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75
README.md
75
README.md
@ -1,11 +1,13 @@
|
||||
ImGui
|
||||
dear imgui,
|
||||
=====
|
||||
[](https://travis-ci.org/ocornut/imgui)
|
||||
[](https://scan.coverity.com/projects/4720)
|
||||
|
||||
(This library is free and will stay free, but needs your support to sustain its development. There are 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)
|
||||
|
||||
[](http://www.patreon.com/imgui) [](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.
|
||||
dear imgui (AKA 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 fast, portable, renderer agnostic and self-contained (no external dependencies).
|
||||
|
||||
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.
|
||||
|
||||
@ -29,37 +31,34 @@ Your code passes mouse/keyboard inputs and settings to ImGui (see example applic
|
||||
|
||||

|
||||
|
||||
ImGui outputs vertex buffers and simple command-lists that you can render in your application. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate ImGui with your existing codebase.
|
||||
ImGui outputs vertex buffers and simple command-lists that you can render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate ImGui with your existing codebase.
|
||||
|
||||
ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of 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.
|
||||
ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, etc.
|
||||
|
||||
Demo
|
||||
----
|
||||
|
||||
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at the features of ImGui, you can download Windows 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)
|
||||
- [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
|
||||
-------
|
||||
|
||||

|
||||

|
||||

|
||||

|
||||

|
||||

|
||||

|
||||

|
||||

|
||||

|
||||

|
||||

|
||||
|
||||
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, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
```
|
||||
For Microsoft IME, pass your HWND to enable IME positioning:
|
||||
```
|
||||
|
||||
// For Microsoft IME, pass your HWND to enable IME positioning:
|
||||
io.ImeWindowHandle = my_hwnd;
|
||||
```
|
||||

|
||||
@ -73,33 +72,45 @@ 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
|
||||
-------------------------
|
||||
See the [Links page](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to different languages and frameworks.
|
||||
|
||||
Frequently Asked Question (FAQ)
|
||||
-------------------------------
|
||||
|
||||
<b>Where is the documentation?</b>
|
||||
|
||||
- The documentation is at the top of imgui.cpp + effectively imgui.h.
|
||||
- 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.
|
||||
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
|
||||
|
||||
<b>Why the odd dual naming, "dear imgui" vs "ImGui"?</b>
|
||||
|
||||
The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
|
||||
|
||||
<b>How do I update to a newer version of ImGui?</b>
|
||||
<br><b>Can I have multiple widgets with the same label? Can I have widget without a label? (Yes)</b>
|
||||
<br><b>I integrated ImGui in my engine and the text or lines are blurry..</b>
|
||||
<br><b>I integrated ImGui in my engine and some elements are disappearing when I move windows around..</b>
|
||||
<br><b>How can I load a different font than the default?</b>
|
||||
<br><b>How can I load multiple fonts?</b>
|
||||
<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
|
||||
|
||||
See the FAQ in imgui.cpp for answers.
|
||||
|
||||
<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.
|
||||
|
||||
<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).
|
||||
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>Can you create elaborate/serious tools with ImGui?</b>
|
||||
|
||||
Yes. I have written data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools).
|
||||
|
||||
ImGui is very programmer centric and the immediate-mode GUI paradigm might requires a bit of adaptation before you can realize its full potential. Many programmers have unfortunately been taught by their environment to make unnecessarily complicated things. ImGui is about making things that are simple, efficient and powerful.
|
||||
ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Many programmers have unfortunately been taught by their environment to make unnecessarily complicated things. ImGui is about making things that are simple, efficient and powerful.
|
||||
|
||||
<b>Is ImGui fast?</b>
|
||||
|
||||
Down to the fundation of its visual design, ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but ImGui aims to minimize it.
|
||||
Probably fast enough for most uses. Down to the fundation of its visual design, ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but ImGui aims to minimize it.
|
||||
|
||||
Mileage may vary but the following screenshot can give you a rough idea of the cost of running and rendering UI code (In the case of a trivial demo application like this one, your driver/os setup are likely to be the bottleneck. Testing performance as part of a real application is recommended).
|
||||
|
||||
@ -107,7 +118,7 @@ Mileage may vary but the following screenshot can give you a rough idea of the c
|
||||
|
||||
This is showing framerate for the full application loop on my 2011 iMac running Windows 7, OpenGL, AMD Radeon HD 6700M with an optimized executable. In contrast, librairies featuring higher-quality rendering and layouting techniques may have a higher resources footprint.
|
||||
|
||||
If you intend to display large lists of items (say, 1000+) it can be beneficial for your code to perform clipping manually - using helpers such as ImGuiListClipper - in order to avoid submitting them to ImGui in the first place. Even though ImGui will discard your clipped items it still needs to calculate their size and that overhead will add up if you have thousands of items. If you can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem.
|
||||
If you intend to display large lists of items (say, 1000+) it can be beneficial for your code to perform clipping manually - one way is using helpers such as ImGuiListClipper - in order to avoid submitting them to ImGui in the first place. Even though ImGui will discard your clipped items it still needs to calculate their size and that overhead will add up if you have thousands of items. If you can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem.
|
||||
|
||||
<b>Can you reskin the look of ImGui?</b>
|
||||
|
||||
@ -117,7 +128,7 @@ You can alter the look of the interface to some degree: changing colors, sizes,
|
||||
|
||||
ImGui takes advantage of a few C++ features for convenience but nothing anywhere Boost-insanity/quagmire. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience but could be removed.
|
||||
|
||||
Shall someone really need to use ImGui from another language, there is an unofficial but reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly. I would suggest using your target language functionality to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. It was really designed with C++ in mind and may not make the same amount of sense with another language.
|
||||
There is an unofficial but reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly. I would suggest using your target language functionality to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. It was really designed with C++ in mind and may not make the same amount of sense with another language. Also see [Links](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to other languages.
|
||||
|
||||
Donate
|
||||
------
|
||||
@ -126,13 +137,15 @@ Donate
|
||||
|
||||
[](http://www.patreon.com/imgui) [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
|
||||
|
||||
I'm currently an independant developer and your contributions are very meaningful to me. I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui please consider making a contribution. One-off donations are also greatly appreciated (PayPal link above). I am also available for hire to work on or with ImGui. Thanks!
|
||||
I'm currently an independent developer and your contributions are useful. I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui please consider making a contribution. One-off donations are also greatly appreciated. I am available for hire to work on or with ImGui. Thanks!
|
||||
|
||||
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).
|
||||
@ -145,11 +158,11 @@ Special supporters:
|
||||
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Stefano Cristiano.
|
||||
|
||||
And:
|
||||
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei.
|
||||
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm.
|
||||
|
||||
And other supporters; thanks!
|
||||
|
||||
License
|
||||
-------
|
||||
|
||||
ImGui is licensed under the MIT License, see LICENSE for more information.
|
||||
Dear ImGui is licensed under the MIT License, see LICENSE for more information.
|
||||
|
7
examples/.gitignore
vendored
7
examples/.gitignore
vendored
@ -7,6 +7,10 @@ directx9_example/Debug/*
|
||||
directx9_example/Release/*
|
||||
directx9_example/ipch/*
|
||||
directx9_example/x64/*
|
||||
directx10_example/Debug/*
|
||||
directx10_example/Release/*
|
||||
directx10_example/ipch/*
|
||||
directx10_example/x64/*
|
||||
directx11_example/Debug/*
|
||||
directx11_example/Release/*
|
||||
directx11_example/ipch/*
|
||||
@ -26,6 +30,9 @@ opengl3_example/opengl3_example
|
||||
*.suo
|
||||
*.vcxproj.user
|
||||
*.o
|
||||
*.obj
|
||||
*.exe
|
||||
*.pdb
|
||||
|
||||
## Ini files
|
||||
imgui.ini
|
||||
|
@ -1,22 +1,28 @@
|
||||
Those are standalone ready-to-build applications to demonstrate ImGui.
|
||||
Binaries of some of those demos are available at http://www.miracleworld.net/imgui/binaries
|
||||
|
||||
|
||||
TL;DR;
|
||||
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.
|
||||
|
||||
- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
|
||||
- Refer to 'opengl_example' to understand how the library is setup, it is the simplest one.
|
||||
The other examples requires more boilerplate and are harder to read.
|
||||
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
|
||||
to your project and use them unmodified.
|
||||
- If you have your own engine, you probably want to start from 'opengl_example' and adapt it to
|
||||
your engine, but you can read the other examples as well.
|
||||
|
||||
ImGui is highly portable and only requires a few things to run:
|
||||
- Providing mouse/keyboard inputs
|
||||
- Load the font atlas texture into GPU memory
|
||||
- Load the font atlas texture into graphics memory
|
||||
- Providing a render function to render indexed textured triangles
|
||||
- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
|
||||
So this is essentially what those examples are doing + the obligatory cruft for portability.
|
||||
|
||||
Unfortunately in 2015 it is still a massive pain to create and maintain portable build files using
|
||||
external library like the ones we're using here to provide 3D rendering.
|
||||
For most examples here I choose to provide Visual Studio 10 .sln files and Makefile for Linux/OSX.
|
||||
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.
|
||||
@ -35,6 +41,10 @@ opengl3_example/
|
||||
directx9_example/
|
||||
DirectX9 example, Windows only.
|
||||
|
||||
directx10_example/
|
||||
DirectX10 example, Windows only.
|
||||
This is quite long and tedious, because: DirectX10.
|
||||
|
||||
directx11_example/
|
||||
DirectX11 example, Windows only.
|
||||
This is quite long and tedious, because: DirectX11.
|
||||
@ -47,5 +57,12 @@ ios_example/
|
||||
sdl_opengl_example/
|
||||
SDL2 + OpenGL example.
|
||||
|
||||
sdl_opengl_example/
|
||||
SDL2 + OpenGL3 example.
|
||||
|
||||
allegro5_example/
|
||||
Allegro 5 example.
|
||||
|
||||
marmalade_example/
|
||||
Marmalade example using IwGx
|
||||
|
||||
|
@ -9,8 +9,7 @@ g++ -I ../imgui main.cpp imgui_impl_a5.cpp ../imgui/imgui*.cpp -lallegro -lalleg
|
||||
|
||||
- On Windows with Visual Studio's CLI
|
||||
|
||||
\<a5path\> is your allegro5 folder.
|
||||
|
||||
```
|
||||
cl /MD /I <a5path\include> /I ..\imgui main.cpp imgui_impl_a5.cpp ..\imgui\imgui*.cpp /link /LIBPATH:<a5path\lib> allegro-5.0.10-monolith-md.lib user32.lib
|
||||
set ALLEGRODIR=path_to_your_allegro5_folder
|
||||
cl /Zi /MD /I %ALLEGRODIR%\include /I ..\.. main.cpp imgui_impl_a5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
|
||||
```
|
||||
|
@ -1,4 +1,7 @@
|
||||
// ImGui Allegro 5 bindings
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// 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);
|
||||
@ -53,7 +56,8 @@ static void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
|
||||
vertices[i] = v;
|
||||
}
|
||||
|
||||
// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit vertices
|
||||
// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices
|
||||
// You can also use '#define ImDrawIdx unsigned int' in imconfig.h and request ImGui to output 32-bit indices
|
||||
static ImVector<int> indices;
|
||||
indices.resize(cmd_list->IdxBuffer.size());
|
||||
for (int i = 0; i < cmd_list->IdxBuffer.size(); ++i)
|
||||
@ -84,9 +88,8 @@ static void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
|
||||
|
||||
bool Imgui_ImplA5_CreateDeviceObjects()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
|
||||
// Build texture
|
||||
unsigned char *pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
@ -121,10 +124,6 @@ bool Imgui_ImplA5_CreateDeviceObjects()
|
||||
io.Fonts->TexID = (void*)cloned_img;
|
||||
g_Texture = cloned_img;
|
||||
|
||||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||
io.Fonts->ClearInputData();
|
||||
io.Fonts->ClearTexData();
|
||||
|
||||
// Create an invisible mouse cursor
|
||||
// Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
|
||||
ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8,8);
|
||||
@ -186,7 +185,7 @@ 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
|
||||
|
@ -1,4 +1,7 @@
|
||||
// ImGui Allegro 5 bindings
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
// by @birthggd
|
||||
|
||||
|
@ -1,4 +1,5 @@
|
||||
// ImGui - standalone example application for Allegro 5
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include <stdint.h>
|
||||
#include <allegro5/allegro.h>
|
||||
@ -25,7 +26,7 @@ int main(int, char**)
|
||||
ImGui_ImplA5_Init(display);
|
||||
|
||||
// Load Fonts
|
||||
// (see extra_fonts/README.txt for more details)
|
||||
// (there is a default font, this is only if you want to change it. 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);
|
||||
@ -34,12 +35,6 @@ int main(int, char**)
|
||||
//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);
|
||||
|
4
examples/directx10_example/build_win32.bat
Normal file
4
examples/directx10_example/build_win32.bat
Normal file
@ -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 /Zi /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx10_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib
|
||||
|
159
examples/directx10_example/directx10_example.vcxproj
Normal file
159
examples/directx10_example/directx10_example.vcxproj
Normal file
@ -0,0 +1,159 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{345A953E-A004-4648-B442-DC5F9F11068C}</ProjectGuid>
|
||||
<RootNamespace>directx10_example</RootNamespace>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;%(AdditionalIncludeDirectories);$(DXSDK_DIR)Include;</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="imgui_impl_dx10.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="imgui_impl_dx10.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
45
examples/directx10_example/directx10_example.vcxproj.filters
Normal file
45
examples/directx10_example/directx10_example.vcxproj.filters
Normal file
@ -0,0 +1,45 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="imgui_impl_dx10.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="imgui_impl_dx10.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
</Project>
|
507
examples/directx10_example/imgui_impl_dx10.cpp
Normal file
507
examples/directx10_example/imgui_impl_dx10.cpp
Normal file
@ -0,0 +1,507 @@
|
||||
// ImGui Win32 + DirectX10 binding
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_dx10.h"
|
||||
|
||||
// DirectX
|
||||
#include <d3d10_1.h>
|
||||
#include <d3d10.h>
|
||||
#include <d3dcompiler.h>
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
#include <dinput.h>
|
||||
|
||||
// Data
|
||||
static INT64 g_Time = 0;
|
||||
static INT64 g_TicksPerSecond = 0;
|
||||
|
||||
static HWND g_hWnd = 0;
|
||||
static ID3D10Device* g_pd3dDevice = NULL;
|
||||
static ID3D10Buffer* g_pVB = NULL;
|
||||
static ID3D10Buffer* g_pIB = NULL;
|
||||
static ID3D10Blob * g_pVertexShaderBlob = NULL;
|
||||
static ID3D10VertexShader* g_pVertexShader = NULL;
|
||||
static ID3D10InputLayout* g_pInputLayout = NULL;
|
||||
static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
|
||||
static ID3D10Blob * g_pPixelShaderBlob = NULL;
|
||||
static ID3D10PixelShader* g_pPixelShader = NULL;
|
||||
static ID3D10SamplerState* g_pFontSampler = NULL;
|
||||
static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
|
||||
static ID3D10RasterizerState* g_pRasterizerState = NULL;
|
||||
static ID3D10BlendState* g_pBlendState = NULL;
|
||||
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
{
|
||||
float mvp[4][4];
|
||||
};
|
||||
|
||||
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
|
||||
// If text or lines are blurry when integrating ImGui in your engine:
|
||||
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
|
||||
void ImGui_ImplDX10_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;
|
||||
D3D10_BUFFER_DESC desc;
|
||||
memset(&desc, 0, sizeof(D3D10_BUFFER_DESC));
|
||||
desc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
|
||||
desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
|
||||
desc.CPUAccessFlags = D3D10_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;
|
||||
D3D10_BUFFER_DESC bufferDesc;
|
||||
memset(&bufferDesc, 0, sizeof(D3D10_BUFFER_DESC));
|
||||
bufferDesc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
|
||||
bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER;
|
||||
bufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
// Copy and convert all vertices into a single contiguous buffer
|
||||
ImDrawVert* vtx_dst = NULL;
|
||||
ImDrawIdx* idx_dst = NULL;
|
||||
g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst);
|
||||
g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst);
|
||||
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
|
||||
memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
|
||||
vtx_dst += cmd_list->VtxBuffer.size();
|
||||
idx_dst += cmd_list->IdxBuffer.size();
|
||||
}
|
||||
g_pVB->Unmap();
|
||||
g_pIB->Unmap();
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
{
|
||||
void* mappedResource;
|
||||
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
|
||||
return;
|
||||
|
||||
VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource;
|
||||
const float L = 0.0f;
|
||||
const float R = ImGui::GetIO().DisplaySize.x;
|
||||
const float B = ImGui::GetIO().DisplaySize.y;
|
||||
const float T = 0.0f;
|
||||
const float mvp[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
|
||||
g_pVertexConstantBuffer->Unmap();
|
||||
}
|
||||
|
||||
// Setup viewport
|
||||
{
|
||||
D3D10_VIEWPORT vp;
|
||||
memset(&vp, 0, sizeof(D3D10_VIEWPORT));
|
||||
vp.Width = (UINT)ImGui::GetIO().DisplaySize.x;
|
||||
vp.Height = (UINT)ImGui::GetIO().DisplaySize.y;
|
||||
vp.MinDepth = 0.0f;
|
||||
vp.MaxDepth = 1.0f;
|
||||
vp.TopLeftX = 0;
|
||||
vp.TopLeftY = 0;
|
||||
g_pd3dDevice->RSSetViewports(1, &vp);
|
||||
}
|
||||
|
||||
// Bind shader and vertex buffers
|
||||
unsigned int stride = sizeof(ImDrawVert);
|
||||
unsigned int offset = 0;
|
||||
g_pd3dDevice->IASetInputLayout(g_pInputLayout);
|
||||
g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
g_pd3dDevice->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
g_pd3dDevice->VSSetShader(g_pVertexShader);
|
||||
g_pd3dDevice->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
g_pd3dDevice->PSSetShader(g_pPixelShader);
|
||||
g_pd3dDevice->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
|
||||
// Setup render state
|
||||
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
g_pd3dDevice->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
|
||||
g_pd3dDevice->RSSetState(g_pRasterizerState);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
const D3D10_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
|
||||
g_pd3dDevice->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId);
|
||||
g_pd3dDevice->RSSetScissorRects(1, &r);
|
||||
g_pd3dDevice->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.size();
|
||||
}
|
||||
|
||||
// Restore modified state
|
||||
g_pd3dDevice->IASetInputLayout(NULL);
|
||||
g_pd3dDevice->PSSetShader(NULL);
|
||||
g_pd3dDevice->VSSetShader(NULL);
|
||||
}
|
||||
|
||||
IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
switch (msg)
|
||||
{
|
||||
case WM_LBUTTONDOWN:
|
||||
io.MouseDown[0] = true;
|
||||
return true;
|
||||
case WM_LBUTTONUP:
|
||||
io.MouseDown[0] = false;
|
||||
return true;
|
||||
case WM_RBUTTONDOWN:
|
||||
io.MouseDown[1] = true;
|
||||
return true;
|
||||
case WM_RBUTTONUP:
|
||||
io.MouseDown[1] = false;
|
||||
return true;
|
||||
case WM_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;
|
||||
case WM_MOUSEMOVE:
|
||||
io.MousePos.x = (signed short)(lParam);
|
||||
io.MousePos.y = (signed short)(lParam >> 16);
|
||||
return true;
|
||||
case WM_KEYDOWN:
|
||||
if (wParam < 256)
|
||||
io.KeysDown[wParam] = 1;
|
||||
return true;
|
||||
case WM_KEYUP:
|
||||
if (wParam < 256)
|
||||
io.KeysDown[wParam] = 0;
|
||||
return true;
|
||||
case WM_CHAR:
|
||||
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||
if (wParam > 0 && wParam < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)wParam);
|
||||
return true;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX10_CreateFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Build
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Create DX10 texture
|
||||
{
|
||||
D3D10_TEXTURE2D_DESC texDesc;
|
||||
ZeroMemory(&texDesc, sizeof(texDesc));
|
||||
texDesc.Width = width;
|
||||
texDesc.Height = height;
|
||||
texDesc.MipLevels = 1;
|
||||
texDesc.ArraySize = 1;
|
||||
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
texDesc.SampleDesc.Count = 1;
|
||||
texDesc.Usage = D3D10_USAGE_DEFAULT;
|
||||
texDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
|
||||
texDesc.CPUAccessFlags = 0;
|
||||
|
||||
ID3D10Texture2D *pTexture = NULL;
|
||||
D3D10_SUBRESOURCE_DATA subResource;
|
||||
subResource.pSysMem = pixels;
|
||||
subResource.SysMemPitch = texDesc.Width * 4;
|
||||
subResource.SysMemSlicePitch = 0;
|
||||
g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
|
||||
|
||||
// Create texture view
|
||||
D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
|
||||
pTexture->Release();
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)g_pFontTextureView;
|
||||
|
||||
// Create texture sampler
|
||||
{
|
||||
D3D10_SAMPLER_DESC samplerDesc;
|
||||
ZeroMemory(&samplerDesc, sizeof(samplerDesc));
|
||||
samplerDesc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MipLODBias = 0.f;
|
||||
samplerDesc.ComparisonFunc = D3D10_COMPARISON_ALWAYS;
|
||||
samplerDesc.MinLOD = 0.f;
|
||||
samplerDesc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
|
||||
}
|
||||
|
||||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||
io.Fonts->ClearInputData();
|
||||
io.Fonts->ClearTexData();
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return false;
|
||||
if (g_pFontSampler)
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
|
||||
// Create the vertex shader
|
||||
{
|
||||
static const char* vertexShader =
|
||||
"cbuffer vertexBuffer : register(b0) \
|
||||
{\
|
||||
float4x4 ProjectionMatrix; \
|
||||
};\
|
||||
struct VS_INPUT\
|
||||
{\
|
||||
float2 pos : POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
\
|
||||
PS_INPUT main(VS_INPUT input)\
|
||||
{\
|
||||
PS_INPUT output;\
|
||||
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
|
||||
output.col = input.col;\
|
||||
output.uv = input.uv;\
|
||||
return output;\
|
||||
}";
|
||||
|
||||
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
|
||||
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
|
||||
return false;
|
||||
|
||||
// Create the input layout
|
||||
D3D10_INPUT_ELEMENT_DESC localLayout[] = {
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
|
||||
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
|
||||
return false;
|
||||
|
||||
// Create the constant buffer
|
||||
{
|
||||
D3D10_BUFFER_DESC cbDesc;
|
||||
cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
|
||||
cbDesc.Usage = D3D10_USAGE_DYNAMIC;
|
||||
cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
|
||||
cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
|
||||
cbDesc.MiscFlags = 0;
|
||||
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
// Create the pixel shader
|
||||
{
|
||||
static const char* pixelShader =
|
||||
"struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
float4 col : COLOR0;\
|
||||
float2 uv : TEXCOORD0;\
|
||||
};\
|
||||
sampler sampler0;\
|
||||
Texture2D texture0;\
|
||||
\
|
||||
float4 main(PS_INPUT input) : SV_Target\
|
||||
{\
|
||||
float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
|
||||
return out_col; \
|
||||
}";
|
||||
|
||||
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
|
||||
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the blending setup
|
||||
{
|
||||
D3D10_BLEND_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.AlphaToCoverageEnable = false;
|
||||
desc.BlendEnable[0] = true;
|
||||
desc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
|
||||
desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
|
||||
desc.BlendOp = D3D10_BLEND_OP_ADD;
|
||||
desc.SrcBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
|
||||
desc.DestBlendAlpha = D3D10_BLEND_ZERO;
|
||||
desc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
|
||||
desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
|
||||
g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
|
||||
}
|
||||
|
||||
// Create the rasterizer state
|
||||
{
|
||||
D3D10_RASTERIZER_DESC desc;
|
||||
ZeroMemory(&desc, sizeof(desc));
|
||||
desc.FillMode = D3D10_FILL_SOLID;
|
||||
desc.CullMode = D3D10_CULL_NONE;
|
||||
desc.ScissorEnable = true;
|
||||
desc.DepthClipEnable = true;
|
||||
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
|
||||
}
|
||||
|
||||
ImGui_ImplDX10_CreateFontsTexture();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_InvalidateDeviceObjects()
|
||||
{
|
||||
if (!g_pd3dDevice)
|
||||
return;
|
||||
|
||||
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
|
||||
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; }
|
||||
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
|
||||
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
|
||||
|
||||
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
|
||||
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
|
||||
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
|
||||
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
|
||||
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
|
||||
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
|
||||
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
|
||||
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device)
|
||||
{
|
||||
g_hWnd = (HWND)hwnd;
|
||||
g_pd3dDevice = device;
|
||||
|
||||
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
||||
return false;
|
||||
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
|
||||
return false;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
|
||||
io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
|
||||
io.KeyMap[ImGuiKey_Home] = VK_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = VK_END;
|
||||
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
|
||||
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
io.KeyMap[ImGuiKey_C] = 'C';
|
||||
io.KeyMap[ImGuiKey_V] = 'V';
|
||||
io.KeyMap[ImGuiKey_X] = 'X';
|
||||
io.KeyMap[ImGuiKey_Y] = 'Y';
|
||||
io.KeyMap[ImGuiKey_Z] = 'Z';
|
||||
|
||||
io.RenderDrawListsFn = ImGui_ImplDX10_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;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_Shutdown()
|
||||
{
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
ImGui::Shutdown();
|
||||
g_pd3dDevice = NULL;
|
||||
g_hWnd = (HWND)0;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX10_NewFrame()
|
||||
{
|
||||
if (!g_pVB)
|
||||
ImGui_ImplDX10_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
RECT rect;
|
||||
GetClientRect(g_hWnd, &rect);
|
||||
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
|
||||
|
||||
// Setup time step
|
||||
INT64 current_time;
|
||||
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
|
||||
g_Time = current_time;
|
||||
|
||||
// Read keyboard modifiers inputs
|
||||
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
|
||||
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
|
||||
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
|
||||
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
|
||||
// io.MousePos : filled by WM_MOUSEMOVE events
|
||||
// io.MouseDown : filled by WM_*BUTTON* events
|
||||
// io.MouseWheel : filled by WM_MOUSEWHEEL events
|
||||
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
22
examples/directx10_example/imgui_impl_dx10.h
Normal file
22
examples/directx10_example/imgui_impl_dx10.h
Normal file
@ -0,0 +1,22 @@
|
||||
// ImGui Win32 + DirectX10 binding
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct ID3D10Device;
|
||||
|
||||
IMGUI_API bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device);
|
||||
IMGUI_API void ImGui_ImplDX10_Shutdown();
|
||||
IMGUI_API void ImGui_ImplDX10_NewFrame();
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_API void ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
IMGUI_API bool ImGui_ImplDX10_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.
|
||||
/*
|
||||
IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
*/
|
216
examples/directx10_example/main.cpp
Normal file
216
examples/directx10_example/main.cpp
Normal file
@ -0,0 +1,216 @@
|
||||
// ImGui - standalone example application for DirectX 10
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_dx10.h"
|
||||
#include <d3d10_1.h>
|
||||
#include <d3d10.h>
|
||||
#include <d3dcompiler.h>
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
#include <dinput.h>
|
||||
#include <tchar.h>
|
||||
|
||||
// Data
|
||||
static ID3D10Device* g_pd3dDevice = NULL;
|
||||
static IDXGISwapChain* g_pSwapChain = NULL;
|
||||
static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
g_pSwapChain->GetDesc(&sd);
|
||||
|
||||
// Create the render target
|
||||
ID3D10Texture2D* pBackBuffer;
|
||||
D3D10_RENDER_TARGET_VIEW_DESC render_target_view_desc;
|
||||
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
|
||||
render_target_view_desc.Format = sd.BufferDesc.Format;
|
||||
render_target_view_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
|
||||
g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
|
||||
g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
|
||||
}
|
||||
|
||||
HRESULT CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
{
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 2;
|
||||
sd.BufferDesc.Width = 0;
|
||||
sd.BufferDesc.Height = 0;
|
||||
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.BufferDesc.RefreshRate.Numerator = 60;
|
||||
sd.BufferDesc.RefreshRate.Denominator = 1;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.OutputWindow = hWnd;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.Windowed = TRUE;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
}
|
||||
|
||||
UINT createDeviceFlags = 0;
|
||||
//createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
|
||||
if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
// Setup rasterizer
|
||||
{
|
||||
D3D10_RASTERIZER_DESC RSDesc;
|
||||
memset(&RSDesc, 0, sizeof(D3D10_RASTERIZER_DESC));
|
||||
RSDesc.FillMode = D3D10_FILL_SOLID;
|
||||
RSDesc.CullMode = D3D10_CULL_NONE;
|
||||
RSDesc.FrontCounterClockwise = FALSE;
|
||||
RSDesc.DepthBias = 0;
|
||||
RSDesc.SlopeScaledDepthBias = 0.0f;
|
||||
RSDesc.DepthBiasClamp = 0;
|
||||
RSDesc.DepthClipEnable = TRUE;
|
||||
RSDesc.ScissorEnable = TRUE;
|
||||
RSDesc.AntialiasedLineEnable = FALSE;
|
||||
RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
|
||||
|
||||
ID3D10RasterizerState* pRState = NULL;
|
||||
g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
|
||||
g_pd3dDevice->RSSetState(pRState);
|
||||
pRState->Release();
|
||||
}
|
||||
|
||||
CreateRenderTarget();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
extern LRESULT ImGui_ImplDX10_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplDX10_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
ImGui_ImplDX10_InvalidateDeviceObjects();
|
||||
CleanupRenderTarget();
|
||||
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
|
||||
CreateRenderTarget();
|
||||
ImGui_ImplDX10_CreateDeviceObjects();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Create application window
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
|
||||
RegisterClassEx(&wc);
|
||||
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
// Initialize Direct3D
|
||||
if (CreateDeviceD3D(hwnd) < 0)
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Show the window
|
||||
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hwnd);
|
||||
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
|
||||
|
||||
// Load Fonts
|
||||
// (there is a default font, this is only if you want to change it. 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());
|
||||
|
||||
bool show_test_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_col = ImColor(114, 144, 154);
|
||||
|
||||
// Main loop
|
||||
MSG msg;
|
||||
ZeroMemory(&msg, sizeof(msg));
|
||||
while (msg.message != WM_QUIT)
|
||||
{
|
||||
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
continue;
|
||||
}
|
||||
ImGui_ImplDX10_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_col);
|
||||
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); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
||||
ImGui::ShowTestWindow(&show_test_window);
|
||||
}
|
||||
|
||||
// Rendering
|
||||
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
|
||||
ImGui::Render();
|
||||
g_pSwapChain->Present(0, 0);
|
||||
}
|
||||
|
||||
ImGui_ImplDX10_Shutdown();
|
||||
CleanupDeviceD3D();
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
4
examples/directx11_example/build_win32.bat
Normal file
4
examples/directx11_example/build_win32.bat
Normal file
@ -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 /Zi /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx11_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
|
||||
|
@ -150,6 +150,9 @@
|
||||
<ClCompile Include="imgui_impl_dx11.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
|
@ -39,4 +39,7 @@
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
</Project>
|
@ -1,4 +1,7 @@
|
||||
// ImGui Win32 + DirectX11 binding
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#include <imgui.h>
|
||||
@ -39,7 +42,7 @@ 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)
|
||||
@ -100,10 +103,10 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
|
||||
const float R = ImGui::GetIO().DisplaySize.x;
|
||||
const float B = ImGui::GetIO().DisplaySize.y;
|
||||
const float T = 0.0f;
|
||||
const float mvp[4][4] =
|
||||
const float mvp[4][4] =
|
||||
{
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
|
||||
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
|
||||
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f },
|
||||
{ 0.0f, 0.0f, 0.5f, 0.0f },
|
||||
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
|
||||
};
|
||||
@ -129,7 +132,7 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
|
||||
unsigned int offset = 0;
|
||||
g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
|
||||
g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
|
||||
g_pd3dDeviceContext->IASetIndexBuffer(g_pIB, DXGI_FORMAT_R16_UINT, 0);
|
||||
g_pd3dDeviceContext->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
|
||||
g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
|
||||
g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
@ -181,26 +184,26 @@ IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, L
|
||||
io.MouseDown[0] = true;
|
||||
return true;
|
||||
case WM_LBUTTONUP:
|
||||
io.MouseDown[0] = false;
|
||||
io.MouseDown[0] = false;
|
||||
return true;
|
||||
case WM_RBUTTONDOWN:
|
||||
io.MouseDown[1] = true;
|
||||
io.MouseDown[1] = true;
|
||||
return true;
|
||||
case WM_RBUTTONUP:
|
||||
io.MouseDown[1] = false;
|
||||
io.MouseDown[1] = false;
|
||||
return true;
|
||||
case WM_MBUTTONDOWN:
|
||||
io.MouseDown[2] = true;
|
||||
io.MouseDown[2] = true;
|
||||
return true;
|
||||
case WM_MBUTTONUP:
|
||||
io.MouseDown[2] = false;
|
||||
io.MouseDown[2] = false;
|
||||
return true;
|
||||
case WM_MOUSEWHEEL:
|
||||
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
|
||||
return true;
|
||||
case WM_MOUSEMOVE:
|
||||
io.MousePos.x = (signed short)(lParam);
|
||||
io.MousePos.y = (signed short)(lParam >> 16);
|
||||
io.MousePos.y = (signed short)(lParam >> 16);
|
||||
return true;
|
||||
case WM_KEYDOWN:
|
||||
if (wParam < 256)
|
||||
@ -221,14 +224,13 @@ IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, L
|
||||
|
||||
static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Build
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Create DX11 texture
|
||||
// Upload texture to graphics system
|
||||
{
|
||||
D3D11_TEXTURE2D_DESC texDesc;
|
||||
ZeroMemory(&texDesc, sizeof(texDesc));
|
||||
@ -277,10 +279,6 @@ static void ImGui_ImplDX11_CreateFontsTexture()
|
||||
samplerDesc.MaxLOD = 0.f;
|
||||
g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
|
||||
}
|
||||
|
||||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||
io.Fonts->ClearInputData();
|
||||
io.Fonts->ClearTexData();
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
@ -320,7 +318,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
return output;\
|
||||
}";
|
||||
|
||||
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
|
||||
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
|
||||
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
|
||||
@ -328,9 +326,9 @@ 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)
|
||||
@ -350,7 +348,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
|
||||
// Create the pixel shader
|
||||
{
|
||||
static const char* pixelShader =
|
||||
static const char* pixelShader =
|
||||
"struct PS_INPUT\
|
||||
{\
|
||||
float4 pos : SV_POSITION;\
|
||||
@ -366,7 +364,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
return out_col; \
|
||||
}";
|
||||
|
||||
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
|
||||
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
|
||||
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
|
||||
return false;
|
||||
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
|
||||
@ -431,13 +429,13 @@ bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContex
|
||||
g_pd3dDevice = device;
|
||||
g_pd3dDeviceContext = device_context;
|
||||
|
||||
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
||||
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
|
||||
return false;
|
||||
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
|
||||
return false;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
|
||||
io.KeyMap[ImGuiKey_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;
|
||||
@ -457,7 +455,7 @@ 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;
|
||||
@ -486,7 +484,7 @@ void ImGui_ImplDX11_NewFrame()
|
||||
|
||||
// Setup time step
|
||||
INT64 current_time;
|
||||
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||
QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
|
||||
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
|
||||
g_Time = current_time;
|
||||
|
||||
|
@ -1,4 +1,7 @@
|
||||
// ImGui Win32 + DirectX11 binding
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct ID3D11Device;
|
||||
|
@ -1,4 +1,5 @@
|
||||
// ImGui - standalone example application for DirectX 11
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_dx11.h"
|
||||
@ -6,6 +7,7 @@
|
||||
#include <d3dcompiler.h>
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
#include <dinput.h>
|
||||
#include <tchar.h>
|
||||
|
||||
// Data
|
||||
static ID3D11Device* g_pd3dDevice = NULL;
|
||||
@ -57,9 +59,7 @@ HRESULT CreateDeviceD3D(HWND hWnd)
|
||||
}
|
||||
|
||||
UINT createDeviceFlags = 0;
|
||||
#ifdef _DEBUG
|
||||
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
#endif
|
||||
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
D3D_FEATURE_LEVEL featureLevel;
|
||||
const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
|
||||
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
|
||||
@ -131,15 +131,15 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
int main(int, char**)
|
||||
{
|
||||
// Create application window
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
|
||||
RegisterClassEx(&wc);
|
||||
HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
// Initialize Direct3D
|
||||
if (CreateDeviceD3D(hwnd) < 0)
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
UnregisterClass(L"ImGui Example", wc.hInstance);
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
|
||||
@ -151,7 +151,7 @@ int main(int, char**)
|
||||
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
|
||||
|
||||
// Load Fonts
|
||||
// (see extra_fonts/README.txt for more details)
|
||||
// (there is a default font, this is only if you want to change it. 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);
|
||||
@ -160,12 +160,6 @@ int main(int, char**)
|
||||
//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_col = ImColor(114, 144, 154);
|
||||
@ -219,7 +213,7 @@ int main(int, char**)
|
||||
|
||||
ImGui_ImplDX11_Shutdown();
|
||||
CleanupDeviceD3D();
|
||||
UnregisterClass(L"ImGui Example", wc.hInstance);
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
3
examples/directx9_example/build_win32.bat
Normal file
3
examples/directx9_example/build_win32.bat
Normal 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 /Zi /MD /I ..\.. /I "%DXSDK_DIR%/Include" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx9_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib d3dx9d.lib
|
@ -150,6 +150,9 @@
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="imgui_impl_dx9.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
|
@ -40,4 +40,7 @@
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
</Project>
|
@ -1,4 +1,7 @@
|
||||
// ImGui Win32 + DirectX9 binding
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#include <imgui.h>
|
||||
@ -30,7 +33,7 @@ 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)
|
||||
@ -44,7 +47,7 @@ static void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
|
||||
{
|
||||
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)
|
||||
if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
|
||||
return;
|
||||
}
|
||||
|
||||
@ -191,7 +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;
|
||||
@ -211,7 +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;
|
||||
@ -227,14 +230,13 @@ void ImGui_ImplDX9_Shutdown()
|
||||
|
||||
static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Build
|
||||
unsigned char* pixels;
|
||||
int width, height, bytes_per_pixel;
|
||||
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
|
||||
|
||||
// Create DX9 texture
|
||||
// Upload texture to graphics system
|
||||
g_FontTexture = NULL;
|
||||
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &g_FontTexture) < 0)
|
||||
return false;
|
||||
@ -248,9 +250,6 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
|
||||
// Store our identifier
|
||||
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;
|
||||
}
|
||||
|
||||
@ -282,6 +281,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
|
||||
tex->Release();
|
||||
ImGui::GetIO().Fonts->TexID = 0;
|
||||
}
|
||||
g_FontTexture = NULL;
|
||||
}
|
||||
|
||||
void ImGui_ImplDX9_NewFrame()
|
||||
|
@ -1,4 +1,7 @@
|
||||
// ImGui Win32 + DirectX9 binding
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct IDirect3DDevice9;
|
||||
|
@ -1,10 +1,12 @@
|
||||
// ImGui - standalone example application for DirectX 9
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_dx9.h"
|
||||
#include <d3dx9.h>
|
||||
#define DIRECTINPUT_VERSION 0x0800
|
||||
#include <dinput.h>
|
||||
#include <tchar.h>
|
||||
|
||||
// Data
|
||||
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
|
||||
@ -44,15 +46,15 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
int main(int, char**)
|
||||
{
|
||||
// Create application window
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
|
||||
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
|
||||
RegisterClassEx(&wc);
|
||||
HWND hwnd = CreateWindow(L"ImGui Example", L"ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
|
||||
// Initialize Direct3D
|
||||
LPDIRECT3D9 pD3D;
|
||||
if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
|
||||
{
|
||||
UnregisterClass(L"ImGui Example", wc.hInstance);
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
return 0;
|
||||
}
|
||||
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
|
||||
@ -67,7 +69,7 @@ int main(int, char**)
|
||||
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
|
||||
{
|
||||
pD3D->Release();
|
||||
UnregisterClass(L"ImGui Example", wc.hInstance);
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -75,7 +77,7 @@ int main(int, char**)
|
||||
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
|
||||
|
||||
// Load Fonts
|
||||
// (see extra_fonts/README.txt for more details)
|
||||
// (there is a default font, this is only if you want to change it. 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);
|
||||
@ -84,12 +86,6 @@ int main(int, char**)
|
||||
//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_col = ImColor(114, 144, 154);
|
||||
@ -154,7 +150,7 @@ int main(int, char**)
|
||||
ImGui_ImplDX9_Shutdown();
|
||||
if (g_pd3dDevice) g_pd3dDevice->Release();
|
||||
if (pD3D) pD3D->Release();
|
||||
UnregisterClass(L"ImGui Example", wc.hInstance);
|
||||
UnregisterClass(_T("ImGui Example"), wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -9,6 +9,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "direct
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx10_example", "directx10_example\directx10_example.vcxproj", "{345A953E-A004-4648-B442-DC5F9F11068C}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Win32 = Debug|Win32
|
||||
@ -49,6 +51,14 @@ Global
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.ActiveCfg = Release|x64
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.Build.0 = Release|x64
|
||||
{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|x64.Build.0 = Debug|x64
|
||||
{345A953E-A004-4648-B442-DC5F9F11068C}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{345A953E-A004-4648-B442-DC5F9F11068C}.Release|Win32.Build.0 = Release|Win32
|
||||
{345A953E-A004-4648-B442-DC5F9F11068C}.Release|x64.ActiveCfg = Release|x64
|
||||
{345A953E-A004-4648-B442-DC5F9F11068C}.Release|x64.Build.0 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
@ -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.
|
||||
|
||||
|
@ -692,12 +692,15 @@ static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
|
||||
|
||||
void ImGui_ImplIOS_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
|
||||
|
||||
// Upload texture to graphics system
|
||||
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);
|
||||
@ -706,10 +709,9 @@ void ImGui_ImplIOS_CreateFontsTexture()
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
|
||||
|
||||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||
io.Fonts->ClearInputData();
|
||||
io.Fonts->ClearTexData();
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
}
|
||||
|
||||
bool ImGui_ImplIOS_CreateDeviceObjects()
|
||||
@ -767,7 +769,6 @@ bool ImGui_ImplIOS_CreateDeviceObjects()
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
glAttachShader(g_ShaderHandle, g_VertHandle);
|
||||
glAttachShader(g_ShaderHandle, g_FragHandle);
|
||||
glLinkProgram(g_ShaderHandle);
|
||||
|
@ -82,7 +82,7 @@ static void *get_proc(const char *proc)
|
||||
{
|
||||
void *res;
|
||||
|
||||
res = glXGetProcAddress((const GLubyte *) proc);
|
||||
res = (void*)glXGetProcAddress((const GLubyte *) proc);
|
||||
if (!res)
|
||||
res = dlsym(libgl, proc);
|
||||
return res;
|
||||
|
32
examples/marmalade_example/data/app.icf
Normal file
32
examples/marmalade_example/data/app.icf
Normal 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
|
314
examples/marmalade_example/imgui_impl_marmalade.cpp
Normal file
314
examples/marmalade_example/imgui_impl_marmalade.cpp
Normal file
@ -0,0 +1,314 @@
|
||||
// ImGui Marmalade binding with IwGx
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// Copyright (C) 2015 by Giovanni Zito
|
||||
// This file is part of 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()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
|
||||
// Upload texture to graphics system
|
||||
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 our identifier
|
||||
io.Fonts->TexID = (void *)g_FontTexture;
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
}
|
22
examples/marmalade_example/imgui_impl_marmalade.h
Normal file
22
examples/marmalade_example/imgui_impl_marmalade.h
Normal file
@ -0,0 +1,22 @@
|
||||
// ImGui Marmalade binding with IwGx
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// Copyright (C) 2015 by Giovanni Zito
|
||||
// This file is part of 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);
|
85
examples/marmalade_example/main.cpp
Normal file
85
examples/marmalade_example/main.cpp
Normal file
@ -0,0 +1,85 @@
|
||||
// ImGui - standalone example application for Marmalade
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
// Copyright (C) 2015 by Giovanni Zito
|
||||
// This file is part of 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
|
||||
// (there is a default font, this is only if you want to change it. 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());
|
||||
|
||||
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;
|
||||
}
|
44
examples/marmalade_example/marmalade_example.mkb
Normal file
44
examples/marmalade_example/marmalade_example.mkb
Normal file
@ -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
|
||||
|
||||
}
|
@ -39,6 +39,16 @@ ifeq ($(UNAME_S), Darwin) #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 $@ $<
|
||||
|
||||
@ -50,4 +60,3 @@ $(EXE): $(OBJS)
|
||||
|
||||
clean:
|
||||
rm $(EXE) $(OBJS)
|
||||
|
||||
|
3
examples/opengl3_example/build_win32.bat
Normal file
3
examples/opengl3_example/build_win32.bat
Normal 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 /Zi /MD /I ..\.. /I ..\libs\glfw\include /I ..\libs\gl3w *.cpp ..\..\imgui*.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
|
@ -1,4 +1,7 @@
|
||||
// ImGui GLFW binding with OpenGL3 + shaders
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#include <imgui.h>
|
||||
@ -28,15 +31,23 @@ 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, last_texture, last_array_buffer, last_element_array_buffer, last_vertex_array;
|
||||
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
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);
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
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
|
||||
glEnable(GL_BLEND);
|
||||
@ -49,10 +60,12 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
|
||||
// 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;
|
||||
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
// Setup viewport, orthographic projection matrix
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
const float ortho_projection[4][4] =
|
||||
{
|
||||
{ 2.0f/io.DisplaySize.x, 0.0f, 0.0f, 0.0f },
|
||||
@ -86,7 +99,7 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
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);
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
|
||||
}
|
||||
idx_buffer_offset += pcmd->ElemCount;
|
||||
}
|
||||
@ -98,7 +111,13 @@ static void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
|
||||
glBindVertexArray(last_vertex_array);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
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);
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
}
|
||||
|
||||
static const char* ImGui_ImplGlfwGL3_GetClipboardText()
|
||||
@ -143,14 +162,17 @@ void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
|
||||
io.AddInputCharacter((unsigned short)c);
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_CreateFontsTexture()
|
||||
bool ImGui_ImplGlfwGL3_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
|
||||
|
||||
// Upload texture to graphics system
|
||||
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);
|
||||
@ -160,9 +182,10 @@ void ImGui_ImplGlfwGL3_CreateFontsTexture()
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
|
||||
|
||||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||
io.Fonts->ClearInputData();
|
||||
io.Fonts->ClearTexData();
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
|
||||
@ -242,50 +265,7 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
|
||||
{
|
||||
g_Window = window;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
|
||||
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
|
||||
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
|
||||
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
|
||||
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
|
||||
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
||||
|
||||
io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists;
|
||||
io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
|
||||
#ifdef _WIN32
|
||||
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
|
||||
#endif
|
||||
|
||||
if (install_callbacks)
|
||||
{
|
||||
glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback);
|
||||
glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback);
|
||||
glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback);
|
||||
glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_Shutdown()
|
||||
void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
|
||||
{
|
||||
if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
|
||||
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
|
||||
@ -309,6 +289,54 @@ void ImGui_ImplGlfwGL3_Shutdown()
|
||||
ImGui::GetIO().Fonts->TexID = 0;
|
||||
g_FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
|
||||
{
|
||||
g_Window = window;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
|
||||
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
|
||||
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
|
||||
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
|
||||
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
|
||||
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
|
||||
|
||||
io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists; // 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 _WIN32
|
||||
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
|
||||
#endif
|
||||
|
||||
if (install_callbacks)
|
||||
{
|
||||
glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL3_MouseButtonCallback);
|
||||
glfwSetScrollCallback(window, ImGui_ImplGlfwGL3_ScrollCallback);
|
||||
glfwSetKeyCallback(window, ImGui_ImplGlfwGL3_KeyCallback);
|
||||
glfwSetCharCallback(window, ImGui_ImplGlfwGL3_CharCallback);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplGlfwGL3_Shutdown()
|
||||
{
|
||||
ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
|
||||
ImGui::Shutdown();
|
||||
}
|
||||
|
||||
@ -336,13 +364,13 @@ void ImGui_ImplGlfwGL3_NewFrame()
|
||||
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
||||
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
|
||||
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.)
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
|
||||
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
|
||||
{
|
||||
io.MousePos = ImVec2(-1,-1);
|
||||
io.MousePos = ImVec2(-1,-1);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
|
@ -1,4 +1,7 @@
|
||||
// ImGui GLFW binding with OpenGL3 + shaders
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct GLFWwindow;
|
||||
|
@ -1,4 +1,5 @@
|
||||
// ImGui - standalone example application for Glfw + OpenGL 3, using programmable pipeline
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_glfw_gl3.h"
|
||||
@ -16,7 +17,7 @@ int main(int, char**)
|
||||
// Setup window
|
||||
glfwSetErrorCallback(error_callback);
|
||||
if (!glfwInit())
|
||||
exit(1);
|
||||
return 1;
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
@ -31,7 +32,7 @@ int main(int, char**)
|
||||
ImGui_ImplGlfwGL3_Init(window, true);
|
||||
|
||||
// Load Fonts
|
||||
// (see extra_fonts/README.txt for more details)
|
||||
// (there is a default font, this is only if you want to change it. 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);
|
||||
@ -40,12 +41,6 @@ int main(int, char**)
|
||||
//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);
|
||||
|
@ -163,6 +163,9 @@
|
||||
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
|
||||
<ClInclude Include="imgui_impl_glfw_gl3.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
|
@ -52,4 +52,7 @@
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
</Project>
|
@ -38,6 +38,15 @@ ifeq ($(UNAME_S), Darwin) #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 $@ $<
|
||||
|
||||
|
3
examples/opengl_example/build_win32.bat
Normal file
3
examples/opengl_example/build_win32.bat
Normal 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 /Zi /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
|
@ -1,4 +1,7 @@
|
||||
// ImGui GLFW binding with OpenGL
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#include <imgui.h>
|
||||
@ -23,13 +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);
|
||||
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
@ -44,10 +46,12 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
|
||||
|
||||
// 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;
|
||||
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
// Setup viewport, orthographic projection matrix
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
glLoadIdentity();
|
||||
@ -78,7 +82,7 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
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);
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
|
||||
}
|
||||
idx_buffer += pcmd->ElemCount;
|
||||
}
|
||||
@ -95,6 +99,7 @@ static void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glPopAttrib();
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
}
|
||||
|
||||
static const char* ImGui_ImplGlfw_GetClipboardText()
|
||||
@ -141,14 +146,13 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
|
||||
|
||||
bool ImGui_ImplGlfw_CreateDeviceObjects()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Build texture
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
|
||||
|
||||
// Create texture
|
||||
// Upload texture to graphics system
|
||||
GLint last_texture;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGenTextures(1, &g_FontTexture);
|
||||
@ -160,9 +164,7 @@ bool ImGui_ImplGlfw_CreateDeviceObjects()
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
|
||||
|
||||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||
io.Fonts->ClearInputData();
|
||||
io.Fonts->ClearTexData();
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
|
||||
return true;
|
||||
@ -183,7 +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;
|
||||
@ -203,7 +205,7 @@ 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 _WIN32
|
||||
@ -251,13 +253,13 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
||||
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
|
||||
{
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
|
||||
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.)
|
||||
double mouse_x, mouse_y;
|
||||
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
|
||||
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
|
||||
{
|
||||
io.MousePos = ImVec2(-1,-1);
|
||||
io.MousePos = ImVec2(-1,-1);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
|
@ -1,4 +1,7 @@
|
||||
// ImGui GLFW binding with OpenGL
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct GLFWwindow;
|
||||
|
@ -1,4 +1,5 @@
|
||||
// ImGui - standalone example application for Glfw + OpenGL 2, using fixed pipeline
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_glfw.h"
|
||||
@ -15,7 +16,7 @@ int main(int, char**)
|
||||
// Setup window
|
||||
glfwSetErrorCallback(error_callback);
|
||||
if (!glfwInit())
|
||||
exit(1);
|
||||
return 1;
|
||||
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
@ -23,7 +24,7 @@ int main(int, char**)
|
||||
ImGui_ImplGlfw_Init(window, true);
|
||||
|
||||
// Load Fonts
|
||||
// (see extra_fonts/README.txt for more details)
|
||||
// (there is a default font, this is only if you want to change it. 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);
|
||||
@ -32,12 +33,6 @@ int main(int, char**)
|
||||
//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);
|
||||
|
@ -160,6 +160,9 @@
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="imgui_impl_glfw.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
|
@ -40,4 +40,7 @@
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
</Project>
|
22
examples/sdl_opengl3_example/README.md
Normal file
22
examples/sdl_opengl3_example/README.md
Normal file
@ -0,0 +1,22 @@
|
||||
|
||||
# How to Build
|
||||
|
||||
- On Windows with Visual Studio's CLI
|
||||
|
||||
```
|
||||
set SDL2DIR=path_to_your_sdl2_folder
|
||||
cl /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL2DIR%\include main.cpp imgui_impl_sdl_gl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /link /libpath:%SDL2DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
|
||||
```
|
||||
|
||||
- On Linux and similar Unixes
|
||||
|
||||
```
|
||||
c++ `sdl2-config --cflags` -I ../.. -I ../libs/gl3w main.cpp imgui_impl_sdl_gl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -lGL -ldl -o sdl2example
|
||||
```
|
||||
|
||||
- On Mac OS X
|
||||
|
||||
```
|
||||
brew install sdl2
|
||||
c++ `sdl2-config --cflags` -I ../.. -I ../libs/gl3w main.cpp imgui_impl_sdl_gl3.cpp ../../imgui*.cpp ../libs/gl3w/GL/gl3w.c `sdl2-config --libs` -framework OpenGl -o sdl2example
|
||||
```
|
381
examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
Normal file
381
examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
Normal file
@ -0,0 +1,381 @@
|
||||
// ImGui SDL2 binding with OpenGL3
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl_gl3.h"
|
||||
|
||||
// SDL,GL3W
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#include <GL/gl3w.h>
|
||||
|
||||
// Data
|
||||
static SDL_Window* g_Window = NULL;
|
||||
static double g_Time = 0.0f;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static float g_MouseWheel = 0.0f;
|
||||
static GLuint g_FontTexture = 0;
|
||||
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
||||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
|
||||
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
|
||||
static 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)
|
||||
void ImGui_ImplSdlGL3_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);
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
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
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
const float ortho_projection[4][4] =
|
||||
{
|
||||
{ 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);
|
||||
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
glBindVertexArray(g_VaoHandle);
|
||||
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawIdx* idx_buffer_offset = 0;
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.size() * sizeof(ImDrawVert), (GLvoid*)&cmd_list->VtxBuffer.front(), GL_STREAM_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx), (GLvoid*)&cmd_list->IdxBuffer.front(), GL_STREAM_DRAW);
|
||||
|
||||
for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
|
||||
{
|
||||
if (pcmd->UserCallback)
|
||||
{
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
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, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
|
||||
}
|
||||
idx_buffer_offset += pcmd->ElemCount;
|
||||
}
|
||||
}
|
||||
|
||||
// Restore modified GL state
|
||||
glUseProgram(last_program);
|
||||
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);
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
}
|
||||
|
||||
static const char* ImGui_ImplSdlGL3_GetClipboardText()
|
||||
{
|
||||
return SDL_GetClipboardText();
|
||||
}
|
||||
|
||||
static void ImGui_ImplSdlGL3_SetClipboardText(const char* text)
|
||||
{
|
||||
SDL_SetClipboardText(text);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
switch (event->type)
|
||||
{
|
||||
case SDL_MOUSEWHEEL:
|
||||
{
|
||||
if (event->wheel.y > 0)
|
||||
g_MouseWheel = 1;
|
||||
if (event->wheel.y < 0)
|
||||
g_MouseWheel = -1;
|
||||
return true;
|
||||
}
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
{
|
||||
if (event->button.button == SDL_BUTTON_LEFT) g_MousePressed[0] = true;
|
||||
if (event->button.button == SDL_BUTTON_RIGHT) g_MousePressed[1] = true;
|
||||
if (event->button.button == SDL_BUTTON_MIDDLE) g_MousePressed[2] = true;
|
||||
return true;
|
||||
}
|
||||
case SDL_TEXTINPUT:
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.AddInputCharactersUTF8(event->text.text);
|
||||
return true;
|
||||
}
|
||||
case SDL_KEYDOWN:
|
||||
case SDL_KEYUP:
|
||||
{
|
||||
int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
|
||||
io.KeysDown[key] = (event->type == SDL_KEYDOWN);
|
||||
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
|
||||
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
|
||||
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void ImGui_ImplSdlGL3_CreateFontsTexture()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
|
||||
|
||||
// Upload texture to graphics system
|
||||
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);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
|
||||
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSdlGL3_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"
|
||||
"in vec2 Position;\n"
|
||||
"in vec2 UV;\n"
|
||||
"in vec4 Color;\n"
|
||||
"out vec2 Frag_UV;\n"
|
||||
"out vec4 Frag_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Frag_UV = UV;\n"
|
||||
" Frag_Color = Color;\n"
|
||||
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
|
||||
"}\n";
|
||||
|
||||
const GLchar* fragment_shader =
|
||||
"#version 330\n"
|
||||
"uniform sampler2D Texture;\n"
|
||||
"in vec2 Frag_UV;\n"
|
||||
"in vec4 Frag_Color;\n"
|
||||
"out vec4 Out_Color;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
|
||||
"}\n";
|
||||
|
||||
g_ShaderHandle = glCreateProgram();
|
||||
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
|
||||
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
|
||||
glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
|
||||
glCompileShader(g_VertHandle);
|
||||
glCompileShader(g_FragHandle);
|
||||
glAttachShader(g_ShaderHandle, g_VertHandle);
|
||||
glAttachShader(g_ShaderHandle, g_FragHandle);
|
||||
glLinkProgram(g_ShaderHandle);
|
||||
|
||||
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
|
||||
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
|
||||
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
|
||||
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
|
||||
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
|
||||
|
||||
glGenBuffers(1, &g_VboHandle);
|
||||
glGenBuffers(1, &g_ElementsHandle);
|
||||
|
||||
glGenVertexArrays(1, &g_VaoHandle);
|
||||
glBindVertexArray(g_VaoHandle);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glEnableVertexAttribArray(g_AttribLocationPosition);
|
||||
glEnableVertexAttribArray(g_AttribLocationUV);
|
||||
glEnableVertexAttribArray(g_AttribLocationColor);
|
||||
|
||||
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
|
||||
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
|
||||
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
|
||||
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
|
||||
#undef OFFSETOF
|
||||
|
||||
ImGui_ImplSdlGL3_CreateFontsTexture();
|
||||
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBindVertexArray(last_vertex_array);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
|
||||
{
|
||||
if (g_VaoHandle) glDeleteVertexArrays(1, &g_VaoHandle);
|
||||
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
|
||||
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
|
||||
g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
|
||||
|
||||
glDetachShader(g_ShaderHandle, g_VertHandle);
|
||||
glDeleteShader(g_VertHandle);
|
||||
g_VertHandle = 0;
|
||||
|
||||
glDetachShader(g_ShaderHandle, g_FragHandle);
|
||||
glDeleteShader(g_FragHandle);
|
||||
g_FragHandle = 0;
|
||||
|
||||
glDeleteProgram(g_ShaderHandle);
|
||||
g_ShaderHandle = 0;
|
||||
|
||||
if (g_FontTexture)
|
||||
{
|
||||
glDeleteTextures(1, &g_FontTexture);
|
||||
ImGui::GetIO().Fonts->TexID = 0;
|
||||
g_FontTexture = 0;
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplSdlGL3_Init(SDL_Window *window)
|
||||
{
|
||||
g_Window = window;
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
|
||||
io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
|
||||
io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
|
||||
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
|
||||
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
|
||||
io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
|
||||
io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_A] = SDLK_a;
|
||||
io.KeyMap[ImGuiKey_C] = SDLK_c;
|
||||
io.KeyMap[ImGuiKey_V] = SDLK_v;
|
||||
io.KeyMap[ImGuiKey_X] = SDLK_x;
|
||||
io.KeyMap[ImGuiKey_Y] = SDLK_y;
|
||||
io.KeyMap[ImGuiKey_Z] = SDLK_z;
|
||||
|
||||
io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
|
||||
io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
|
||||
io.GetClipboardTextFn = ImGui_ImplSdlGL3_GetClipboardText;
|
||||
|
||||
#ifdef _WIN32
|
||||
SDL_SysWMinfo wmInfo;
|
||||
SDL_VERSION(&wmInfo.version);
|
||||
SDL_GetWindowWMInfo(window, &wmInfo);
|
||||
io.ImeWindowHandle = wmInfo.info.win.window;
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplSdlGL3_Shutdown()
|
||||
{
|
||||
ImGui_ImplSdlGL3_InvalidateDeviceObjects();
|
||||
ImGui::Shutdown();
|
||||
}
|
||||
|
||||
void ImGui_ImplSdlGL3_NewFrame()
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
ImGui_ImplSdlGL3_CreateDeviceObjects();
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup display size (every frame to accommodate for window resizing)
|
||||
int w, h;
|
||||
SDL_GetWindowSize(g_Window, &w, &h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
|
||||
|
||||
// Setup time step
|
||||
Uint32 time = SDL_GetTicks();
|
||||
double current_time = time / 1000.0;
|
||||
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
|
||||
g_Time = current_time;
|
||||
|
||||
// Setup inputs
|
||||
// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
|
||||
int mx, my;
|
||||
Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
|
||||
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_MOUSE_FOCUS)
|
||||
io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
|
||||
else
|
||||
io.MousePos = ImVec2(-1, -1);
|
||||
|
||||
io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
|
||||
io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
|
||||
io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
|
||||
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
|
||||
|
||||
io.MouseWheel = g_MouseWheel;
|
||||
g_MouseWheel = 0.0f;
|
||||
|
||||
// Hide OS mouse cursor if ImGui is drawing it
|
||||
SDL_ShowCursor(io.MouseDrawCursor ? 0 : 1);
|
||||
|
||||
// Start the frame
|
||||
ImGui::NewFrame();
|
||||
}
|
17
examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h
Normal file
17
examples/sdl_opengl3_example/imgui_impl_sdl_gl3.h
Normal file
@ -0,0 +1,17 @@
|
||||
// ImGui SDL2 binding with OpenGL3
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct SDL_Window;
|
||||
typedef union SDL_Event SDL_Event;
|
||||
|
||||
IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window *window);
|
||||
IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
|
||||
IMGUI_API void ImGui_ImplSdlGL3_NewFrame();
|
||||
IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_API void ImGui_ImplSdlGL3_InvalidateDeviceObjects();
|
||||
IMGUI_API bool ImGui_ImplSdlGL3_CreateDeviceObjects();
|
104
examples/sdl_opengl3_example/main.cpp
Normal file
104
examples/sdl_opengl3_example/main.cpp
Normal file
@ -0,0 +1,104 @@
|
||||
// ImGui - standalone example application for SDL2 + OpenGL
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_sdl_gl3.h"
|
||||
#include <stdio.h>
|
||||
#include <GL/gl3w.h>
|
||||
#include <SDL.h>
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Setup window
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
|
||||
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
|
||||
gl3wInit();
|
||||
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplSdlGL3_Init(window);
|
||||
|
||||
// Load Fonts
|
||||
// (there is a default font, this is only if you want to change it. 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());
|
||||
|
||||
bool show_test_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImColor(114, 144, 154);
|
||||
|
||||
// Main loop
|
||||
bool done = false;
|
||||
while (!done)
|
||||
{
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSdlGL3_ProcessEvent(&event);
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
}
|
||||
ImGui_ImplSdlGL3_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
|
||||
glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui::Render();
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplSdlGL3_Shutdown();
|
||||
SDL_GL_DeleteContext(glcontext);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
return 0;
|
||||
}
|
@ -3,10 +3,9 @@
|
||||
|
||||
- On Windows with Visual Studio's CLI
|
||||
|
||||
\<sdl2path\> is your SDL2 folder.
|
||||
|
||||
```
|
||||
cl /MD /I <sdl2path\include> /I ..\.. main.cpp imgui_impl_sdl.cpp ..\..\imgui*.cpp /link /LIBPATH:<sdl2path\lib> SDL2.lib SDL2main.lib
|
||||
set SDL2DIR=path_to_your_sdl2_folder
|
||||
cl /Zi /MD /I %SDL2DIR%\include> /I ..\.. main.cpp imgui_impl_sdl.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib
|
||||
```
|
||||
|
||||
- On Linux and similar Unixes
|
||||
|
@ -1,4 +1,7 @@
|
||||
// ImGui SDL2 binding with OpenGL
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
#include <SDL.h>
|
||||
@ -16,11 +19,12 @@ 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_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.
|
||||
// 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);
|
||||
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
|
||||
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
@ -33,13 +37,18 @@ static void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
const float width = ImGui::GetIO().DisplaySize.x;
|
||||
const float height = ImGui::GetIO().DisplaySize.y;
|
||||
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
|
||||
int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
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();
|
||||
@ -65,8 +74,8 @@ static void ImGui_ImplSdl_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));
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer);
|
||||
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, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer);
|
||||
}
|
||||
idx_buffer += pcmd->ElemCount;
|
||||
}
|
||||
@ -77,12 +86,13 @@ static void ImGui_ImplSdl_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);
|
||||
glPopMatrix();
|
||||
glPopAttrib();
|
||||
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
|
||||
}
|
||||
|
||||
static const char* ImGui_ImplSdl_GetClipboardText()
|
||||
@ -137,14 +147,15 @@ bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
|
||||
|
||||
bool ImGui_ImplSdl_CreateDeviceObjects()
|
||||
{
|
||||
// Build texture atlas
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Build texture
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
|
||||
|
||||
// Create texture
|
||||
// Upload texture to graphics system
|
||||
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);
|
||||
@ -154,9 +165,8 @@ bool ImGui_ImplSdl_CreateDeviceObjects()
|
||||
// Store our identifier
|
||||
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
|
||||
|
||||
// Cleanup (don't clear the input data if you want to append new fonts later)
|
||||
io.Fonts->ClearInputData();
|
||||
io.Fonts->ClearTexData();
|
||||
// Restore state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -174,7 +184,7 @@ 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;
|
||||
@ -194,7 +204,7 @@ 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;
|
||||
|
||||
@ -233,7 +243,7 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window)
|
||||
g_Time = current_time;
|
||||
|
||||
// Setup inputs
|
||||
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
|
||||
// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
|
||||
int mx, my;
|
||||
Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
|
||||
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
|
||||
|
@ -1,4 +1,7 @@
|
||||
// ImGui SDL2 binding with OpenGL
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
struct SDL_Window;
|
||||
|
@ -1,4 +1,5 @@
|
||||
// ImGui - standalone example application for SDL2 + OpenGL
|
||||
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
#include <imgui.h>
|
||||
#include "imgui_impl_sdl.h"
|
||||
@ -30,7 +31,7 @@ int main(int, char**)
|
||||
ImGui_ImplSdl_Init(window);
|
||||
|
||||
// Load Fonts
|
||||
// (see extra_fonts/README.txt for more details)
|
||||
// (there is a default font, this is only if you want to change it. 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);
|
||||
@ -39,12 +40,6 @@ int main(int, char**)
|
||||
//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);
|
||||
|
@ -30,11 +30,13 @@
|
||||
io.Fonts->AddFontDefault();
|
||||
|
||||
// Add character ranges and merge into main font
|
||||
ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
|
||||
// The ranges array is not copied by the AddFont* functions and is used lazily
|
||||
// so ensure it is available for duration of font usage
|
||||
static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // will not be copied by AddFont* so keep in scope.
|
||||
ImFontConfig config;
|
||||
config.MergeMode = true;
|
||||
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges);
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config, io.Fonts->GetGlyphRangesJapanese());
|
||||
io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese());
|
||||
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges);
|
||||
|
||||
Add a fourth parameter to bake specific font ranges only:
|
||||
|
||||
@ -95,6 +97,10 @@
|
||||
LINKS
|
||||
---------------------------------
|
||||
|
||||
Icon fonts
|
||||
https://fortawesome.github.io/Font-Awesome/
|
||||
https://github.com/SamBrishes/kenney-icon-font
|
||||
|
||||
Typefaces for source code beautification
|
||||
https://github.com/chrissimpkins/codeface
|
||||
|
||||
|
@ -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;
|
||||
}
|
||||
|
||||
|
11
imconfig.h
11
imconfig.h
@ -13,9 +13,6 @@
|
||||
//#define IMGUI_API __declspec( dllexport )
|
||||
//#define IMGUI_API __declspec( dllimport )
|
||||
|
||||
//---- Include imgui_user.inl at the end of imgui.cpp so you can include code that extends ImGui using its private data/functions.
|
||||
//#define IMGUI_INCLUDE_IMGUI_USER_INL
|
||||
|
||||
//---- Include imgui_user.h at the end of imgui.h
|
||||
//#define IMGUI_INCLUDE_IMGUI_USER_H
|
||||
|
||||
@ -43,14 +40,12 @@
|
||||
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
||||
*/
|
||||
|
||||
//---- Freely implement extra functions within the ImGui:: namespace.
|
||||
//---- Declare helpers or widgets implemented in imgui_user.inl or elsewhere, so end-user doesn't need to include multiple files.
|
||||
//---- e.g. you can create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers.
|
||||
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
|
||||
//---- e.g. create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers.
|
||||
/*
|
||||
namespace ImGui
|
||||
{
|
||||
void Value(const char* prefix, const MyVec2& v, const char* float_format = NULL);
|
||||
void Value(const char* prefix, const MyVec4& v, const char* float_format = NULL);
|
||||
void Value(const char* prefix, const MyMatrix44& v, const char* float_format = NULL);
|
||||
}
|
||||
*/
|
||||
|
||||
|
127
imgui.h
127
imgui.h
@ -1,9 +1,9 @@
|
||||
// ImGui library v1.45 WIP
|
||||
// Headers
|
||||
// dear imgui, v1.47
|
||||
// (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
|
||||
@ -14,10 +14,9 @@
|
||||
#include <float.h> // FLT_MAX
|
||||
#include <stdarg.h> // va_list
|
||||
#include <stddef.h> // ptrdiff_t, NULL
|
||||
#include <stdlib.h> // NULL, malloc, free, qsort, atoi
|
||||
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
|
||||
|
||||
#define IMGUI_VERSION "1.45 WIP"
|
||||
#define IMGUI_VERSION "1.47"
|
||||
|
||||
// Define assertion handler.
|
||||
#ifndef IM_ASSERT
|
||||
@ -42,6 +41,7 @@ struct ImDrawList;
|
||||
struct ImDrawData;
|
||||
struct ImFont;
|
||||
struct ImFontAtlas;
|
||||
struct ImColor;
|
||||
struct ImGuiIO;
|
||||
struct ImGuiStorage;
|
||||
struct ImGuiStyle;
|
||||
@ -105,6 +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();
|
||||
@ -114,11 +115,11 @@ namespace ImGui
|
||||
IMGUI_API void ShowMetricsWindow(bool* opened = NULL); // metrics window for debugging imgui
|
||||
|
||||
// Window
|
||||
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. 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(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
|
||||
IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
|
||||
@ -172,15 +173,17 @@ namespace ImGui
|
||||
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
|
||||
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
|
||||
IMGUI_API void PopStyleVar(int count = 1);
|
||||
IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
|
||||
IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
|
||||
|
||||
// Parameters stacks (current window)
|
||||
IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -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 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();
|
||||
|
||||
@ -193,7 +196,7 @@ namespace ImGui
|
||||
IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size
|
||||
IMGUI_API void Indent(); // move content position toward the right by style.IndentSpacing pixels
|
||||
IMGUI_API void Unindent(); // move content position back to the left (cancel Indent)
|
||||
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border=true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
|
||||
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
|
||||
IMGUI_API void NextColumn(); // next column
|
||||
IMGUI_API int GetColumnIndex(); // get current column index
|
||||
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
|
||||
@ -216,7 +219,7 @@ namespace ImGui
|
||||
|
||||
// ID scopes
|
||||
// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
|
||||
// You can also use "##extra" within your widget name to distinguish them from each others. Read the FAQ for more details.
|
||||
// You can also use the "##foobar" syntax within widget label to distinguish them from each others. Read "A primer on the use of labels/IDs" in the FAQ for more details.
|
||||
IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the *entire* stack!
|
||||
IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end);
|
||||
IMGUI_API void PushID(const void* ptr_id);
|
||||
@ -257,11 +260,12 @@ namespace ImGui
|
||||
IMGUI_API bool ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true);
|
||||
IMGUI_API bool ColorEdit3(const char* label, float col[3]);
|
||||
IMGUI_API bool ColorEdit4(const char* label, float col[4], bool show_alpha = true);
|
||||
IMGUI_API void ColorEditMode(ImGuiColorEditMode mode);
|
||||
IMGUI_API void ColorEditMode(ImGuiColorEditMode mode); // FIXME-OBSOLETE: This is inconsistent with most of the API and should be obsoleted.
|
||||
IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));
|
||||
IMGUI_API void PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
|
||||
IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));
|
||||
IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
|
||||
IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
|
||||
|
||||
// Widgets: Drags (tip: ctrl+click on a drag box to input text)
|
||||
IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
|
||||
@ -325,8 +329,8 @@ namespace ImGui
|
||||
IMGUI_API void Value(const char* prefix, int v);
|
||||
IMGUI_API void Value(const char* prefix, unsigned int v);
|
||||
IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
|
||||
IMGUI_API void Color(const char* prefix, const ImVec4& v);
|
||||
IMGUI_API void Color(const char* prefix, unsigned int v);
|
||||
IMGUI_API void ValueColor(const char* prefix, const ImVec4& v);
|
||||
IMGUI_API void ValueColor(const char* prefix, unsigned int v);
|
||||
|
||||
// Tooltip
|
||||
IMGUI_API void SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
|
||||
@ -345,12 +349,12 @@ namespace ImGui
|
||||
IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
|
||||
|
||||
// Popup
|
||||
IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). close childs popups if any. will close popup when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
|
||||
IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
|
||||
IMGUI_API bool BeginPopup(const char* str_id); // return true if popup if opened and start outputting to it. only call EndPopup() if BeginPopup() returned true!
|
||||
IMGUI_API bool BeginPopupModal(const char* name, bool* p_opened = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside)
|
||||
IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item
|
||||
IMGUI_API bool BeginPopupContextWindow(bool also_over_items = true, const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on current window
|
||||
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (no window)
|
||||
IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item. read comments in .cpp!
|
||||
IMGUI_API bool BeginPopupContextWindow(bool also_over_items = true, const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on current window.
|
||||
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (no window).
|
||||
IMGUI_API void EndPopup();
|
||||
IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
|
||||
|
||||
@ -364,7 +368,7 @@ namespace ImGui
|
||||
|
||||
// Utilities
|
||||
IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
|
||||
IMGUI_API bool IsItemHoveredRect(); // was the last item hovered by mouse? even if another item is active while we are hovering this
|
||||
IMGUI_API bool IsItemHoveredRect(); // was the last item hovered by mouse? even if another item is active or window is blocked by popup 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(); // was the last item visible? (aka not out of sight due to clipping/scrolling.)
|
||||
IMGUI_API bool IsAnyItemHovered();
|
||||
@ -385,7 +389,7 @@ 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);
|
||||
@ -404,7 +408,7 @@ namespace ImGui
|
||||
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). 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); // 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 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 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into
|
||||
@ -415,9 +419,11 @@ namespace ImGui
|
||||
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();
|
||||
@ -456,6 +462,8 @@ enum ImGuiWindowFlags_
|
||||
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()
|
||||
@ -485,6 +493,8 @@ 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
|
||||
ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
|
||||
// [Internal]
|
||||
ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
|
||||
};
|
||||
@ -693,8 +703,9 @@ struct ImGuiIO
|
||||
// User Functions
|
||||
//------------------------------------------------------------------
|
||||
|
||||
// REQUIRED: rendering function.
|
||||
// See example code if you are unsure of how to implement this.
|
||||
// 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
|
||||
@ -727,8 +738,9 @@ struct ImGuiIO
|
||||
ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
|
||||
|
||||
// Functions
|
||||
IMGUI_API void AddInputCharacter(ImWchar c); // Helper to add a new character into InputCharacters[]
|
||||
IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Helper to add new characters into InputCharacters[] from an UTF-8 string
|
||||
IMGUI_API void AddInputCharacter(ImWchar c); // Helper to add a new character into InputCharacters[]
|
||||
IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Helper to add new characters into InputCharacters[] from an UTF-8 string
|
||||
IMGUI_API void ClearInputCharacters() { InputCharacters[0] = 0; } // Helper to clear the text input buffer
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application
|
||||
@ -863,11 +875,11 @@ 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 = 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();
|
||||
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
|
||||
@ -882,6 +894,7 @@ struct ImGuiTextBuffer
|
||||
int size() const { return Buf.Size - 1; }
|
||||
bool empty() { return Buf.Size >= 2; }
|
||||
void clear() { Buf.clear(); Buf.push_back(0); }
|
||||
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);
|
||||
};
|
||||
@ -936,6 +949,7 @@ 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)
|
||||
@ -944,15 +958,15 @@ 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)
|
||||
@ -961,12 +975,15 @@ struct ImColor
|
||||
{
|
||||
ImVec4 Value;
|
||||
|
||||
ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
|
||||
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); }
|
||||
operator ImVec4() const { return Value; }
|
||||
inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
|
||||
inline operator ImVec4() const { return Value; }
|
||||
|
||||
inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }
|
||||
|
||||
static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); }
|
||||
};
|
||||
@ -1088,9 +1105,7 @@ struct ImDrawList
|
||||
|
||||
ImDrawList() { _OwnerName = NULL; Clear(); }
|
||||
~ImDrawList() { ClearFreeMemory(); }
|
||||
IMGUI_API void Clear();
|
||||
IMGUI_API void ClearFreeMemory();
|
||||
IMGUI_API void PushClipRect(const ImVec4& clip_rect); // Scissoring. The values are x1, y1, x2, y2.
|
||||
IMGUI_API void PushClipRect(const ImVec4& clip_rect); // Scissoring. The values are x1, y1, x2, y2. Only apply to rendering. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
|
||||
IMGUI_API void PushClipRectFullScreen();
|
||||
IMGUI_API void PopClipRect();
|
||||
IMGUI_API void PushTextureID(const ImTextureID& texture_id);
|
||||
@ -1106,7 +1121,7 @@ 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);
|
||||
@ -1135,6 +1150,8 @@ struct ImDrawList
|
||||
|
||||
// Internal helpers
|
||||
// NB: all primitives needs to be reserved via PrimReserve() beforehand!
|
||||
IMGUI_API void Clear();
|
||||
IMGUI_API void ClearFreeMemory();
|
||||
IMGUI_API void PrimReserve(int idx_count, int vtx_count);
|
||||
IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);
|
||||
IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
|
||||
@ -1148,14 +1165,16 @@ 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!
|
||||
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.
|
||||
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
|
||||
@ -1209,11 +1228,12 @@ 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
|
||||
@ -1223,8 +1243,9 @@ 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;
|
||||
|
||||
@ -1241,7 +1262,7 @@ 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; //
|
||||
@ -1259,18 +1280,18 @@ 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.
|
||||
|
516
imgui_demo.cpp
516
imgui_demo.cpp
@ -1,5 +1,5 @@
|
||||
// ImGui library v1.45 WIP
|
||||
// Demo code
|
||||
// dear imgui, v1.47
|
||||
// (demo code)
|
||||
|
||||
// Don't remove this file from your project! It is useful reference code that you can execute.
|
||||
// You can call ImGui::ShowTestWindow() in your code to learn about various features of ImGui.
|
||||
@ -10,9 +10,15 @@
|
||||
#endif
|
||||
|
||||
#include "imgui.h"
|
||||
#include <ctype.h> // toupper, isprint
|
||||
#include <math.h> // sqrtf, fabsf, fmodf, powf, cosf, sinf, floorf, ceilf
|
||||
#include <stdio.h> // vsnprintf, sscanf, printf
|
||||
#include <ctype.h> // toupper, isprint
|
||||
#include <math.h> // sqrtf, fabsf, fmodf, powf, cosf, sinf, floorf, ceilf
|
||||
#include <stdio.h> // vsnprintf, sscanf, printf
|
||||
#include <stdlib.h> // NULL, malloc, free, qsort, atoi
|
||||
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
|
||||
#include <stddef.h> // intptr_t
|
||||
#else
|
||||
#include <stdint.h> // intptr_t
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
|
||||
@ -46,6 +52,7 @@
|
||||
static void ShowExampleAppConsole(bool* opened);
|
||||
static void ShowExampleAppLog(bool* opened);
|
||||
static void ShowExampleAppLayout(bool* opened);
|
||||
static void ShowExampleAppPropertyEditor(bool* opened);
|
||||
static void ShowExampleAppLongText(bool* opened);
|
||||
static void ShowExampleAppAutoResize(bool* opened);
|
||||
static void ShowExampleAppFixedOverlay(bool* opened);
|
||||
@ -84,34 +91,41 @@ void ImGui::ShowUserGuide()
|
||||
}
|
||||
|
||||
// Demonstrate most ImGui features (big function!)
|
||||
void ImGui::ShowTestWindow(bool* opened)
|
||||
void ImGui::ShowTestWindow(bool* p_opened)
|
||||
{
|
||||
// Examples apps
|
||||
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_property_editor = false;
|
||||
static bool show_app_long_text = false;
|
||||
static bool show_app_auto_resize = false;
|
||||
static bool show_app_fixed_overlay = false;
|
||||
static bool show_app_custom_rendering = false;
|
||||
static bool show_app_manipulating_window_title = false;
|
||||
static bool show_app_custom_rendering = false;
|
||||
static bool show_app_style_editor = false;
|
||||
|
||||
static bool show_app_metrics = false;
|
||||
static bool show_app_about = false;
|
||||
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_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor);
|
||||
if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text);
|
||||
if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize);
|
||||
if (show_app_fixed_overlay) ShowExampleAppFixedOverlay(&show_app_fixed_overlay);
|
||||
if (show_app_manipulating_window_title) ShowExampleAppManipulatingWindowTitle(&show_app_manipulating_window_title);
|
||||
if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
|
||||
|
||||
if (show_app_metrics) ImGui::ShowMetricsWindow(&show_app_metrics);
|
||||
if (show_app_style_editor) { ImGui::Begin("Style Editor", &show_app_style_editor); ImGui::ShowStyleEditor(); ImGui::End(); }
|
||||
if (show_app_about)
|
||||
{
|
||||
ImGui::Begin("About ImGui", &show_app_about, ImGuiWindowFlags_AlwaysAutoResize);
|
||||
ImGui::Text("ImGui %s", ImGui::GetVersion());
|
||||
ImGui::Text("dear imgui, %s", ImGui::GetVersion());
|
||||
ImGui::Separator();
|
||||
ImGui::Text("By Omar Cornut and all github contributors.");
|
||||
ImGui::Text("ImGui is licensed under the MIT License, see LICENSE for more information.");
|
||||
@ -125,7 +139,7 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
static bool no_scrollbar = false;
|
||||
static bool no_collapse = false;
|
||||
static bool no_menu = false;
|
||||
static float bg_alpha = 0.65f;
|
||||
static float bg_alpha = -0.01f; // <0: default
|
||||
|
||||
// Demonstrate the various window flags. Typically you would just use the default.
|
||||
ImGuiWindowFlags window_flags = 0;
|
||||
@ -136,7 +150,7 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar;
|
||||
if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse;
|
||||
if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar;
|
||||
if (!ImGui::Begin("ImGui Demo", opened, ImVec2(550,680), bg_alpha, window_flags))
|
||||
if (!ImGui::Begin("ImGui Demo", p_opened, ImVec2(550,680), bg_alpha, window_flags))
|
||||
{
|
||||
// Early out if the window is collapsed, as an optimization.
|
||||
ImGui::End();
|
||||
@ -146,7 +160,7 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
//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
|
||||
|
||||
ImGui::Text("ImGui says hello.");
|
||||
ImGui::Text("Dear ImGui says hello.");
|
||||
|
||||
// Menu
|
||||
if (ImGui::BeginMenuBar())
|
||||
@ -162,6 +176,7 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
ImGui::MenuItem("Console", NULL, &show_app_console);
|
||||
ImGui::MenuItem("Log", NULL, &show_app_log);
|
||||
ImGui::MenuItem("Simple layout", NULL, &show_app_layout);
|
||||
ImGui::MenuItem("Property editor", NULL, &show_app_property_editor);
|
||||
ImGui::MenuItem("Long text display", NULL, &show_app_long_text);
|
||||
ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize);
|
||||
ImGui::MenuItem("Simple overlay", NULL, &show_app_fixed_overlay);
|
||||
@ -172,6 +187,7 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
if (ImGui::BeginMenu("Help"))
|
||||
{
|
||||
ImGui::MenuItem("Metrics", NULL, &show_app_metrics);
|
||||
ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor);
|
||||
ImGui::MenuItem("About ImGui", NULL, &show_app_about);
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
@ -187,14 +203,17 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
|
||||
if (ImGui::CollapsingHeader("Window options"))
|
||||
{
|
||||
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 move", &no_move); ImGui::SameLine(150);
|
||||
ImGui::Checkbox("no scrollbar", &no_scrollbar); ImGui::SameLine(300);
|
||||
ImGui::Checkbox("no collapse", &no_collapse);
|
||||
ImGui::Checkbox("no menu", &no_menu);
|
||||
ImGui::SliderFloat("bg alpha", &bg_alpha, 0.0f, 1.0f);
|
||||
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 move", &no_move); ImGui::SameLine(150);
|
||||
ImGui::Checkbox("No scrollbar", &no_scrollbar); ImGui::SameLine(300);
|
||||
ImGui::Checkbox("No collapse", &no_collapse);
|
||||
ImGui::Checkbox("No menu", &no_menu);
|
||||
|
||||
ImGui::PushItemWidth(100);
|
||||
ImGui::DragFloat("Window Fill Alpha", &bg_alpha, 0.005f, -0.01f, 1.0f, bg_alpha < 0.0f ? "(default)" : "%.3f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
|
||||
ImGui::PopItemWidth();
|
||||
|
||||
if (ImGui::TreeNode("Style"))
|
||||
{
|
||||
@ -204,11 +223,11 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
|
||||
if (ImGui::TreeNode("Fonts", "Fonts (%d)", ImGui::GetIO().Fonts->Fonts.Size))
|
||||
{
|
||||
ImGui::TextWrapped("Tip: Load fonts with io.Fonts->AddFontFromFileTTF().");
|
||||
ImGui::SameLine();
|
||||
ShowHelpMarker("Tip: Load fonts with io.Fonts->AddFontFromFileTTF()\nbefore calling io.Fonts->GetTex* functions.");
|
||||
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();
|
||||
}
|
||||
@ -217,7 +236,7 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
{
|
||||
ImFont* font = atlas->Fonts[i];
|
||||
ImGui::BulletText("Font %d: \'%s\', %.2f px, %d glyphs", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size);
|
||||
ImGui::TreePush((void*)i);
|
||||
ImGui::TreePush((void*)(intptr_t)i);
|
||||
if (i > 0) { ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) { atlas->Fonts[i] = atlas->Fonts[0]; atlas->Fonts[0] = font; } }
|
||||
ImGui::PushFont(font);
|
||||
ImGui::Text("The quick brown fox jumps over the lazy dog");
|
||||
@ -228,7 +247,10 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
|
||||
ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar);
|
||||
for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
|
||||
ImGui::BulletText("Input %d: \'%s\'", config_i, font->ConfigData[config_i].Name);
|
||||
{
|
||||
ImFontConfig* cfg = &font->ConfigData[config_i];
|
||||
ImGui::BulletText("Input %d: \'%s\'\nOversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::TreePop();
|
||||
@ -255,7 +277,7 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
{
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
if (ImGui::TreeNode((void*)i, "Child %d", i))
|
||||
if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i))
|
||||
{
|
||||
ImGui::Text("blah blah");
|
||||
ImGui::SameLine();
|
||||
@ -417,13 +439,35 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank);
|
||||
struct TextFilters { static int FilterImGuiLetters(ImGuiTextEditCallbackData* data) { if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) return 0; return 1; } };
|
||||
static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
|
||||
|
||||
ImGui::Text("Password input");
|
||||
static char bufpass[64] = "password123";
|
||||
ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password);
|
||||
ImGui::SameLine(); ShowHelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
|
||||
ImGui::InputText("password (clear)", bufpass, 64);
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
|
||||
@ -664,13 +708,15 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
|
||||
if (ImGui::CollapsingHeader("Graphs widgets"))
|
||||
{
|
||||
static bool animate = true;
|
||||
ImGui::Checkbox("Animate", &animate);
|
||||
|
||||
static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
|
||||
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)
|
||||
if (animate)
|
||||
{
|
||||
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)
|
||||
@ -681,13 +727,44 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
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::BeginGroup();
|
||||
ImGui::Text("Graph");
|
||||
ImGui::Checkbox("pause", &pause);
|
||||
ImGui::EndGroup();
|
||||
ImGui::PlotLines("Lines", values.Data, values.Size, values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,80));
|
||||
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));
|
||||
ImGui::Separator();
|
||||
|
||||
// Animate a simple progress bar
|
||||
static float progress = 0.0f, progress_dir = 1.0f;
|
||||
if (animate)
|
||||
{
|
||||
progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime;
|
||||
if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; }
|
||||
if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; }
|
||||
}
|
||||
|
||||
// Typically we would use ImVec2(-1.0f,0.0f) to use all available width, or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth.
|
||||
ImGui::ProgressBar(progress, ImVec2(0.0f,0.0f));
|
||||
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
|
||||
ImGui::Text("Progress Bar");
|
||||
|
||||
float progress_saturated = (progress < 0.0f) ? 0.0f : (progress > 1.0f) ? 1.0f : progress;
|
||||
char buf[32];
|
||||
sprintf(buf, "%d/%d", (int)(progress_saturated*1753), 1753);
|
||||
ImGui::ProgressBar(progress, ImVec2(0.f,0.f), buf);
|
||||
}
|
||||
|
||||
if (ImGui::CollapsingHeader("Layout"))
|
||||
@ -732,7 +809,7 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
if (ImGui::TreeNode("Widgets Alignment"))
|
||||
if (ImGui::TreeNode("Widgets Width"))
|
||||
{
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("PushItemWidth(100)");
|
||||
@ -832,7 +909,7 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
|
||||
if (ImGui::TreeNode("Groups"))
|
||||
{
|
||||
ImGui::TextWrapped("(Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundled the whole group so that you can use functions such as IsItemHovered() on it.)");
|
||||
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();
|
||||
@ -903,6 +980,26 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
ImGui::Text("Widget"); ImGui::SameLine();
|
||||
ImGui::SmallButton("Widget");
|
||||
|
||||
// Tree
|
||||
const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
|
||||
ImGui::Button("Button##1");
|
||||
ImGui::SameLine(0.0f, spacing);
|
||||
if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
|
||||
|
||||
ImGui::AlignFirstTextHeightToWidgets(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit).
|
||||
bool tree_opened = ImGui::TreeNode("Node##2"); // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content.
|
||||
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2");
|
||||
if (tree_opened) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
|
||||
|
||||
// Bullet
|
||||
ImGui::Button("Button##3");
|
||||
ImGui::SameLine(0.0f, spacing);
|
||||
ImGui::BulletText("Bullet text");
|
||||
|
||||
ImGui::AlignFirstTextHeightToWidgets();
|
||||
ImGui::BulletText("Node");
|
||||
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4");
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
@ -922,7 +1019,7 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
if (i > 0) ImGui::SameLine();
|
||||
ImGui::BeginGroup();
|
||||
ImGui::Text("%s", i == 0 ? "Top" : i == 1 ? "25%" : i == 2 ? "Center" : i == 3 ? "75%" : "Bottom");
|
||||
ImGui::BeginChild(ImGui::GetID((void*)i), ImVec2(ImGui::GetWindowWidth() * 0.17f, 200.0f), true);
|
||||
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(ImGui::GetWindowWidth() * 0.17f, 200.0f), true);
|
||||
if (scroll_to)
|
||||
ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_px, i * 0.25f);
|
||||
for (int line = 0; line < 100; line++)
|
||||
@ -947,10 +1044,12 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
{
|
||||
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 < 7; line++)
|
||||
for (int line = 0; line < lines; line++)
|
||||
{
|
||||
// Display random stuff
|
||||
int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3);
|
||||
@ -989,12 +1088,13 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
static ImVec2 size(100, 100), offset(50, 20);
|
||||
ImGui::TextWrapped("On a per-widget basis we are occasionally clipping text CPU-side if it won't fit in its frame. Otherwise we are doing coarser clipping + passing a scissor rectangle to the renderer. The system is designed to try minimizing both execution and CPU/GPU rendering cost.");
|
||||
ImGui::DragFloat2("size", (float*)&size, 0.5f, 0.0f, 200.0f, "%.0f");
|
||||
ImGui::DragFloat2("offset", (float*)&offset, 0.5f, -200, 200.0f, "%.0f");
|
||||
ImGui::TextWrapped("(Click and drag)");
|
||||
ImVec2 pos = ImGui::GetCursorScreenPos();
|
||||
ImVec4 clip_rect(pos.x, pos.y, pos.x+size.x, pos.y+size.y);
|
||||
ImGui::InvisibleButton("##dummy", size);
|
||||
if (ImGui::IsItemActive() && ImGui::IsMouseDragging()) { offset.x += ImGui::GetIO().MouseDelta.x; offset.y += ImGui::GetIO().MouseDelta.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::TreePop();
|
||||
}
|
||||
}
|
||||
@ -1064,14 +1164,20 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
ImGui::Spacing();
|
||||
ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");
|
||||
ImGui::Separator();
|
||||
// NB: As a quirk in this very specific example, we want to differentiate the parent of this menu from the parent of the various popup menus above.
|
||||
// To do so we are encloding the items in a PushID()/PopID() block to make them two different menusets. If we don't, opening any popup above and hovering our menu here
|
||||
// would open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, which is the desired behavior for regular menus.
|
||||
ImGui::PushID("foo");
|
||||
ImGui::MenuItem("Menu item", "CTRL+M");
|
||||
if (ImGui::BeginMenu("Menu"))
|
||||
if (ImGui::BeginMenu("Menu inside a regular window"))
|
||||
{
|
||||
ShowExampleMenuFile();
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
ImGui::PopID();
|
||||
ImGui::Separator();
|
||||
|
||||
ImGui::TreePop();
|
||||
@ -1153,142 +1259,135 @@ void ImGui::ShowTestWindow(bool* opened)
|
||||
if (ImGui::CollapsingHeader("Columns"))
|
||||
{
|
||||
// Basic columns
|
||||
ImGui::Text("Basic:");
|
||||
ImGui::Columns(4, "mycolumns");
|
||||
ImGui::Separator();
|
||||
ImGui::Text("ID"); ImGui::NextColumn();
|
||||
ImGui::Text("Name"); ImGui::NextColumn();
|
||||
ImGui::Text("Path"); ImGui::NextColumn();
|
||||
ImGui::Text("Flags"); ImGui::NextColumn();
|
||||
ImGui::Separator();
|
||||
const char* names[3] = { "One", "Two", "Three" };
|
||||
const char* paths[3] = { "/path/one", "/path/two", "/path/three" };
|
||||
static int selected = -1;
|
||||
for (int i = 0; i < 3; i++)
|
||||
if (ImGui::TreeNode("Basic"))
|
||||
{
|
||||
char label[32];
|
||||
sprintf(label, "%04d", i);
|
||||
if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns))
|
||||
selected = i;
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text(names[i]); ImGui::NextColumn();
|
||||
ImGui::Text(paths[i]); ImGui::NextColumn();
|
||||
ImGui::Text("...."); ImGui::NextColumn();
|
||||
ImGui::Columns(4, "mycolumns");
|
||||
ImGui::Separator();
|
||||
ImGui::Text("ID"); ImGui::NextColumn();
|
||||
ImGui::Text("Name"); ImGui::NextColumn();
|
||||
ImGui::Text("Path"); ImGui::NextColumn();
|
||||
ImGui::Text("Flags"); ImGui::NextColumn();
|
||||
ImGui::Separator();
|
||||
const char* names[3] = { "One", "Two", "Three" };
|
||||
const char* paths[3] = { "/path/one", "/path/two", "/path/three" };
|
||||
static int selected = -1;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
char label[32];
|
||||
sprintf(label, "%04d", i);
|
||||
if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns))
|
||||
selected = i;
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text(names[i]); ImGui::NextColumn();
|
||||
ImGui::Text(paths[i]); ImGui::NextColumn();
|
||||
ImGui::Text("...."); ImGui::NextColumn();
|
||||
}
|
||||
ImGui::Columns(1);
|
||||
ImGui::Separator();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::Columns(1);
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::Spacing();
|
||||
|
||||
// Scrolling columns
|
||||
/*
|
||||
ImGui::Text("Scrolling:");
|
||||
ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y));
|
||||
ImGui::Columns(3);
|
||||
ImGui::Text("ID"); ImGui::NextColumn();
|
||||
ImGui::Text("Name"); ImGui::NextColumn();
|
||||
ImGui::Text("Path"); ImGui::NextColumn();
|
||||
ImGui::Columns(1);
|
||||
ImGui::Separator();
|
||||
ImGui::EndChild();
|
||||
ImGui::BeginChild("##scrollingregion", ImVec2(0, 60));
|
||||
ImGui::Columns(3);
|
||||
for (int i = 0; i < 10; i++)
|
||||
if (ImGui::TreeNode("Scrolling"))
|
||||
{
|
||||
ImGui::Text("%04d", i); ImGui::NextColumn();
|
||||
ImGui::Text("Foobar"); ImGui::NextColumn();
|
||||
ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn();
|
||||
ImGui::BeginChild("##header", ImVec2(0, ImGui::GetTextLineHeightWithSpacing()+ImGui::GetStyle().ItemSpacing.y));
|
||||
ImGui::Columns(3);
|
||||
ImGui::Text("ID"); ImGui::NextColumn();
|
||||
ImGui::Text("Name"); ImGui::NextColumn();
|
||||
ImGui::Text("Path"); ImGui::NextColumn();
|
||||
ImGui::Columns(1);
|
||||
ImGui::Separator();
|
||||
ImGui::EndChild();
|
||||
ImGui::BeginChild("##scrollingregion", ImVec2(0, 60));
|
||||
ImGui::Columns(3);
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
ImGui::Text("%04d", i); ImGui::NextColumn();
|
||||
ImGui::Text("Foobar"); ImGui::NextColumn();
|
||||
ImGui::Text("/path/foobar/%04d/", i); ImGui::NextColumn();
|
||||
}
|
||||
ImGui::Columns(1);
|
||||
ImGui::EndChild();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::Columns(1);
|
||||
ImGui::EndChild();
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::Spacing();
|
||||
*/
|
||||
|
||||
// Create multiple items in a same cell before switching to next column
|
||||
ImGui::Text("Mixed items:");
|
||||
ImGui::Columns(3, "mixed");
|
||||
ImGui::Separator();
|
||||
if (ImGui::TreeNode("Mixed items"))
|
||||
{
|
||||
ImGui::Columns(3, "mixed");
|
||||
ImGui::Separator();
|
||||
|
||||
static int e = 0;
|
||||
ImGui::Text("Hello");
|
||||
ImGui::Button("Banana");
|
||||
ImGui::RadioButton("radio a", &e, 0);
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text("Hello");
|
||||
ImGui::Button("Banana");
|
||||
ImGui::NextColumn();
|
||||
|
||||
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::Text("An extra line here.");
|
||||
ImGui::NextColumn();
|
||||
ImGui::Text("ImGui");
|
||||
ImGui::Button("Apple");
|
||||
static float foo = 1.0f;
|
||||
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::NextColumn();
|
||||
ImGui::Text("Sailor");
|
||||
ImGui::Button("Corniflower");
|
||||
static float bar = 1.0f;
|
||||
ImGui::InputFloat("blue", &bar, 0.05f, 0, 3);
|
||||
ImGui::NextColumn();
|
||||
|
||||
if (ImGui::CollapsingHeader("Category A")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
|
||||
if (ImGui::CollapsingHeader("Category B")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
|
||||
if (ImGui::CollapsingHeader("Category C")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
|
||||
ImGui::Columns(1);
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::Spacing();
|
||||
|
||||
// Tree items
|
||||
ImGui::Text("Tree items:");
|
||||
ImGui::Columns(2, "tree items");
|
||||
ImGui::Separator();
|
||||
if (ImGui::TreeNode("Hello")) { ImGui::BulletText("Sailor"); ImGui::TreePop(); } ImGui::NextColumn();
|
||||
if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Marin"); ImGui::TreePop(); } ImGui::NextColumn();
|
||||
ImGui::Columns(1);
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::Spacing();
|
||||
if (ImGui::CollapsingHeader("Category A")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
|
||||
if (ImGui::CollapsingHeader("Category B")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
|
||||
if (ImGui::CollapsingHeader("Category C")) ImGui::Text("Blah blah blah"); ImGui::NextColumn();
|
||||
ImGui::Columns(1);
|
||||
ImGui::Separator();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
// Word wrapping
|
||||
ImGui::Text("Word-wrapping:");
|
||||
ImGui::Columns(2, "word-wrapping");
|
||||
ImGui::Separator();
|
||||
ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
|
||||
ImGui::Text("Hello Left");
|
||||
ImGui::NextColumn();
|
||||
ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
|
||||
ImGui::Text("Hello Right");
|
||||
ImGui::Columns(1);
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::Spacing();
|
||||
|
||||
if (ImGui::TreeNode("Inside a tree.."))
|
||||
if (ImGui::TreeNode("Word-wrapping"))
|
||||
{
|
||||
if (ImGui::TreeNode("node 1 (with borders)"))
|
||||
ImGui::Columns(2, "word-wrapping");
|
||||
ImGui::Separator();
|
||||
ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
|
||||
ImGui::TextWrapped("Hello Left");
|
||||
ImGui::NextColumn();
|
||||
ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");
|
||||
ImGui::TextWrapped("Hello Right");
|
||||
ImGui::Columns(1);
|
||||
ImGui::Separator();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
if (ImGui::TreeNode("Borders"))
|
||||
{
|
||||
static bool h_borders = true;
|
||||
static bool v_borders = true;
|
||||
ImGui::Checkbox("horizontal", &h_borders);
|
||||
ImGui::SameLine();
|
||||
ImGui::Checkbox("vertical", &v_borders);
|
||||
ImGui::Columns(4, NULL, v_borders);
|
||||
if (h_borders) ImGui::Separator();
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
ImGui::Columns(4);
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i);
|
||||
ImGui::NextColumn();
|
||||
}
|
||||
ImGui::Columns(1);
|
||||
ImGui::TreePop();
|
||||
}
|
||||
if (ImGui::TreeNode("node 2 (without borders)"))
|
||||
{
|
||||
ImGui::Columns(4, NULL, false);
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i);
|
||||
ImGui::NextColumn();
|
||||
}
|
||||
ImGui::Columns(1);
|
||||
ImGui::TreePop();
|
||||
ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i);
|
||||
ImGui::NextColumn();
|
||||
}
|
||||
ImGui::Columns(1);
|
||||
if (h_borders) ImGui::Separator();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
bool node_opened = ImGui::TreeNode("Tree within single cell");
|
||||
ImGui::SameLine(); ShowHelpMarker("NB: Tree node must be poped before ending the cell.\nThere's no storage of state per-cell.");
|
||||
if (node_opened)
|
||||
{
|
||||
ImGui::Columns(2, "tree items");
|
||||
ImGui::Separator();
|
||||
if (ImGui::TreeNode("Hello")) { ImGui::BulletText("Sailor"); ImGui::TreePop(); } ImGui::NextColumn();
|
||||
if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Marin"); ImGui::TreePop(); } ImGui::NextColumn();
|
||||
ImGui::Columns(1);
|
||||
ImGui::Separator();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
}
|
||||
@ -1367,7 +1466,8 @@ 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();
|
||||
}
|
||||
@ -1377,9 +1477,10 @@ 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]); }
|
||||
@ -1441,13 +1542,14 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
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::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
|
||||
ImGui::DragFloat("Window Fill Alpha Default", &style.WindowFillAlphaDefault, 0.005f, 0.0f, 1.0f, "%.2f");
|
||||
ImGui::PopItemWidth();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
if (ImGui::TreeNode("Sizes"))
|
||||
{
|
||||
ImGui::SliderFloat("Alpha", &style.Alpha, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI. But application code could have a toggle to switch between zero and non-zero.
|
||||
ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
|
||||
ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 16.0f, "%.0f");
|
||||
ImGui::SliderFloat("ChildWindowRounding", &style.ChildWindowRounding, 0.0f, 16.0f, "%.0f");
|
||||
@ -1457,7 +1559,7 @@ 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.ScrollbarSize, 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");
|
||||
@ -1468,7 +1570,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
{
|
||||
static int output_dest = 0;
|
||||
static bool output_only_modified = false;
|
||||
if (ImGui::Button("Output Colors"))
|
||||
if (ImGui::Button("Copy Colors"))
|
||||
{
|
||||
if (output_dest == 0)
|
||||
ImGui::LogToClipboard();
|
||||
@ -1699,7 +1801,7 @@ static void ShowExampleAppCustomRendering(bool* opened)
|
||||
if (ImGui::IsItemHovered())
|
||||
{
|
||||
ImVec2 mouse_pos_in_canvas = ImVec2(ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y);
|
||||
if (!adding_line && ImGui::GetIO().MouseClicked[0])
|
||||
if (!adding_line && ImGui::IsMouseClicked(0))
|
||||
{
|
||||
points.push_back(mouse_pos_in_canvas);
|
||||
adding_line = true;
|
||||
@ -1711,9 +1813,9 @@ static void ShowExampleAppCustomRendering(bool* opened)
|
||||
if (!ImGui::GetIO().MouseDown[0])
|
||||
adding_line = adding_preview = false;
|
||||
}
|
||||
if (ImGui::GetIO().MouseClicked[1] && !points.empty())
|
||||
if (ImGui::IsMouseClicked(1) && !points.empty())
|
||||
{
|
||||
adding_line = false;
|
||||
adding_line = adding_preview = false;
|
||||
points.pop_back();
|
||||
points.pop_back();
|
||||
}
|
||||
@ -2125,6 +2227,78 @@ static void ShowExampleAppLayout(bool* opened)
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
static void ShowExampleAppPropertyEditor(bool* opened)
|
||||
{
|
||||
ImGui::SetNextWindowSize(ImVec2(430,450), ImGuiSetCond_FirstUseEver);
|
||||
if (!ImGui::Begin("Example: Property editor", opened))
|
||||
{
|
||||
ImGui::End();
|
||||
return;
|
||||
}
|
||||
|
||||
ShowHelpMarker("This example shows how you may implement a property editor using two columns.\nAll objects/fields data are dummies here.\nRemember that in many simple cases, you can use ImGui::SameLine(xxx) to position\nyour cursor horizontally instead of using the Columns() API.");
|
||||
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2,2));
|
||||
ImGui::Columns(2);
|
||||
ImGui::Separator();
|
||||
|
||||
struct funcs
|
||||
{
|
||||
static void ShowDummyObject(const char* prefix, ImU32 uid)
|
||||
{
|
||||
ImGui::PushID(uid); // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID.
|
||||
ImGui::AlignFirstTextHeightToWidgets(); // Text and Tree nodes are less high than regular widgets, here we add vertical spacing to make the tree lines equal high.
|
||||
bool opened = ImGui::TreeNode("Object", "%s_%u", prefix, uid);
|
||||
ImGui::NextColumn();
|
||||
ImGui::AlignFirstTextHeightToWidgets();
|
||||
ImGui::Text("my sailor is rich");
|
||||
ImGui::NextColumn();
|
||||
if (opened)
|
||||
{
|
||||
static float dummy_members[8] = { 0.0f,0.0f,1.0f,3.1416f,100.0f,999.0f };
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
ImGui::PushID(i); // Use field index as identifier.
|
||||
if (i < 2)
|
||||
{
|
||||
ShowDummyObject("Child", ImGui::GetID("foo"));
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::AlignFirstTextHeightToWidgets();
|
||||
// Here we use a Selectable (instead of Text) to highlight on hover
|
||||
//ImGui::Text("Field_%d", i);
|
||||
char label[32];
|
||||
sprintf(label, "Field_%d", i);
|
||||
ImGui::Bullet();
|
||||
ImGui::Selectable(label);
|
||||
ImGui::NextColumn();
|
||||
ImGui::PushItemWidth(-1);
|
||||
if (i >= 5)
|
||||
ImGui::InputFloat("##value", &dummy_members[i], 1.0f);
|
||||
else
|
||||
ImGui::DragFloat("##value", &dummy_members[i], 0.01f);
|
||||
ImGui::PopItemWidth();
|
||||
ImGui::NextColumn();
|
||||
}
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::PopID();
|
||||
}
|
||||
};
|
||||
|
||||
// Iterate dummy objects with dummy members (all the same data)
|
||||
for (int obj_i = 0; obj_i < 3; obj_i++)
|
||||
funcs::ShowDummyObject("Object", obj_i);
|
||||
|
||||
ImGui::Columns(1);
|
||||
ImGui::Separator();
|
||||
ImGui::PopStyleVar();
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
static void ShowExampleAppLongText(bool* opened)
|
||||
{
|
||||
ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiSetCond_FirstUseEver);
|
||||
|
353
imgui_draw.cpp
353
imgui_draw.cpp
@ -1,5 +1,5 @@
|
||||
// ImGui library v1.45 WIP
|
||||
// Drawing and font code
|
||||
// dear imgui, v1.47
|
||||
// (drawing and font code)
|
||||
|
||||
// Contains implementation for
|
||||
// - ImDrawList
|
||||
@ -18,8 +18,8 @@
|
||||
|
||||
#include <stdio.h> // vsnprintf, sscanf, printf
|
||||
#include <new> // new (ptr)
|
||||
#ifndef alloca
|
||||
#if _WIN32
|
||||
#if !defined(alloca) && !defined(__FreeBSD__)
|
||||
#ifdef _WIN32
|
||||
#include <malloc.h> // alloca
|
||||
#else
|
||||
#include <alloca.h> // alloca
|
||||
@ -48,6 +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"
|
||||
@ -76,6 +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;
|
||||
@ -85,7 +94,7 @@ using namespace IMGUI_STB_NAMESPACE;
|
||||
// ImDrawList
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
static ImVec4 GNullClipRect(-8192.0f, -8192.0f, +8192.0f, +8192.0f); // Large values that are easy to encode in a few bits+shift
|
||||
static const 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()
|
||||
{
|
||||
@ -125,11 +134,15 @@ void ImDrawList::ClearFreeMemory()
|
||||
_Channels.clear();
|
||||
}
|
||||
|
||||
// Use macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug mode
|
||||
#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : GNullClipRect)
|
||||
#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL)
|
||||
|
||||
void ImDrawList::AddDrawCmd()
|
||||
{
|
||||
ImDrawCmd draw_cmd;
|
||||
draw_cmd.ClipRect = _ClipRectStack.Size ? _ClipRectStack.back() : GNullClipRect;
|
||||
draw_cmd.TextureId = _TextureIdStack.Size ? _TextureIdStack.back() : NULL;
|
||||
draw_cmd.ClipRect = GetCurrentClipRect();
|
||||
draw_cmd.TextureId = GetCurrentTextureId();
|
||||
|
||||
IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
|
||||
CmdBuffer.push_back(draw_cmd);
|
||||
@ -146,8 +159,86 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
|
||||
current_cmd->UserCallback = callback;
|
||||
current_cmd->UserCallbackData = callback_data;
|
||||
|
||||
// Force a new command after us (we function this way so that the most common calls AddLine, AddRect, etc. always have a command to add to without doing any check).
|
||||
AddDrawCmd();
|
||||
AddDrawCmd(); // Force a new command after us (see comment below)
|
||||
}
|
||||
|
||||
// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.
|
||||
// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.
|
||||
void ImDrawList::UpdateClipRect()
|
||||
{
|
||||
// If current command is used with different settings we need to add a new command
|
||||
const ImVec4 curr_clip_rect = GetCurrentClipRect();
|
||||
ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size-1] : NULL;
|
||||
if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL)
|
||||
{
|
||||
AddDrawCmd();
|
||||
return;
|
||||
}
|
||||
|
||||
// Try to merge with previous command if it matches, else use current command
|
||||
ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;
|
||||
if (prev_cmd && memcmp(&prev_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) == 0 && prev_cmd->TextureId == GetCurrentTextureId() && prev_cmd->UserCallback == NULL)
|
||||
CmdBuffer.pop_back();
|
||||
else
|
||||
curr_cmd->ClipRect = curr_clip_rect;
|
||||
}
|
||||
|
||||
void ImDrawList::UpdateTextureID()
|
||||
{
|
||||
// If current command is used with different settings we need to add a new command
|
||||
const ImTextureID curr_texture_id = GetCurrentTextureId();
|
||||
ImDrawCmd* curr_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
|
||||
if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL)
|
||||
{
|
||||
AddDrawCmd();
|
||||
return;
|
||||
}
|
||||
|
||||
// Try to merge with previous command if it matches, else use current command
|
||||
ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;
|
||||
if (prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL)
|
||||
CmdBuffer.pop_back();
|
||||
else
|
||||
curr_cmd->TextureId = curr_texture_id;
|
||||
}
|
||||
|
||||
#undef GetCurrentClipRect
|
||||
#undef GetCurrentTextureId
|
||||
|
||||
// Scissoring. The values in clip_rect are x1, y1, x2, y2. Only apply to rendering! Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
|
||||
void ImDrawList::PushClipRect(const ImVec4& clip_rect)
|
||||
{
|
||||
_ClipRectStack.push_back(clip_rect);
|
||||
UpdateClipRect();
|
||||
}
|
||||
|
||||
void ImDrawList::PushClipRectFullScreen()
|
||||
{
|
||||
PushClipRect(GNullClipRect);
|
||||
|
||||
// FIXME-OPT: This would be more correct but we're not supposed to access ImGuiState from here?
|
||||
//ImGuiState& g = *GImGui;
|
||||
//PushClipRect(GetVisibleRect());
|
||||
}
|
||||
|
||||
void ImDrawList::PopClipRect()
|
||||
{
|
||||
IM_ASSERT(_ClipRectStack.Size > 0);
|
||||
_ClipRectStack.pop_back();
|
||||
UpdateClipRect();
|
||||
}
|
||||
|
||||
void ImDrawList::PushTextureID(const ImTextureID& texture_id)
|
||||
{
|
||||
_TextureIdStack.push_back(texture_id);
|
||||
UpdateTextureID();
|
||||
}
|
||||
|
||||
void ImDrawList::PopTextureID()
|
||||
{
|
||||
IM_ASSERT(_TextureIdStack.Size > 0);
|
||||
_TextureIdStack.pop_back();
|
||||
UpdateTextureID();
|
||||
}
|
||||
|
||||
void ImDrawList::ChannelsSplit(int channels_count)
|
||||
@ -157,12 +248,22 @@ void ImDrawList::ChannelsSplit(int channels_count)
|
||||
if (old_channels_count < channels_count)
|
||||
_Channels.resize(channels_count);
|
||||
_ChannelsCount = channels_count;
|
||||
for (int i = 0; i < channels_count; i++)
|
||||
|
||||
// _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 if (i > 0)
|
||||
_Channels[i].CmdBuffer.resize(0), _Channels[i].IdxBuffer.resize(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
_Channels[i].CmdBuffer.resize(0);
|
||||
_Channels[i].IdxBuffer.resize(0);
|
||||
}
|
||||
if (_Channels[i].CmdBuffer.Size == 0)
|
||||
{
|
||||
ImDrawCmd draw_cmd;
|
||||
@ -176,7 +277,6 @@ void ImDrawList::ChannelsSplit(int channels_count)
|
||||
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.
|
||||
// This is why this function takes 'channel_count' as a parameter of how many channels to merge (the user knows)
|
||||
if (_ChannelsCount <= 1)
|
||||
return;
|
||||
|
||||
@ -210,6 +310,7 @@ void ImDrawList::ChannelsMerge()
|
||||
|
||||
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));
|
||||
@ -219,69 +320,6 @@ void ImDrawList::ChannelsSetCurrent(int idx)
|
||||
_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size;
|
||||
}
|
||||
|
||||
void ImDrawList::UpdateClipRect()
|
||||
{
|
||||
ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
|
||||
if (!current_cmd || (current_cmd->ElemCount != 0) || current_cmd->UserCallback != NULL)
|
||||
{
|
||||
AddDrawCmd();
|
||||
}
|
||||
else
|
||||
{
|
||||
ImVec4 current_clip_rect = _ClipRectStack.Size ? _ClipRectStack.back() : GNullClipRect;
|
||||
if (CmdBuffer.Size >= 2 && ImLengthSqr(CmdBuffer.Data[CmdBuffer.Size-2].ClipRect - current_clip_rect) < 0.00001f)
|
||||
CmdBuffer.pop_back();
|
||||
else
|
||||
current_cmd->ClipRect = current_clip_rect;
|
||||
}
|
||||
}
|
||||
|
||||
// Scissoring. The values in clip_rect are x1, y1, x2, y2.
|
||||
void ImDrawList::PushClipRect(const ImVec4& clip_rect)
|
||||
{
|
||||
_ClipRectStack.push_back(clip_rect);
|
||||
UpdateClipRect();
|
||||
}
|
||||
|
||||
void ImDrawList::PushClipRectFullScreen()
|
||||
{
|
||||
PushClipRect(GNullClipRect);
|
||||
|
||||
// This would be more correct but we're not supposed to access ImGuiState from here?
|
||||
//ImGuiState& g = *GImGui;
|
||||
//PushClipRect(GetVisibleRect());
|
||||
}
|
||||
|
||||
void ImDrawList::PopClipRect()
|
||||
{
|
||||
IM_ASSERT(_ClipRectStack.Size > 0);
|
||||
_ClipRectStack.pop_back();
|
||||
UpdateClipRect();
|
||||
}
|
||||
|
||||
void ImDrawList::UpdateTextureID()
|
||||
{
|
||||
ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
|
||||
const ImTextureID texture_id = _TextureIdStack.Size ? _TextureIdStack.back() : NULL;
|
||||
if (!current_cmd || (current_cmd->ElemCount != 0 && current_cmd->TextureId != texture_id) || current_cmd->UserCallback != NULL)
|
||||
AddDrawCmd();
|
||||
else
|
||||
current_cmd->TextureId = texture_id;
|
||||
}
|
||||
|
||||
void ImDrawList::PushTextureID(const ImTextureID& texture_id)
|
||||
{
|
||||
_TextureIdStack.push_back(texture_id);
|
||||
UpdateTextureID();
|
||||
}
|
||||
|
||||
void ImDrawList::PopTextureID()
|
||||
{
|
||||
IM_ASSERT(_TextureIdStack.Size > 0);
|
||||
_TextureIdStack.pop_back();
|
||||
UpdateTextureID();
|
||||
}
|
||||
|
||||
// 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)
|
||||
{
|
||||
@ -338,7 +376,7 @@ 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)
|
||||
@ -516,7 +554,7 @@ 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)
|
||||
{
|
||||
@ -695,7 +733,7 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int
|
||||
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));
|
||||
@ -767,6 +805,7 @@ void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
|
||||
PathLineTo(a);
|
||||
PathLineTo(b);
|
||||
PathLineTo(c);
|
||||
@ -815,7 +854,7 @@ 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;
|
||||
@ -834,7 +873,7 @@ 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);
|
||||
@ -850,7 +889,8 @@ 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)
|
||||
@ -908,7 +948,7 @@ void ImDrawData::ScaleClipRects(const ImVec2& scale)
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImFontAtlias
|
||||
// ImFontAtlas
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
ImFontConfig::ImFontConfig()
|
||||
@ -934,7 +974,7 @@ ImFontAtlas::ImFontAtlas()
|
||||
TexID = NULL;
|
||||
TexPixelsAlpha8 = NULL;
|
||||
TexPixelsRGBA32 = NULL;
|
||||
TexWidth = TexHeight = 0;
|
||||
TexWidth = TexHeight = TexDesiredWidth = 0;
|
||||
TexUvWhitePixel = ImVec2(0, 0);
|
||||
}
|
||||
|
||||
@ -952,14 +992,14 @@ 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()
|
||||
@ -991,7 +1031,7 @@ void ImFontAtlas::Clear()
|
||||
|
||||
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())
|
||||
@ -1007,8 +1047,8 @@ 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;
|
||||
@ -1054,14 +1094,23 @@ 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();
|
||||
@ -1079,9 +1128,9 @@ 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;
|
||||
@ -1089,6 +1138,7 @@ 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')
|
||||
{
|
||||
// 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);
|
||||
@ -1096,7 +1146,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels,
|
||||
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();
|
||||
@ -1125,7 +1175,7 @@ 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;
|
||||
@ -1163,6 +1213,7 @@ bool ImFontAtlas::Build()
|
||||
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)
|
||||
@ -1173,7 +1224,7 @@ 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;
|
||||
@ -1197,7 +1248,7 @@ 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];
|
||||
@ -1335,7 +1386,8 @@ 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] =
|
||||
@ -1391,35 +1443,36 @@ 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1434,6 +1487,18 @@ 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[] =
|
||||
@ -1487,25 +1552,27 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
|
||||
19,3,8,0,0,0,4,4,16,0,4,1,5,1,3,0,3,4,6,2,17,10,10,31,6,4,3,6,10,126,7,3,2,2,0,9,0,0,5,20,13,0,15,0,6,0,2,5,8,64,50,3,2,12,2,9,0,0,11,8,20,
|
||||
109,2,18,23,0,0,9,61,3,0,28,41,77,27,19,17,81,5,2,14,5,83,57,252,14,154,263,14,20,8,13,6,57,39,38,
|
||||
};
|
||||
static int ranges_unpacked = false;
|
||||
static ImWchar ranges[8 + IM_ARRAYSIZE(offsets_from_0x4E00)*2 + 1] =
|
||||
static ImWchar base_ranges[] =
|
||||
{
|
||||
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
||||
0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
|
||||
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
||||
0xFF00, 0xFFEF, // Half-width characters
|
||||
};
|
||||
if (!ranges_unpacked)
|
||||
static bool full_ranges_unpacked = false;
|
||||
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(offsets_from_0x4E00)*2 + 1];
|
||||
if (!full_ranges_unpacked)
|
||||
{
|
||||
// Unpack
|
||||
int codepoint = 0x4e00;
|
||||
ImWchar* dst = &ranges[8];
|
||||
memcpy(full_ranges, base_ranges, sizeof(base_ranges));
|
||||
ImWchar* dst = full_ranges + IM_ARRAYSIZE(base_ranges);;
|
||||
for (int n = 0; n < IM_ARRAYSIZE(offsets_from_0x4E00); n++, dst += 2)
|
||||
dst[0] = dst[1] = (ImWchar)(codepoint += (offsets_from_0x4E00[n] + 1));
|
||||
dst[0] = 0;
|
||||
ranges_unpacked = true;
|
||||
full_ranges_unpacked = true;
|
||||
}
|
||||
return &ranges[0];
|
||||
return &full_ranges[0];
|
||||
}
|
||||
|
||||
const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic()
|
||||
@ -1583,7 +1650,7 @@ 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
|
||||
@ -1763,7 +1830,7 @@ 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)
|
||||
@ -1866,7 +1933,7 @@ 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)
|
||||
{
|
||||
@ -1905,7 +1972,7 @@ 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);
|
||||
|
||||
@ -1919,7 +1986,7 @@ 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)
|
||||
|
263
imgui_internal.h
263
imgui_internal.h
@ -1,7 +1,7 @@
|
||||
// ImGui library v1.45 WIP
|
||||
// Internals
|
||||
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
|
||||
// dear imgui, v1.47
|
||||
// (internals)
|
||||
|
||||
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
|
||||
// Implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)
|
||||
// #define IMGUI_DEFINE_MATH_OPERATORS
|
||||
|
||||
@ -14,6 +14,11 @@
|
||||
#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
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -34,6 +39,7 @@ struct ImGuiWindow;
|
||||
typedef int ImGuiLayoutType; // enum ImGuiLayoutType_
|
||||
typedef int ImGuiButtonFlags; // enum ImGuiButtonFlags_
|
||||
typedef int ImGuiTreeNodeFlags; // enum ImGuiTreeNodeFlags_
|
||||
typedef int ImGuiSliderFlags; // enum ImGuiSliderFlags_
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// STB libraries
|
||||
@ -65,7 +71,7 @@ namespace ImGuiStb
|
||||
// Context
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
extern ImGuiState* GImGui;
|
||||
extern IMGUI_API ImGuiState* GImGui;
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Helpers
|
||||
@ -75,28 +81,28 @@ 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 = 0); // Pass data_size==0 for zero-terminated strings
|
||||
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* haystack_end, const char* needle, const char* needle_end);
|
||||
int ImFormatString(char* buf, int buf_size, const char* fmt, ...) IM_PRINTFARGS(3);
|
||||
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)
|
||||
@ -111,7 +117,7 @@ static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs)
|
||||
static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
|
||||
static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
|
||||
static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
|
||||
static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-lhs.w); }
|
||||
static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-rhs.w); }
|
||||
#endif
|
||||
|
||||
static inline int ImMin(int lhs, int rhs) { return lhs < rhs ? lhs : rhs; }
|
||||
@ -143,7 +149,8 @@ enum ImGuiButtonFlags_
|
||||
ImGuiButtonFlags_FlattenChilds = 1 << 3,
|
||||
ImGuiButtonFlags_DontClosePopups = 1 << 4,
|
||||
ImGuiButtonFlags_Disabled = 1 << 5,
|
||||
ImGuiButtonFlags_AlignTextBaseLine = 1 << 6
|
||||
ImGuiButtonFlags_AlignTextBaseLine = 1 << 6,
|
||||
ImGuiButtonFlags_NoKeyModifiers = 1 << 7
|
||||
};
|
||||
|
||||
enum ImGuiTreeNodeFlags_
|
||||
@ -152,6 +159,11 @@ enum ImGuiTreeNodeFlags_
|
||||
ImGuiTreeNodeFlags_NoAutoExpandOnLog = 1 << 1
|
||||
};
|
||||
|
||||
enum ImGuiSliderFlags_
|
||||
{
|
||||
ImGuiSliderFlags_Vertical = 1 << 0,
|
||||
};
|
||||
|
||||
enum ImGuiSelectableFlagsPrivate_
|
||||
{
|
||||
// NB: need to be in sync with last value of ImGuiSelectableFlags_
|
||||
@ -182,35 +194,35 @@ 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
|
||||
ImVec2 Min; // Upper-left
|
||||
ImVec2 Max; // Lower-right
|
||||
|
||||
ImRect() : Min(FLT_MAX,FLT_MAX), Max(-FLT_MAX,-FLT_MAX) {}
|
||||
ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
|
||||
ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
|
||||
ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
|
||||
|
||||
ImVec2 GetCenter() const { return ImVec2((Min.x+Max.x)*0.5f, (Min.y+Max.y)*0.5f); }
|
||||
ImVec2 GetSize() const { return ImVec2(Max.x-Min.x, Max.y-Min.y); }
|
||||
float GetWidth() const { return Max.x-Min.x; }
|
||||
float GetHeight() const { return Max.y-Min.y; }
|
||||
ImVec2 GetTL() const { return Min; }
|
||||
ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); }
|
||||
ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); }
|
||||
ImVec2 GetBR() const { return Max; }
|
||||
bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
|
||||
bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; }
|
||||
bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
|
||||
void Add(const ImVec2& rhs) { if (Min.x > rhs.x) Min.x = rhs.x; if (Min.y > rhs.y) Min.y = rhs.y; if (Max.x < rhs.x) Max.x = rhs.x; if (Max.y < rhs.y) Max.y = rhs.y; }
|
||||
void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; }
|
||||
void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
|
||||
void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
|
||||
void Reduce(const ImVec2& amount) { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; }
|
||||
void Clip(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
|
||||
void Round() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
|
||||
ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
|
||||
ImVec2 GetCenter() const { return ImVec2((Min.x+Max.x)*0.5f, (Min.y+Max.y)*0.5f); }
|
||||
ImVec2 GetSize() const { return ImVec2(Max.x-Min.x, Max.y-Min.y); }
|
||||
float GetWidth() const { return Max.x-Min.x; }
|
||||
float GetHeight() const { return Max.y-Min.y; }
|
||||
ImVec2 GetTL() const { return Min; } // Top-left
|
||||
ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right
|
||||
ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left
|
||||
ImVec2 GetBR() const { return Max; } // Bottom-right
|
||||
bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
|
||||
bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x < Max.x && r.Max.y < Max.y; }
|
||||
bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
|
||||
void Add(const ImVec2& rhs) { if (Min.x > rhs.x) Min.x = rhs.x; if (Min.y > rhs.y) Min.y = rhs.y; if (Max.x < rhs.x) Max.x = rhs.x; if (Max.y < rhs.y) Max.y = rhs.y; }
|
||||
void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; }
|
||||
void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
|
||||
void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
|
||||
void Reduce(const ImVec2& amount) { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; }
|
||||
void Clip(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
|
||||
void Round() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
|
||||
ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
|
||||
{
|
||||
if (!on_edge && Contains(p))
|
||||
return p;
|
||||
@ -225,8 +237,8 @@ struct ImRect
|
||||
// Stacked color modifier, backup of modified data so we can restore it
|
||||
struct ImGuiColMod
|
||||
{
|
||||
ImGuiCol Col;
|
||||
ImVec4 PreviousValue;
|
||||
ImGuiCol Col;
|
||||
ImVec4 PreviousValue;
|
||||
};
|
||||
|
||||
// Stacked style modifier, backup of modified data so we can restore it
|
||||
@ -239,61 +251,68 @@ struct ImGuiStyleMod
|
||||
// Stacked data for BeginGroup()/EndGroup()
|
||||
struct ImGuiGroupData
|
||||
{
|
||||
ImVec2 BackupCursorPos;
|
||||
ImVec2 BackupCursorMaxPos;
|
||||
float BackupColumnsStartX;
|
||||
float BackupCurrentLineHeight;
|
||||
float BackupCurrentLineTextBaseOffset;
|
||||
float BackupLogLinePosY;
|
||||
bool AdvanceCursor;
|
||||
ImVec2 BackupCursorPos;
|
||||
ImVec2 BackupCursorMaxPos;
|
||||
float BackupIndentX;
|
||||
float BackupCurrentLineHeight;
|
||||
float BackupCurrentLineTextBaseOffset;
|
||||
float BackupLogLinePosY;
|
||||
bool AdvanceCursor;
|
||||
};
|
||||
|
||||
// Simple column measurement currently used for MenuItem() only. This is very short-sighted for now and not a generic helper.
|
||||
struct ImGuiSimpleColumns
|
||||
// Per column data for Columns()
|
||||
struct ImGuiColumnData
|
||||
{
|
||||
int Count;
|
||||
float Spacing;
|
||||
float Width, NextWidth;
|
||||
float Pos[8], NextWidths[8];
|
||||
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
|
||||
//float IndentX;
|
||||
};
|
||||
|
||||
// Simple column measurement currently used for MenuItem() only. This is very short-sighted for now and NOT a generic helper.
|
||||
struct IMGUI_API ImGuiSimpleColumns
|
||||
{
|
||||
int Count;
|
||||
float Spacing;
|
||||
float Width, NextWidth;
|
||||
float Pos[8], NextWidths[8];
|
||||
|
||||
ImGuiSimpleColumns();
|
||||
void Update(int count, float spacing, bool clear);
|
||||
float DeclColumns(float w0, float w1, float w2);
|
||||
float CalcExtraSpace(float avail_w);
|
||||
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.
|
||||
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);
|
||||
};
|
||||
|
||||
// Data saved in imgui.ini file
|
||||
struct ImGuiIniData
|
||||
{
|
||||
char* Name;
|
||||
ImGuiID ID;
|
||||
ImVec2 Pos;
|
||||
ImVec2 Size;
|
||||
bool Collapsed;
|
||||
char* Name;
|
||||
ImGuiID ID;
|
||||
ImVec2 Pos;
|
||||
ImVec2 Size;
|
||||
bool Collapsed;
|
||||
};
|
||||
|
||||
// Mouse cursor data (used when io.MouseDrawCursor is set)
|
||||
@ -309,11 +328,11 @@ struct ImGuiMouseCursorData
|
||||
// Storage for current popup stack
|
||||
struct ImGuiPopupRef
|
||||
{
|
||||
ImGuiID PopupID; // Set on OpenPopup()
|
||||
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
|
||||
ImGuiWindow* ParentWindow; // Set on OpenPopup()
|
||||
ImGuiID ParentMenuSet; // Set on OpenPopup()
|
||||
ImVec2 MousePosOnOpen; // Copy of mouse position at the time of opening popup
|
||||
ImGuiID PopupID; // Set on OpenPopup()
|
||||
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
|
||||
ImGuiWindow* ParentWindow; // Set on OpenPopup()
|
||||
ImGuiID ParentMenuSet; // Set on OpenPopup()
|
||||
ImVec2 MousePosOnOpen; // Copy of mouse position at the time of opening popup
|
||||
|
||||
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; }
|
||||
};
|
||||
@ -331,6 +350,7 @@ struct ImGuiState
|
||||
|
||||
float Time;
|
||||
int FrameCount;
|
||||
int FrameCountEnded;
|
||||
int FrameCountRendered;
|
||||
ImVector<ImGuiWindow*> Windows;
|
||||
ImVector<ImGuiWindow*> WindowsSortBuffer;
|
||||
@ -340,12 +360,13 @@ struct ImGuiState
|
||||
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
|
||||
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
|
||||
ImGuiID HoveredId; // Hovered widget
|
||||
bool HoveredIdAllowOverlap;
|
||||
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 ActiveIdAllowOverlap; // 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
|
||||
@ -371,6 +392,7 @@ struct ImGuiState
|
||||
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
|
||||
@ -379,6 +401,7 @@ struct ImGuiState
|
||||
|
||||
// Widget state
|
||||
ImGuiTextEditState InputTextState;
|
||||
ImFont InputTextPasswordFont;
|
||||
ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
|
||||
ImGuiStorage ColorEditModeStorage; // Store user selection of color edit mode
|
||||
ImVec2 ActiveClickDeltaToCenter;
|
||||
@ -390,6 +413,7 @@ struct ImGuiState
|
||||
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
|
||||
ImVec2 OsImePosRequest, OsImePosSet; // Cursor position request & last passed to the OS Input Method Editor
|
||||
|
||||
// Logging
|
||||
bool LogEnabled;
|
||||
@ -415,18 +439,19 @@ struct ImGuiState
|
||||
|
||||
Time = 0.0f;
|
||||
FrameCount = 0;
|
||||
FrameCountRendered = -1;
|
||||
FrameCountEnded = FrameCountRendered = -1;
|
||||
CurrentWindow = NULL;
|
||||
FocusedWindow = NULL;
|
||||
HoveredWindow = NULL;
|
||||
HoveredRootWindow = NULL;
|
||||
HoveredId = 0;
|
||||
HoveredIdAllowOverlap = false;
|
||||
HoveredIdPreviousFrame = 0;
|
||||
ActiveId = 0;
|
||||
ActiveIdPreviousFrame = 0;
|
||||
ActiveIdIsAlive = false;
|
||||
ActiveIdIsJustActivated = false;
|
||||
ActiveIdIsFocusedOnly = false;
|
||||
ActiveIdAllowOverlap = false;
|
||||
ActiveIdWindow = NULL;
|
||||
MovedWindow = NULL;
|
||||
SettingsDirtyTimer = 0.0f;
|
||||
@ -452,6 +477,7 @@ struct ImGuiState
|
||||
ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
|
||||
memset(Tooltip, 0, sizeof(Tooltip));
|
||||
PrivateClipboard = NULL;
|
||||
OsImePosRequest = OsImePosSet = ImVec2(-1.0f, -1.0f);
|
||||
|
||||
ModalWindowDarkeningRatio = 0.0f;
|
||||
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
|
||||
@ -472,7 +498,7 @@ 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;
|
||||
@ -486,8 +512,8 @@ struct ImGuiDrawContext
|
||||
int TreeDepth;
|
||||
ImGuiID LastItemID;
|
||||
ImRect LastItemRect;
|
||||
bool LastItemHoveredAndUsable;
|
||||
bool LastItemHoveredRect;
|
||||
bool LastItemHoveredAndUsable; // Item rectangle is hovered, and its window is currently interactable with (not blocked by a popup preventing access to the window)
|
||||
bool LastItemHoveredRect; // Item rectangle is hovered, but its window may or not be currently interactable with (might be blocked by a popup preventing access to the window)
|
||||
bool MenuBarAppending;
|
||||
float MenuBarOffsetX;
|
||||
ImVector<ImGuiWindow*> ChildWindows;
|
||||
@ -495,28 +521,30 @@ 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
|
||||
|
||||
float ColumnsStartX; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
|
||||
float IndentX; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
|
||||
float ColumnsOffsetX; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
|
||||
int ColumnsCurrent;
|
||||
int ColumnsCount;
|
||||
ImVec2 ColumnsStartPos;
|
||||
float ColumnsMinX;
|
||||
float ColumnsMaxX;
|
||||
float ColumnsStartPosY;
|
||||
float ColumnsCellMinY;
|
||||
float ColumnsCellMaxY;
|
||||
bool ColumnsShowBorders;
|
||||
ImGuiID ColumnsSetID;
|
||||
ImVector<float> ColumnsOffsetsT; // Columns offset normalized 0.0 (far left) -> 1.0 (far right)
|
||||
ImVector<ImGuiColumnData> ColumnsData;
|
||||
|
||||
ImGuiDrawContext()
|
||||
{
|
||||
@ -539,11 +567,12 @@ struct ImGuiDrawContext
|
||||
ColorEditMode = ImGuiColorEditMode_RGB;
|
||||
memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
|
||||
|
||||
ColumnsStartX = 0.0f;
|
||||
IndentX = 0.0f;
|
||||
ColumnsOffsetX = 0.0f;
|
||||
ColumnsCurrent = 0;
|
||||
ColumnsCount = 1;
|
||||
ColumnsStartPos = ImVec2(0.0f, 0.0f);
|
||||
ColumnsMinX = ColumnsMaxX = 0.0f;
|
||||
ColumnsStartPosY = 0.0f;
|
||||
ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
|
||||
ColumnsShowBorders = true;
|
||||
ColumnsSetID = 0;
|
||||
@ -551,7 +580,7 @@ struct ImGuiDrawContext
|
||||
};
|
||||
|
||||
// Windows data
|
||||
struct ImGuiWindow
|
||||
struct IMGUI_API ImGuiWindow
|
||||
{
|
||||
char* Name;
|
||||
ImGuiID ID;
|
||||
@ -589,7 +618,7 @@ struct ImGuiWindow
|
||||
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;
|
||||
@ -619,8 +648,6 @@ 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()); }
|
||||
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); }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -630,14 +657,21 @@ public:
|
||||
|
||||
namespace ImGui
|
||||
{
|
||||
inline ImGuiWindow* GetCurrentWindowRead() { ImGuiState& g = *GImGui; return g.CurrentWindow; } // If this ever crash it means that ImGui::NewFrame() has never been called (which is illegal). We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
|
||||
// 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(); // 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);
|
||||
@ -647,8 +681,15 @@ namespace ImGui
|
||||
IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
|
||||
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y);
|
||||
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
|
||||
IMGUI_API void SetItemAllowOverlap(); // Allow last item to be overlapped by a subsequent item
|
||||
|
||||
IMGUI_API void OpenPopupEx(const char* str_id, bool reopen_existing);
|
||||
|
||||
inline IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul) { ImVec4 c = GImGui->Style.Colors[idx]; c.w *= GImGui->Style.Alpha * alpha_mul; return ImGui::ColorConvertFloat4ToU32(c); }
|
||||
inline IMGUI_API ImU32 GetColorU32(const ImVec4& col) { ImVec4 c = col; c.w *= GImGui->Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); }
|
||||
|
||||
// NB: All position are in absolute pixels coordinates (not window coordinates)
|
||||
// FIXME: Refactor all RenderText* functions into one.
|
||||
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);
|
||||
@ -656,10 +697,13 @@ namespace ImGui
|
||||
IMGUI_API void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
|
||||
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col);
|
||||
|
||||
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, bool allow_key_modifiers, ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_existing_clip_rect = true);
|
||||
IMGUI_API void PopClipRect();
|
||||
|
||||
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
|
||||
|
||||
IMGUI_API bool SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, bool horizontal);
|
||||
IMGUI_API bool SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags = 0);
|
||||
IMGUI_API bool SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power);
|
||||
IMGUI_API bool SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* display_format);
|
||||
|
||||
@ -682,3 +726,6 @@ namespace ImGui
|
||||
|
||||
} // namespace ImGuiP
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (pop)
|
||||
#endif
|
||||
|
@ -1,4 +1,4 @@
|
||||
// stb_rect_pack.h - v0.05 - public domain - rectangle packing
|
||||
// stb_rect_pack.h - v0.08 - public domain - rectangle packing
|
||||
// Sean Barrett 2014
|
||||
//
|
||||
// Useful for e.g. packing rectangular textures into an atlas.
|
||||
@ -13,6 +13,7 @@
|
||||
// More docs to come.
|
||||
//
|
||||
// No memory allocations; uses qsort() and assert() from stdlib.
|
||||
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
|
||||
//
|
||||
// This library currently uses the Skyline Bottom-Left algorithm.
|
||||
//
|
||||
@ -20,11 +21,29 @@
|
||||
// implement them to the same API, but with a different init
|
||||
// function.
|
||||
//
|
||||
// Credits
|
||||
//
|
||||
// Library
|
||||
// Sean Barrett
|
||||
// Minor features
|
||||
// Martins Mozeiko
|
||||
// Bugfixes / warning fixes
|
||||
// Jeremy Jaussaud
|
||||
//
|
||||
// Version history:
|
||||
//
|
||||
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
|
||||
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
|
||||
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
|
||||
// 0.05: added STBRP_ASSERT to allow replacing assert
|
||||
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
|
||||
// 0.01: initial release
|
||||
//
|
||||
// LICENSE
|
||||
//
|
||||
// This software is in the public domain. Where that dedication is not
|
||||
// recognized, you are granted a perpetual, irrevocable license to copy,
|
||||
// distribute, and modify this file as you see fit.
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
@ -169,7 +188,10 @@ struct stbrp_context
|
||||
//
|
||||
|
||||
#ifdef STB_RECT_PACK_IMPLEMENTATION
|
||||
#ifndef STBRP_SORT
|
||||
#include <stdlib.h>
|
||||
#define STBRP_SORT qsort
|
||||
#endif
|
||||
|
||||
#ifndef STBRP_ASSERT
|
||||
#include <assert.h>
|
||||
@ -525,20 +547,24 @@ STBRP_DEF void stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int n
|
||||
}
|
||||
|
||||
// sort according to heuristic
|
||||
qsort(rects, num_rects, sizeof(rects[0]), rect_height_compare);
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
|
||||
|
||||
for (i=0; i < num_rects; ++i) {
|
||||
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
|
||||
if (fr.prev_link) {
|
||||
rects[i].x = (stbrp_coord) fr.x;
|
||||
rects[i].y = (stbrp_coord) fr.y;
|
||||
if (rects[i].w == 0 || rects[i].h == 0) {
|
||||
rects[i].x = rects[i].y = 0; // empty rect needs no space
|
||||
} else {
|
||||
rects[i].x = rects[i].y = STBRP__MAXVAL;
|
||||
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
|
||||
if (fr.prev_link) {
|
||||
rects[i].x = (stbrp_coord) fr.x;
|
||||
rects[i].y = (stbrp_coord) fr.y;
|
||||
} else {
|
||||
rects[i].x = rects[i].y = STBRP__MAXVAL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// unsort
|
||||
qsort(rects, num_rects, sizeof(rects[0]), rect_original_order);
|
||||
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
|
||||
|
||||
// set was_packed flags
|
||||
for (i=0; i < num_rects; ++i)
|
||||
|
@ -1,5 +1,6 @@
|
||||
// [ImGui] this is a slightly modified version of stb_truetype.h 1.4
|
||||
// [ImGui] we made a fix for using the END key on multi-line text edit, see https://github.com/ocornut/imgui/issues/275
|
||||
// [ImGui] we made a fix for using keyboard while using mouse, see https://github.com/nothings/stb/pull/209
|
||||
|
||||
// stb_textedit.h - v1.4 - public domain - Sean Barrett
|
||||
// Development of this library was sponsored by RAD Game Tools
|
||||
@ -437,6 +438,8 @@ static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *stat
|
||||
static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
|
||||
{
|
||||
int p = stb_text_locate_coord(str, x, y);
|
||||
if (state->select_start == state->select_end)
|
||||
state->select_start = state->cursor;
|
||||
state->cursor = state->select_end = p;
|
||||
}
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// stb_truetype.h - v1.07 - public domain
|
||||
// stb_truetype.h - v1.08 - public domain
|
||||
// authored from 2009-2015 by Sean Barrett / RAD Game Tools
|
||||
//
|
||||
// This library processes TrueType files:
|
||||
@ -39,13 +39,16 @@
|
||||
// Omar Cornut
|
||||
// github:aloucks
|
||||
// Peter LaValle
|
||||
// Sergey Popov
|
||||
// Giumo X. Clanjor
|
||||
// Higor Euripedes
|
||||
//
|
||||
// Misc other:
|
||||
// Ryan Gordon
|
||||
//
|
||||
// VERSION HISTORY
|
||||
//
|
||||
// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges
|
||||
// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;
|
||||
// variant PackFontRanges to pack and render in separate phases;
|
||||
// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);
|
||||
@ -802,7 +805,16 @@ typedef struct
|
||||
unsigned char *pixels;
|
||||
} stbtt__bitmap;
|
||||
|
||||
STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata);
|
||||
// rasterize a shape with quadratic beziers into a bitmap
|
||||
STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into
|
||||
float flatness_in_pixels, // allowable error of curve in pixels
|
||||
stbtt_vertex *vertices, // array of vertices defining shape
|
||||
int num_verts, // number of vertices in above array
|
||||
float scale_x, float scale_y, // scale applied to input vertices
|
||||
float shift_x, float shift_y, // translation applied to input vertices
|
||||
int x_off, int y_off, // another translation applied to input
|
||||
int invert, // if non-zero, vertically flip shape
|
||||
void *userdata); // context for to STBTT_MALLOC
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
@ -1684,7 +1696,7 @@ static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, i
|
||||
//STBTT_assert(e->y0 <= start_point);
|
||||
if (!z) return z;
|
||||
z->fdx = dxdy;
|
||||
z->fdy = (1/dxdy);
|
||||
z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f;
|
||||
z->fx = e->x0 + dxdy * (start_point - e->y0);
|
||||
z->fx -= off_x;
|
||||
z->direction = e->invert ? 1.0f : -1.0f;
|
||||
@ -1745,7 +1757,7 @@ static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__ac
|
||||
|
||||
static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)
|
||||
{
|
||||
stbtt__hheap hh = { 0 };
|
||||
stbtt__hheap hh = { 0, 0, 0 };
|
||||
stbtt__active_edge *active = NULL;
|
||||
int y,j=0;
|
||||
int max_weight = (255 / vsubsample); // weight per vertical scanline
|
||||
@ -1907,7 +1919,7 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
|
||||
float dx = e->fdx;
|
||||
float xb = x0 + dx;
|
||||
float x_top, x_bottom;
|
||||
float y0,y1;
|
||||
float sy0,sy1;
|
||||
float dy = e->fdy;
|
||||
STBTT_assert(e->sy <= y_bottom && e->ey >= y_top);
|
||||
|
||||
@ -1916,17 +1928,17 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
|
||||
// line with y_top, but that may be off the line segment.
|
||||
if (e->sy > y_top) {
|
||||
x_top = x0 + dx * (e->sy - y_top);
|
||||
y0 = e->sy;
|
||||
sy0 = e->sy;
|
||||
} else {
|
||||
x_top = x0;
|
||||
y0 = y_top;
|
||||
sy0 = y_top;
|
||||
}
|
||||
if (e->ey < y_bottom) {
|
||||
x_bottom = x0 + dx * (e->ey - y_top);
|
||||
y1 = e->ey;
|
||||
sy1 = e->ey;
|
||||
} else {
|
||||
x_bottom = xb;
|
||||
y1 = y_bottom;
|
||||
sy1 = y_bottom;
|
||||
}
|
||||
|
||||
if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) {
|
||||
@ -1936,7 +1948,7 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
|
||||
float height;
|
||||
// simple case, only spans one pixel
|
||||
int x = (int) x_top;
|
||||
height = y1 - y0;
|
||||
height = sy1 - sy0;
|
||||
STBTT_assert(x >= 0 && x < len);
|
||||
scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2) * height;
|
||||
scanline_fill[x] += e->direction * height; // everything right of this pixel is filled
|
||||
@ -1947,9 +1959,9 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
|
||||
if (x_top > x_bottom) {
|
||||
// flip scanline vertically; signed area is the same
|
||||
float t;
|
||||
y0 = y_bottom - (y0 - y_top);
|
||||
y1 = y_bottom - (y1 - y_top);
|
||||
t = y0, y0 = y1, y1 = t;
|
||||
sy0 = y_bottom - (sy0 - y_top);
|
||||
sy1 = y_bottom - (sy1 - y_top);
|
||||
t = sy0, sy0 = sy1, sy1 = t;
|
||||
t = x_bottom, x_bottom = x_top, x_top = t;
|
||||
dx = -dx;
|
||||
dy = -dy;
|
||||
@ -1963,7 +1975,7 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
|
||||
|
||||
sign = e->direction;
|
||||
// area of the rectangle covered from y0..y_crossing
|
||||
area = sign * (y_crossing-y0);
|
||||
area = sign * (y_crossing-sy0);
|
||||
// area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing)
|
||||
scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2);
|
||||
|
||||
@ -1976,9 +1988,9 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
|
||||
|
||||
STBTT_assert(fabs(area) <= 1.01f);
|
||||
|
||||
scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (y1-y_crossing);
|
||||
scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing);
|
||||
|
||||
scanline_fill[x2] += sign * (y1-y0);
|
||||
scanline_fill[x2] += sign * (sy1-sy0);
|
||||
}
|
||||
} else {
|
||||
// if edge goes outside of box we're drawing, we require
|
||||
@ -2048,7 +2060,7 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
|
||||
static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)
|
||||
{
|
||||
(void)vsubsample;
|
||||
stbtt__hheap hh = { 0 };
|
||||
stbtt__hheap hh = { 0, 0, 0 };
|
||||
stbtt__active_edge *active = NULL;
|
||||
int y,j=0, i;
|
||||
float scanline_data[129], *scanline, *scanline2;
|
||||
@ -2088,11 +2100,13 @@ static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e,
|
||||
|
||||
// insert all edges that start before the bottom of this scanline
|
||||
while (e->y0 <= scan_y_bottom) {
|
||||
stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata);
|
||||
STBTT_assert(z->ey >= scan_y_top);
|
||||
// insert at front
|
||||
z->next = active;
|
||||
active = z;
|
||||
if (e->y0 != e->y1) {
|
||||
stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata);
|
||||
STBTT_assert(z->ey >= scan_y_top);
|
||||
// insert at front
|
||||
z->next = active;
|
||||
active = z;
|
||||
}
|
||||
++e;
|
||||
}
|
||||
|
||||
@ -2835,7 +2849,7 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, stbtt_fon
|
||||
ranges[i].v_oversample = (unsigned char) spc->v_oversample;
|
||||
for (j=0; j < ranges[i].num_chars; ++j) {
|
||||
int x0,y0,x1,y1;
|
||||
int codepoint = ranges[i].first_unicode_codepoint_in_range ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
|
||||
int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
|
||||
int glyph = stbtt_FindGlyphIndex(info, codepoint);
|
||||
stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,
|
||||
scale * spc->h_oversample,
|
||||
@ -2876,7 +2890,7 @@ STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, stbtt
|
||||
if (r->was_packed) {
|
||||
stbtt_packedchar *bc = &ranges[i].chardata_for_range[j];
|
||||
int advance, lsb, x0,y0,x1,y1;
|
||||
int codepoint = ranges[i].first_unicode_codepoint_in_range ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
|
||||
int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
|
||||
int glyph = stbtt_FindGlyphIndex(info, codepoint);
|
||||
stbrp_coord pad = (stbrp_coord) spc->padding;
|
||||
|
||||
@ -3179,6 +3193,7 @@ STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *font_collection, const
|
||||
|
||||
// FULL VERSION HISTORY
|
||||
//
|
||||
// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges
|
||||
// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;
|
||||
// allow PackFontRanges to pack and render in separate phases;
|
||||
// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);
|
||||
|
Reference in New Issue
Block a user