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v1.46 ... v1.47

Author SHA1 Message Date
24d186753e Version number 1.47 2015-12-25 22:44:03 +01:00
1c5aa32d2b TODO items. Moved ImDrawList::Clear* methods suggesting they aren't for end-user. 2015-12-25 17:41:45 +01:00
1bdd3b8e00 Merge branch 'master' of https://github.com/ocornut/imgui 2015-12-25 12:00:07 +01:00
2849596069 Comments about ImDrawList::PushClipRect 2015-12-25 11:59:49 +01:00
8de3f4843c Update README.md - revert + patrons 2015-12-24 20:19:59 +01:00
f631ae26ca Update README.md - dear imgui 2015-12-24 20:06:09 +01:00
e4cf44e967 Minor rebranding "ImGui" -> "dear imgui" (#21) 2015-12-24 20:00:50 +01:00
25c9448dda imconfig.h tweak, not advertising IMGUI_INCLUDE_IMGUI_USER_INL anymore. 2015-12-24 20:00:49 +01:00
e34b4b46da Update README.md - dear imgui 2015-12-24 20:00:29 +01:00
f3b41b35c2 Initial creation of a ImGuiWindowFlags_NoBringToFrontOnFocus window push it at the front of global window list 2015-12-24 14:55:42 +01:00
40ddf8e287 Exported high-level versions of PushClipRect / PopClipRect to imgui_internal.h (#448) 2015-12-24 14:47:11 +01:00
96e2b925b1 Comments (#449) 2015-12-24 10:45:52 +01:00
fc7a3d07bb BeginPopupContextItem: fixed comment (#439) 2015-12-21 17:21:16 +01:00
4723d97cfb Added BeginPopupContextItem() comment (#439) 2015-12-21 00:04:33 +01:00
6102aa1375 BeginPopupContextWindow() and BeginPopupContextVoid() reopen window on subsequent click (#439) 2015-12-20 23:39:47 +01:00
66886405f6 Minor comment (#439) 2015-12-20 23:32:24 +01:00
217a6c875a Examples: OpenGL: Tentative fix for miscaled call to glViewport on high-DPI screens (#441)
Fix for 980ca286fe
2015-12-19 20:54:23 +01:00
2e5577f44f Fix for popups being incorrectly positioned if their contents are larger than display and WindowPadding < DisplaySafeAreaPadding 2015-12-17 12:22:50 +00:00
21f0d64a74 stb_rect_pack.h update to 0.08 2015-12-16 11:14:49 +00:00
0b10bec71f ImDrawList: Simplified code and added check to avoid mis-recycling a callback command. 2015-12-16 01:13:36 +00:00
0873da85ec ImDrawList: Fixed bug with PopClipRect() sometimes altering TextureId + fixed merging of draw calls with same TextureId 2015-12-16 01:01:34 +00:00
370de414ef TreeNode(): Fixed horizontal spacing for layout to match Bullet() (followup to #414, #282) 2015-12-13 23:42:44 +00:00
2e5352786a Bullet(), BulletText(): vertical and horizontal alignment fixes (namely for widget sized line height). (followup to #414, #282) 2015-12-13 23:41:02 +00:00
558430ca8f TreeNode() fixed alignment of collapse arrow to it matches bullet (broken in 4006fb77bc) 2015-12-13 22:07:01 +00:00
5084f90a0d Added ProgressBar() (#333) 2015-12-13 21:41:45 +00:00
76ab5587e4 GetColorU32: Comments 2015-12-13 19:55:15 +00:00
9b6b1bc0f3 Added GetColorU32 helpers (previously internal and misplaced as window->Color()) 2015-12-13 19:32:37 +00:00
7bcebdc207 Comments and missing forward declaration 2015-12-13 18:02:15 +00:00
8afbdd1ade ImColor: Added SetHSV helper function. 2015-12-13 17:17:53 +00:00
7b0bf23071 Ensure that individual widgets are pixel aligned when using non pixel snapped font rendering. 2015-12-13 17:12:35 +00:00
02ce1a2b32 Demo: Display extra info from ImFontConfig in the font display 2015-12-13 16:15:11 +00:00
56c4f5b7dc MenuBar clipping rectangle fix for bordered mode 2015-12-13 16:03:52 +00:00
b49a985324 Various adjustment for border to be inside instead of outside the window size 2015-12-13 16:01:25 +00:00
18223fd3ab Demo: Tweak window option and style display 2015-12-13 14:03:26 +00:00
a9bdda0d95 Demo: Added style editor in demo menu + exposed WindowFillAlphaDefault 2015-12-13 13:36:00 +00:00
b1b759938e Fixed SizeContents and auto-fit size not being rounded to integer, which affects border rendering when using non-default font 2015-12-13 12:52:55 +00:00
9583868bab Added ImGuiIO::ClearInputCharacters() superfluous helper. 2015-12-12 00:08:54 +00:00
6c7f8efe1e InputText: update mouse drag on mouse move only & key input reposition selection bounds (better fix for #429) 2015-12-11 22:37:47 +00:00
4bfd5cd95f InputText: when keys are being input while mouse is dragging, disable mouse drag until button release (#429) 2015-12-11 22:20:16 +00:00
bf83ac8b55 Examples: Fixed msvc batch files from warning. 2015-12-07 21:27:25 +00:00
de4ae2d53a Metrics: computing drawcmd bounding box handle case where buffer has been de-indexed. 2015-12-05 11:26:47 +00:00
5dec997fbe Minor tidying up of now redundant code 2015-12-04 23:41:24 +00:00
c80e2274f1 Renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. 2015-12-04 23:39:54 +00:00
ecc97bda7d Added SetItemAllowOverlap() exposed in imgui_internal.h only 2015-12-03 21:30:17 +00:00
18724f021a Merge branch 'JuJuBoSc-master' 2015-12-03 18:32:33 +00:00
9596e6f794 Examples: DirectX10: Minor tweaks, updated to latest example changes (#424) 2015-12-03 18:32:01 +00:00
dadd03fc11 Examples: DirectX10: Fix warning, disable debug device, add ignore list (#424) 2015-12-03 18:20:48 +00:00
59f0db6f15 Merge branch 'master' of https://github.com/JuJuBoSc/imgui into JuJuBoSc-master 2015-12-03 18:18:14 +00:00
32c1a3e46c Removed d3d11 references 2015-12-03 13:39:03 +01:00
730e8119fe Updated stb_truetype 1.07 -> 1.08 2015-12-03 12:35:27 +00:00
1f3a0e78cc Ported d3d11 renderer to d3d10 2015-12-03 13:18:35 +01:00
fe2972e8b2 Merge pull request #420 from RaptorFactor/master
Examples: DX11: Compile shaders with lower features levels.
2015-11-30 19:36:06 +00:00
6adf644448 Allow DX11 renderer to be used with devices with lower feature levels. 2015-12-01 05:08:30 +11:00
1b7aee7b9d Examples: DX11: Remove debug flag (#415) 2015-11-30 10:22:46 +00:00
632f9ec36a Commenting asserts 2015-11-30 09:45:45 +00:00
5f8200d52c TreeNode/CollapsingHeader: some minor cleanup of that horrible function. 2015-11-29 22:38:58 +00:00
d1b4159b51 TreeNode/CollapsingHeader: some minor cleanup of that horrible function. 2015-11-29 22:25:13 +00:00
9dca2ca960 Comments & spacing 2015-11-29 22:01:26 +00:00
b7e1ae4bf9 Added comment on using PushFont() before building the font (#232) 2015-11-29 21:33:51 +00:00
a500c0daf7 Demo: some TreeNode layout examples (#414, #282) 2015-11-29 21:02:15 +00:00
4006fb77bc TreeNode,CollapsingHeader: sizing fixes to support laying out item on same line before/after (#414, #282) 2015-11-29 20:35:58 +00:00
546962351b Internal minor renaming 2015-11-29 20:27:48 +00:00
6cee2fca94 Examples: Not clearing input data/tex data in atlas (will be required for dynamic atlas anyway). Effectively fix resizing in DX examples.
+ Standardized comments.
2015-11-29 14:54:05 +00:00
6269859315 Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing. 2015-11-29 14:15:07 +00:00
3aebddc4ac Tweak GetGlyphRangesJapanese() to it is easier to modify 2015-11-29 11:55:54 +00:00
94ec3d534e Examples: Header comments. 2015-11-29 11:25:15 +00:00
6800939e73 Examples: Header comments. 2015-11-29 11:19:30 +00:00
5c52e9ec0d Examples: Clarified comments. Removed font merging example from comments. 2015-11-29 11:11:03 +00:00
d673db3092 Examples: Added README into the Visual Studio solution to people are less likely to miss it. 2015-11-29 11:01:50 +00:00
9735563b65 Additional comments for new users 2015-11-29 10:53:03 +00:00
eb6575508f Demo: Tweaked Clipping example. 2015-11-29 10:29:06 +00:00
b2b4bbe5ea Demo: Fixed variable shadowing warning. 2015-11-29 10:25:55 +00:00
79b09e7d10 Fixed int>void* warnings for 64-bits architectures and fancy warnings 2015-11-29 10:20:50 +00:00
f505a372fd Speculative build fix for old versions of Visual Studio compiler 2015-11-28 20:00:40 +00:00
ba77166432 Demo: comments (#414) 2015-11-28 17:23:32 +00:00
32d2768734 Demo: Moved property editor demo to its own mini example applet (#414) 2015-11-28 17:16:59 +00:00
d3df39fed1 Columns: Added Property Tree demo among tidying up demos (#125, #414) 2015-11-28 16:44:09 +00:00
4ca34a879d Columns: Fixed bug with indentation within columns, also making code shorter/faster (#414, #125) 2015-11-28 16:36:25 +00:00
a9009b133c Columns: Undo accidental change from 807d4ff92c 2015-11-28 15:52:57 +00:00
6e2e60ffad Merge branch 'master' of https://github.com/ocornut/imgui 2015-11-28 15:35:22 +00:00
e4ba6e525b Columns:: columns set with no implicit id include the columns count into the id to avoid collisions (#125) 2015-11-28 15:35:10 +00:00
807d4ff92c Columns: minor tidying up while investigating severe issues with indenting within columns (#414) 2015-11-28 12:14:50 +00:00
c0ec9f4e63 Merge pull request #416 from zryan3/bugfix/sdl2_typos
Examples:SDL: fixed comment referencing GLFW.
2015-11-28 09:36:06 +00:00
aa6cb32bd4 fixed text referencing GLFW library in SDL examples 2015-11-27 23:04:35 -07:00
b4556c404d Update README.md
Removed paragraph.
2015-11-27 23:43:19 +00:00
bfacd250df Update README.md 2015-11-27 23:42:07 +00:00
58b23b4785 Columns: avoid growing ColumnsData vector when closing a window with no columns (#125)
(Will break calling GetColumnOffset() when there's no column but it
would only have worked after the first frame anyway, so basically it
didn't work)
2015-11-26 23:07:10 +00:00
1aac69c937 Columns: tidying up, moving OffsetT to a ImGuiColumnData structure 2015-11-26 23:01:15 +00:00
95138fa8d6 Merge branch 'master' of https://github.com/ocornut/imgui 2015-11-26 22:43:28 +00:00
3102c0c97e Rename internal ColumnsStartX to IndentX, makes more sense 2015-11-26 22:43:21 +00:00
60b75d78ea Update README.md 2015-11-24 19:13:05 +00:00
10ba61f882 Added links 2015-11-24 15:35:07 +00:00
5d84f4b450 Update README.md - faq 2015-11-22 23:16:19 +00:00
b959c74488 Update README.md - faq 2015-11-22 23:12:50 +00:00
83e6cfbec0 Examples: DirectX9/11: Removed assumption about Unicode build in example main.cpp (#399) 2015-11-22 21:23:56 +00:00
dc86a8a0bf Examples: OpenGL3: Fixed gl3w.c for Linux when compiled with C++ compiler (#411) 2015-11-22 17:16:55 +00:00
38cfdafbaf Examples: SDL/OpenGL3: Added -ldl to Linux command-line (#411) 2015-11-22 17:09:03 +01:00
1e69a86d30 Update README.md 2015-11-20 09:36:43 +01:00
92c518a420 InputText: Added password mode via ImGuiInputTextFlags_Password (#237, #363, #374) 2015-11-19 23:09:59 +01:00
6b03ddbcb1 Demo: Made the "menu inside a regular window" be in a different menuset. Added a comment (#409) 2015-11-16 22:43:42 +01:00
e2ecc02e02 Examples: Updated README 2015-11-16 22:17:10 +01:00
f96de74e05 Merge branch 'zach2good-SDL_OpenGL3_Implementation' 2015-11-16 22:13:58 +01:00
899cb3b4e9 Examples: SDL+OpenGL3: Fixed readme (#356) 2015-11-16 22:13:06 +01:00
ab7e91b65e Examples: SDL+OpenGL3: Various fixes to example to make it matches current GL3 example (#356) 2015-11-16 22:12:18 +01:00
9d0caa2e66 Examples: SDL+OpenGL3: Using glew like existing example + renaming (#356) 2015-11-16 22:05:22 +01:00
624adb1b23 Tweak build batch files and readmes 2015-11-16 22:03:13 +01:00
9a8cbf128d Merge branch 'SDL_OpenGL3_Implementation' of https://github.com/zach2good/imgui into zach2good-SDL_OpenGL3_Implementation 2015-11-16 21:35:49 +01:00
693efccb62 ImageButton() uses FrameRounding up to a maximum of available framing size (#394) 2015-11-15 19:43:05 +01:00
5549744e0f Minor popups comment tweak (#402) 2015-11-15 19:09:30 +01:00
f87deff0f3 Moving stdlib.h include outside of imgui.h (#405) 2015-11-13 17:08:54 +01:00
9243aee62c Fixed unused variable warning if asserts are compiled out. 2015-11-11 10:26:12 +00:00
3b2fdf27a8 Examples: Added /Zi (output debug information) in build_win32.bat files 2015-11-11 09:45:18 +00:00
0b47edcefe Merge pull request #403 from JasonWilkins/master
Fixed a couple of problems found by CppCat code analyzer.
2015-11-10 23:28:51 +00:00
4dee8473b5 Fixed a couple of problems found by CppCat code analyzer.
* incorrect implementation of ImVec4 operator- which always gives a w value of 0
* boolean formula of ((A && B) || B) can be simplified to just (B)
2015-11-10 17:06:37 -06:00
1d76890526 Examples: OpenGL3: Implement ImGui_ImplGlfwGL3_InvalidateDeviceObjects() like other examples. 2015-11-08 22:52:25 +00:00
e4fb14a9e0 TODO notes 2015-11-08 11:00:56 +00:00
e46c7b70eb Examples: Most examples apps detect if ImDrawIdx was changed to 32-bits instead of 16 2015-11-08 11:00:31 +00:00
4982cd136e Fixed Shutdown() not clearing FontAtlas if NewFrame() was never called. (#396, #303) 2015-11-07 23:10:09 +00:00
b168c72dd1 Update README.md 2015-11-01 22:53:29 +00:00
d963ff13ca Update README.md 2015-11-01 22:25:33 +01:00
acc87f7f5e Update README.md 2015-11-01 22:18:37 +01:00
6b23fca1ff Speculative build fix for using alloca on PS4 & FreeBSD 2015-10-30 18:05:06 +01:00
0a23e2c832 Tabs to spaces 2015-10-30 15:57:03 +01:00
980ca286fe Examples: OpenGL2/3: Save/setup/restore viewport as part of render function. Update SDL example to match GL2 one. (fix #392) 2015-10-30 15:44:47 +01:00
6ffe0fddbf Examples: Fixed crash when both buttons are held (#393) 2015-10-30 15:01:26 +01:00
1a42a3f91b Refactor internal SliderBehavior() to take flags instead of a bool.
Sorry!
2015-10-30 11:43:23 +01:00
3eabad0321 Refactor - Internal ButtonBehavior() removed unnecessary boolean arg, merged into flags using ImGuiButtonFlags_NoKeyModifiers.
This is quite a risky change frankly but I'd rather refactor sooner than
later. Hopefully few people are using the internal functions.
2015-10-30 11:36:51 +01:00
e858d229a0 Examples: update all examples with same comment (#389) 2015-10-30 10:45:16 +01:00
d0afb23a3f Merge pull request #389 from dougbinks/master
Font merge demo and documentation minor additions.
2015-10-30 10:39:59 +01:00
e1bc0dd7d5 Font merge demo and documentation minor additions.
Clarifies the lifetime requirements for the ranges parameter for AddFont* functions.
2015-10-25 16:06:42 +00:00
0b0c460324 Travis CI: revert, giving up update for now. 2015-10-19 20:10:43 +01:00
7245599f04 Travis CI: test upgrading to container-based build (3) 2015-10-19 20:05:02 +01:00
d86dd37091 Travis CI: test upgrading to container-based build 2015-10-19 19:59:53 +01:00
f11adc1c08 Travis CI: test upgrading to container-based build 2015-10-19 19:57:46 +01:00
217ef444d4 ColorEdit4: Fixed broken tooltip on hovering the color button (actually fixes #373, #380) 2015-10-19 12:02:52 +01:00
5f0db60a57 Version number 1.47 WIP 2015-10-18 20:13:01 +01:00
42529f1270 Merge pull request #378 from Gargaj/patch-1
Examples: DirectX9: NULL out font texture on Invalidate so NewFrame() can be called directly without ImGui_ImplDX9_CreateDeviceObjects()
2015-10-18 18:11:54 +01:00
e4d916a4b3 NULL out font texture on invalidate
If this isn't done, NewFrame won't re-create the font.
2015-10-18 19:05:04 +02:00
e130b09d91 Previous SDL implementation didn't work with my OpenGL 3.3 project, spliced the GLFW OpenGL examples on top of the SDL example to create an option that works for me. Could be useful for others. 2015-09-30 15:12:00 +01:00
61 changed files with 2771 additions and 912 deletions

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@ -1,13 +1,13 @@
ImGui
dear imgui,
=====
[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
(This library is free but I need your support to sustain its development - there's lots of desirable new features and maintenance to do. If you work for a company using ImGui or have the means to do so, please consider financial support)
(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)
[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and self-contained (no external dependencies). It is based on an "immediate mode" graphical user interface paradigm which enables you to build user interfaces with ease.
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.
@ -31,11 +31,9 @@ Your code passes mouse/keyboard inputs and settings to ImGui (see example applic
![screenshot of sample code alongside its output with ImGui](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png)
ImGui outputs vertex buffers and simple command-lists that you can render in your application. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate ImGui with your existing codebase.
ImGui 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
----
@ -47,21 +45,20 @@ You should be able to build the examples from sources (tested on Windows/Mac/Lin
Gallery
-------
![screenshot 1](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_01.png)
![screenshot 2](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_02.png)
![screenshot 3](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_03.png)
![screenshot 1](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/examples_04.png)
![screenshot 2](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_01.png)
![screenshot 3](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_02.png)
![screenshot 4](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_03.png)
![screenshot 5](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v140/test_window_05_menus.png)
![screenshot 4](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/skinning_sample_02.png)
![screenshot 6](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/examples_04.png)
![screenshot 6](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/skinning_sample_02.png)
![screenshot 7](https://cloud.githubusercontent.com/assets/8225057/7903336/96f0fb7c-07d0-11e5-95d6-41c6a1595e5a.png)
ImGui can load TTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
```
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;
```
![Japanese screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01_jp.png)
@ -75,37 +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).
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 accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
<b>I integrated ImGui in my engine and the text or lines are blurry..</b>
In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f). Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension.
<b>I integrated ImGui in my engine and some elements are disappearing when I move windows around..</b>
Most likely you are mishandling the clipping rectangles in your render function. Rectangles provided by ImGui are defined as (x1,y1,x2,y2) and NOT as (x1,y1,width,height).
<b>Can you create elaborate/serious tools with ImGui?</b>
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).
@ -113,7 +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>
@ -123,7 +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
------
@ -132,7 +137,7 @@ Donate
[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
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
-------
@ -153,11 +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.

5
examples/.gitignore vendored
View File

@ -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/*
@ -28,6 +32,7 @@ opengl3_example/opengl3_example
*.o
*.obj
*.exe
*.pdb
## Ini files
imgui.ini

View File

@ -1,15 +1,18 @@
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.
@ -38,6 +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.
@ -50,6 +57,9 @@ ios_example/
sdl_opengl_example/
SDL2 + OpenGL example.
sdl_opengl_example/
SDL2 + OpenGL3 example.
allegro5_example/
Allegro 5 example.

View File

@ -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
```

View File

@ -1,7 +1,7 @@
// ImGui Allegro 5 bindings
// You can copy and use unmodified imgui_impl_* files in your project.
// 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().
// See main.cpp for an example of using this.
// 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
@ -56,7 +56,8 @@ 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)
@ -87,9 +88,8 @@ 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);
@ -124,10 +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);

View File

@ -1,7 +1,7 @@
// ImGui Allegro 5 bindings
// You can copy and use unmodified imgui_impl_* files in your project.
// 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().
// See main.cpp for an example of using this.
// 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

View File

@ -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);

View 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

View File

@ -0,0 +1,159 @@
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<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{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)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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View 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>

View 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 *)&current_time);
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
g_Time = current_time;
// Read keyboard modifiers inputs
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
// io.MousePos : filled by WM_MOUSEMOVE events
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Hide OS mouse cursor if ImGui is drawing it
SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
// Start the frame
ImGui::NewFrame();
}

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// 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);
*/

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// 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;
}

View File

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

View File

@ -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>

View File

@ -39,4 +39,7 @@
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
</ItemGroup>
</Project>

View File

@ -1,7 +1,7 @@
// ImGui Win32 + DirectX11 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// 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().
// See main.cpp for an example of using this.
// 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>
@ -103,10 +103,10 @@ 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 },
};
@ -132,7 +132,7 @@ 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);
@ -184,26 +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)
@ -224,14 +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));
@ -280,10 +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()
@ -323,7 +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)
@ -353,7 +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;\
@ -369,7 +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)
@ -434,7 +429,7 @@ 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;
@ -489,7 +484,7 @@ void ImGui_ImplDX11_NewFrame()
// Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
g_Time = current_time;

View File

@ -1,7 +1,7 @@
// ImGui Win32 + DirectX11 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// 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().
// See main.cpp for an example of using this.
// 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;

View File

@ -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;
}

View File

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

View File

@ -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>

View File

@ -40,4 +40,7 @@
<Filter>imgui</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
</ItemGroup>
</Project>

View File

@ -1,7 +1,7 @@
// ImGui Win32 + DirectX9 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// 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().
// See main.cpp for an example of using this.
// 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>
@ -47,7 +47,7 @@ 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;
}
@ -230,14 +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;
@ -251,9 +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;
}
@ -285,6 +281,7 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
tex->Release();
ImGui::GetIO().Fonts->TexID = 0;
}
g_FontTexture = NULL;
}
void ImGui_ImplDX9_NewFrame()

View File

@ -1,7 +1,7 @@
// ImGui Win32 + DirectX9 binding
// You can copy and use unmodified imgui_impl_* files in your project.
// 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().
// See main.cpp for an example of using this.
// 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;

View File

@ -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;
}

View File

@ -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

View File

@ -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);

View File

@ -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;

View File

@ -1,10 +1,11 @@
// 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
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui_impl_marmalade.h"
@ -166,14 +167,13 @@ int32 ImGui_Marmalade_CharCallback(void* SystemData, void* userData)
bool ImGui_Marmalade_CreateDeviceObjects()
{
ImGuiIO& io = ImGui::GetIO();
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create texture
// Upload texture to graphics system
g_FontTexture = new CIwTexture();
g_FontTexture->SetModifiable(true);
CIwImage& image = g_FontTexture->GetImage();
@ -186,13 +186,9 @@ bool ImGui_Marmalade_CreateDeviceObjects()
g_FontTexture->SetFiltering(false);
g_FontTexture->Upload();
// Store the pointer
// 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;
}

View File

@ -1,10 +1,11 @@
// 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
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// https://github.com/ocornut/imgui
IMGUI_API bool ImGui_Marmalade_Init(bool install_callbacks);
IMGUI_API void ImGui_Marmalade_Shutdown();

View File

@ -1,7 +1,8 @@
// 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
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui_impl_marmalade.h"
@ -17,7 +18,7 @@ int main(int, char**)
ImGui_Marmalade_Init(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);
@ -26,12 +27,6 @@ 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);

View File

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

View File

@ -1,7 +1,7 @@
// ImGui GLFW binding with OpenGL3 + shaders
// You can copy and use unmodified imgui_impl_* files in your project.
// 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().
// See main.cpp for an example of using this.
// 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>
@ -39,14 +39,15 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src);
GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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);
@ -59,10 +60,12 @@ 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 },
@ -96,7 +99,7 @@ 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;
}
@ -108,12 +111,13 @@ 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);
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);
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()
@ -158,16 +162,17 @@ void ImGui_ImplGlfwGL3_CharCallback(GLFWwindow*, unsigned int c)
io.AddInputCharacter((unsigned short)c);
}
void ImGui_ImplGlfwGL3_CreateFontsTexture()
bool ImGui_ImplGlfwGL3_CreateFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
// 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.
// Create OpenGL 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);
@ -177,9 +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()
@ -259,6 +265,32 @@ bool ImGui_ImplGlfwGL3_CreateDeviceObjects()
return true;
}
void ImGui_ImplGlfwGL3_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_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
{
g_Window = window;
@ -304,28 +336,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
void ImGui_ImplGlfwGL3_Shutdown()
{
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;
}
ImGui_ImplGlfwGL3_InvalidateDeviceObjects();
ImGui::Shutdown();
}
@ -353,13 +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++)

View File

@ -1,7 +1,7 @@
// ImGui GLFW binding with OpenGL3 + shaders
// You can copy and use unmodified imgui_impl_* files in your project.
// 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().
// See main.cpp for an example of using this.
// 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;

View File

@ -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);

View File

@ -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>

View File

@ -52,4 +52,7 @@
<Filter>imgui</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
</ItemGroup>
</Project>

View File

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

View File

@ -1,7 +1,7 @@
// ImGui GLFW binding with OpenGL
// You can copy and use unmodified imgui_impl_* files in your project.
// 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().
// See main.cpp for an example of using this.
// 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>
@ -30,8 +30,8 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
{
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// 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);
@ -46,10 +46,12 @@ 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();
@ -80,7 +82,7 @@ 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;
}
@ -97,6 +99,7 @@ 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()
@ -143,14 +146,13 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c)
bool ImGui_ImplGlfw_CreateDeviceObjects()
{
ImGuiIO& io = ImGui::GetIO();
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
// Create OpenGL texture
// Upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &g_FontTexture);
@ -162,9 +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;
@ -253,13 +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++)

View File

@ -1,7 +1,7 @@
// ImGui GLFW binding with OpenGL
// You can copy and use unmodified imgui_impl_* files in your project.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// See main.cpp for an example of using this.
// 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;

View File

@ -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);

View File

@ -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>

View File

@ -40,4 +40,7 @@
<Filter>imgui</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
</ItemGroup>
</Project>

View 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
```

View 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();
}

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@ -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();

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@ -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, &current);
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;
}

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@ -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

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@ -1,7 +1,7 @@
// ImGui SDL2 binding with OpenGL
// You can copy and use unmodified imgui_impl_* files in your project.
// 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().
// See main.cpp for an example of using this.
// 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>
@ -22,8 +22,9 @@ static GLuint g_FontTexture = 0;
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);
@ -36,13 +37,18 @@ 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();
@ -68,8 +74,8 @@ 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;
}
@ -80,12 +86,13 @@ 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()
@ -140,14 +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);
@ -157,9 +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;
}
@ -236,7 +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)

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@ -1,7 +1,7 @@
// ImGui SDL2 binding with OpenGL
// You can copy and use unmodified imgui_impl_* files in your project.
// 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().
// See main.cpp for an example of using this.
// 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;

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@ -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);

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@ -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

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@ -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);
}
*/

723
imgui.cpp

File diff suppressed because it is too large Load Diff

50
imgui.h
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@ -1,5 +1,5 @@
// ImGui library v1.46
// Headers
// dear imgui, v1.47
// (headers)
// See imgui.cpp file for documentation.
// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
@ -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 "1.46"
#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;
@ -173,6 +173,8 @@ 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)
@ -194,7 +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
@ -217,7 +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);
@ -258,11 +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
@ -326,8 +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
@ -346,12 +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.
@ -365,7 +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();
@ -491,6 +494,7 @@ enum ImGuiInputTextFlags_
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()
};
@ -734,8 +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
@ -970,12 +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); }
};
@ -1097,9 +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);
@ -1144,6 +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);

View File

@ -1,5 +1,5 @@
// ImGui library v1.46
// 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"))
{
@ -204,7 +223,8 @@ 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", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
{
@ -216,7 +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");
@ -227,7 +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();
@ -254,7 +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();
@ -416,6 +439,13 @@ 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();
}
@ -678,13 +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)
@ -695,12 +727,7 @@ void ImGui::ShowTestWindow(bool* opened)
phase += 0.10f*values_offset;
}
}
ImGui::PlotLines("##Lines", values.Data, values.Size, values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,80));
ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x);
ImGui::BeginGroup();
ImGui::Text("Lines");
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
@ -718,6 +745,26 @@ void ImGui::ShowTestWindow(bool* opened)
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"))
@ -762,7 +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)");
@ -933,6 +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();
}
@ -952,7 +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++)
@ -1021,13 +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::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::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::TreePop();
}
}
@ -1097,14 +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();
@ -1186,142 +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();
}
}
@ -1476,13 +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");
@ -1503,7 +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();
@ -1734,7 +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;
@ -1746,9 +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();
}
@ -2160,6 +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);

View File

@ -1,5 +1,5 @@
// ImGui library v1.46
// 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
@ -94,7 +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()
{
@ -134,11 +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);
@ -155,28 +159,53 @@ 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()
{
ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
if (!current_cmd || (current_cmd->ElemCount != 0) || current_cmd->UserCallback != NULL)
// 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
{
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;
}
curr_cmd->ClipRect = curr_clip_rect;
}
// Scissoring. The values in clip_rect are x1, y1, x2, y2.
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);
@ -199,16 +228,6 @@ void ImDrawList::PopClipRect()
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);
@ -1082,13 +1101,13 @@ static const char* GetDefaultCompressedFontDataTTFBase85();
static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; }
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.
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, disable oversampling
@ -1533,25 +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()

View File

@ -1,7 +1,7 @@
// ImGui library v1.46
// Internals
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
// 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
@ -39,6 +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
@ -116,7 +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; }
@ -148,7 +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_
@ -157,6 +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_
@ -189,33 +196,33 @@ enum ImGuiDataType
// NB: we can't rely on ImVec2 math operators being available here
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;
@ -230,8 +237,8 @@ struct IMGUI_API 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
@ -244,27 +251,34 @@ 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.
// Per column data for Columns()
struct ImGuiColumnData
{
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];
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
@ -280,7 +294,6 @@ struct IMGUI_API ImGuiTextEditState
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)); }
@ -295,11 +308,11 @@ struct IMGUI_API ImGuiTextEditState
// 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)
@ -315,11 +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; }
};
@ -347,13 +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 HoveredIdAllowHoveringOthers;
bool HoveredIdAllowOverlap;
ImGuiID HoveredIdPreviousFrame;
ImGuiID ActiveId; // Active widget
ImGuiID ActiveIdPreviousFrame;
bool ActiveIdIsAlive;
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdAllowHoveringOthers; // Set only by active widget
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
@ -388,6 +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;
@ -399,6 +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;
@ -430,13 +445,13 @@ struct ImGuiState
HoveredWindow = NULL;
HoveredRootWindow = NULL;
HoveredId = 0;
HoveredIdAllowHoveringOthers = false;
HoveredIdAllowOverlap = false;
HoveredIdPreviousFrame = 0;
ActiveId = 0;
ActiveIdPreviousFrame = 0;
ActiveIdIsAlive = false;
ActiveIdIsJustActivated = false;
ActiveIdAllowHoveringOthers = false;
ActiveIdAllowOverlap = false;
ActiveIdWindow = NULL;
MovedWindow = NULL;
SettingsDirtyTimer = 0.0f;
@ -462,6 +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
@ -496,8 +512,8 @@ struct IMGUI_API 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;
@ -517,16 +533,18 @@ struct IMGUI_API ImGuiDrawContext
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()
{
@ -549,11 +567,12 @@ struct IMGUI_API 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;
@ -629,8 +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); }
};
//-----------------------------------------------------------------------------
@ -653,7 +670,7 @@ namespace ImGui
IMGUI_API void SetHoveredID(ImGuiID id);
IMGUI_API void KeepAliveID(ImGuiID id);
IMGUI_API void EndFrame(); // This automatically called by Render()
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);
@ -664,8 +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);
@ -673,10 +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);

View File

@ -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)

View File

@ -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;
}

View File

@ -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?);