 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); // 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 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 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, 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 float GetContentRegionAvailWidth(); //
IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
IMGUI_API float GetWindowContentRegionWidth(); //
IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives
IMGUI_API ImFont* GetWindowFont();
IMGUI_API float GetWindowFontSize(); // size (also height in pixels) of current font with current scale applied
@ -125,11 +134,14 @@ namespace ImGui
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList api)
IMGUI_API ImVec2 GetWindowSize(); // get current window size
IMGUI_API float GetWindowWidth();
IMGUI_API float GetWindowHeight();
IMGUI_API bool IsWindowCollapsed();
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 SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()
IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). 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
@ -137,12 +149,15 @@ namespace ImGui
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set current window collapsed state
IMGUI_API void SetWindowFocus(); // set current window to be focused / front-most
IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position - call within Begin()/End(). may incur tearing
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. may incur tearing
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state
IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount == ContentSize.Y - WindowSize.Y
IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
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.
@ -163,18 +178,18 @@ namespace ImGui
IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
IMGUI_API void PopItemWidth();
IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_API void PopAllowKeyboardFocus();
IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
IMGUI_API void PopTextWrapPos();
IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return true multiple times as you hold them (uses io.KeyRepeatDelay/io.KeyRepeatRate for now)
IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_API void PopAllowKeyboardFocus();
IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (uses io.KeyRepeatDelay/io.KeyRepeatRate for now). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
IMGUI_API void PopButtonRepeat();
// 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 BeginGroup(); // lock horizontal starting position. 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(float pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally
IMGUI_API void SameLine(float local_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
@ -189,10 +204,10 @@ namespace ImGui
IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
IMGUI_API float GetCursorPosX(); // "
IMGUI_API float GetCursorPosY(); // "
IMGUI_API void SetCursorPos(const ImVec2& pos); // "
IMGUI_API void SetCursorPos(const ImVec2& local_pos); // "
IMGUI_API void SetCursorPosX(float x); // "
IMGUI_API void SetCursorPosY(float y); // "
IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position
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
@ -213,19 +228,19 @@ namespace ImGui
IMGUI_API ImGuiID GetID(const void* ptr_id);
// Widgets
IMGUI_API void Text(const char* fmt, ...);
IMGUI_API void Text(const char* fmt, ...) IM_PRINTFARGS(1);
IMGUI_API void TextV(const char* fmt, va_list args);
IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_PRINTFARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args);
IMGUI_API void TextDisabled(const char* fmt, ...); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
IMGUI_API void TextDisabled(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
IMGUI_API void TextDisabledV(const char* fmt, va_list args);
IMGUI_API void TextWrapped(const char* fmt, ...); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
IMGUI_API void TextWrapped(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
IMGUI_API void TextWrappedV(const char* fmt, va_list args);
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
IMGUI_API void LabelText(const char* label, const char* fmt, ...); // display text+label aligned the same way as value+label widgets
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_PRINTFARGS(2); // display text+label aligned the same way as value+label widgets
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
IMGUI_API void Bullet();
IMGUI_API void BulletText(const char* fmt, ...);
IMGUI_API void BulletText(const char* fmt, ...) IM_PRINTFARGS(1);
IMGUI_API void BulletTextV(const char* fmt, va_list args);
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0));
IMGUI_API bool SmallButton(const char* label);
@ -287,18 +302,18 @@ namespace ImGui
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
// Widgets: Trees
IMGUI_API bool TreeNode(const char* str_label_id); // if returning 'true' the node is open and the user is responsible for calling TreePop
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...); // "
IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...); // "
IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args); // "
IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args); // "
IMGUI_API void TreePush(const char* str_id = NULL); // already called by TreeNode(), but you can call Push/Pop yourself for layouting purpose
IMGUI_API void TreePush(const void* ptr_id = NULL); // "
IMGUI_API bool TreeNode(const char* str_label_id); // if returning 'true' the node is open and the user is responsible for calling TreePop()
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_PRINTFARGS(2); // "
IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_PRINTFARGS(2); // "
IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args); // "
IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args); // "
IMGUI_API void TreePush(const char* str_id = NULL); // already called by TreeNode(), but you can call Push/Pop yourself for layouting purpose
IMGUI_API void TreePush(const void* ptr_id = NULL); // "
IMGUI_API void TreePop();
IMGUI_API void SetNextTreeNodeOpened(bool opened, ImGuiSetCond cond = 0); // set next tree node to be opened.
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, 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 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);
@ -315,7 +330,7 @@ namespace ImGui
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 SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1); // 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();
@ -346,20 +361,20 @@ namespace ImGui
IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
IMGUI_API void LogFinish(); // stop logging (close file, etc.)
IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
IMGUI_API void LogText(const char* fmt, ...); // pass text data straight to log (without being displayed)
IMGUI_API void LogText(const char* fmt, ...) IM_PRINTFARGS(1); // pass text data straight to log (without being displayed)
// Utilities
IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
IMGUI_API bool IsItemHoveredRect(); // was the last item hovered by mouse? even if another item is active while we are hovering this
IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_API bool IsItemVisible();
IMGUI_API bool IsItemVisible(); // was the last item visible? (aka not out of sight due to clipping/scrolling.)
IMGUI_API bool IsAnyItemHovered();
IMGUI_API bool IsAnyItemActive();
IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space
IMGUI_API ImVec2 GetItemRectMax(); // "
IMGUI_API ImVec2 GetItemRectSize(); // "
IMGUI_API bool IsWindowHovered();
IMGUI_API bool IsWindowFocused(); // is current window focused (differentiate child windows from each others)
IMGUI_API bool IsWindowHovered(); // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
IMGUI_API bool IsWindowFocused(); // is current window focused
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)
@ -371,9 +386,10 @@ 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 bool 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, ImGuiWindowFlags extra_flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
IMGUI_API void EndChildFrame();
IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
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);
@ -383,25 +399,28 @@ namespace ImGui
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 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 IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window). disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any visible window
IMGUI_API bool IsMouseHoveringRect(const ImVec2& pos_min, const ImVec2& pos_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
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 ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into
IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking. 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()
// Helpers functions to access functions pointers in ImGui::GetIO()
IMGUI_API void* MemAlloc(size_t sz);
IMGUI_API void MemFree(void* ptr);
IMGUI_API const char* GetClipboardText();
IMGUI_API void SetClipboardText(const char* text);
// Internal state/context access - if you want to use multiple ImGui context, or share context between modules (e.g. DLL), or allocate the memory yourself
IMGUI_API const char* GetVersion();
@ -439,6 +458,9 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs
ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Enable horizontal scrollbar (off by default). You need to use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
// [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()
@ -468,6 +490,7 @@ enum ImGuiInputTextFlags_
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
ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
// [Internal]
ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
};
@ -630,7 +653,7 @@ struct ImGuiStyle
float WindowFillAlphaDefault; // Default alpha of window background, if not specified in ImGui::Begin()
float IndentSpacing; // Horizontal indentation when e.g. entering a tree node
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
float ScrollbarWidth; // Width of the vertical scrollbar
float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal 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.
@ -638,6 +661,7 @@ struct ImGuiStyle
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.)
float CurveTessellationTol; // Tessellation tolerance. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
ImVec4 Colors[ImGuiCol_COUNT];
IMGUI_API ImGuiStyle();
@ -667,6 +691,7 @@ struct ImGuiIO
ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
float FontGlobalScale; // = 1.0f // Global scale all fonts
bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
@ -674,9 +699,10 @@ struct ImGuiIO
// User Functions
//------------------------------------------------------------------
// REQUIRED: rendering function.
// See example code if you are unsure of how to implement this.
void (*RenderDrawListsFn)(ImDrawData* data);
// Rendering function, will be called in Render().
// Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer.
// See example applications if you are unsure of how to implement this.
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)
@ -699,7 +725,7 @@ struct ImGuiIO
ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
bool MouseDown[5]; // Mouse buttons: 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.
float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift
@ -717,6 +743,7 @@ struct ImGuiIO
bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input)
bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array.
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 output during last call to Render()
@ -748,7 +775,7 @@ struct ImGuiIO
// Helpers
//-----------------------------------------------------------------------------
// Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
// 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).
// 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!
template<typename T>
class ImVector
@ -786,14 +813,14 @@ public:
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(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
inline void reserve(int new_capacity)
{
inline void reserve(int new_capacity)
{
if (new_capacity <= Capacity) return;
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;
Capacity = new_capacity;
}
inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size+1)); Data[Size++] = v; }
@ -843,11 +870,11 @@ struct ImGuiTextFilter
int CountGrep;
ImGuiTextFilter(const char* default_filter = "");
void Clear() { InputBuf[0] = 0; Build(); }
void Draw(const char* label = "Filter (inc,-exc)", float width = -1.0f); // Helper calling InputText+Build
bool PassFilter(const char* val) const;
bool IsActive() const { return !Filters.empty(); }
IMGUI_API void Build();
void Clear() { InputBuf[0] = 0; Build(); }
bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
bool PassFilter(const char* text, const char* text_end = NULL) const;
bool IsActive() const { return !Filters.empty(); }
IMGUI_API void Build();
};
// Helper: Text buffer for logging/accumulating text
@ -856,12 +883,14 @@ struct ImGuiTextBuffer
ImVector<char> Buf;
ImGuiTextBuffer() { Buf.push_back(0); }
inline char operator[](int i) { return Buf.Data[i]; }
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
int size() const { return Buf.Size-1; }
bool empty() { return size() >= 1; }
int size() const { return Buf.Size - 1; }
bool empty() { return Buf.Size >= 2; }
void clear() { Buf.clear(); Buf.push_back(0); }
IMGUI_API void append(const char* fmt, ...);
const char* c_str() const { return Buf.Data; }
IMGUI_API void append(const char* fmt, ...) IM_PRINTFARGS(2);
IMGUI_API void appendv(const char* fmt, va_list args);
};
@ -875,13 +904,13 @@ struct ImGuiTextBuffer
// - You want to store custom debug data easily without adding or editing structures in your code.
struct ImGuiStorage
{
struct Pair
{
ImGuiID key;
union { int val_i; float val_f; void* val_p; };
Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
struct Pair
{
ImGuiID key;
union { int val_i; float val_f; void* val_p; };
Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
};
ImVector<Pair> Data;
@ -896,7 +925,7 @@ struct ImGuiStorage
IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
IMGUI_API void SetVoidPtr(ImGuiID key, void* val);
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
// - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
// - A typical use case where this is convenient:
// float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
@ -915,6 +944,7 @@ struct ImGuiTextEditCallbackData
ImGuiInputTextFlags EventFlag; // One of ImGuiInputTextFlags_Callback* // Read-only
ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
void* UserData; // What user passed to InputText() // Read-only
bool ReadOnly; // Read-only mode // Read-only
// CharFilter event:
ImWchar EventChar; // Character input // Read-write (replace character or set to zero)
@ -923,15 +953,15 @@ struct ImGuiTextEditCallbackData
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
char* Buf; // Current text // Read-write (pointed data only)
int BufSize; // // Read-only
bool BufDirty; // Set if you modify Buf directly // Write
bool BufDirty; // Must set if you modify Buf directly // Write
int CursorPos; // // Read-write
int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
int SelectionEnd; // // Read-write
// NB: calling those function loses selection.
void DeleteChars(int pos, int bytes_count);
void InsertChars(int pos, const char* text, const char* text_end = NULL);
bool HasSelection() const { return SelectionStart != SelectionEnd; }
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)
@ -940,7 +970,8 @@ struct ImColor
{
ImVec4 Value;
ImColor(int r, int g, int b, int a = 255) { Value.x = (float)r / 255.0f; Value.y = (float)g / 255.0f; Value.z = (float)b / 255.0f; Value.w = (float)a / 255.0f; }
ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f/255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
ImColor(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)(rgba&0xFF) * sc; Value.y = (float)((rgba>>8)&0xFF) * sc; Value.z = (float)((rgba>>16)&0xFF) * sc; Value.w = (float)(rgba >> 24) * sc; }
ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; }
ImColor(const ImVec4& col) { Value = col; }
operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
@ -956,6 +987,7 @@ struct ImColor
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) // display only visible items
// ImGui::Text("line number %d", i);
// clipper.End();
// NB: 'count' is only used to clamp the result, if you don't know your count you can use INT_MAX
struct ImGuiListClipper
{
float ItemsHeight;
@ -1005,10 +1037,14 @@ struct ImDrawCmd
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.
ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = -8192.0f; ClipRect.z = ClipRect.w = +8192.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; }
};
// Vertex index
// Vertex index (override with, e.g. '#define ImDrawIdx unsigned int' in ImConfig)
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx;
#endif
// Vertex layout
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
@ -1026,6 +1062,7 @@ 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.
// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
struct ImDrawChannel
{
ImVector<ImDrawCmd> CmdBuffer;
@ -1052,10 +1089,11 @@ struct ImDrawList
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
ImVector<ImTextureID> _TextureIdStack; // [Internal]
ImVector<ImVec2> _Path; // [Internal] current path building
int _ChannelsCurrent; // [Internal] current channel number (0)
int _ChannelsCount; // [Internal] number of active channels (1+)
ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
ImDrawList() { _OwnerName = NULL; Clear(); }
~ImDrawList() { ClearFreeMemory(); }
@ -1067,7 +1105,7 @@ struct ImDrawList
IMGUI_API void PushTextureID(const ImTextureID& texture_id);
IMGUI_API void PopTextureID();
// Primitives
// Primitives
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);
@ -1077,25 +1115,32 @@ struct ImDrawList
IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
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 AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), 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);
IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
// 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 PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || _Path[_Path.Size-1].x != pos.x || _Path[_Path.Size-1].y != pos.y) _Path.push_back(pos); }
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(); }
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); // Use precomputed angles for a 12 steps circle
IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners = 0x0F);
// Channels
// - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
IMGUI_API void ChannelsSplit(int channels_count);
IMGUI_API void ChannelsMerge();
IMGUI_API void ChannelsSetCurrent(int channel_index);
// Advanced
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
// NB: all primitives needs to be reserved via PrimReserve() beforehand!
@ -1112,20 +1157,23 @@ struct ImDrawList
// All draw data to render an ImGui frame
struct ImDrawData
{
bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
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!
ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; }
IMGUI_API 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!
IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
};
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
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.
@ -1134,7 +1182,7 @@ struct ImFontConfig
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;
@ -1172,11 +1220,12 @@ struct ImFontAtlas
// Pitch = Width * BytesPerPixels
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
IMGUI_API void SetTexID(void* id) { TexID = id; }
void SetTexID(void* id) { TexID = id; }
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
// (Those functions could be static but aren't so most users don't have to refer to the ImFontAtlas:: name ever if in their code; just using io.Fonts->)
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
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
@ -1186,8 +1235,9 @@ struct ImFontAtlas
void* TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It ia passed back to you during rendering.
unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
int TexWidth;
int TexHeight;
int TexWidth; // Texture width calculated during Build().
int TexHeight; // Texture height calculated during Build().
int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel (part of the TexExtraData block)
ImVector<ImFont*> Fonts;
@ -1204,7 +1254,7 @@ 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
ImVec2 DisplayOffset; // = (0.0f,1.0f) // 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; //
@ -1222,18 +1272,18 @@ struct ImFont
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
ImVector<float> IndexXAdvance; // Sparse. Glyphs->XAdvance directly indexable (more cache-friendly that reading from Glyphs, 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; }
float GetCharAdvance(unsigned short c) const { return ((int)c < IndexXAdvance.Size) ? IndexXAdvance[(int)c] : FallbackXAdvance; }
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.

View File

@ -1,4 +1,4 @@
// ImGui library v1.44
// ImGui library v1.46
// Demo code
// Don't remove this file from your project! It is useful reference code that you can execute.
@ -15,20 +15,21 @@
#include <stdio.h> // vsnprintf, sscanf, printf
#ifdef _MSC_VER
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#define snprintf _snprintf
#endif
#ifdef __clang__
#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning : 'xx' is deprecated: The POSIX name for this item.. // for strdup used in demo code (so user can copy & paste the code)
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
#pragma clang diagnostic ignored "-Wformat-security" // warning : warning: format string is not a string literal
#endif
#ifdef __GNUC__
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
#pragma GCC diagnostic ignored "-Wformat-security" // warning : format string is not a string literal (potentially insecure)
#endif
// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n.
#ifdef _MSC_VER
#ifdef _WIN32
#define IM_NEWLINE "\r\n"
#else
#define IM_NEWLINE "\n"
@ -43,6 +44,7 @@
#ifndef IMGUI_DISABLE_TEST_WINDOWS
static void ShowExampleAppConsole(bool* opened);
static void ShowExampleAppLog(bool* opened);
static void ShowExampleAppLayout(bool* opened);
static void ShowExampleAppLongText(bool* opened);
static void ShowExampleAppAutoResize(bool* opened);
@ -54,8 +56,8 @@ static void ShowExampleMenuFile();
static void ShowHelpMarker(const char* desc)
{
ImGui::TextDisabled("(?)");
if (ImGui::IsItemHovered())
ImGui::TextDisabled("(?)");
if (ImGui::IsItemHovered())
ImGui::SetTooltip(desc);
}
@ -88,6 +90,7 @@ void ImGui::ShowTestWindow(bool* opened)
static bool show_app_metrics = false;
static bool show_app_main_menu_bar = false;
static bool show_app_console = false;
static bool show_app_log = false;
static bool show_app_layout = false;
static bool show_app_long_text = false;
static bool show_app_auto_resize = false;
@ -98,6 +101,7 @@ void ImGui::ShowTestWindow(bool* opened)
if (show_app_metrics) ImGui::ShowMetricsWindow(&show_app_metrics);
if (show_app_main_menu_bar) ShowExampleAppMainMenuBar();
if (show_app_console) ShowExampleAppConsole(&show_app_console);
if (show_app_log) ShowExampleAppLog(&show_app_log);
if (show_app_layout) ShowExampleAppLayout(&show_app_layout);
if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text);
if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize);
@ -138,7 +142,7 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::End();
return;
}
//ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.65f); // 2/3 of the space for widget and 1/3 for labels
ImGui::PushItemWidth(-140); // Right align, keep 140 pixels for labels
@ -156,6 +160,7 @@ void ImGui::ShowTestWindow(bool* opened)
{
ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar);
ImGui::MenuItem("Console", NULL, &show_app_console);
ImGui::MenuItem("Log", NULL, &show_app_log);
ImGui::MenuItem("Simple layout", NULL, &show_app_layout);
ImGui::MenuItem("Long text display", NULL, &show_app_long_text);
ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize);
@ -184,7 +189,7 @@ void ImGui::ShowTestWindow(bool* opened)
{
ImGui::Checkbox("no titlebar", &no_titlebar); ImGui::SameLine(150);
ImGui::Checkbox("no border", &no_border); ImGui::SameLine(300);
ImGui::Checkbox("no resize", &no_resize);
ImGui::Checkbox("no resize", &no_resize);
ImGui::Checkbox("no move", &no_move); ImGui::SameLine(150);
ImGui::Checkbox("no scrollbar", &no_scrollbar); ImGui::SameLine(300);
ImGui::Checkbox("no collapse", &no_collapse);
@ -201,9 +206,8 @@ void ImGui::ShowTestWindow(bool* opened)
{
ImGui::TextWrapped("Tip: Load fonts with io.Fonts->AddFontFromFileTTF().");
ImFontAtlas* atlas = ImGui::GetIO().Fonts;
if (ImGui::TreeNode("Atlas texture"))
if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
{
ImGui::Text("%dx%d pixels", atlas->TexWidth, atlas->TexHeight);
ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128));
ImGui::TreePop();
}
@ -417,8 +421,23 @@ void ImGui::ShowTestWindow(bool* opened)
if (ImGui::TreeNode("Multi-line Text Input"))
{
static char text[1024*16] = "// F00F bug\nlabel:\n\tlock cmpxchg8b eax\n";
ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), ImGuiInputTextFlags_AllowTabInput);
static bool read_only = false;
static char text[1024*16] =
"/*\n"
" The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
" the hexadecimal encoding of one offending instruction,\n"
" more formally, the invalid operand with locked CMPXCHG8B\n"
" instruction bug, is a design flaw in the majority of\n"
" Intel Pentium, Pentium MMX, and Pentium OverDrive\n"
" processors (all in the P5 microarchitecture).\n"
"*/\n\n"
"label:\n"
"\tlock cmpxchg8b eax\n";
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));
ImGui::Checkbox("Read-only", &read_only);
ImGui::PopStyleVar();
ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), ImGuiInputTextFlags_AllowTabInput | (read_only ? ImGuiInputTextFlags_ReadOnly : 0));
ImGui::TreePop();
}
@ -426,7 +445,7 @@ void ImGui::ShowTestWindow(bool* opened)
if (ImGui::Button("Button")) { printf("Clicked\n"); a ^= 1; }
if (a)
{
ImGui::SameLine();
ImGui::SameLine();
ImGui::Text("Thanks for clicking me!");
}
@ -530,7 +549,7 @@ void ImGui::ShowTestWindow(bool* opened)
static float col2[4] = { 0.4f,0.7f,0.0f,0.5f };
ImGui::ColorEdit3("color 1", col1);
ImGui::SameLine(); ShowHelpMarker("Click on the colored square to change edit mode.\nCTRL+click on individual component to input value.\n");
ImGui::ColorEdit4("color 2", col2);
const char* listbox_items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" };
@ -663,26 +682,42 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr));
static bool pause;
static ImVector<float> values; if (values.empty()) { values.resize(90); memset(values.Data, 0, values.Size*sizeof(float)); }
static int values_offset = 0;
if (!pause)
static ImVector<float> values; if (values.empty()) { values.resize(90); memset(values.Data, 0, values.Size*sizeof(float)); }
static int values_offset = 0;
if (!pause)
{
static float refresh_time = ImGui::GetTime(); // Create dummy data at fixed 60 hz rate for the demo
for (; ImGui::GetTime() > refresh_time + 1.0f/60.0f; refresh_time += 1.0f/60.0f)
{
static float phase = 0.0f;
values[values_offset] = cosf(phase);
values_offset = (values_offset+1)%values.Size;
phase += 0.10f*values_offset;
values[values_offset] = cosf(phase);
values_offset = (values_offset+1)%values.Size;
phase += 0.10f*values_offset;
}
}
ImGui::PlotLines("##Graph", values.Data, values.Size, values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,80));
ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x);
ImGui::PlotLines("##Lines", values.Data, values.Size, values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,80));
ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x);
ImGui::BeginGroup();
ImGui::Text("Graph");
ImGui::Text("Lines");
ImGui::Checkbox("pause", &pause);
ImGui::EndGroup();
ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0,80));
// Use functions to generate output
// FIXME: This is rather awkward because current plot API only pass in indices. We probably want an API passing floats and user provide sample rate/count.
struct Funcs
{
static float Sin(void*, int i) { return sinf(i * 0.1f); }
static float Saw(void*, int i) { return (i & 1) ? 1.0f : 0.0f; }
};
static int func_type = 0, display_count = 70;
ImGui::Separator();
ImGui::PushItemWidth(100); ImGui::Combo("func", &func_type, "Sin\0Saw\0"); ImGui::PopItemWidth();
ImGui::SameLine();
ImGui::SliderInt("Sample count", &display_count, 1, 500);
float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw;
ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80));
ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80));
}
if (ImGui::CollapsingHeader("Layout"))
@ -692,11 +727,11 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::Text("Without border");
static int line = 50;
bool goto_line = ImGui::Button("Goto");
ImGui::SameLine();
ImGui::SameLine();
ImGui::PushItemWidth(100);
goto_line |= ImGui::InputInt("##Line", &line, 0, 0, ImGuiInputTextFlags_EnterReturnsTrue);
ImGui::PopItemWidth();
ImGui::BeginChild("Sub1", ImVec2(ImGui::GetWindowWidth() * 0.5f,300));
ImGui::BeginChild("Sub1", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f,300), false, ImGuiWindowFlags_HorizontalScrollbar);
for (int i = 0; i < 100; i++)
{
ImGui::Text("%04d: scrollable region", i);
@ -730,19 +765,24 @@ void ImGui::ShowTestWindow(bool* opened)
if (ImGui::TreeNode("Widgets Alignment"))
{
static float f = 0.0f;
ImGui::Text("Fixed: 100 pixels");
ImGui::Text("PushItemWidth(100)");
ImGui::PushItemWidth(100);
ImGui::InputFloat("float##1", &f);
ImGui::DragFloat("float##1", &f);
ImGui::PopItemWidth();
ImGui::Text("Proportional: 50%% of window width");
ImGui::Text("PushItemWidth(GetWindowWidth() * 0.5f);");
ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
ImGui::InputFloat("float##2", &f);
ImGui::DragFloat("float##2", &f);
ImGui::PopItemWidth();
ImGui::Text("Right-aligned: Leave 100 pixels for label");
ImGui::Text("PushItemWidth(GetContentRegionAvailWidth() * 0.5f);");
ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth() * 0.5f);
ImGui::DragFloat("float##3", &f);
ImGui::PopItemWidth();
ImGui::Text("PushItemWidth(-100);");
ImGui::PushItemWidth(-100);
ImGui::InputFloat("float##3", &f);
ImGui::DragFloat("float##4", &f);
ImGui::PopItemWidth();
ImGui::TreePop();
@ -773,7 +813,7 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::Text("can fit within a text block.");
// Aligned to arbitrary position. Easy/cheap column.
ImGui::Text("Aligned");
ImGui::Text("Aligned");
ImGui::SameLine(150); ImGui::Text("x=150");
ImGui::SameLine(300); ImGui::Text("x=300");
ImGui::Text("Aligned");
@ -795,7 +835,7 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine();
ImGui::SliderFloat("X", &f0, 0.0f,5.0f); ImGui::SameLine();
ImGui::SliderFloat("Y", &f1, 0.0f,5.0f); ImGui::SameLine();
ImGui::SliderFloat("Z", &f2, 0.0f,5.0f);
ImGui::SliderFloat("Z", &f2, 0.0f,5.0f);
ImGui::PopItemWidth();
ImGui::PushItemWidth(80);
@ -807,7 +847,7 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::PushID(i);
ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items));
ImGui::PopID();
//if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i);
//if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i);
}
ImGui::PopItemWidth();
@ -822,7 +862,7 @@ void ImGui::ShowTestWindow(bool* opened)
if (ImGui::TreeNode("Groups"))
{
ImGui::TextWrapped("(Using ImGui::BeginGroup()/EndGroup() to layout items)");
ImGui::TextWrapped("(Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it.)");
ImGui::BeginGroup();
{
ImGui::BeginGroup();
@ -864,9 +904,9 @@ void ImGui::ShowTestWindow(bool* opened)
if (ImGui::TreeNode("Text Baseline Alignment"))
{
ImGui::TextWrapped("(This is testing the vertical alignment that occurs on text to keep it at the same baseline as widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets)");
ImGui::TextWrapped("(This is testing the vertical alignment that occurs on text to keep it at the same baseline as widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets)");
ImGui::Text("One\nTwo\nThree"); ImGui::SameLine();
ImGui::Text("One\nTwo\nThree"); ImGui::SameLine();
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
ImGui::Text("Banana");
@ -898,11 +938,11 @@ void ImGui::ShowTestWindow(bool* opened)
if (ImGui::TreeNode("Scrolling"))
{
ImGui::TextWrapped("Use SetScrollHere() or SetScrollFromPosY() to scroll to a given position.");
ImGui::TextWrapped("(Use SetScrollHere() or SetScrollFromPosY() to scroll to a given position.)");
static bool track = true;
static int track_line = 50, scroll_to_px = 200;
ImGui::Checkbox("Track", &track);
ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 9999, "Line %.0f");
ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line %.0f");
bool scroll_to = ImGui::Button("Scroll To");
ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "y = %.0f px");
if (scroll_to) track = false;
@ -933,6 +973,49 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::TreePop();
}
if (ImGui::TreeNode("Horizontal Scrolling"))
{
ImGui::Bullet(); ImGui::TextWrapped("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.");
ImGui::Bullet(); ImGui::TextWrapped("You may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin().");
static int lines = 7;
ImGui::SliderInt("Lines", &lines, 1, 15);
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f);
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f));
ImGui::BeginChild("scrolling", ImVec2(0, ImGui::GetItemsLineHeightWithSpacing()*7 + 30), true, ImGuiWindowFlags_HorizontalScrollbar);
for (int line = 0; line < lines; line++)
{
// Display random stuff
int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3);
for (int n = 0; n < num_buttons; n++)
{
if (n > 0) ImGui::SameLine();
ImGui::PushID(n + line * 1000);
char num_buf[16];
const char* label = (!(n%15)) ? "FizzBuzz" : (!(n%3)) ? "Fizz" : (!(n%5)) ? "Buzz" : (sprintf(num_buf, "%d", n), num_buf);
float hue = n*0.05f;
ImGui::PushStyleColor(ImGuiCol_Button, ImColor::HSV(hue, 0.6f, 0.6f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImColor::HSV(hue, 0.7f, 0.7f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImColor::HSV(hue, 0.8f, 0.8f));
ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f));
ImGui::PopStyleColor(3);
ImGui::PopID();
}
}
ImGui::EndChild();
ImGui::PopStyleVar(2);
float scroll_x_delta = 0.0f;
ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f;
ImGui::SameLine(); ImGui::Text("Scroll from code"); ImGui::SameLine();
ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f;
if (scroll_x_delta != 0.0f)
{
ImGui::BeginChild("scrolling"); // Demonstrate a trick: you can use Begin to set yourself in the context of another window (here we are already out of your child window)
ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta);
ImGui::End();
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Clipping"))
{
static ImVec2 size(100, 100), offset(50, 20);
@ -943,7 +1026,8 @@ void ImGui::ShowTestWindow(bool* opened)
ImVec4 clip_rect(pos.x, pos.y, pos.x+size.x, pos.y+size.y);
ImGui::GetWindowDrawList()->AddRectFilled(pos, ImVec2(pos.x+size.x,pos.y+size.y), ImColor(90,90,120,255));
ImGui::GetWindowDrawList()->AddText(ImGui::GetWindowFont(), ImGui::GetWindowFontSize()*2.0f, ImVec2(pos.x+offset.x,pos.y+offset.y), ImColor(255,255,255,255), "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect);
ImGui::Dummy(size);
ImGui::InvisibleButton("##dummy", size);
if (ImGui::IsItemActive() && ImGui::IsMouseDragging()) { offset.x += ImGui::GetIO().MouseDelta.x; offset.y += ImGui::GetIO().MouseDelta.y; }
ImGui::TreePop();
}
}
@ -1032,8 +1116,8 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::Text("Value = %.3f (<-- right-click here)", value);
if (ImGui::BeginPopupContextItem("item context menu"))
{
if (ImGui::Selectable("Set to zero")) value = 0.0f;
if (ImGui::Selectable("Set to PI")) value = 3.1415f;
if (ImGui::Selectable("Set to zero")) value = 0.0f;
if (ImGui::Selectable("Set to PI")) value = 3.1415f;
ImGui::EndPopup();
}
@ -1053,7 +1137,7 @@ void ImGui::ShowTestWindow(bool* opened)
}
if (ImGui::TreeNode("Modals"))
{
{
ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside the window.");
if (ImGui::Button("Delete.."))
@ -1062,7 +1146,7 @@ void ImGui::ShowTestWindow(bool* opened)
{
ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n");
ImGui::Separator();
static bool dont_ask_me_next_time = false;
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));
ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time);
@ -1121,7 +1205,7 @@ void ImGui::ShowTestWindow(bool* opened)
selected = i;
ImGui::NextColumn();
ImGui::Text(names[i]); ImGui::NextColumn();
ImGui::Text(paths[i]); ImGui::NextColumn();
ImGui::Text(paths[i]); ImGui::NextColumn();
ImGui::Text("...."); ImGui::NextColumn();
}
ImGui::Columns(1);
@ -1161,24 +1245,24 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::Separator();
static int e = 0;
ImGui::Text("Hello");
ImGui::Text("Hello");
ImGui::Button("Banana");
ImGui::RadioButton("radio a", &e, 0);
ImGui::RadioButton("radio a", &e, 0);
ImGui::NextColumn();
ImGui::Text("ImGui");
ImGui::Text("ImGui");
ImGui::Button("Apple");
ImGui::RadioButton("radio b", &e, 1);
static float foo = 1.0f;
ImGui::InputFloat("red", &foo, 0.05f, 0, 3);
ImGui::InputFloat("red", &foo, 0.05f, 0, 3);
ImGui::Text("An extra line here.");
ImGui::NextColumn();
ImGui::Text("Sailor");
ImGui::Button("Corniflower");
ImGui::RadioButton("radio c", &e, 2);
static float bar = 1.0f;
ImGui::InputFloat("blue", &bar, 0.05f, 0, 3);
ImGui::InputFloat("blue", &bar, 0.05f, 0, 3);
ImGui::NextColumn();
if (ImGui::CollapsingHeader("Category A")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
@ -1200,7 +1284,7 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::Separator();
ImGui::Spacing();
// Word-wrapping
// Word wrapping
ImGui::Text("Word-wrapping:");
ImGui::Columns(2, "word-wrapping");
ImGui::Separator();
@ -1281,11 +1365,11 @@ void ImGui::ShowTestWindow(bool* opened)
bool focus_3 = ImGui::Button("Focus on 3");
int has_focus = 0;
static char buf[128] = "click on a button to set focus";
if (focus_1) ImGui::SetKeyboardFocusHere();
ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));
if (ImGui::IsItemActive()) has_focus = 1;
if (focus_2) ImGui::SetKeyboardFocusHere();
ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));
if (ImGui::IsItemActive()) has_focus = 2;
@ -1297,7 +1381,7 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::PopAllowKeyboardFocus();
if (has_focus)
ImGui::Text("Item with focus: %d", has_focus);
else
else
ImGui::Text("Item with focus: <none>");
ImGui::TextWrapped("Cursor & selection are preserved when refocusing last used item in code.");
ImGui::TreePop();
@ -1316,7 +1400,8 @@ void ImGui::ShowTestWindow(bool* opened)
draw_list->PopClipRect();
ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f);
ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0);
ImGui::SameLine(); ImGui::Text("Raw (%.1f, %.1f), WithLockThresold (%.1f, %.1f)", value_raw.x, value_raw.y, value_with_lock_threshold.x, value_with_lock_threshold.y);
ImVec2 mouse_delta = ImGui::GetIO().MouseDelta;
ImGui::SameLine(); ImGui::Text("Raw (%.1f, %.1f), WithLockThresold (%.1f, %.1f), MouseDelta (%.1f, %.1f)", value_raw.x, value_raw.y, value_with_lock_threshold.x, value_with_lock_threshold.y, mouse_delta.x, mouse_delta.y);
}
ImGui::TreePop();
}
@ -1326,9 +1411,10 @@ void ImGui::ShowTestWindow(bool* opened)
ImGuiIO& io = ImGui::GetIO();
ImGui::Text("MousePos: (%g, %g)", io.MousePos.x, io.MousePos.y);
ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (%.02f secs)", i, io.MouseDownDuration[i]); }
ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("%d", i); }
ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
ImGui::Text("Mouse dbl-clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
ImGui::Text("MouseWheel: %.1f", io.MouseWheel);
ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (%.02f secs)", i, io.KeysDownDuration[i]); }
@ -1338,6 +1424,7 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::Text("WantCaptureMouse: %s", io.WantCaptureMouse ? "true" : "false");
ImGui::Text("WantCaptureKeyboard: %s", io.WantCaptureKeyboard ? "true" : "false");
ImGui::Text("WantTextInput: %s", io.WantTextInput ? "true" : "false");
ImGui::Button("Hover me\nto enforce\ninputs capture");
if (ImGui::IsItemHovered())
@ -1355,8 +1442,8 @@ void ImGui::ShowTestWindow(bool* opened)
{
char label[32];
sprintf(label, "Mouse cursor %d", i);
ImGui::Bullet(); ImGui::Selectable(label, false);
if (ImGui::IsItemHovered())
ImGui::Bullet(); ImGui::Selectable(label, false);
if (ImGui::IsItemHovered())
ImGui::SetMouseCursor(i);
}
ImGui::TreePop();
@ -1386,6 +1473,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
{
ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines);
ImGui::Checkbox("Anti-aliased shapes", &style.AntiAliasedShapes);
ImGui::PushItemWidth(100);
ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, NULL, 2.0f);
if (style.CurveTessellationTol < 0.0f) style.CurveTessellationTol = 0.10f;
ImGui::PopItemWidth();
ImGui::TreePop();
}
@ -1401,7 +1492,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");
ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f");
ImGui::SliderFloat("ScrollbarWidth", &style.ScrollbarWidth, 1.0f, 20.0f, "%.0f");
ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f");
ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 16.0f, "%.0f");
ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");
ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 16.0f, "%.0f");
@ -1424,7 +1515,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
const ImVec4& col = style.Colors[i];
const char* name = ImGui::GetStyleColName(i);
if (!output_only_modified || memcmp(&col, (ref ? &ref->Colors[i] : &def.Colors[i]), sizeof(ImVec4)) != 0)
ImGui::LogText("style.Colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 22 - strlen(name), "", col.x, col.y, col.z, col.w);
ImGui::LogText("style.Colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 22 - (int)strlen(name), "", col.x, col.y, col.z, col.w);
}
ImGui::LogFinish();
}
@ -1572,7 +1663,7 @@ static void ShowExampleAppFixedOverlay(bool* opened)
}
ImGui::Text("Simple overlay\non the top-left side of the screen.");
ImGui::Separator();
ImGui::Text("Mouse Position: (%.1f,%.1f)", ImGui::GetIO().MousePos.x, ImGui::GetIO().MousePos.y);
ImGui::Text("Mouse Position: (%.1f,%.1f)", ImGui::GetIO().MousePos.x, ImGui::GetIO().MousePos.y);
ImGui::End();
}
@ -1635,6 +1726,9 @@ static void ShowExampleAppCustomRendering(bool* opened)
if (canvas_size.y < 50.0f) canvas_size.y = 50.0f;
draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), ImColor(0,0,0), ImColor(255,0,0), ImColor(255,255,0), ImColor(0,255,0));
draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), ImColor(255,255,255));
draw_list->AddBezierCurve(ImVec2(canvas_pos.x+20,canvas_pos.y+20), ImVec2(canvas_pos.x+100,canvas_pos.y+20), ImVec2(canvas_pos.x+canvas_size.x-100,canvas_pos.y+canvas_size.y-20), ImVec2(canvas_pos.x+canvas_size.x-20,canvas_pos.y+canvas_size.y-20), ImColor(255,200,0), 5.0f);
bool adding_preview = false;
ImGui::InvisibleButton("canvas", canvas_size);
if (ImGui::IsItemHovered())
@ -1661,7 +1755,7 @@ static void ShowExampleAppCustomRendering(bool* opened)
}
draw_list->PushClipRect(ImVec4(canvas_pos.x, canvas_pos.y, canvas_pos.x+canvas_size.x, canvas_pos.y+canvas_size.y)); // clip lines within the canvas (if we resize it, etc.)
for (int i = 0; i < points.Size - 1; i += 2)
draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i+1].x, canvas_pos.y + points[i+1].y), 0xFF00FFFF);
draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i+1].x, canvas_pos.y + points[i+1].y), 0xFF00FFFF, 2.0f);
draw_list->PopClipRect();
if (adding_preview)
points.pop_back();
@ -1690,19 +1784,19 @@ struct ExampleAppConsole
~ExampleAppConsole()
{
ClearLog();
for (int i = 0; i < Items.Size; i++)
free(History[i]);
for (int i = 0; i < Items.Size; i++)
free(History[i]);
}
void ClearLog()
{
for (int i = 0; i < Items.Size; i++)
free(Items[i]);
for (int i = 0; i < Items.Size; i++)
free(Items[i]);
Items.clear();
ScrollToBottom = true;
}
void AddLog(const char* fmt, ...)
void AddLog(const char* fmt, ...) IM_PRINTFARGS(2)
{
char buf[1024];
va_list args;
@ -1714,7 +1808,7 @@ struct ExampleAppConsole
ScrollToBottom = true;
}
void Run(const char* title, bool* opened)
void Draw(const char* title, bool* opened)
{
ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiSetCond_FirstUseEver);
if (!ImGui::Begin(title, opened))
@ -1728,8 +1822,8 @@ struct ExampleAppConsole
// TODO: display items starting from the bottom
if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine();
if (ImGui::SmallButton("Add Dummy Error")) AddLog("[error] something went wrong"); ImGui::SameLine();
if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine();
if (ImGui::SmallButton("Add Dummy Error")) AddLog("[error] something went wrong"); ImGui::SameLine();
if (ImGui::SmallButton("Clear")) ClearLog();
//static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); }
@ -1744,7 +1838,7 @@ struct ExampleAppConsole
// Display every line as a separate entry so we can change their color or add custom widgets. If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
// NB- if you have thousands of entries this approach may be too inefficient. You can seek and display only the lines that are visible - CalcListClipping() is a helper to compute this information.
// If your items are of variable size you may want to implement code similar to what CalcListClipping() does. Or split your data into fixed height items to allow random-seeking into your list.
ImGui::BeginChild("ScrollingRegion", ImVec2(0,-ImGui::GetItemsLineHeightWithSpacing()));
ImGui::BeginChild("ScrollingRegion", ImVec2(0,-ImGui::GetItemsLineHeightWithSpacing()), false, ImGuiWindowFlags_HorizontalScrollbar);
if (ImGui::BeginPopupContextWindow())
{
if (ImGui::Selectable("Clear")) ClearLog();
@ -1862,7 +1956,7 @@ struct ExampleAppConsole
if (candidates.Size == 0)
{
// No match
AddLog("No match for \"%.*s\"!\n", word_end-word_start, word_start);
AddLog("No match for \"%.*s\"!\n", (int)(word_end-word_start), word_start);
}
else if (candidates.Size == 1)
{
@ -1937,7 +2031,88 @@ struct ExampleAppConsole
static void ShowExampleAppConsole(bool* opened)
{
static ExampleAppConsole console;
console.Run("Example: Console", opened);
console.Draw("Example: Console", opened);
}
// Usage:
// static ExampleAppLog my_log;
// my_log.AddLog("Hello %d world\n", 123);
// my_log.Draw("title");
struct ExampleAppLog
{
ImGuiTextBuffer Buf;
ImGuiTextFilter Filter;
ImVector<int> LineOffsets; // Index to lines offset
bool ScrollToBottom;
void Clear() { Buf.clear(); LineOffsets.clear(); }
void AddLog(const char* fmt, ...) IM_PRINTFARGS(2)
{
int old_size = Buf.size();
va_list args;
va_start(args, fmt);
Buf.appendv(fmt, args);
va_end(args);
for (int new_size = Buf.size(); old_size < new_size; old_size++)
if (Buf[old_size] == '\n')
LineOffsets.push_back(old_size);
ScrollToBottom = true;
}
void Draw(const char* title, bool* p_opened = NULL)
{
ImGui::SetNextWindowSize(ImVec2(500,400), ImGuiSetCond_FirstUseEver);
ImGui::Begin(title, p_opened);
if (ImGui::Button("Clear")) Clear();
ImGui::SameLine();
bool copy = ImGui::Button("Copy");
ImGui::SameLine();
Filter.Draw("Filter", -100.0f);
ImGui::Separator();
ImGui::BeginChild("scrolling", ImVec2(0,0), false, ImGuiWindowFlags_HorizontalScrollbar);
if (copy) ImGui::LogToClipboard();
if (Filter.IsActive())
{
const char* buf_begin = Buf.begin();
const char* line = buf_begin;
for (int line_no = 0; line != NULL; line_no++)
{
const char* line_end = (line_no < LineOffsets.Size) ? buf_begin + LineOffsets[line_no] : NULL;
if (Filter.PassFilter(line, line_end))
ImGui::TextUnformatted(line, line_end);
line = line_end && line_end[1] ? line_end + 1 : NULL;
}
}
else
{
ImGui::TextUnformatted(Buf.begin());
}
if (ScrollToBottom)
ImGui::SetScrollHere(1.0f);
ScrollToBottom = false;
ImGui::EndChild();
ImGui::End();
}
};
static void ShowExampleAppLog(bool* opened)
{
static ExampleAppLog log;
// Demo fill
static float last_time = -1.0f;
float time = ImGui::GetTime();
if (time - last_time >= 0.3f)
{
const char* random_words[] = { "system", "info", "warning", "error", "fatal", "notice", "log" };
log.AddLog("[%s] Hello, time is %.1f, rand() %d\n", random_words[rand() % IM_ARRAYSIZE(random_words)], time, (int)rand());
last_time = time;
}
log.Draw("Example: Log", opened);
}
static void ShowExampleAppLayout(bool* opened)
@ -1967,7 +2142,7 @@ static void ShowExampleAppLayout(bool* opened)
}
ImGui::EndChild();
ImGui::SameLine();
// right
ImGui::BeginGroup();
ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetItemsLineHeightWithSpacing())); // Leave room for 1 line below us
@ -1998,7 +2173,7 @@ static void ShowExampleAppLongText(bool* opened)
static ImGuiTextBuffer log;
static int lines = 0;
ImGui::Text("Printing unusually long amount of text.");
ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped manually\0Multiple calls to Text(), not clipped");
ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped manually\0Multiple calls to Text(), not clipped\0");
ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size());
if (ImGui::Button("Clear")) { log.clear(); lines = 0; }
ImGui::SameLine();
@ -2016,16 +2191,16 @@ static void ShowExampleAppLongText(bool* opened)
ImGui::TextUnformatted(log.begin(), log.end());
break;
case 1:
// Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the CalcListClipping() helper.
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));
int display_start, display_end;
ImGui::CalcListClipping(lines, ImGui::GetTextLineHeight(), &display_start, &display_end);
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (display_start) * ImGui::GetTextLineHeight());
for (int i = display_start; i < display_end; i++)
ImGui::Text("%i The quick brown fox jumps over the lazy dog\n", i);
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (lines - display_end) * ImGui::GetTextLineHeight());
ImGui::PopStyleVar();
break;
{
// Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper.
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));
ImGuiListClipper clipper(lines, ImGui::GetTextLineHeight());
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
ImGui::Text("%i The quick brown fox jumps over the lazy dog\n", i);
clipper.End();
ImGui::PopStyleVar();
break;
}
case 2:
// Multiple calls to Text(), not clipped (slow)
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));

View File

@ -1,4 +1,4 @@
// ImGui library v1.44
// ImGui library v1.46
// Drawing and font code
// Contains implementation for
@ -19,7 +19,7 @@
#include <stdio.h> // vsnprintf, sscanf, printf
#include <new> // new (ptr)
#ifndef alloca
#if defined(_MSC_VER) || defined(__MINGW32__)
#if _WIN32
#include <malloc.h> // alloca
#else
#include <alloca.h> // alloca
@ -31,6 +31,9 @@
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#define snprintf _snprintf
#endif
#ifdef __GNUC__
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
#endif
//-------------------------------------------------------------------------
// STB libraries implementation
@ -45,6 +48,11 @@ namespace IMGUI_STB_NAMESPACE
{
#endif
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration
#endif
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-function"
@ -73,6 +81,10 @@ namespace IMGUI_STB_NAMESPACE
#pragma clang diagnostic pop
#endif
#ifdef _MSC_VER
#pragma warning (pop)
#endif
#ifdef IMGUI_STB_NAMESPACE
} // namespace ImGuiStb
using namespace IMGUI_STB_NAMESPACE;
@ -82,7 +94,7 @@ using namespace IMGUI_STB_NAMESPACE;
// ImDrawList
//-----------------------------------------------------------------------------
static ImVec4 GNullClipRect(-9999.0f,-9999.0f, +9999.0f, +9999.0f);
static ImVec4 GNullClipRect(-8192.0f, -8192.0f, +8192.0f, +8192.0f); // Large values that are easy to encode in a few bits+shift
void ImDrawList::Clear()
{
@ -95,7 +107,8 @@ void ImDrawList::Clear()
_ClipRectStack.resize(0);
_TextureIdStack.resize(0);
_Path.resize(0);
_ChannelCurrent = 0;
_ChannelsCurrent = 0;
_ChannelsCount = 1;
// NB: Do not clear channels so our allocations are re-used after the first frame.
}
@ -110,7 +123,8 @@ void ImDrawList::ClearFreeMemory()
_ClipRectStack.clear();
_TextureIdStack.clear();
_Path.clear();
_ChannelCurrent = 0;
_ChannelsCurrent = 0;
_ChannelsCount = 1;
for (int i = 0; i < _Channels.Size; i++)
{
if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0])); // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again
@ -123,11 +137,8 @@ void ImDrawList::ClearFreeMemory()
void ImDrawList::AddDrawCmd()
{
ImDrawCmd draw_cmd;
draw_cmd.ElemCount = 0;
draw_cmd.ClipRect = _ClipRectStack.Size ? _ClipRectStack.back() : GNullClipRect;
draw_cmd.TextureId = _TextureIdStack.Size ? _TextureIdStack.back() : NULL;
draw_cmd.UserCallback = NULL;
draw_cmd.UserCallbackData = NULL;
IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
CmdBuffer.push_back(draw_cmd);
@ -148,64 +159,6 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
AddDrawCmd();
}
void ImDrawList::ChannelsSplit(int channel_count)
{
IM_ASSERT(_ChannelCurrent == 0);
int old_channels_count = _Channels.Size;
if (old_channels_count < channel_count)
_Channels.resize(channel_count);
for (int i = 0; i < channel_count; i++)
if (i >= old_channels_count)
new(&_Channels[i]) ImDrawChannel();
else
_Channels[i].CmdBuffer.resize(0), _Channels[i].IdxBuffer.resize(0);
}
void ImDrawList::ChannelsMerge(int channel_count)
{
// Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
// This is why this function takes 'channel_count' as a parameter of how many channels to merge (the user knows)
if (channel_count < 2)
return;
ChannelsSetCurrent(0);
if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0)
CmdBuffer.pop_back();
int new_cmd_buffer_count = 0, new_idx_buffer_count = 0;
for (int i = 1; i < channel_count; i++)
{
ImDrawChannel& ch = _Channels[i];
if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0)
ch.CmdBuffer.pop_back();
new_cmd_buffer_count += ch.CmdBuffer.Size;
new_idx_buffer_count += ch.IdxBuffer.Size;
}
CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count);
IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count);
ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count;
_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count;
for (int i = 1; i < channel_count; i++)
{
ImDrawChannel& ch = _Channels[i];
if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; }
}
AddDrawCmd();
}
void ImDrawList::ChannelsSetCurrent(int idx)
{
if (_ChannelCurrent == idx) return;
memcpy(&_Channels.Data[_ChannelCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer));
memcpy(&_Channels.Data[_ChannelCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer));
_ChannelCurrent = idx;
memcpy(&CmdBuffer, &_Channels.Data[_ChannelCurrent].CmdBuffer, sizeof(CmdBuffer));
memcpy(&IdxBuffer, &_Channels.Data[_ChannelCurrent].IdxBuffer, sizeof(IdxBuffer));
_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size;
}
void ImDrawList::UpdateClipRect()
{
ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
@ -234,7 +187,7 @@ void ImDrawList::PushClipRectFullScreen()
{
PushClipRect(GNullClipRect);
// This would be more correct but we're not supposed to access ImGuiState from here?
// FIXME-OPT: This would be more correct but we're not supposed to access ImGuiState from here?
//ImGuiState& g = *GImGui;
//PushClipRect(GetVisibleRect());
}
@ -269,6 +222,85 @@ void ImDrawList::PopTextureID()
UpdateTextureID();
}
void ImDrawList::ChannelsSplit(int channels_count)
{
IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1);
int old_channels_count = _Channels.Size;
if (old_channels_count < channels_count)
_Channels.resize(channels_count);
_ChannelsCount = channels_count;
// _Channels[] (24 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer
// The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
// When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer
memset(&_Channels[0], 0, sizeof(ImDrawChannel));
for (int i = 1; i < channels_count; i++)
{
if (i >= old_channels_count)
{
new(&_Channels[i]) ImDrawChannel();
}
else
{
_Channels[i].CmdBuffer.resize(0);
_Channels[i].IdxBuffer.resize(0);
}
if (_Channels[i].CmdBuffer.Size == 0)
{
ImDrawCmd draw_cmd;
draw_cmd.ClipRect = _ClipRectStack.back();
draw_cmd.TextureId = _TextureIdStack.back();
_Channels[i].CmdBuffer.push_back(draw_cmd);
}
}
}
void ImDrawList::ChannelsMerge()
{
// Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
if (_ChannelsCount <= 1)
return;
ChannelsSetCurrent(0);
if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0)
CmdBuffer.pop_back();
int new_cmd_buffer_count = 0, new_idx_buffer_count = 0;
for (int i = 1; i < _ChannelsCount; i++)
{
ImDrawChannel& ch = _Channels[i];
if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0)
ch.CmdBuffer.pop_back();
new_cmd_buffer_count += ch.CmdBuffer.Size;
new_idx_buffer_count += ch.IdxBuffer.Size;
}
CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count);
IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count);
ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count;
_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count;
for (int i = 1; i < _ChannelsCount; i++)
{
ImDrawChannel& ch = _Channels[i];
if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; }
}
AddDrawCmd();
_ChannelsCount = 1;
}
void ImDrawList::ChannelsSetCurrent(int idx)
{
IM_ASSERT(idx < _ChannelsCount);
if (_ChannelsCurrent == idx) return;
memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times
memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer));
_ChannelsCurrent = idx;
memcpy(&CmdBuffer, &_Channels.Data[_ChannelsCurrent].CmdBuffer, sizeof(CmdBuffer));
memcpy(&IdxBuffer, &_Channels.Data[_ChannelsCurrent].IdxBuffer, sizeof(IdxBuffer));
_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size;
}
// NB: this can be called with negative count for removing primitives (as long as the result does not underflow)
void ImDrawList::PrimReserve(int idx_count, int vtx_count)
{
@ -289,11 +321,11 @@ void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
const ImVec2 b(c.x, a.y);
const ImVec2 d(a.x, c.y);
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_VtxCurrentIdx += 4;
@ -306,11 +338,11 @@ void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a
const ImVec2 d(a.x, c.y);
const ImVec2 uv_b(uv_c.x, uv_a.y);
const ImVec2 uv_d(uv_a.x, uv_c.y);
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_VtxCurrentIdx += 4;
@ -325,7 +357,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
anti_aliased &= GImGui->Style.AntiAliasedLines;
//if (ImGui::GetIO().KeyCtrl) anti_aliased = false;
//if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug
int count = points_count;
if (!closed)
@ -348,7 +380,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
for (int i1 = 0; i1 < count; i1++)
{
const int i2 = (i1+1) == points_count ? 0 : i1+1;
const int i2 = (i1+1) == points_count ? 0 : i1+1;
ImVec2 diff = points[i2] - points[i1];
diff *= ImInvLength(diff, 1.0f);
temp_normals[i1].x = diff.y;
@ -425,7 +457,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
unsigned int idx1 = _VtxCurrentIdx;
for (int i1 = 0; i1 < count; i1++)
{
const int i2 = (i1+1) == points_count ? 0 : i1+1;
const int i2 = (i1+1) == points_count ? 0 : i1+1;
unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+4;
// Average normals
@ -477,7 +509,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
for (int i1 = 0; i1 < count; i1++)
{
const int i2 = (i1+1) == points_count ? 0 : i1+1;
const int i2 = (i1+1) == points_count ? 0 : i1+1;
const ImVec2& p1 = points[i1];
const ImVec2& p2 = points[i2];
ImVec2 diff = p2 - p1;
@ -491,8 +523,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
_VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2);
_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3);
_IdxWritePtr += 6;
_VtxCurrentIdx += 4;
}
@ -503,7 +535,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
{
const ImVec2 uv = GImGui->FontTexUvWhitePixel;
anti_aliased &= GImGui->Style.AntiAliasedShapes;
//if (ImGui::GetIO().KeyCtrl) anti_aliased = false;
//if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug
if (anti_aliased)
{
@ -575,7 +607,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
}
for (int i = 2; i < points_count; i++)
{
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+i-1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+i);
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+i-1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+i);
_IdxWritePtr += 3;
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
@ -626,13 +658,63 @@ void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float amin, float
}
}
static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
{
float dx = x4 - x1;
float dy = y4 - y1;
float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
d2 = (d2 >= 0) ? d2 : -d2;
d3 = (d3 >= 0) ? d3 : -d3;
if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy))
{
path->push_back(ImVec2(x4, y4));
}
else if (level < 10)
{
float x12 = (x1+x2)*0.5f, y12 = (y1+y2)*0.5f;
float x23 = (x2+x3)*0.5f, y23 = (y2+y3)*0.5f;
float x34 = (x3+x4)*0.5f, y34 = (y3+y4)*0.5f;
float x123 = (x12+x23)*0.5f, y123 = (y12+y23)*0.5f;
float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f;
float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;
PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1);
PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1);
}
}
void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
{
ImVec2 p1 = _Path.back();
if (num_segments == 0)
{
// Auto-tessellated
PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, GImGui->Style.CurveTessellationTol, 0);
}
else
{
float t_step = 1.0f / (float)num_segments;
for (int i_step = 1; i_step <= num_segments; i_step++)
{
float t = t_step * i_step;
float u = 1.0f - t;
float w1 = u*u*u;
float w2 = 3*u*u*t;
float w3 = 3*u*t*t;
float w4 = t*t*t;
_Path.push_back(ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y));
}
}
}
void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners)
{
float r = rounding;
r = ImMin(r, fabsf(b.x-a.x) * ( ((rounding_corners&(1|2))==(1|2)) || ((rounding_corners&(4|8))==(4|8)) ? 0.5f : 1.0f ) - 1.0f);
r = ImMin(r, fabsf(b.y-a.y) * ( ((rounding_corners&(1|8))==(1|8)) || ((rounding_corners&(2|4))==(2|4)) ? 0.5f : 1.0f ) - 1.0f);
if (r == 0.0f || rounding_corners == 0)
if (r <= 0.0f || rounding_corners == 0)
{
PathLineTo(a);
PathLineTo(ImVec2(b.x,a.y));
@ -704,6 +786,7 @@ void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec
{
if ((col >> 24) == 0)
return;
PathLineTo(a);
PathLineTo(b);
PathLineTo(c);
@ -730,6 +813,16 @@ void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col,
PathFill(col);
}
void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
{
if ((col >> 24) == 0)
return;
PathLineTo(pos0);
PathBezierCurveTo(cp0, cp1, pos1, num_segments);
PathStroke(col, false, thickness);
}
void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
{
if ((col >> 24) == 0)
@ -742,7 +835,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
// reserve vertices for worse case
// reserve vertices for worse case (over-reserving is useful and easily amortized)
const int char_count = (int)(text_end - text_begin);
const int vtx_count_max = char_count * 4;
const int idx_count_max = char_count * 6;
@ -761,7 +854,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
font->RenderText(font_size, pos, col, clip_rect, text_begin, text_end, this, wrap_width, cpu_fine_clip_rect != NULL);
// give back unused vertices
// FIXME-OPT
// FIXME-OPT: clean this up
VtxBuffer.resize((int)(_VtxWritePtr - VtxBuffer.Data));
IdxBuffer.resize((int)(_IdxWritePtr - IdxBuffer.Data));
int vtx_unused = vtx_count_max - (VtxBuffer.Size - vtx_begin);
@ -777,7 +870,8 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c
{
if ((col >> 24) == 0)
return;
AddText(ImGui::GetWindowFont(), ImGui::GetWindowFontSize(), pos, col, text_begin, text_end);
AddText(GImGui->Font, GImGui->FontSize, pos, col, text_begin, text_end);
}
void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col)
@ -820,8 +914,22 @@ void ImDrawData::DeIndexAllBuffers()
}
}
// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
void ImDrawData::ScaleClipRects(const ImVec2& scale)
{
for (int i = 0; i < CmdListsCount; i++)
{
ImDrawList* cmd_list = CmdLists[i];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i];
cmd->ClipRect = ImVec4(cmd->ClipRect.x * scale.x, cmd->ClipRect.y * scale.y, cmd->ClipRect.z * scale.x, cmd->ClipRect.w * scale.y);
}
}
}
//-----------------------------------------------------------------------------
// ImFontAtlias
// ImFontAtlas
//-----------------------------------------------------------------------------
ImFontConfig::ImFontConfig()
@ -847,7 +955,7 @@ ImFontAtlas::ImFontAtlas()
TexID = NULL;
TexPixelsAlpha8 = NULL;
TexPixelsRGBA32 = NULL;
TexWidth = TexHeight = 0;
TexWidth = TexHeight = TexDesiredWidth = 0;
TexUvWhitePixel = ImVec2(0, 0);
}
@ -865,14 +973,14 @@ void ImFontAtlas::ClearInputData()
ConfigData[i].FontData = NULL;
}
// When clearing this we lose access to the font name and other information used to build the font.
for (int i = 0; i < Fonts.Size; i++)
if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size)
{
Fonts[i]->ConfigData = NULL;
Fonts[i]->ConfigDataCount = 0;
}
ConfigData.clear();
// When clearing this we lose access to the font name and other information used to build the font.
for (int i = 0; i < Fonts.Size; i++)
if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size)
{
Fonts[i]->ConfigData = NULL;
Fonts[i]->ConfigDataCount = 0;
}
ConfigData.clear();
}
void ImFontAtlas::ClearTexData()
@ -897,14 +1005,14 @@ void ImFontAtlas::ClearFonts()
void ImFontAtlas::Clear()
{
ClearInputData();
ClearInputData();
ClearTexData();
ClearFonts();
}
void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
{
// Lazily build
// Build atlas on demand
if (TexPixelsAlpha8 == NULL)
{
if (ConfigData.empty())
@ -920,8 +1028,8 @@ void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_wid
void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
{
// Lazily convert to RGBA32 format
// Although it is likely to be the most commonly used format, our font rendering is 8 bpp
// Convert to RGBA32 format on demand
// Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp
if (!TexPixelsRGBA32)
{
unsigned char* pixels;
@ -967,14 +1075,23 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
return Fonts.back();
}
// Default font ttf is compressed with stb_compress then base85 encoded (see extra_fonts/binary_to_compressed_c.cpp for encoder)
// Default font TTF is compressed with stb_compress then base85 encoded (see extra_fonts/binary_to_compressed_c.cpp for encoder)
static unsigned int stb_decompress_length(unsigned char *input);
static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length);
static const char* GetDefaultCompressedFontDataTTFBase85();
static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; }
static void Decode85(const unsigned char* src, unsigned int* dst) { for (; *src; src += 5) *dst++ = Decode85Byte(src[0]) + 85*(Decode85Byte(src[1]) + 85*(Decode85Byte(src[2]) + 85*(Decode85Byte(src[3]) + 85*Decode85Byte(src[4])))); }
static void Decode85(const unsigned char* src, unsigned char* dst)
{
while (*src)
{
unsigned int tmp = Decode85Byte(src[0]) + 85*(Decode85Byte(src[1]) + 85*(Decode85Byte(src[2]) + 85*(Decode85Byte(src[3]) + 85*Decode85Byte(src[4]))));
dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianess.
src += 5;
dst += 4;
}
}
// Load embedded ProggyClean.ttf at size 13
// Load embedded ProggyClean.ttf at size 13, disable oversampling
ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
{
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
@ -992,9 +1109,9 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
{
void* data = NULL;
int data_size = 0;
if (!ImLoadFileToMemory(filename, "rb", (void**)&data, &data_size, 0))
void* data = ImLoadFileToMemory(filename, "rb", &data_size, 0);
if (!data)
{
IM_ASSERT(0); // Could not load file.
return NULL;
@ -1002,18 +1119,19 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels,
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
if (font_cfg.Name[0] == '\0')
{
const char* p;
// Store a short copy of filename into into the font name for convenience
const char* p;
for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
snprintf(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s", p);
}
return AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg, glyph_ranges);
}
// Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
// NBM Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().
ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
{
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
IM_ASSERT(font_cfg.FontData == NULL);
IM_ASSERT(font_cfg.FontData == NULL);
font_cfg.FontData = ttf_data;
font_cfg.FontDataSize = ttf_size;
font_cfg.SizePixels = size_pixels;
@ -1029,7 +1147,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_d
stb_decompress(buf_decompressed_data, (unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size);
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
IM_ASSERT(font_cfg.FontData == NULL);
IM_ASSERT(font_cfg.FontData == NULL);
font_cfg.FontDataOwnedByAtlas = true;
return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, font_cfg_template, glyph_ranges);
}
@ -1038,7 +1156,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed
{
int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;
void* compressed_ttf = ImGui::MemAlloc(compressed_ttf_size);
Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned int*)compressed_ttf);
Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);
ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
ImGui::MemFree(compressed_ttf);
return font;
@ -1073,9 +1191,10 @@ bool ImFontAtlas::Build()
IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == this));
const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
IM_ASSERT(font_offset >= 0);
if (!stbtt_InitFont(&tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
if (!stbtt_InitFont(&tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
return false;
// Count glyphs
if (!cfg.GlyphRanges)
cfg.GlyphRanges = GetGlyphRangesDefault();
for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2)
@ -1086,7 +1205,7 @@ bool ImFontAtlas::Build()
}
// Start packing
TexWidth = (total_glyph_count > 1000) ? 1024 : 512; // Width doesn't actually matters.
TexWidth = (TexDesiredWidth > 0) ? TexDesiredWidth : (total_glyph_count > 2000) ? 2048 : (total_glyph_count > 1000) ? 1024 : 512; // Width doesn't actually matters much but some API/GPU have texture size limitations, and increasing width can decrease height.
TexHeight = 0;
const int max_tex_height = 1024*32;
stbtt_pack_context spc;
@ -1110,7 +1229,7 @@ bool ImFontAtlas::Build()
memset(buf_rects, 0, total_glyph_count * sizeof(stbrp_rect)); // Unnecessary but let's clear this for the sake of sanity.
memset(buf_ranges, 0, total_glyph_range_count * sizeof(stbtt_pack_range));
// First font pass: pack all glyphs (no rendering at this point, we are working with glyph sizes only)
// First font pass: pack all glyphs (no rendering at this point, we are working with rectangles in an infinitely tall texture at this point)
for (int input_i = 0; input_i < ConfigData.Size; input_i++)
{
ImFontConfig& cfg = ConfigData[input_i];
@ -1223,7 +1342,7 @@ bool ImFontAtlas::Build()
dst_font->Glyphs.resize(dst_font->Glyphs.Size + 1);
ImFont::Glyph& glyph = dst_font->Glyphs.back();
glyph.Codepoint = (ImWchar)codepoint;
glyph.X0 = q.x0; glyph.Y0 = q.y0; glyph.X1 = q.x1; glyph.Y1 = q.y1;
glyph.X0 = q.x0; glyph.Y0 = q.y0; glyph.X1 = q.x1; glyph.Y1 = q.y1;
glyph.U0 = q.s0; glyph.V0 = q.t0; glyph.U1 = q.s1; glyph.V1 = q.t1;
glyph.Y0 += (float)(int)(dst_font->Ascent + off_y + 0.5f);
glyph.Y1 += (float)(int)(dst_font->Ascent + off_y + 0.5f);
@ -1248,7 +1367,8 @@ bool ImFontAtlas::Build()
void ImFontAtlas::RenderCustomTexData(int pass, void* p_rects)
{
// . = white layer, X = black layer, others are blank
// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes.
const int TEX_DATA_W = 90;
const int TEX_DATA_H = 27;
const char texture_data[TEX_DATA_W*TEX_DATA_H+1] =
@ -1285,6 +1405,7 @@ void ImFontAtlas::RenderCustomTexData(int pass, void* p_rects)
ImVector<stbrp_rect>& rects = *(ImVector<stbrp_rect>*)p_rects;
if (pass == 0)
{
// Request rectangles
stbrp_rect r;
memset(&r, 0, sizeof(r));
r.w = (TEX_DATA_W*2)+1;
@ -1293,7 +1414,7 @@ void ImFontAtlas::RenderCustomTexData(int pass, void* p_rects)
}
else if (pass == 1)
{
// Copy pixels
// Render/copy pixels
const stbrp_rect& r = rects[0];
for (int y = 0, n = 0; y < TEX_DATA_H; y++)
for (int x = 0; x < TEX_DATA_W; x++, n++)
@ -1303,35 +1424,36 @@ void ImFontAtlas::RenderCustomTexData(int pass, void* p_rects)
TexPixelsAlpha8[offset0] = texture_data[n] == '.' ? 0xFF : 0x00;
TexPixelsAlpha8[offset1] = texture_data[n] == 'X' ? 0xFF : 0x00;
}
const ImVec2 tex_uv_scale(1.0f / TexWidth, 1.0f / TexHeight);
TexUvWhitePixel = ImVec2((r.x + 0.5f) * tex_uv_scale.x, (r.y + 0.5f) * tex_uv_scale.y);
const ImVec2 tex_uv_scale(1.0f / TexWidth, 1.0f / TexHeight);
TexUvWhitePixel = ImVec2((r.x + 0.5f) * tex_uv_scale.x, (r.y + 0.5f) * tex_uv_scale.y);
const ImVec2 cursor_datas[ImGuiMouseCursor_Count_][3] =
{
// Pos ........ Size ......... Offset ......
{ ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
{ ImVec2(13,0), ImVec2(7,16), ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput
{ ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move
{ ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS
{ ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW
{ ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW
{ ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE
};
// Setup mouse cursors
const ImVec2 cursor_datas[ImGuiMouseCursor_Count_][3] =
{
// Pos ........ Size ......... Offset ......
{ ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
{ ImVec2(13,0), ImVec2(7,16), ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput
{ ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move
{ ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS
{ ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW
{ ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW
{ ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE
};
for (int type = 0; type < ImGuiMouseCursor_Count_; type++)
{
ImGuiMouseCursorData& cursor_data = GImGui->MouseCursorData[type];
ImVec2 pos = cursor_datas[type][0] + ImVec2((float)r.x, (float)r.y);
const ImVec2 size = cursor_datas[type][1];
cursor_data.Type = type;
cursor_data.Size = size;
cursor_data.HotOffset = cursor_datas[type][2];
cursor_data.TexUvMin[0] = (pos) * tex_uv_scale;
cursor_data.TexUvMax[0] = (pos + size) * tex_uv_scale;
pos.x += TEX_DATA_W+1;
cursor_data.TexUvMin[1] = (pos) * tex_uv_scale;
cursor_data.TexUvMax[1] = (pos + size) * tex_uv_scale;
}
for (int type = 0; type < ImGuiMouseCursor_Count_; type++)
{
ImGuiMouseCursorData& cursor_data = GImGui->MouseCursorData[type];
ImVec2 pos = cursor_datas[type][0] + ImVec2((float)r.x, (float)r.y);
const ImVec2 size = cursor_datas[type][1];
cursor_data.Type = type;
cursor_data.Size = size;
cursor_data.HotOffset = cursor_datas[type][2];
cursor_data.TexUvMin[0] = (pos) * tex_uv_scale;
cursor_data.TexUvMax[0] = (pos + size) * tex_uv_scale;
pos.x += TEX_DATA_W+1;
cursor_data.TexUvMin[1] = (pos) * tex_uv_scale;
cursor_data.TexUvMax[1] = (pos + size) * tex_uv_scale;
}
}
}
@ -1346,6 +1468,18 @@ const ImWchar* ImFontAtlas::GetGlyphRangesDefault()
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesKorean()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x3131, 0x3163, // Korean alphabets
0xAC00, 0xD79D, // Korean characters
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesChinese()
{
static const ImWchar ranges[] =
@ -1364,7 +1498,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
{
// Store the 1946 ideograms code points as successive offsets from the initial unicode codepoint 0x4E00. Each offset has an implicit +1.
// This encoding helps us reduce the source code size.
static const short offsets_from_0x4E00[] =
static const short offsets_from_0x4E00[] =
{
-1,0,1,3,0,0,0,0,1,0,5,1,1,0,7,4,6,10,0,1,9,9,7,1,3,19,1,10,7,1,0,1,0,5,1,0,6,4,2,6,0,0,12,6,8,0,3,5,0,1,0,9,0,0,8,1,1,3,4,5,13,0,0,8,2,17,
4,3,1,1,9,6,0,0,0,2,1,3,2,22,1,9,11,1,13,1,3,12,0,5,9,2,0,6,12,5,3,12,4,1,2,16,1,1,4,6,5,3,0,6,13,15,5,12,8,14,0,0,6,15,3,6,0,18,8,1,6,14,1,
@ -1495,7 +1629,7 @@ void ImFont::BuildLookupTable()
}
// Create a glyph to handle TAB
// FIXME: Needs proper TAB handling but it needs to be contextualized (can arbitrary say that each string starts at "column 0"
// FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
if (FindGlyph((unsigned short)' '))
{
if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times
@ -1675,7 +1809,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
}
}
// Decode and advance source (handle unlikely UTF-8 decoding failure by skipping to the next byte)
// Decode and advance source
const char* prev_s = s;
unsigned int c = (unsigned int)*s;
if (c < 0x80)
@ -1778,7 +1912,7 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
}
}
// Decode and advance source (handle unlikely UTF-8 decoding failure by skipping to the next byte)
// Decode and advance source
unsigned int c = (unsigned int)*s;
if (c < 0x80)
{
@ -1817,7 +1951,7 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
// Clipping on Y is more likely
if (c != ' ' && c != '\t')
{
// We don't do a second finer clipping test on the Y axis (todo: do some measurement see if it is worth it, probably not)
// We don't do a second finer clipping test on the Y axis (TODO: do some measurement see if it is worth it, probably not)
float y1 = (float)(y + glyph->Y0 * scale);
float y2 = (float)(y + glyph->Y1 * scale);
@ -1831,7 +1965,7 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
float u2 = glyph->U1;
float v2 = glyph->V1;
// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads
// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
if (cpu_fine_clip)
{
if (x1 < clip_rect.x)
@ -1864,8 +1998,8 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
// NB: we are not calling PrimRectUV() here because non-inlined causes too much overhead in a debug build.
// inlined:
{
idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
@ -1999,7 +2133,7 @@ static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsi
return 0;
}
}
IM_ASSERT(stb__dout <= output + olen);
IM_ASSERT(stb__dout <= output + olen);
if (stb__dout > output + olen)
return 0;
}
@ -2102,7 +2236,7 @@ static const char proggy_clean_ttf_compressed_data_base85[11980+1] =
"GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp"
"O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#";
static const char* GetDefaultCompressedFontDataTTFBase85()
{
return proggy_clean_ttf_compressed_data_base85;
static const char* GetDefaultCompressedFontDataTTFBase85()
{
return proggy_clean_ttf_compressed_data_base85;
}

View File

@ -1,4 +1,4 @@
// ImGui library v1.44
// ImGui library v1.46
// Internals
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@ -7,9 +7,18 @@
#pragma once
#ifndef IMGUI_VERSION
#error Must include imgui.h before imgui_internal.h
#endif
#include <stdio.h> // FILE*
#include <math.h> // sqrtf()
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
#endif
//-----------------------------------------------------------------------------
// Forward Declarations
//-----------------------------------------------------------------------------
@ -29,6 +38,7 @@ struct ImGuiWindow;
typedef int ImGuiLayoutType; // enum ImGuiLayoutType_
typedef int ImGuiButtonFlags; // enum ImGuiButtonFlags_
typedef int ImGuiTreeNodeFlags; // enum ImGuiTreeNodeFlags_
//-------------------------------------------------------------------------
// STB libraries
@ -60,7 +70,7 @@ namespace ImGuiStb
// Context
//-----------------------------------------------------------------------------
extern ImGuiState* GImGui;
extern IMGUI_API ImGuiState* GImGui;
//-----------------------------------------------------------------------------
// Helpers
@ -70,28 +80,28 @@ extern ImGuiState* GImGui;
#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
IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // return input UTF-8 bytes count
IMGUI_API 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
IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
IMGUI_API 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; }
IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings
IMGUI_API void* ImLoadFileToMemory(const char* filename, const char* file_open_mode, int* out_file_size = NULL, int padding_bytes = 0);
IMGUI_API 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);
IMGUI_API int ImStricmp(const char* str1, const char* str2);
IMGUI_API int ImStrnicmp(const char* str1, const char* str2, int count);
IMGUI_API char* ImStrdup(const char* str);
IMGUI_API int ImStrlenW(const ImWchar* str);
IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line
IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);
IMGUI_API int ImFormatString(char* buf, int buf_size, const char* fmt, ...) IM_PRINTFARGS(3);
IMGUI_API 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)
@ -124,6 +134,7 @@ static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t)
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; }
static inline ImVec2 ImRound(ImVec2 v) { return ImVec2((float)(int)v.x, (float)(int)v.y); }
//-----------------------------------------------------------------------------
// Types
@ -140,6 +151,12 @@ enum ImGuiButtonFlags_
ImGuiButtonFlags_AlignTextBaseLine = 1 << 6
};
enum ImGuiTreeNodeFlags_
{
ImGuiTreeNodeFlags_DefaultOpen = 1 << 0,
ImGuiTreeNodeFlags_NoAutoExpandOnLog = 1 << 1
};
enum ImGuiSelectableFlagsPrivate_
{
// NB: need to be in sync with last value of ImGuiSelectableFlags_
@ -170,7 +187,7 @@ enum ImGuiDataType
// 2D axis aligned bounding-box
// NB: we can't rely on ImVec2 math operators being available here
struct ImRect
struct IMGUI_API ImRect
{
ImVec2 Min; // Upper-left
ImVec2 Max; // Lower-right
@ -197,7 +214,7 @@ struct ImRect
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; }
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))
@ -237,40 +254,41 @@ struct ImGuiGroupData
};
// Simple column measurement currently used for MenuItem() only. This is very short-sighted for now and not a generic helper.
struct ImGuiSimpleColumns
struct IMGUI_API ImGuiSimpleColumns
{
int Count;
float Spacing;
float Width, NextWidth;
float Pos[8], NextWidths[8];
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);
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
struct IMGUI_API 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)
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
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.
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; }
ImGuiTextEditState() { memset(this, 0, sizeof(*this)); }
void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
void CursorClamp() { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); }
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);
};
@ -301,8 +319,9 @@ struct ImGuiPopupRef
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
ImGuiWindow* ParentWindow; // Set on OpenPopup()
ImGuiID ParentMenuSet; // Set on OpenPopup()
ImVec2 MousePosOnOpen; // Copy of mouse position at the time of opening popup
ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set) { PopupID = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; }
ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set, const ImVec2& mouse_pos) { PopupID = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; MousePosOnOpen = mouse_pos; }
};
// Main state for ImGui
@ -318,6 +337,7 @@ struct ImGuiState
float Time;
int FrameCount;
int FrameCountEnded;
int FrameCountRendered;
ImVector<ImGuiWindow*> Windows;
ImVector<ImGuiWindow*> WindowsSortBuffer;
@ -327,12 +347,13 @@ struct ImGuiState
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
ImGuiID HoveredId; // Hovered widget
bool HoveredIdAllowHoveringOthers;
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
bool ActiveIdAllowHoveringOthers; // Set only by active widget
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
@ -347,15 +368,18 @@ struct ImGuiState
// Storage for SetNexWindow** and SetNextTreeNode*** functions
ImVec2 SetNextWindowPosVal;
ImVec2 SetNextWindowSizeVal;
ImVec2 SetNextWindowContentSizeVal;
bool SetNextWindowCollapsedVal;
ImGuiSetCond SetNextWindowPosCond;
ImGuiSetCond SetNextWindowSizeCond;
ImGuiSetCond SetNextWindowContentSizeCond;
ImGuiSetCond SetNextWindowCollapsedCond;
bool SetNextWindowFocus;
bool SetNextTreeNodeOpenedVal;
ImGuiSetCond SetNextTreeNodeOpenedCond;
// Render
ImDrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user
ImVector<ImDrawList*> RenderDrawLists[3];
float ModalWindowDarkeningRatio;
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
@ -372,13 +396,13 @@ struct ImGuiState
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
ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
char Tooltip[1024];
char* PrivateClipboard; // If no custom clipboard handler is defined
// Logging
bool LogEnabled;
FILE* LogFile; // If != NULL log to stdout/ file
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;
@ -400,18 +424,19 @@ struct ImGuiState
Time = 0.0f;
FrameCount = 0;
FrameCountRendered = -1;
FrameCountEnded = FrameCountRendered = -1;
CurrentWindow = NULL;
FocusedWindow = NULL;
HoveredWindow = NULL;
HoveredRootWindow = NULL;
HoveredId = 0;
HoveredIdAllowHoveringOthers = false;
HoveredIdPreviousFrame = 0;
ActiveId = 0;
ActiveIdPreviousFrame = 0;
ActiveIdIsAlive = false;
ActiveIdIsJustActivated = false;
ActiveIdIsFocusedOnly = false;
ActiveIdAllowHoveringOthers = false;
ActiveIdWindow = NULL;
MovedWindow = NULL;
SettingsDirtyTimer = 0.0f;
@ -434,7 +459,7 @@ struct ImGuiState
DragSpeedDefaultRatio = 0.01f;
DragSpeedScaleSlow = 0.01f;
DragSpeedScaleFast = 10.0f;
ScrollbarClickDeltaToGrabCenter = 0.0f;
ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
memset(Tooltip, 0, sizeof(Tooltip));
PrivateClipboard = NULL;
@ -457,7 +482,7 @@ struct ImGuiState
// 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
struct IMGUI_API ImGuiDrawContext
{
ImVec2 CursorPos;
ImVec2 CursorPosPrevLine;
@ -480,14 +505,14 @@ struct ImGuiDrawContext
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;
bool AllowKeyboardFocus; // == AllowKeyboardFocusStack.back() [empty == true]
bool ButtonRepeat; // == ButtonRepeatStack.back() [empty == false]
ImVector<float> ItemWidthStack;
ImVector<float> TextWrapPosStack;
ImVector<bool> AllowKeyboardFocusStack;
ImVector<bool> ButtonRepeatStack;
ImVector<ImGuiGroupData>GroupStack;
ImGuiColorEditMode ColorEditMode;
int StackSizesBackup[6]; // Store size of various stacks for asserting
@ -536,7 +561,7 @@ struct ImGuiDrawContext
};
// Windows data
struct ImGuiWindow
struct IMGUI_API ImGuiWindow
{
char* Name;
ImGuiID ID;
@ -546,33 +571,35 @@ struct ImGuiWindow
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 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize()
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;
ImVec2 Scroll;
ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
bool ScrollbarX, ScrollbarY;
ImVec2 ScrollbarSizes; //
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)
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.
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;
int LastFrameActive;
float ItemWidthDefault;
ImGuiSimpleColumns MenuColumns; // Simplified columns storage for menu items
ImGuiStorage StateStorage;
@ -602,7 +629,6 @@ public:
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); }
};
@ -614,13 +640,21 @@ public:
namespace ImGui
{
IMGUI_API ImGuiWindow* GetCurrentWindow();
// We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
// If this ever crash because g.CurrentWindow is NULL it means that either
// - ImGui::NewFrame() has never been called, which is illegal.
// - You are calling ImGui functions after ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
inline ImGuiWindow* GetCurrentWindowRead() { ImGuiState& g = *GImGui; return g.CurrentWindow; }
inline ImGuiWindow* GetCurrentWindow() { ImGuiState& g = *GImGui; g.CurrentWindow->Accessed = true; return g.CurrentWindow; }
IMGUI_API ImGuiWindow* GetParentWindow();
IMGUI_API void FocusWindow(ImGuiWindow* window);
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
IMGUI_API void SetHoveredID(ImGuiID id);
IMGUI_API void KeepAliveID(ImGuiID id);
IMGUI_API void EndFrame(); // This automatically called by Render()
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);
@ -631,6 +665,7 @@ namespace ImGui
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
// NB: All position are in absolute pixels coordinates (not window coordinates)
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);
@ -655,6 +690,8 @@ namespace ImGui
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 bool TreeNodeBehaviorIsOpened(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
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);
@ -662,3 +699,6 @@ namespace ImGui
} // namespace ImGuiP
#ifdef _MSC_VER
#pragma warning (pop)
#endif