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v1.49 ... v1.51

Author SHA1 Message Date
55a6209931 Version 1.51 2017-08-25 00:29:59 +08:00
82c3116b4f Demo: Displaying version number in test window. 2017-08-24 17:32:03 +08:00
d213c0eb7e Style: Tweaked default border (undo half-way from original c1e1e015c4) (#707) 2017-08-24 17:30:10 +08:00
92efa00bc9 Minor miscellaneous merges from Navigation branch to reduce divergence a little bit 2017-08-22 20:44:39 +08:00
eb2bbf6f29 Renamed IsItemHoveredRect() to IsItemRectHovered(). Renamed IsMouseHoveringWindow() to IsWindowRectHovered() - follow up to previous commit 6be7d4904e merged from Nav. 2017-08-22 20:25:27 +08:00
52b39af0a0 Style: Added obsolete redirects for ImGuiCol_Columns*** fields. (ref 648f75b245) 2017-08-22 20:23:46 +08:00
6be7d4904e Merge part of 88c1966629 from Nav branch. Renamed IsMouseHoveringAnyWindow() -> IsAnyWindowHovered(), IsMouseHoveringWindow() -> IsWindowHoveredRect() for consistency. Kept inline rediection function. 2017-08-22 20:10:02 +08:00
141339e4b7 (internals) Renamed FocusedWindow to NavWindow to match terminology of navigation branch 2017-08-22 19:51:12 +08:00
2ad2190d47 Merge 20a0fde012 Tidying up default clipboard handler for non Windows-OS (from Nav branch) 2017-08-22 19:47:52 +08:00
50b3a14d0a Merge 2545d75c3b from Nav - Tidying up, removed two unnecessary window flags from being exposed in imgui.h 2017-08-22 18:26:27 +08:00
d5b0d51274 Minor miscellaneous merges from Navigation branch to reduce divergence a little bit 2017-08-22 18:13:10 +08:00
6ee317d26d ImRect::Clip() -> ClipWith() to clarify meaning, going to undo the change in Nav branch. 2017-08-22 17:46:50 +08:00
543dc2817f Fixed an assert when calling CloseCurrentPopup() twice in a row. 2017-08-21 22:54:20 +08:00
530baee1a7 Removed tabs that slipped through the cracks 2017-08-21 00:03:37 +08:00
9b484d24cd ImDrawList: Added GetClipRectMin(), GetClipRectMax() helpers. Comments. 2017-08-20 23:45:02 +08:00
067127f113 Columns: Caching columns clipping rectangles (#125) 2017-08-20 23:17:59 +08:00
adeaf1cd72 Columns: Moved PushColumnClipRect() to imgui_internal.h 2017-08-20 23:09:43 +08:00
54bdd00df7 Columns: Fix for explicit content width and scrollbar. (#519, #125) 2017-08-20 21:32:18 +08:00
ea493fd8da Merge branch 'ggtucker-master' 2017-08-20 21:09:22 +08:00
83e8d10fab Columns: Columns set resize based on the presence of vertical scrollbar. Not 100% sure about that but it looks like we've fixed enough bugs that this may not cause troubles anymore. (#125, #913, #893, #1138) 2017-08-20 21:08:07 +08:00
1ebd7ec049 Demo: Columns: Added Horizontal Scrolling demo. Tweaked another Columns demo. (#519, #125, #913) 2017-08-20 20:58:24 +08:00
7ff1c149b5 Columns: Fixed another form of shearing made visible by the PreserveWidth option. The code was initially added in c46d5634d4 to fix because we've fixed in e42aaede42eb6d8a47cf104f3afd6057b13a61ee. (#913, #125) 2017-08-20 20:58:24 +08:00
1c83b073c6 Columns: A set of column (and most importantly the right-most column) do not register its content to the parent, not affecting the window contents size. (#519, #125, #913) 2017-08-20 20:58:23 +08:00
7f0063f858 Columns: Added ImGuiColumnsFlags_NoResize flag (internal). (#913, #125) 2017-08-20 19:32:50 +08:00
e70d49ba1f Columns: Fixed one form of shearing during resizing columns with PreserveWidth enabled (there's another issue still). (#913, #125) 2017-08-20 19:32:50 +08:00
9307631c90 Columns: Removed unnecessary/misleading dummy ItemSize(). Was fixed already before, and fixed again in this branch by 3bf2af23e6. (#913, #125). End() calls EndColumns() directly. 2017-08-20 19:32:50 +08:00
a511b00226 Columns: Fixed offset rounding leading to SetColumnOffset() being destructive when ImGuiColumnsFlags_NoPreserveWidths flag is not set. (#913, #125) 2017-08-20 19:32:50 +08:00
3bf2af23e6 Columns: Fixed EndColumns() not repositioning the cursor. (#913) 2017-08-20 18:44:54 +08:00
19a42cb2fd Columns: Moved BeginColumns/EndColumns/flags from #913 to imgui_internals.h + minor shallow tweaks. Removed demo code temporarily. (#125) 2017-08-20 18:44:48 +08:00
bc78535bbf Merge branch 'master' of https://github.com/ggtucker/imgui into ggtucker-master
# Conflicts:
#	imgui.cpp
#	imgui.h
2017-08-20 18:22:34 +08:00
b4eeb4aa8d Renamed GetStyleColName() to GetStyleColorName() for consistency. Extra comments in Api Breaking Changes section. 2017-08-20 17:53:09 +08:00
af2db53780 Added GetStyleColorVec4() 2017-08-20 17:50:25 +08:00
cf84650ee8 GCC warnings fixes 2017-08-20 16:39:43 +08:00
fd394e1e95 Scrollbar: Comments. Fixed potential div-by-zero error which I can repro now, so added an assert to notify us if it's actually ever useful or not. 2017-08-20 16:39:11 +08:00
1065a7b95b ImFontAtlas::AddFontDefault: Made it possible to override size (even if it isn't really recommended) 2017-08-20 15:38:05 +08:00
91d841dd5f Added PushStyleColor(ImGuiCol idx, ImU32 col) overload. (Which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.) 2017-08-20 15:28:12 +08:00
3b11e73333 Examples: gitignore added patterns for modern MSVC versions 2017-08-20 15:17:37 +08:00
8be7a60f20 ImFontAtlas: Re-arranging code to simplify implementation of imgui_freetype. (#618) 2017-08-17 21:19:54 +08:00
1086c87767 ImFontAtlas: Re-arranging code to simplify implementation of imgui_freetype. (#618) 2017-08-17 21:13:14 +08:00
4075cc58e9 ImFontAtlas; Re-arranging code to simplify implementation of imgui_freetype (#618) 2017-08-17 20:44:44 +08:00
d970957e2d ImFontAtlas: Draft of an api to submit custom rectangle (not exposed). Atlas default texture chunk using it. (WIP: we are still storing mouse UV outside in GImGui) 2017-08-17 19:36:48 +08:00
4a7e1ff4d4 ImFontAtlas: Some shallow renaming + added an assert for clarification 2017-08-17 15:35:59 +08:00
52f1a4124c Demo: Tweaked Fonts section. 2017-08-17 13:56:16 +08:00
c569676a7b ImVector: Added a const 2017-08-17 11:46:25 +08:00
0be4f66d89 ImFontAtlas: Shuffling some code inside Build() to make upcoming diffs less confusing (nb: we might break compat with forks of Build() like #618) 2017-08-17 11:46:25 +08:00
34d09f2dc8 Merge pull request #1283 from onqtam/imgui_api
Added missing IMGUI_API to ImGuiTextFilter methods implemented in imgui.cpp
2017-08-16 23:29:52 +08:00
fd9460a087 added missing IMGUI_API to ImGuiTextFilter methods implemented in imgui.cpp 2017-08-16 17:52:11 +03:00
68bf5ecbc1 Marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame. Removed the broken __LINE__ from IMGUI_ONCE_UPON_A_FRAME 2017-08-16 17:51:44 +08:00
a85a14370b OpenPopupEx() internal tweaks to receive an ImGuiID, BeginPopupContextXXX shortening unnecessarily long identifier. 2017-08-16 15:47:10 +08:00
a9915681eb PushID()/PopID() to not need to mark parent window as Accessed (needlessly waking up the root "Debug" window) (#747) 2017-08-16 14:37:54 +08:00
5ea1865fdb (api breaking) changed parameter order for BeginPopupContextWindow(), note that most uses relied on default parameters completely. 2017-08-16 14:24:41 +08:00
638d77c682 Comments (#402) 2017-08-16 14:19:48 +08:00
e8dd435ccd Merge branch 'mkeeter-is-popup-open' 2017-08-16 13:43:02 +08:00
d2259f65e5 Undo part of 32dbe836d0 to keep the same name for both overloads (#891, #799) 2017-08-16 13:42:41 +08:00
f98376d02b Merge branch 'is-popup-open' of https://github.com/mkeeter/imgui into mkeeter-is-popup-open
# Conflicts:
#	imgui.cpp
2017-08-16 13:19:15 +08:00
a83f7083ed BeginPopupEx() uses ImGuiID internally 2017-08-16 13:06:14 +08:00
e682362f35 TODO list update, comments 2017-08-16 12:54:51 +08:00
f827c8448a Merge pull request #1282 from jadwallis/master
ImFontAtlas: Make font atlas padding between packed glyphs configurable
2017-08-16 10:45:07 +08:00
9239e91dc9 Whitespace fix to previous 2017-08-15 14:12:32 +01:00
718f00d651 Make font atlas packing padding configurable 2017-08-15 14:11:04 +01:00
01b99bbe09 TODO list update 2017-08-15 00:36:15 +08:00
cd17af0d33 Renamed 2017-08-15 00:09:03 +08:00
03aae93f3e TODO list update (merging a first batch of things I had laying around, +60 entries) 2017-08-14 21:14:42 +08:00
7b7845d764 ImFont::CalcWordWrapPositionA: minor optimization 2017-08-14 21:00:44 +08:00
a6d69f04c0 PlotHistogram: bars are drawn based on the position of zero (#828) 2017-08-14 17:20:05 +08:00
d258287c92 Revert d2c219d #826 + tidying up ImFont::RenderChar() 2017-08-14 16:53:38 +08:00
3d6e037c23 Comments (#1034) 2017-08-14 16:51:14 +08:00
bd3dfc0eba Moved TODO list to TODO.txt 2017-08-14 16:51:14 +08:00
d2c219df84 Merge pull request #826 from swetland/patch
ImFont: add RenderGlyph() to allow rendering of individual glyphs post-query
2017-08-14 16:50:20 +08:00
2b7fe73a08 Window size can be loaded from .ini data even if ImGuiWindowFlags_NoResize flag is set (#1048, #1056) 2017-08-14 13:27:19 +08:00
c1e1e015c4 Style: Tweaked default border (which is off by default) to be less noticeable (#707, #1019) 2017-08-14 13:07:55 +08:00
97fccbdb73 Demo: Fixed conflicting id introduced in be9628494a . Added tooltip. 2017-08-14 13:05:03 +08:00
648f75b245 Style: renamed ImGuiCol_Columns_*** to ImGuiCol_Separator_*** (BREAKING), Separator() uses this color as well. (#707, #1019) 2017-08-14 13:04:32 +08:00
6a4064e5f2 PathArcToFast: Minor renaming for clarification. Comments. 2017-08-14 12:25:35 +08:00
8c61a4eb4c Fonts: Adding references to the fact that .OTF fonts are supported (but haven't renamed the entry points) 2017-08-14 11:29:54 +08:00
41076188ca Merge pull request #1277 from luk1337/master
ColorPicker: Fix broken ImGuiColorEditFlags_NoAlpha flag check - not restoring Alpha when clicking on reference color.
2017-08-12 12:53:13 +08:00
8352d43a0c Fix broken ImGuiColorEditFlags_NoAlpha flag check
* Fixes warning:
  imgui.cpp:9295:98: warning: enum constant in boolean context [-Wint-in-bool-context]
2017-08-11 22:52:40 +02:00
908b025c3c Fixed (unlikely) Ini saving crash if the ImGuiWindowFlags_NoSavedSettings gets removed from a window after its creation (#1000) + minor FAQ tweaks 2017-08-12 01:23:39 +08:00
0f126a5b07 Update README.md (small wording bits, inspired by #1093) 2017-08-12 01:05:24 +08:00
b4fe5d36a4 Examples: OpenGL3+SDL: Fix types to uses GlEnum (#1147) 2017-08-12 00:46:58 +08:00
048322f3fd Merge pull request #1147 from TinyTinni/master
Examples: OpenGL3+GLFW3: Fix types to uses GlEnum (#1147)
2017-08-12 00:43:34 +08:00
5eef7dd82f Demo: Consoles: Added "Copy" button to demonstrate LogToClipboard 2017-08-12 00:43:55 +08:00
08265bfbd9 RenderArrow(): fix warning. re-orderer lines to match enum order. 2017-08-11 14:44:53 +08:00
d7cad903aa Documentation tweaks 2017-08-11 14:29:27 +08:00
7e452ec737 Renamed ImGuiSetCond_XXX type and enums to ImGuiCond_XXX, kept old enums under #ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 2017-08-11 13:36:28 +08:00
53d1b1e929 ColorPicker: Fixes for when ImGuiColorEditFlags_NoOptions flag is set: always read a default picker type + forward flag to sub ColorEdit widgets. (#346) 2017-08-10 10:25:50 +08:00
fed18d3203 Removed old ValueColor() helpers. (#346) 2017-08-09 23:04:26 +08:00
fc5ab0cb8d RenderCheckMark() tidying up 2017-08-09 22:56:01 +08:00
4fd148f4f9 Added ImFontAtlas::GlyphRangesBuilder helper + doc 2017-08-09 22:42:03 +08:00
43e2abbee3 Comments, FAQ entry (#586, #1105) 2017-08-09 20:27:59 +08:00
55b99d753c Minor string typo 2017-08-08 23:12:23 +08:00
be9628494a Demo: Rearranged everything under Widgets in a more consistent way. 2017-08-08 18:04:31 +08:00
d888de4483 Demo: Merged a few demo tweaks from navigation branch to minimize drift. 2017-08-08 17:49:12 +08:00
a78ef7a369 Comments 2017-08-08 16:07:17 +08:00
942cb0e1f2 Added SetColorEditOptions(). ColorPicker4: context menu to select picker type and alpha bar. Reorganized flags (again!). (#346) 2017-08-08 15:54:20 +08:00
d952a8d3bf Demo: Color widget demo tweaks (#346) 2017-08-08 14:49:45 +08:00
a4012fd5b2 Merge branch 'master' into 2016-02-colorpicker 2017-08-08 11:30:10 +08:00
b5ad88627d Merge various documentation tweaks, comments, todos from the Navigation Branch to reduce drift a little 2017-08-08 11:27:48 +08:00
a1bcc8392e Fixed GetScrollMaxX() debug left-over from 7096fd8500 (#1271) 2017-08-08 11:15:34 +08:00
1c991b525a Merge remote-tracking branch 'origin' into 2016-02-colorpicker 2017-08-07 22:34:30 +08:00
0ab722c3c5 Columns: First first column appearing wider than others (#1266) 2017-08-07 22:28:09 +08:00
d43c25d8f4 SetScrollHere() tweak to make the code a little less confusing 2017-08-07 21:54:41 +08:00
e36b41cbd0 Fixed Y scroll aiming when Horizontal Scrollbar is enabled (#665). Tweak log demo. 2017-08-07 21:53:57 +08:00
7096fd8500 Fixes for Vertical Scrollbar not automatically getting enabled if enabled Horizontal Scrollbar straddle the vertical limit. (#1271, #246) 2017-08-07 19:41:22 +08:00
233a6efeba Fixed GetScrollMaxX(), GetScrollMaxY(). Tweak demo to display more data. Using functions in Begin(). (#1271) 2017-08-07 18:35:15 +08:00
6d60e0fc58 Fonts readme tweaks, links 2017-08-07 15:21:21 +08:00
f4c0134f9f Moved ColorEdit, ColorPicker declaration in their own section of imgui.h, minor comments adjustment (#346) 2017-08-06 18:08:58 +08:00
cdea8ca94f Demo: Comment about 'static' and some tweaks (#1267) 2017-08-06 11:07:52 +08:00
46c73cccff Popups window can be moved (if they don't have explicit positions provided by user, or e.g. sub-menu popup) (#1252) 2017-08-05 19:47:52 +08:00
d762f1dbfb Comments, clarification about io.WantCaptureMouse, io.WantCaptureKeyboard flags timing and NewFrame(). (#1262) 2017-08-05 19:15:03 +08:00
95f2706d1c Clipboard: [windows] Fixed not closing win32 clipboard on early return. (#1264) 2017-08-05 16:05:48 +08:00
40ac84d701 DataTypeApplyOpFromText: renamed local variables + comments to avoid confusion about the fact that int and float paths are not totally symetrical. (#671) 2017-08-03 16:41:29 +08:00
f6460970c5 ColorPicker: Hue wheel + SV triangle picker mode (mode selection flags still wip, missing context menu and persistent options). (#346) 2017-07-31 21:20:42 +08:00
fb54dce71c Internals: Added ImLineClosestPoint, ImTriangleClosestPoint helpers. Changing ImVec2 arg to const ImVec2& 2017-07-31 21:11:41 +08:00
1a26d0bc98 Internals: Added ImDot(), ImRotate(), ImLerp(v2,v2,float) helpers. 2017-07-31 18:56:51 +08:00
72da4081f8 Internals: Added ImTriangleBarycentricCoords() helper. Renamed ImIsPointInTriangle() to ImTriangleContainsPoint(), with different arg order. 2017-07-31 17:54:40 +08:00
2f508c7073 ColorEdit: Extract ColorOptionsPopup() function out of ColorEdit4(). (#346) 2017-07-31 17:32:07 +08:00
10ef5a63f0 ColorPicker: Rearrange code to introduce alternate HSV picker/selector with simpler diff. (#346) 2017-07-31 16:50:28 +08:00
cc3cce7567 Comments, minor tidying up. 2017-07-31 16:48:45 +08:00
e63ebd997f Use ~IM_COL32_A_MASK instead of IM_COL32(255,255,255,0) 2017-07-31 12:25:27 +08:00
70ee41b8b3 ColorPicker: Reordered drawing code to match left-to-right display. Extra comments. (#346) 2017-07-31 12:08:20 +08:00
4b2f157fb1 Renamed ImGuiColorEditFlags_ModeMask_ to ImGuiColorEditFlags_InputsModeMask_ (#346) 2017-07-31 11:50:14 +08:00
efbb1ae04e ColorPicker4: Fixed forwarding _HDR flag from ColorPicker4 back to ColorEdit4 components. (#346) 2017-07-30 23:22:48 +08:00
3ee969c3e3 ColorPicker: Alpha bar using a checkerboard. (#346) 2017-07-30 23:11:59 +08:00
3075d8bcd4 ColorEdit4: Preliminary support for ImGuiColorEditFlags_HDR flag (currently only lift limits). (#346) 2017-07-30 23:08:43 +08:00
f6a89779c8 ColorEdit4: Hex input clamps integer components to 0..255 range during printout (#346) 2017-07-30 23:06:07 +08:00
91a4f5df25 Demo: Tweaks 2017-07-30 18:28:59 +08:00
e1a00c3d26 ColorButton: Added frame border when style border are off. (#346) @jdumas 2017-07-30 18:09:34 +08:00
65a27732d8 ImGuiColorEditFlags: Made 0x01 unused for backward compatibility with old bool. Various comments tweaks. (#346) 2017-07-30 17:57:38 +08:00
90fcd4a829 Renamed ImGuiColorEditFlags_NoColorSquare to ImGuiColorEditFlags_NoSmallPreview (#346) 2017-07-30 17:55:42 +08:00
3fe7739b5d ColorPicker: Honor ImGuiColorEditFlags_NoTooltip if for some reason user wants that. (#346) 2017-07-30 17:53:37 +08:00
4d844ffde1 Demo: custom ColorPicker popup example tweaks (#346) 2017-07-30 17:43:19 +08:00
f040547a5f Demo: custom ColorPicker popup example (#346) 2017-07-30 17:37:28 +08:00
3ffcc72f98 ColorPicker: Better cursor/color preview over the color matrix. (#346) 2017-07-30 16:57:44 +08:00
390188dfa9 Comments about parts of imgui_internal.h that will self-destruct. 2017-07-30 16:16:06 +08:00
fef8aac523 ColorPicker4: hue/alpha bars draw arrows that would look right on all background. RenderArrow helper. (#346) 2017-07-30 16:15:52 +08:00
35186a1165 Demo: Comments (#346) 2017-07-29 17:35:24 +08:00
db436b183b Merge branch 'master' into 2016-02-colorpicker 2017-07-29 17:24:06 +08:00
3926bd08e1 ColorPicker: Added ImGuiColorEditFlags_NoSidePreview flag + optional reference color. Added more demo code. (#346) 2017-07-29 17:23:32 +08:00
e84224bcd5 ColorEdit4: Can open context menu from inputs/drags as well (#346) 2017-07-29 17:00:56 +08:00
6c82572a35 ColorEdit4: Fixed not returning true when clicking on the Original/Ref color in Picker spawned from ColorEdit4 + shallow tidying up (#346) 2017-07-29 16:11:20 +08:00
7537dff806 ColorEdit4: Picker spawned from ColorEdit4 has a preview for original/previous color with revert button - WIP not really happy with it being in ColorEdit4 code (#346) 2017-07-29 15:54:45 +08:00
6bc1572d31 ColorPicker: Comments. Single input value mode allow access to context-menu options. (#346) 2017-07-29 15:50:24 +08:00
973d4a361b ColorPicker: Forward AlphaPreview flag to its individual inputs/sliders. Split code into extra lines to make logic more readable. (#346) 2017-07-29 14:32:41 +08:00
cdcda9ff68 ColorEdit4: Store edit options per window. Demo: Letting user change edit mode. (#346) 2017-07-29 14:01:05 +08:00
c36d59a42a ColorEdit, ColorPicker: AlphaPreview, AlphaPreviewHalf are explicit. Updated demo and using in style editor. 3x3 checkerboard more readable in half mode. (#346) 2017-07-27 17:16:46 +08:00
b1cbd87a94 ColorEdit4: Minor tidying up. (#346) 2017-07-27 16:49:57 +08:00
bfec9c657e ColorButton: Pretty much gave up with getting the checkerboard + AA + rounding + blending + offset all working together with every combination under the sun. It works as long as you don't sneeze. (#346) 2017-07-27 16:26:32 +08:00
a9df6bfe86 ColorButton: Fixed rounding corners artefact when there is a single cell. 2017-07-27 14:04:58 +08:00
b7a563276d ColorTooltip: Honor ImGuiColorEditFlags_HalfAlphaPreview flag by calling ColorButton(). Added HalfAlphaPreview to demo. (#346) 2017-07-27 11:07:46 +08:00
c1c2b2400a ColorButton: Undo ce203f99f5 2017-07-27 11:04:39 +08:00
2e37db9002 ColorEdit4: Fix not forwarding ImGuiColorEditFlags_AlphaBar flag to ColorPicker4 (#346) 2017-07-27 10:49:01 +08:00
27e5b09af1 ColorButton: ImGuiColorEditFlags_HalfAlphaPreview flag to render both opaque and alpha-with-checkerboard versions of the peak preview (#346) 2017-07-26 23:07:35 +08:00
69dd1ed583 RenderColorRectWithAlphaCheckerboard() in one layer to shunt out anti-alasing artefacts when rounded. Added ImLerp(int,int,float). (#346) 2017-07-26 22:20:43 +08:00
76bae2f015 ColorEdit, ColorPicker: Fixed broken build due to commiting an undesirable change in 78a8f798c5 (#346) 2017-07-26 17:46:48 +08:00
19c6a9c0e0 ColorButton, ColorPicker: painfully made RenderColorRectWithAlphaCheckerboard more friendly to using Rounding and Border in style, still not perfect :( (#346) + comments 2017-07-26 17:38:33 +08:00
6796e771fd ColorEdit, ColorPicker: added ImGuiColorEditFlags_NoAlphaPreview flag (#346). Reorder flags again. 2017-07-26 16:28:01 +08:00
d29a4c5e5c Demo: Removed the color button from the context menu example because it is misleading now that our color widget have tooltip/context menus themselves. (#346) 2017-07-26 16:00:47 +08:00
c84acf3f56 Comments 2017-07-26 15:59:57 +08:00
ce203f99f5 ColorButton: Push a text baseline offset if higher than g.FontSize. (#346) 2017-07-26 15:52:17 +08:00
78a8f798c5 ColorEdit, ColorPicker, ColorButton: Display grid under transparent colors (WIP) (#346) 2017-07-26 15:24:09 +08:00
df56879883 imDrawList::PathRect() uses ImGuiCorner_ enums. Should fully promote this to imgui.h at some point. 2017-07-26 14:53:15 +08:00
9d0e5beaa7 GetColorU32(ImGuiCol): avoid using GImGui twice since some implementation make it a TLS-ish variable with non-trivial accessors. 2017-07-26 14:35:50 +08:00
95fe11b5bf Added GetColorU32(u32) variant that does the style alpha multiply without a floating point round trip. Not 100% sure about that before the signature may seem ambiguous? But also make using imgui+drawlist more consistent in end-user extensions. 2017-07-26 14:34:59 +08:00
6e04cedd5f Updated link to binaries 2017-07-25 20:06:18 +08:00
f39cd61bf0 Reorder ImGuiColorEditFlags_ (#346) 2017-07-23 19:08:58 +08:00
4f1f251bd2 ColorEdit, ColorPicker: Context / options menu allows to toggle between u8 and float display. Using short words to avoid localization. (#346) 2017-07-23 19:02:26 +08:00
8d32e8dae6 ColorPicker: Handle out of 0..1 range colors when displaying the cross hair. (#346) 2017-07-23 18:48:45 +08:00
7b2d79cffd ColorEdit: Added ImGuiColorEditFlags_Float flag to display and edit drag values in 0.0..1.0 range instead of 0..255. (#346) 2017-07-23 18:44:32 +08:00
4def2ce339 ColorPicker: Demo tweaks (#346) 2017-07-23 17:55:39 +08:00
645875a240 Examples: Enable vsync by default in example applications (#1213, #1151) 2017-07-23 16:13:17 +08:00
166e8f6261 Examples: OpenGL2+GLFW/SDL: Added commented out glUseProgram(0) in main.cpp for visibility (#1116) 2017-07-23 15:57:39 +08:00
c8794c246e Examples: Vulkan: Batch file builds both debug and release 2017-07-23 15:22:21 +08:00
a8b202782f ColorPicker,ColorButton: Honor Border/Shadow style settings (#346) 2017-07-22 19:37:13 +08:00
790d0eb5be ColorPicker: Added ImGuiColorEditFlags_AlphaBar option (#346) 2017-07-22 19:24:39 +08:00
4355b2e422 ColorPicker: Honor ImGuiColorEditFlags_NoColorSquare flag + comments (#346) 2017-07-22 19:04:10 +08:00
91bf8fd689 ColorPicker,ColorEdit: Demo code (#346) 2017-07-22 18:01:29 +08:00
15be7e1a71 ColorPicker: new prototype for ColorButton() .Added _NoTooltip, _NoLabel flags. Changing _Alpha flag to _NoAlpha makes so much much sense and allow to revert default parameters to zero. ColorEdit4/Picker4 don't attempt to read/write fourth component, making ColorEdit3/Picker3 shorter/faster. Tooltip and Picker called from ColorEdit can have a title. Picker shows colored square. Moved ColorTooltip() to imgui_internal.h (#346) 2017-07-22 18:01:16 +08:00
dd9c2f97a8 ColorPicker: Renamed _NoSliders to _NoInputs (#346) 2017-07-22 17:38:38 +08:00
eba33deaf3 ColorPicker: Longer white line for hue/alpha selection, scale down according to ItemInnerSpacing. (#346) 2017-07-22 17:35:18 +08:00
1edeea2f5a ColorPicker: Removed extraneous ImGui:: prefixes + minor comments (#346) 2017-07-22 16:58:28 +08:00
e79d7553b0 ColorPicker: Don't use Alpha setting when enabling all 3 sliders (#346) 2017-07-22 16:52:41 +08:00
97bedd704c Better, unified color tooltip (#346) 2017-07-21 03:06:25 +08:00
c8553817d9 Merge branch 'master' into 2016-02-colorpicker 2017-07-21 02:34:19 +08:00
138a9dbaeb Tooltip: SetTooltip() is expanded immediately into a window, honoring current font / styling setting. Add internal mechanism to override tooltips (not exposed in BeginTooltip yet because bools are evil) (#862) 2017-07-21 02:21:48 +08:00
100d30a0a1 Comments about IMGUI_DISABLE_TEST_WINDOWS (#1240, #169) 2017-07-20 23:12:58 +08:00
e4007f7145 Internals: Move GetVisibleRect() a few functions above so it gets to hang out with its peers. 2017-07-20 22:30:56 +08:00
85d9c8fb46 Internals: renaming IndexWithinParent to OrderWithinParent 2017-07-20 21:25:31 +08:00
25f3717a1c Removed IsPosHoveringAnyWindow() which was severaly broken and misleading (most people want to use io.WantCaptureMouse). Added dummy function with assert for now. (#1237) 2017-07-20 20:57:46 +08:00
3e4cb40d45 Merge branch 'master' into 2016-02-colorpicker 2017-07-19 14:53:25 +08:00
d1145e990d Comments tweak (#1231) 2017-07-16 13:07:11 +08:00
41f944238b Comments about GlyphExtraSpacing (#1192) 2017-07-15 18:03:43 +08:00
1987e23ce5 ImDrawList::PrimReserve() minor renaming of locals to make things clearer 2017-07-15 17:52:52 +08:00
f3cf5e0322 Examples: SDL+GL3: Fixed old comments (#1229) 2017-07-15 17:50:01 +08:00
8261d9ff30 Comments (#1172, #1231) 2017-07-15 17:11:53 +08:00
be7fa76fdd Fixed Clang unknown-warning-ignored warning by ignoring it..... we are truly living in a special time (#1090) 2017-07-15 13:27:44 +08:00
52df0032a5 Travis: Blind fix for SDL+GL3 project on the Travis build setup.
Examples: SDL+GL3: Makefile blind fix for OSX (untested) (#1229, #1209)
2017-07-15 13:19:13 +08:00
358e667b7a Travis: Adding the SDL+GL3 project on the Travis build setup (for both Linux and OSX).
Examples: SDL+GL3: Makefile blind fix for OSX (untested) (#1229, #1209)
2017-07-15 13:13:09 +08:00
0fe5728971 Examples: SDL+GL3: Makefile fix for Linux (#1229, #1209) 2017-07-15 13:07:43 +08:00
03e6bfe84a Comments 2017-07-14 19:49:11 +08:00
cb6d893a13 Comments (#383, #1224) 2017-07-14 18:12:40 +08:00
afae9398cb Comments. Removed sort-of duplicate access to GImGui->Font in ImDrawList::AddText() so it's only in one place. 2017-07-14 17:49:42 +08:00
1094afc6be Merge pull request #1209 from fr500/master
Examples: Fix Makefile for non-6.3 MINGW versions, added SDL+GL3 Makefile.
2017-07-09 17:29:57 +02:00
8b6896faf9 add SDL GL3 makefile 2017-07-02 21:38:27 -05:00
d43695b748 fix gl2 sample too 2017-07-02 21:28:56 -05:00
e0aac34672 fix compilation on MINGW 2017-07-02 11:21:24 -05:00
d3f4309491 Comments about ImGuiStyleVar enum (#1198) 2017-06-24 13:11:46 +02:00
1e981f00e5 Comments 2017-06-21 13:50:31 +02:00
a5e0210902 Revert 978c84d2e9 because int32 >> 32 tends to warns on some compilers/settings. Add ImU64 type. (#1184) 2017-06-19 21:19:48 +02:00
e47cf79773 Comments tweaks, typos (#1188) 2017-06-17 19:30:30 +02:00
4c8d87d3fb Comments (#1188) 2017-06-17 19:25:58 +02:00
978c84d2e9 Removed dependency on int64_t type (unvailable in VS2008) by rewording an assert (#1184) 2017-06-16 14:08:17 +02:00
12d265fa31 Version 1.51 WIP tag 2017-06-13 11:30:22 +02:00
a2f7c40e30 Fixed comment (#1178) 2017-06-13 11:29:21 +02:00
1cd1ca259e Update README.md 2017-06-02 14:01:06 +02:00
5e1caaaef3 Version 1.50 2017-06-02 12:22:34 +02:00
7ad84b22f8 Comments 2017-06-02 12:13:47 +02:00
99ff2ec6fb Examples: DirectX9/10/11: Comments 2017-06-02 11:28:48 +02:00
2acbd1ac2d Using ImTextureID instead of void* in ImFontAtlas, not sure why I didn't do that earlier, make things more clear 2017-06-02 11:25:45 +02:00
51c200ac0d Examples: DirectX9: Clarified texture release code (#1163) 2017-06-02 11:25:45 +02:00
32f5ef4f98 Added Pascal binding 2017-06-01 12:25:01 +02:00
62c4698a73 Further clarifications of the key indices passed to IsKeyXXX functions (#1159) 2017-05-27 17:55:48 +02:00
c038339a4c Merge branch 'master' into 2015-02-colorpicker 2017-05-26 13:43:36 +02:00
9da53bcecd ImFontConfig: Removed MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. (Breaking change) 2017-05-26 13:42:36 +02:00
026d021df1 Demo: Fixed warnings introduced in 0828a1fd6c 2017-05-26 13:40:53 +02:00
c5c77a3476 ImFontConfig: Added GlyphOffset to explicitely offset glyphs at font build time, useful for merged fonts. May remove MergeGlyphCenterV soon. 2017-05-26 13:36:52 +02:00
3a7111cfcd casting to GLint on init 2017-05-17 21:42:34 +02:00
0981d8e381 fixes types 2017-05-16 12:49:47 +02:00
0828a1fd6c Fixed computation of ImFont::MetricsTotalSurface not taking oversampling into account 2017-05-14 16:27:10 +02:00
bd9868f447 Scrollbar: Avoid rendering when sizes are negative to reduce glitches (not sure how this ever slipped through - perhaps because of WindowMinSize settings). 2017-05-13 20:25:09 +02:00
df52f46b13 Comments, documentation (#1121) 2017-05-02 10:43:00 +02:00
9614552eba README.md added link to Nicolas Guillemot flashtalk (#1099) 2017-05-01 17:16:40 +02:00
b0db625cab Examples: Vulkan: Fixed an extra validation (tested on Windows with VulkanSDK 1.0.46.0) (#1042) 2017-05-01 17:07:53 +02:00
f87b152522 Examples: Vulkan: Various very minor stylistic fixes, fixing typos in comments, etc. (#1042 #1043) 2017-05-01 17:07:05 +02:00
201d589714 Image presentation now depends on the completeness of command buffer submission through semaphores.
To maintain maximum frame rate we render to the last acquired swapchain image but present the last but one drawn image. This behavior is optional through conditional compilation macros.
2017-05-01 16:54:49 +02:00
a9add1ce63 Removed redundant VkResult plugged into VkPresentInfoKHR pResults attribute. This is only meaningful when we present directly to multiple swapchains. In that case we can an VkResult per swapchain. 2017-05-01 16:53:54 +02:00
eaae754211 Removed redundant barrier.
The transition of the swapchain image(s) can happen implicitly in the renderpass. This approach has been stated to be more efficient than using an explicit barrier.
See "Vulkan Programming Guide", Chapter 7: "Graphics Pipelines", section "Renderpasses".
2017-05-01 16:52:52 +02:00
33874073dc Fixed all issues found by vulkan debug report. Reasons for the major design changes are commented. 2017-05-01 16:48:16 +02:00
89d03d5cca Examples: Vulkan: Disable IMGUI_VULKAN_DEBUG_REPORT by default. Update .bat files for newer VulkanSDK. 2017-05-01 16:46:57 +02:00
56dff3a080 Vulkan backend: optionally enabling vulkan validation layers and debug report callback
Additional layer, extension and the callback itself are used/created when IMGUI_VULKAN_DEBUG_REPORT is defined. The callback reports seven (potential!) errors which will be fixed with another pull request.
2017-05-01 16:32:45 +02:00
55be2f0722 Merge branch 'ParticlePeter-g_FrameIndex_not_used_fix' 2017-05-01 16:23:27 +02:00
9fd3ba871b Merge branch 'g_FrameIndex_not_used_fix' of https://github.com/ParticlePeter/imgui into ParticlePeter-g_FrameIndex_not_used_fix 2017-05-01 16:21:43 +02:00
5418bb19ff Examples: Vulkan: windows batch file for 64-bits. 2017-05-01 16:14:13 +02:00
497381dc3d Comments 2017-05-01 15:53:50 +02:00
23e7cdcee8 Merge branch 'martty-vk_small_fix' 2017-05-01 15:27:05 +02:00
ac2eb4b960 Merge branch 'vk_small_fix' of https://github.com/martty/imgui into martty-vk_small_fix 2017-05-01 15:26:29 +02:00
c3d9e0a6eb Examples: SDL2: Tweaked batch files for Win32. 2017-05-01 15:00:42 +02:00
475446b8b9 Merge pull request #1080 from SaschaWillems/master
Examples: Vulkan: Small changes to be in line with specs and fix validation layer errors/warnings
2017-05-01 14:50:34 +02:00
b3d237a5ce Examples: SDL2: Added build .bat files for win32. 2017-05-01 13:47:59 +02:00
dbfd5d6e9a Ignoring unreasonnable Clang -wformat-pedantic warning (#1090)
See e.g.
http://clang-developers.42468.n3.nabble.com/The-p-conversion-and-cast-to-void-td4044226.html
2017-05-01 12:55:47 +02:00
89b1497843 Merge branch 'master' into 2016-02-colorpicker 2017-05-01 12:37:34 +02:00
a0a6c8a2ef Renamed ImDrawList::PathFill() to ImDrawList::PathFillConvex() for clarity. (breaking API) 2017-05-01 12:36:46 +02:00
7cd55ce939 Merge branch 'ecraven-addimagequad' 2017-05-01 12:34:45 +02:00
6517d68cdf ImDrawList::AddImage* renamed uv_ parameters to be more consistent. Fix AddImageQuad to use IM_COL32_A_MASK (#1009) 2017-05-01 12:34:32 +02:00
f06b20185f Merge branch 'addimagequad' of https://github.com/ecraven/imgui into ecraven-addimagequad 2017-05-01 12:25:25 +02:00
884c435fd3 Merge branch 'greggman-fix-opengl3-example' 2017-05-01 12:21:05 +02:00
9fdd66330f Examples: SDL2+GL3: Fix blend func state save/restore (#1120) 2017-05-01 12:20:51 +02:00
01286f6636 Fix blend func state save/restore
AFAIK there's no such enum as `GL_BLEND_SRC` or `GL_BLEND_DST` in OpenGL3 and OpenGL4.

Maybe they're left over from previous versions? They don't even seem to exist in OpenGL 2.1. In fact checking they were deprecated in OpenGL 1.5 (they exist in 1.3)
2017-05-01 16:05:45 +09:00
d878462866 End() avoid calling Columns() if no columns set is open, not sure what it wasn't the case.
Pros: Faster. Avoid early crashes StackId underflow that are meant to be more gracefully caught by CheckStacksSize() (with more explicit assert). Cons: Excercise less code.
2017-04-30 12:10:45 +02:00
bbd44b4edd Clarified asserts in CheckStacksSize() when there is a stack mismatch 2017-04-30 12:10:45 +02:00
a606f2dcb5 Update README.md 2017-04-28 13:43:11 +02:00
9ab9a846a1 Update README.md 2017-04-28 13:40:50 +02:00
6e69923e35 Update README.md 2017-04-28 13:32:04 +02:00
32390a252f Added UnrealEngine_ImGui link 2017-04-28 10:28:52 +02:00
659b3fd259 Add ImDrawList::AddImageQuad
Adds a function
  AddImageQuad(user_texture_id, a, b, c, d, uva, uvb, uvc, uvd, col)
that shows a texture on a full quad. This allows showing arbitrary
rotations of a texture.
2017-04-28 10:04:20 +02:00
104936ab1a imconfig: Added comment about redefining ImDrawIdx 2017-04-26 19:12:46 +02:00
f030087f8e Comments to redirect people to OpenGL3 examples (#1116) 2017-04-26 18:27:10 +02:00
50b4b29beb Examples: GLFW+GL3, SDL+GL3: Fixed modifying bound Texture0 (#1087, #1088, #1116) 2017-04-26 18:16:59 +02:00
670775ac22 Added assert/comment about using MergeMode (#1100) 2017-04-13 20:01:24 +02:00
15d7f20d4f Update README.md 2017-04-01 18:44:34 +02:00
0e1950f7d6 Comments about child menu positioning (#1086) 2017-04-01 18:01:47 +02:00
4b125e7d5c Merge pull request #1078 from nem0/master
Added missing IMGUI_API macros in ImGuiTextEditCallbackData methods.
2017-03-29 14:51:26 +02:00
4da26d85cd Clip negative scissor offsets to zero 2017-03-26 19:54:59 +02:00
12deb53b11 Set required depth member for buffer image copy 2017-03-26 19:38:05 +02:00
7a37a1c3f6 do not export inline function, it causes problems on some compiers 2017-03-24 12:45:09 +01:00
316555f9de missing API 2017-03-24 10:10:22 +01:00
e10ceebd36 ImFont: Store the texture surface used to get an idea of how costly each font is. 2017-03-17 21:29:57 +01:00
b84eac53d8 ImFont: Reorder field initialization to match declaration order 2017-03-17 21:29:28 +01:00
931bc61345 Comment about ImGuiInputTextFlags_CtrlEnterForNewLine for InputTextMultiline() 2017-03-16 21:55:36 +01:00
92ea8d1131 Merge branch 'master' into 2016-02-colorpicker 2017-03-16 19:28:30 +01:00
9a068ce005 Merge pull request #1068 from codecat/fix-colorbutton
ColorButton: fix showing wrong hex value for alpha in tooltip.
2017-03-16 09:51:04 +01:00
fdd11658eb Fix ColorButton showing wrong hex value for alpha 2017-03-15 21:25:29 +01:00
337019a68f typo, #elif instead of #else, fixed 2017-02-26 17:16:37 +01:00
fd90da38e1 Vulkan backend: g_FrameIndex not used fix -> huge perf gain
Added a macro to switch between unlimited frame rate (VK_PRESENT_MODE_IMMEDIATE_KHR) and limited to 60 fps (VK_PRESENT_MODE_FIFO_KHR). Only the latter mode is guaranteed to be available, but the former one most likely is.
2017-02-26 13:25:54 +01:00
e0244c8f62 Fix scissor offset being negative 2017-02-11 12:20:12 +01:00
509df3e279 Fix new Vulkan validation warnings 2017-02-11 12:19:44 +01:00
6384eee34f Minor comments (#998) 2017-01-29 16:53:01 +01:00
4653197ca4 Update README, kinder 2017-01-28 23:26:25 +01:00
a7cf369e71 Update README.md 2017-01-28 23:14:35 +01:00
8e8117c7b1 stb_truetype update (with OpenType, Type 2 font handling) (#976) 2017-01-21 19:23:47 +01:00
b8043d3ee5 Internal: Renamed ImLoadFileToMemory to ImFileLoadToMemory to be consistent with ImFileOpen + fix mismatching .h name (#917) 2017-01-14 13:47:16 +01:00
b6c0227add Merge branch 'master' into 2016-02-colorpicker 2017-01-11 21:03:35 +01:00
6257b5814a Added an explicit (internal) ClearActiveID() helper and removed the default NULL window parameter to internal SetActiveID(), 2017-01-11 20:56:55 +01:00
cffdbfe01b Comments (#972) 2017-01-10 10:36:07 +01:00
714beb217c Demo: Console: Fixed a completion bug when multiple candidates are equals and match until the end. 2017-01-07 20:18:45 +01:00
68df09cf47 Fixed word-wrapping which would never wrap after a 1 character word. (thanks @sronsse) 2017-01-01 20:11:40 +01:00
a60b2cc645 Merge branch 'master' into 2016-02-colorpicker 2016-12-23 12:15:58 +01:00
db593220fc Comments, clarified use of io.MouseDelta (#942)
(ImGuiIO structure layout changed)
2016-12-23 11:34:23 +01:00
f4f0ee750f Update README.md 2016-12-21 21:13:43 +01:00
1396659b72 Examples: Speculative fix for OSX Makefile to make Travis happy (re #812) 2016-12-21 20:12:43 +01:00
081aec482b Merge pull request #931 from nlguillemot/master
Combo, ListBox: Extra const correctness.
2016-12-21 20:06:04 +01:00
baa2e3b451 Minor documentation tweaks 2016-12-21 18:42:52 +01:00
d74a3349e9 Examples: DirectX9: Explicitely setting viewport to match that other examples are doing (#937) 2016-12-19 23:15:38 +01:00
52308a54f8 Demo: comments 2016-12-12 11:05:41 +01:00
36d78e0565 const correctness for Combo and ListBox
Since Combo and ListBox only read and display the list of items, they
should not modify the pointers inside the array of pointers passed in.
Adding "const" here makes it possible to call these functions with such
an array of const pointers. Previously, a cast to "const char**" was
required as a workaround, otherwise there was a compile error.
2016-12-04 12:54:31 -08:00
55d651812d Renaming and massaging internal Settings/Ini functions (#923) 2016-11-29 21:55:20 +01:00
0b6211f907 Fixed clicking on a window's void while staying still overzealously marking .ini settings as dirty (#923) 2016-11-29 21:46:21 +01:00
9235e0da46 SliderInt, SliderFloat(): Fixed edge case where style.GrabMinSize being bigger than slider width can lead to a division by zero (#919) 2016-11-29 21:07:26 +01:00
ca9a918535 SliderInt(): Fixed reverse direction mode when (v_max-v_min)==-1 (#854) (+ ref #919) 2016-11-28 20:43:11 +01:00
bbd0a37bd2 ImFileOpen: MinGW uses _wfopen() codepath to support UTF-8 filenames (#917) 2016-11-28 20:30:36 +01:00
449c47c789 SliderInt, SliderFloat() interacting enforce modifying to the value to be consistent with other widget behaviors (#919) 2016-11-28 11:05:24 +01:00
94c77edfa5 SliderInt, SliderFloat() Better display support for v_min==v_max range. (#919) 2016-11-28 11:03:48 +01:00
0a483379af Split SliderBehaviorCalcRatioFromValue() out of SliderBehavior(), fix + Not using fabsf() anymore 2016-11-27 18:34:46 +01:00
004e863727 Split SliderBehaviorCalcRatioFromValue() out from SliderBehavior() 2016-11-27 18:32:24 +01:00
f4cf972ea9 Merge branch 'master' into 2016-02-colorpicker 2016-11-27 18:21:14 +01:00
219e4fb8fb SliderInt, SliderFloat: Passing v_min==v_max disable setting value from clicking/dragging (#919) 2016-11-27 17:49:04 +01:00
a868c32ed1 SliderInt, SliderFloat: Renaming 2016-11-27 17:43:32 +01:00
61d5b46307 SliderInt, SliderFloat(): support reverse direction (#854) 2016-11-27 17:38:33 +01:00
104b381023 Using _wfopen() under Windows+MSVC because fopen() doesn't support UTF-8 encoding. Wrapped as ImFileOpen(). (#917) 2016-11-27 16:43:36 +01:00
66c4281290 Began improvements to columns API by splitting the Columns() function into BeginColumns() and EndColumns() and adding additional flags. The columns data still needs to be placed into a stack. 2016-11-13 23:58:09 -08:00
9c6048f781 Tools: binary_to_compressed_c.cpp : comments + link to precompiled binaries 2016-11-13 21:42:40 +01:00
3085716708 Merge branch 'Loftilus-master' 2016-11-13 17:57:57 +01:00
127dd7c88c Examples: Vulkan: Coding style fixes (#910) 2016-11-13 17:57:43 +01:00
a5600b6e59 Vulkan example: Proper surface format search. 2016-11-13 05:23:33 +01:00
b447a71cf6 Vulkan example: Fix gamma for some implementations. 2016-11-13 04:28:26 +01:00
08ef9819c8 Vulkan example: Fix validation layer warnings and errors and redeclare gl_PerVertex. 2016-11-13 03:00:36 +01:00
1a0e414d3a Fixed uninitialized variables (wouldn't have a real effect because they'd be cleared in Begin()). 2016-11-12 21:17:30 +01:00
fdbad2708c Ignore GCC 6 warnings (#883) 2016-11-12 21:04:55 +01:00
7c2b35704d Examples: DirectX9-10-11: Only call Windows' SetCursor(NULL) when io.MouseDrawCursor is set (#585, #909) 2016-11-12 19:46:52 +01:00
2973287fd3 Merge branch 'martty-master' 2016-11-12 17:50:25 +01:00
55863dd274 Examples: Vulkan: Shallow stylistic changes (following #879) 2016-11-12 17:49:59 +01:00
0449bb98e2 Merge branch 'master' of https://github.com/martty/imgui into martty-master 2016-11-12 17:36:46 +01:00
98e1d500d4 Support for #define-ing GImGui and IMGUI_SET_CURRENT_CONTEXT_FUNC to enable custom thread-based hackery (#586) 2016-11-12 17:08:31 +01:00
e0aef0018f Updated README 2016-11-12 16:08:26 +01:00
a68ac96bc4 Examples: GL3: Comments about gl3w (#880) 2016-11-12 12:48:33 +01:00
775ac24d45 Fixed overzealous GCC warnings (#883) + partly undo 8553bab241 2016-11-12 11:14:37 +01:00
89d033aba3 Merge pull request #898 from tinnnysu/master
Examples: SDL+OpenGL2: Update cmdline syntax in Windows compilation.
2016-11-12 11:08:51 +01:00
379533f661 Updated stb_truetype.h, stb_rect_pack.h primarily to reduce warnings (#883) 2016-11-11 20:19:07 +01:00
8553bab241 Ignoring overzealous GCC warnings (#883) 2016-11-11 20:17:35 +01:00
81eefb704b Minor const fixes for overzealous warnings (#883) 2016-11-11 18:40:13 +01:00
ccb3db94da Merge branch 'master' into 2016-02-colorpicker 2016-11-09 15:17:20 +01:00
833ed760ae update cmdline syntax in windows compilation 2016-11-09 14:53:23 +08:00
faafcf418d Demo: Comments, even though nobody appears to read the comments. 2016-11-07 17:33:46 +01:00
3689efb726 Font: Readme about icons 2016-11-06 22:53:36 +01:00
da9feba539 Fixed missing frame padding on title bar text when Collapse triangle is disabled 2016-11-06 22:40:47 +01:00
620497e466 Font: Font name include size 2016-11-06 22:21:21 +01:00
84f480a638 Font: Added Roboto-Medium + tweaked readme 2016-11-06 22:21:10 +01:00
b2f0ea6c0d Font: Default font given explicit name "ProggyClean.ttf" 2016-11-06 21:51:20 +01:00
b376b68326 Font: Added io.FontDefault in ImGuiIO structure to make it easier to change default font from third-party or demo code 2016-11-06 21:50:18 +01:00
357167f917 Demo: Custom Rendering: Tweak so end of line can be dropped outside of canvas, more pleasing. 2016-11-06 18:13:14 +01:00
907dd2ed20 Comments (#896) 2016-11-06 15:25:28 +01:00
ddf08ec2e8 BeginChild(const char*) applies stack id to provided label (#894, #713) 2016-11-06 15:12:50 +01:00
32dbe836d0 Add user-facing IsPopupOpen function 2016-10-29 15:33:09 -04:00
53126cd713 Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x) 2016-10-18 22:43:20 +02:00
44250caf50 Null the released resources 2016-10-18 22:07:51 +02:00
43e6c46c8d Merge pull request #877 from Velro/patch-1
Demo: Outdated dragging API mentioned in demo text
2016-10-16 18:32:13 +02:00
6fa3aaf7c0 outdated dragging API mentioned in demo text
Looks like you changed the API on dragging, but did not update the description text for it. 
https://github.com/ocornut/imgui/issues/167
2016-10-16 12:21:38 -04:00
dd6163241c Merge branch 'master' into 2016-02-colorpicker 2016-10-16 14:02:15 +02:00
b3790e7549 InputText: Fixed pressing home key on last character when it isn't a trailing \n (#588, #815) 2016-10-16 13:34:47 +02:00
7252d93dcd stb_textedit.h Merged from master 1.9 (merged bits from #473) 2016-10-16 11:34:33 +02:00
0d3f8807c7 Added a void* user_data parameter to Clipboard function handlers. (#875) 2016-10-15 11:36:43 +02:00
d649bc485b Minor comments 2016-10-15 11:18:29 +02:00
cb7e1c18b5 Separator: Fixed zero-height bounding box resulting in clipping when at top of clipping rectangle (#860) 2016-10-10 22:37:59 +02:00
31dc7d8d63 Added ImGuiMouseCursor_None for usage by app/binding 2016-10-10 18:03:37 +02:00
4de35b4f30 Removed left-over empty op 2016-10-09 10:58:38 +02:00
1810b3ff38 Added ImGuiCorner enum to clarify some internal code 2016-10-09 10:56:23 +02:00
d567595dde ImDrawList: AddRect(), PathRect() default rounded_corner 0x0F->~0/-1 so it appears less obscure in IDE completions 2016-10-09 10:35:01 +02:00
abaada4224 Removed the inconsistent shadow under RenderCollapseTriangle() (~#707) 2016-10-09 10:31:39 +02:00
5957af8a80 Fixed not using IM_ARRAYSIZE() where appropriate 2016-10-09 10:08:03 +02:00
fa73e5aa0e Plot: Fixed calling with values_count == 0 2016-10-08 12:43:30 +02:00
51111b0ed5 FAQ clarified the ClipRect entry a little 2016-10-07 10:27:19 +02:00
404979e48d Merge remote-tracking branch 'origin' into 2016-02-colorpicker 2016-10-07 09:52:00 +02:00
e07d45709f ImDrawList: Uses IM_COL32_A_MASK macro instead of hardcoded zero alpha testing (#844) 2016-10-07 09:49:52 +02:00
7995cabce5 Merge pull request #864 from jslee02/fix-clang-unknown-warning
Fix clang warning for old Clang versions: unknown warning group '-Wreserved-id-macro'
2016-10-06 21:48:00 +02:00
1d7e05327b Fix clang warning: unknown warning group '-Wreserved-id-macro' 2016-10-06 14:48:47 -04:00
05b580e691 Tools: Fixed binary_to_compressed_c.cpp not to use different types on both sides of ternary op (#856) 2016-10-02 17:25:09 +02:00
a2487bc143 Minor tweaks 2016-10-01 15:16:17 +02:00
9896faf731 Merge branch 'madeso-master' 2016-10-01 15:00:00 +02:00
2919c77bee Examples: GLFW+OpenGL3: Fixed Shutdown() calling GL functions with NULL parameters if NewFrame was never called (#800) 2016-10-01 14:59:28 +02:00
b96471143f Merge branch 'master' of https://github.com/madeso/imgui into madeso-master 2016-10-01 14:56:24 +02:00
28974dfbbb Merge branch 'thedmd-2016-08-use_bgra_colors' 2016-10-01 14:29:27 +02:00
68c81739bf Minor tidying up following merge BGRA color PR (#844) 2016-10-01 14:29:12 +02:00
eb0382a1c1 Merge branch '2016-08-use_bgra_colors' of https://github.com/thedmd/imgui into thedmd-2016-08-use_bgra_colors 2016-10-01 14:19:25 +02:00
dfe4683c17 EndGroup(): Made IsItemHovered() work when an item was activated within the group (#849) (loosely follows #840) 2016-10-01 14:10:24 +02:00
1999c01db8 Apply Omar feedback and convert remaining 0xAABBGGRR's into IM_COL32(RR,GG,BB,AA) format. 2016-09-26 12:00:33 +02:00
d75d2b1871 Introduce IMGUI_USE_BGRA_PACKED_COLOR in imconfig.h.
When IMGUI_USE_BGRA_PACKED_COLOR is defined packed color hold in ImU32 use BGRA format instead RGBA.
2016-09-26 12:00:33 +02:00
82dcdc9dfc ShowStyleEditor: tweak font map display to show glyph details when hovered. 2016-09-25 15:52:04 +02:00
d7c518e6cc ShowStyleEditor: show font map / grid in more details. 2016-09-25 15:22:41 +02:00
6def01be5d Fixed IsItemActive() lagging by one frame on initial widget activation (#840) 2016-09-25 14:32:38 +02:00
f2699de242 Fix using IsItemActive() after EndGroup() or any widget using groups (#840, #479) 2016-09-25 14:18:10 +02:00
1b5bbf725b Merge remote-tracking branch 'origin' into 2016-02-colorpicker 2016-09-25 12:57:22 +02:00
56cdbe434d Style: Added ButtonTextAlign, ImGuiStyleVar_ButtonTextAlign (#842) 2016-09-25 12:53:13 +02:00
0f303d363a Refactor text alignment options to use ImVec2, removed ImGuiAlign (#842, #222) 2016-09-25 12:19:15 +02:00
de9f8944ea Internal RenderTextClipped() merged optional/rate clip_min* clip_max* into clip_rect* 2016-09-25 11:38:04 +02:00
02cea0c3c3 Comment 2016-09-25 11:16:19 +02:00
281898e82e Tidying up PushStyleVar/PopStyleVar() a little more (#842) 2016-09-25 11:14:10 +02:00
c5b8c6303a Refactor PushStyleVar/PopStyleVar so it is constant time + can receive integers (yet unused) (#842) 2016-09-25 11:06:14 +02:00
35c6fd682f Inhibiting a ??e sequence in the embedded font. Shouldn't be treated as a trigraph but consistent with encoder (#839) 2016-09-23 09:09:07 +02:00
7f51929dc4 Tools: binary_to_compressed_c: Avoid ?? trigraphs sequences in string outputs (#839) 2016-09-23 09:06:19 +02:00
18d36e6f63 Merge pull request #837 from fdb/patch-1
Update link to Synergy repo.
2016-09-21 21:18:56 +02:00
5c3f8b12b9 Update link to Synergy repo
The Synergy repository has moved from synergy/synergy to symless/synergy.
2016-09-21 20:26:27 +02:00
6e87f071b8 Shutdown() clear out some remaining pointers (#836) 2016-09-20 12:41:21 +02:00
87d99fce6b ImFont: CalcWordWrapPositionA() fixed font scaling with fallback character. (followup to 86666489df) 2016-09-19 09:32:21 +02:00
0420ab027e Metrics: Displaying window position + moving extraneous line in IsPopupOpen(). 2016-09-16 01:09:57 +02:00
b397fb507e Fixed EndGroup() not restoring offset properly. breaking SameLine() offset (caused by 954c890c67) (#829) 2016-09-13 09:18:17 +02:00
612b17ef57 Fixing minor english typos (#827) 2016-09-11 22:02:35 +02:00
5a47346f5a ImFont: add RenderGlyph() to allow rendering of individual glyphs 2016-09-10 18:21:49 -07:00
02399852fe Examples: OpenGL2: Uploading font texture as RGBA32 to increase compatibility with users shaders for beginners (#824) 2016-09-10 17:43:17 +02:00
012223114d Merge pull request #825 from philix/fix-build
Examples: OSX: Fix Mac OS X build XCode project and remove cruft from Makefile
2016-09-10 11:31:41 +02:00
6e6f04f513 Fix Mac OS X build and remove cruft from Makefile 2016-09-10 11:22:40 +02:00
500d19bfdf Update README.md 2016-09-08 09:12:17 +02:00
b594b25be8 Update README.md 2016-09-08 09:11:29 +02:00
f6d4ca6473 TODO list 2016-09-07 12:02:37 +02:00
bc57fd5d1d Examples: OpenGL*: Savnig/restoring existing scissor rectangle for completeness (#807) 2016-09-05 23:39:52 +02:00
031d4e689d Examples: OpenGL3: Revert Makefile change for OSX for now (#812) 2016-09-05 22:52:45 +02:00
3a699e7264 Update README.md 2016-09-05 13:40:04 +02:00
2825eaa0be Examples: Accessing ImVector fields directly, feel less stl-ey and fix renderer side assert when render list only contains a callback (#810) 2016-09-03 19:24:57 +02:00
c0fcf223be Fixed assert triggering when a window has zero rendering but has a callback (#810) 2016-09-03 19:02:57 +02:00
056e49eec1 Merge pull request #812 from linkemars/master
Examples: opengl3 glfw: Mac makefile - correct name for linking opengl3_example
2016-09-02 15:00:49 +02:00
aa0cb13aa4 Correct name for linking opengl3_example
According to glfw offcial site, linking `libglfw.3.dylib` etc should
use `-lglfw`.

Changed this made the compilation on my Mac successfully.
2016-09-02 21:57:31 +09:00
9af74181ce Merge pull request #804 from Loftilus/master
Examples: Vulkan: Fix Vulkan example for use when a depth buffer is active.
2016-09-01 09:23:46 +02:00
08a9e78da5 fixed space issues 2016-08-29 23:35:56 +02:00
99b4f951b9 Fix Vulkan example for use when a depth buffer is active. 2016-08-27 19:08:24 +02:00
5def10c3a0 Fixed OpenGL error when calling Shutdown without calling NewFrame 2016-08-27 00:32:20 +02:00
b36ba12929 Travis test fix 2016-08-25 16:20:34 +02:00
5ae71aa04a Examples: Renaming opengl_example/ to opengl2_example/ for clarity (1/2 because git) 2016-08-25 10:25:51 +02:00
3c384c2f10 Examples: Renaming opengl_example/ to opengl2_example/ for clarity (1/2 because git) 2016-08-25 10:18:09 +02:00
ef10b984fe Merge remote-tracking branch 'origin' into 2016-02-colorpicker 2016-08-23 17:00:47 +02:00
63d47bc5a4 ImFormatString() Fixed an overflow handling bug with implementation of vsnprintf() that do not return -1 (#793) 2016-08-23 16:55:06 +02:00
82768e05f3 Ignore list for Visual Studio 2016-08-20 13:30:42 +02:00
787a802f2e Merge branch 'martty-master' 2016-08-20 13:30:10 +02:00
4bc6a951fe tabs to space, remove braces 2016-08-20 13:27:03 +02:00
3234f81cb1 maxImageCount may be 0; add missing sType; change to 1 push constant range 2016-08-20 13:08:34 +02:00
622715725d Merge pull request #783 from bear24rw/patch-1
Demo: Add null terminator to ShowStyleEditor() output_type combo options
2016-08-19 18:00:27 +02:00
4f389b7f6a Add null terminator to ShowStyleEditor output_type combo options
Without a null terminator the Combo() function indexes outside of the "items_separated_by_zeros" string.
2016-08-18 11:00:23 -07:00
cff815fd2d Merge branch 'master' into 2016-02-colorpicker 2016-08-11 23:22:15 +02:00
0f9addb002 Minor shuffle to ease merging branches. (tentative. fugly but those fields will be removed anyway) 2016-08-11 23:20:53 +02:00
bfe1e163b8 Merge remote-tracking branch 'origin' into 2016-02-colorpicker 2016-08-11 23:01:48 +02:00
4bc3f9d1f7 Minor shuffle to ease merging branches. 2016-08-11 22:59:44 +02:00
996eb080fa Merge remote-tracking branch 'origin' into 2016-02-colorpicker 2016-08-11 22:53:26 +02:00
6eb35b8a04 BulletText(): doesn't stop displaying at the ## mark 2016-08-07 13:53:41 +02:00
5d1a0a6f77 Removed a handful of obsolete (trivial) function redirection from 1.34 and 1.38 (march-april 2015)
OpenNextNode() -> SetNextTreeNodeOpen()
GetWindowIsFocused() -> IsWindowFocused()
GetItemBoxMin() -> GetItemRectMin()
GetItemBoxMax() -> GetItemRectMax()
IsMouseHoveringBox() -> IsMouseHoveringRect()
IsClipped() -> !IsRectVisible()
2016-08-06 09:48:04 +02:00
aa9786077c Merge branch 'thedmd-2016-08-generalized_visibility_test' 2016-08-06 09:40:38 +02:00
b8397c2933 Tweak comments (#768) 2016-08-06 09:40:26 +02:00
a1521534ba Merge branch '2016-08-generalized_visibility_test' of https://github.com/thedmd/imgui into thedmd-2016-08-generalized_visibility_test 2016-08-06 09:36:24 +02:00
af33efb146 Using IM_COL32() for colors in a few spots (#767) 2016-08-06 09:35:05 +02:00
a7f6ea592f Moved GetColorU32 out of imgui_internal.h to avoid inlining mess (#759) 2016-08-06 09:22:41 +02:00
7588dfb67e Add ability to test arbitrary rectangle for visibility without need of moving cursor. 2016-08-05 11:47:16 +02:00
907265d632 Using ImGuiID instead of ImU32 is a few places 2016-07-31 16:48:06 +02:00
9ab20e6c9c Merge pull request #756 from jseward/master
Examples: SDL: Fix compile warnings.
2016-07-31 09:28:21 +02:00
0a1d456de1 Fix compile warnings in SDL examples 2016-07-30 15:26:49 -07:00
954c890c67 SameLine() with explicit X position is relative to left of group/columns (ref #746, #125, #630) 2016-07-30 23:41:44 +02:00
cabba0f158 Update README.md 2016-07-29 18:52:38 +02:00
4a4d3eab70 Merge branch 'michaelbartnett-add-osx-homeend-keys' 2016-07-29 11:06:27 +02:00
7086a17854 InputTextEx: got rid of unnecessary locals. 2016-07-29 11:06:16 +02:00
776ea6b946 InputTextEx(): more shallow tidying up, still being cautious with this function 2016-07-29 11:01:06 +02:00
666d83b5c7 InputText/IO: Got rid of individual OSX options in ImGuiIO, added io.OSXBehaviors (#473, #650) 2016-07-29 10:56:47 +02:00
0ff22dbf0b InputTextEx(): minor tidying up 2016-07-29 10:51:35 +02:00
e5b6ddde26 InputText(): minor tidying up/simplification following changes for osx style improvements (#650) 2016-07-29 10:42:08 +02:00
802e91f69e Merge branch 'add-osx-homeend-keys' of https://github.com/michaelbartnett/imgui into michaelbartnett-add-osx-homeend-keys 2016-07-29 10:34:01 +02:00
d8dacd729b Examples: SDL+OpenGL: explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it (#752) 2016-07-29 10:10:41 +02:00
bccd3d8a32 Merge branch 'nProtect-master' 2016-07-20 11:39:53 +02:00
8efd05a148 Tab->Spaces, missing spaces, typos 2016-07-20 11:39:38 +02:00
4141144b21 Added GetGlyphRangesThai() 2016-07-20 11:37:08 +02:00
ffdd7d7f17 Begin: Moved code that calls FocusWindow() on a newly appearing window lower in the function so that Nav branch can use CursorStartPos on the first window frame. (#323)
Pushing in master because it _should_ be a no-op but I'd rather test for any issue in Begin() as soon as possible.
2016-07-18 15:25:44 +02:00
19d02becef Closing the focused window restore focus to the first active root window in descending z-order (part of #727) 2016-07-17 19:17:49 +02:00
e215905765 Fixed scrolling offset when using SetScrollY(), SetScrollFromPosY(), SetScrollHere() with menu bar.
Tests:
a) add SetScrollY(+20) after Begin("ImGui Demo") test with/without title/menu.
b) add ImGuiWindowFlags_MenuBar in BeginChild() in scrolling tracking demo.
2016-07-16 18:12:41 +02:00
4961b2ea18 Speculative build fix for FreeBSD+GLIBC configuration
See
a1f9b62dd0
2016-07-16 11:44:10 +02:00
44a13a7f25 Windows: No default IME handler when compiling using GCC. (#738) 2016-07-16 11:29:41 +02:00
04b36bc397 TODO list 2016-07-14 13:38:44 +02:00
81036ee46f InputTextMultiline(): fix so that IsItemActive() can be used afterwards (otherwise the info was lost by using child/group) 2016-07-14 13:27:14 +02:00
c0f77f12ea InputText(): Fixed state corruption/crash bug in stb_textedit redo logic when exhausting undo char buffer (#715 #681) 2016-07-14 13:08:37 +02:00
88721118fd InputTextEx: comments (related to #725) 2016-07-13 01:54:29 +02:00
d9e2e688e9 InputTextMultiline(): partial fix for when input and internal buffers differs in a way where scrollbar existence differs. (#725)
Partial fix, won't stop ids from functioning because of a zombie id.
2016-07-13 01:18:59 +02:00
9c71ec38f0 ImVector: reserve() tweak to avoid undefined behavior warning (#731) 2016-07-12 11:19:38 +02:00
921fc50c85 add shortcut+backspace support 2016-07-07 13:03:00 -04:00
86f42b5950 osx uses super+arrows for home/end, built on work in ocornut/imgui#473 2016-07-07 13:02:52 -04:00
5525c2356a Using GetCurrentWindowRead() instead of GetCurrentWindow() 2016-06-29 10:30:42 +02:00
fe7274b6c7 SetCursorScreenPos() fixed not adjusting CursorMaxPos as well 2016-06-29 10:25:47 +02:00
b9b3dec7da ImGuiListClipper: Fix to behave within column (#661, #662, #716) 2016-06-29 10:19:01 +02:00
74bbfcfaa6 ImGuiListClipper: fixed automatic-height calc path dumbly having user display element 0 twice (#661, #716)
First bug out of two. Was easily visible using e.g. 50% alpha text.
2016-06-29 10:07:36 +02:00
297bb3fc92 NextColumn() tidying up with a sane early out 2016-06-29 09:53:02 +02:00
ba7acdac47 Added assert to track stb_textedit.h issue (#715) 2016-06-27 12:59:49 +02:00
c36fd541ad InputTextMultiline(): Fixed Ctrl+DownArrow moving scrolling out of bounds 2016-06-27 09:56:45 +02:00
e06852abaf Fixed Windows default clipboard leaving its buffer unfreed on application's exit. (#714) 2016-06-26 13:24:30 +02:00
de61fcc619 Minor bits 2016-06-25 17:03:49 +02:00
355dae5d99 Comments amend 3c8e490778 (committed before saving last comment edit) (#703) 2016-06-25 14:37:14 +02:00
3c8e490778 Comment on dealing with io.WantCaptureKeyboard (#703) 2016-06-25 14:28:58 +02:00
13615a1318 InputText: render currently edited buffer from the internal buffer, toward #701 2016-06-25 13:57:05 +02:00
2f4e2eec68 InputText, ImGuiTextFilter: using strncpy instead of printf("%s"). 2016-06-25 13:54:34 +02:00
4621b357c1 Wrapped text: fixed incorrect testing for negative wrap coordinates, they are perfectly legal. (#706) 2016-06-19 12:50:22 +02:00
92bff4c8d7 ColorEdit4(): better preserve inputting value out of 0..255 range, display then clamped in Hexadecimal form 2016-06-16 23:09:48 +02:00
9cb271f4c8 Fixed minor text clipping issue in window title for when using font straying above usual line (#699) 2016-06-15 23:09:40 +02:00
1ef7980e17 Merge branch 'master' into 2016-02-colorpicker 2016-06-15 10:05:17 +02:00
c4db79f34b Member variable name renamed "ID" "Id" for casing consistency 2016-06-12 22:27:15 +02:00
f83790dc5a Comments 2016-06-12 12:23:20 +02:00
9f21c7189f TextUnformatted() fixed clipping bug in the large-text path when horizontal scroll has been applied (#692, #246) 2016-06-12 12:23:16 +02:00
d79186931e ImDrawList: Fixed a (rarely occuring) bug with merging with previous command + unnecessary OverlayDrawList command 2016-06-11 15:42:10 +02:00
3fd3eac370 Fixed TextWrapped() override wrap position is one is already set (#690) 2016-06-11 10:23:37 +02:00
2da30e8702 Comments (#691) 2016-06-11 09:28:20 +02:00
65a525550e ImFont: Allowing to use up to 0xFFFE glyphs in same font (increased from previous 0x8000) 2016-06-07 09:14:54 +02:00
4fddfa4b5e Demo: extra (somehow duplicate) Selectables+Columns demo 2016-06-07 09:05:36 +02:00
d6a5fd06d7 Demo: Added an extra 3-way columns demo 2016-06-07 08:46:50 +02:00
0f36ec9cb9 Fixed a crash bug in stb_textedit.h (#681) 2016-06-04 14:48:08 +01:00
8291d7dc7c Fixed minor bug introduced in 45dacbf084 (#682)
Actually minor because nobody uses that value. Still a terrible
bug.
2016-05-31 22:34:48 +02:00
d1c073a199 Comments, tweaks 2016-05-31 00:00:44 +02:00
254a1a9e4c InputText: Added support for CTRL+Backspace. 2016-05-30 20:00:20 +02:00
5d4cf1c3f3 Version 1.50 WIP 2016-05-30 19:38:36 +02:00
3ddb50a925 Merge branch 'master' into 2016-02-colorpicker 2016-05-29 19:07:23 +02:00
6bcc31e575 Merge branch 'master' into 2016-02-colorpicker 2016-04-26 11:06:24 +02:00
074a6853c7 Moved comments 2016-04-09 19:13:02 +02:00
77177c18f0 Merge branch 'master' into 2016-02-colorpicker 2016-04-09 19:12:03 +02:00
4c1d4233b2 Merge branch 'master' into 2016-02-colorpicker 2016-04-03 01:10:26 +02:00
9e817a7c38 ColorPicker3/4: Fixed missing ID scoping (#346) 2016-03-28 23:45:23 +02:00
6a241d4895 ColorPicker3: Fixed 2016-03-28 23:38:04 +02:00
326c4e40f8 Merge branch 'master' into 2016-02-colorpicker 2016-03-28 23:17:13 +02:00
d39029f3a8 Branch fix 2016-03-23 10:51:40 +01:00
baabe3b62c Merge branch 'master' into 2016-02-colorpicker 2016-03-23 10:50:37 +01:00
459af7683c Merge branch 'master' into 2016-02-colorpicker 2016-03-04 13:57:33 +01:00
a43a9e602a ColorEdit4: support ImGuiColorEditFlags_NoSliders to display only a button (wip #346) 2016-02-21 23:55:01 +01:00
f8fede1d8b Added ColorPicker3/ColorPicker4, refactoring ColorEdit3/ColorEdit4 adding a bunch of flags and access to picker (wip #346)
Still pretty much experimenting so may break API
2016-02-21 23:23:30 +01:00
60 changed files with 5536 additions and 2814 deletions

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@ -9,10 +9,10 @@ compiler:
- clang
before_install:
- if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
- if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glfw3; fi
- if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-add-repository --yes ppa:zoogie/sdl2-snapshots && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libxrandr-dev libxi-dev libxxf86vm-dev libsdl2-dev; fi
- if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glfw3 && brew install sdl2; fi
script:
- make -C examples/opengl_example
- make -C examples/opengl2_example
- make -C examples/opengl3_example
- make -C examples/sdl_opengl3_example

112
README.md
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@ -3,13 +3,17 @@ 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 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)
(This library is free but needs your support to sustain its development. There are lots of desirable new features and maintenance to do. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. If your company is using dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development). I can invoice for private support, custom development etc. E-mail: omarcornut at gmail.)
[![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)
Monthly donations via Patreon:
<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
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).
One-off donations via PayPal:
<br>[![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 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.
dear imgui (AKA ImGui), is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime 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.
ImGui is particularly suited to integration in realtime 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
@ -33,14 +37,54 @@ Your code passes mouse/keyboard inputs and settings to ImGui (see example applic
ImGui outputs vertex buffers and simple command-lists that you can render in your application. 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.
_A common misunderstanding is to think that immediate mode gui == immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes, as the gui functions are called by the user. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
Demo
----
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, an entire game making editor/framework, etc.
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at the features of ImGui, you can download Windows binaries of the demo app here.
- [imgui-demo-binaries-20160410.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20160410.zip) (Windows binaries, ImGui 1.48+ 2016/04/10, 4 executables, 534 KB)
Binaries/Demo
-------------
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20170723.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20170723.zip) (Windows binaries, ImGui 1.51+ 2017/07/23, 5 executables, 808 KB)
Bindings
--------
_NB: those third-party bindings may be more or less maintained, more or less close to the spirit of original API and therefore I cannot give much guarantee about them. People who create language bindings sometimes haven't used the C++ API themselves (for the good reason that they aren't C++ users). ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
_Integrating Dear ImGui within your custom engine is a matter of wiring mouse/keyboard inputs and providing a render function that can bind a texture and render simple textured triangles. The examples/ folder is populated with applications doing just that. If you are an experienced programmer it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation!_
Languages:
- cimgui: thin c-api wrapper for ImGui https://github.com/Extrawurst/cimgui
- ImGui.NET: An ImGui wrapper for .NET Core https://github.com/mellinoe/ImGui.NET
- imgui-rs: Rust bindings for dear imgui https://github.com/Gekkio/imgui-rs
- DerelictImgui: Dynamic bindings for the D programming language: https://github.com/Extrawurst/DerelictImgui
- CyImGui: Python bindings for dear imgui using Cython: https://github.com/chromy/cyimgui
- pyimgui: Another Python bindings for dear imgui: https://github.com/swistakm/pyimgui
- LUA: https://github.com/patrickriordan/imgui_lua_bindings
- imgui-pas: P ascal bindings for imgui https://github.com/dpethes/imgui-pas
Frameworks:
- Main ImGui repository include examples for DirectX9, DirectX10, DirectX11, OpenGL2/3, Vulkan, Allegro 5, SDL+GL2/3, iOS and Marmalade: https://github.com/ocornut/imgui/tree/master/examples
- Unmerged PR: DirectX12 example (with issues) https://github.com/ocornut/imgui/pull/301
- Unmerged PR: SDL2 + OpenGLES + Emscripten example https://github.com/ocornut/imgui/pull/336
- Unmerged PR: FreeGlut + OpenGL2 example https://github.com/ocornut/imgui/pull/801
- Unmerged PR: Native Win32 and OSX example https://github.com/ocornut/imgui/pull/281
- Unmerged PR: Android Example https://github.com/ocornut/imgui/pull/421
- Cinder backend for dear imgui https://github.com/simongeilfus/Cinder-ImGui
- FlexGUI: Flexium/SFML backend for dear imgui https://github.com/DXsmiley/FlexGUI
- IrrIMGUI: Irrlicht backend for dear imgui https://github.com/ZahlGraf/IrrIMGUI
- UnrealEngine_ImGui: Unreal Engine 4 backend for dear imgui https://github.com/sronsse/UnrealEngine_ImGui
- LÖVE backend for dear imgui https://github.com/slages/love-imgui
- Ogre backend for dear imgui https://bitbucket.org/LMCrashy/ogreimgui/src
- ofxImGui: openFrameworks backend for dear imgui https://github.com/jvcleave/ofxImGui
- SFML backend for dear imgui https://github.com/EliasD/imgui-sfml
- SFML backend for dear imgui https://github.com/Mischa-Alff/imgui-backends
- cocos2d-x with imgui https://github.com/c0i/imguix https://github.com/ocornut/imgui/issues/551
- NanoRT: software raytraced version https://github.com/syoyo/imgui/tree/nanort/examples/raytrace_example
For other bindings: see [this page](https://github.com/ocornut/imgui/wiki/Links/).
Please contact me with the Issues tracker or Twitter to fix/update this list.
Gallery
-------
@ -48,18 +92,18 @@ Gallery
See the [Screenshots Thread](https://github.com/ocornut/imgui/issues/123) for some user creations.
![screenshot 1](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_01.png)
[![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
![screenshot 2](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_02.png)
[![profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler-880.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png)
[![screenshot profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler-880.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.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 3](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_01.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 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:
ImGui can load TTF/OTF 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());
@ -77,6 +121,8 @@ The Immediate Mode GUI paradigm may at first appear unusual to some users. This
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
- [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).
- [Nicolas Guillemot's CppCon'16 flashtalk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k).
- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/).
See the [Links page](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to different languages and frameworks.
@ -94,22 +140,23 @@ Frequently Asked Question (FAQ)
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>What is ImTextureID and how do I display an image?</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 have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs.</b>
<br><b>How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application?</b>
<br><b>How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on labels/IDs.</b>
<br><b>How can I tell when ImGui wants my mouse/keyboard inputs VS when I can pass them to my application?</b>
<br><b>How can I load a different font than the default?</b>
<br><b>How can I easily use icons in my application?</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>
<br><b>How can I preserve my ImGui context across reloading a DLL? (loss of the global/static variables)</b>
<br><b>How can I use the drawing facilities without an ImGui window? (using ImDrawList API)</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.
I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/symless/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
<b>Can you create elaborate/serious tools with ImGui?</b>
@ -119,7 +166,7 @@ ImGui is very programmer centric and the immediate-mode GUI paradigm might requi
<b>Is ImGui fast?</b>
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.
Probably fast enough for most uses. Down to the foundation 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).
@ -139,18 +186,24 @@ This is [LumixEngine](https://github.com/nem0/LumixEngine) with a minor skinning
<b>Why using C++ (as opposed to C)?</b>
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.
ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. ImGui doesn't use any C++ header file. Language-wise, 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.
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
------
Support dear imgui
------------------
<b>Can I donate to support the development of ImGui?</b>
<b>How can I help financing further development of Dear ImGui?</b>
[![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)
Your contributions are keeping the library alive. If you are an individual using dear imgui, please consider donating to enable me to spend more time improving the library.
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!
Monthly donations via Patreon:
<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
One-off donations via PayPal:
<br>[![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)
If your company uses dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development). I can invoice for private support, custom development etc. E-mail: omarcornut at gmail. Thanks!
Credits
-------
@ -165,16 +218,19 @@ Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothi
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
Ongoing ImGui development is financially supported on [**Patreon**](http://www.patreon.com/imgui).
Ongoing dear imgui development is financially supported on [**Patreon**](http://www.patreon.com/imgui).
Double-chocolate sponsors:
- Media Molecule, Mobigame
- Media Molecule
- Mobigame
- Insomniac Games (sponsored the gamepad/keyboard navigation branch)
- Aras Pranckevičius
Salty caramel supporters:
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Stefano Cristiano, Chris Genova, ikrima
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko.
Caramel supporters:
- 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, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley.
- 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, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, [Kit framework](http://svkonsult.se/kit), Josh Faust, Martin Donlon, Quinton, Felix.
And other supporters; thanks!

237
TODO.txt Normal file
View File

@ -0,0 +1,237 @@
dear imgui
ISSUES & TODO LIST
Issue numbers (#) refer to github issues listed at https://github.com/ocornut/imgui/issues/XXXX
The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker).
It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions.
- doc/test: add a proper documentation+regression testing system (#435)
- doc/test: checklist app to verify binding/integration of imgui (test inputs, rendering, callback, etc.).
- project: folder or separate repository with maintained helpers (e.g. imgui_memory_editor.h, imgui_stl.h, maybe imgui_dock would be there?)
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
- window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
- window: allow resizing of child windows (possibly given min/max for each axis?.)
- window: background options for child windows, border option (disable rounding).
- window: resizing from any sides? + mouse cursor directives for app. (#822)
!- window: begin with *p_open == false should return false.
- window: get size/pos helpers given names (see discussion in #249)
- window: a collapsed window can be stuck behind the main menu bar?
- window: when window is very small, prioritize resize button over close button.
- window: detect extra End() call that pop the "Debug" window out and assert at End() call site instead of at end of frame.
- window/tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
- window: increase minimum size of a window with menus or fix the menu rendering so that it doesn't look odd.
- window: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
- window: expose contents size. (#1045)
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
!- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
- drawlist: move Font, FontSize, FontTexUvWhitePixel inside ImDrawList and make it self-contained (apart from drawing settings?)
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
- drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack.
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
- drawlist: avoid passing null (-9999,+9999) rectangle to end-user, instead perhaps pass rectangle based on io.DisplaySize?
- drawlist: primtiives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
- main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them.
- main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering.
- main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
- main: rename the main "Debug" window to avoid ID collision with user who may want to use "Debug" with specific flags.
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
- widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
- widgets: add disabled and read-only modes (#211)
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
- widgets: activate by identifier (trigger button, focus given id)
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
- input text: expose CursorPos in char filter event (#816)
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active.
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
- input text: way to dynamically grow the buffer without forcing the user to initially allocate for worse case, e.g. more natural std::string (follow up on #200)
- input text: hover tooltip could show unclamped text
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
- input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
- input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependant). actually a very old bug but no one appears to have noticed it.
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
- input text multi-line: line numbers? status bar? (follow up on #200)
- input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
- input text multi-line: better horizontal scrolling support (#383, #1224)
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
- input number: optional range min/max for Input*() functions
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
- input number: use mouse wheel to step up/down
- input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
- layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
- layout: generalization of the above: a concept equivalent to word processor ruler tab stop ~ mini columns (position in X, no clipping implied) (vaguely relate to #267, #395, also what is used internally for menu items)
- layout: horizontal layout helper (#97)
- layout: horizontal flow until no space left (#404)
- layout: more generic alignment state (left/right/centered) for single items?
- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
- layout: BeginGroup() needs a border option.
- layout: vertical alignement of mixed height items (e.g. buttons) within a same line (#1284)
- columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125)
- columns: add a conditional parameter to SetColumnOffset() (#513, #125)
- columns: headers. with sort op/button. reorderable. (#513, #125)
- columns: allow columns to recurse.
- columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
- columns: flag to add horizontal separator above/below?
- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
!- color: the color conversion helpers/types are a mess and needs sorting out.
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
- coloredit: it is still somehow awkward to copy colors around (unless going through Hex mode).
- plot: full featured plot/graph api w/ scrolling, zooming etc. all bell & whistle. why not!
- plot: PlotLines() should use the polygon-stroke facilities, less verticles (currently issues with averaging normals)
- plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
- plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value)
- plot: option/feature: draw the zero line
- plot: option/feature: draw grid, vertical markers
- plot: option/feature: draw unit
- plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
- clipper: ability to force display 1 item in the list would be convenient.
- splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
- dock: docking extension
- dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
- tabs: re-ordering, close buttons, context menu, persistent order (#261, #351)
- ext: stl-ish friendly extension (imgui_stl.h) that has wrapped for std::string, std::vector etc.
- button: provide a button that looks framed.
- image/image button: misalignment on padded/bordered button?
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
- image button: not taking an explicit id is odd.
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar).
- slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
- slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
- slider: precision dragging
- slider: step option (#1183)
- knob: rotating knob widget (#942)
- slider & drag: int data passing through a float
- drag float: up/down axis
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
- combo: sparse combo boxes (via function call?) / iterators
- combo: active item type could be anything else e.g. void*
- combo: use clipper
- combo: contents should extends to fit label if combo widget is small
- combo: option for ComboEx to not return true when unchanged (#1182)
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
- listbox: multiple selection.
- listbox: unselect (#1208)
- listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?)
- listbox: user may want to initial scroll to focus on the one selected value?
- listbox: expose hovered item for a basic ListBox
- listbox: keyboard navigation.
- listbox: scrolling should track modified selection.
!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
- popups/nav: esc/enter default behavior for popups.
- popups: reopening context menu at new position should be the behavior by default? (equivalent to internal OpenPopupEx() with reopen_existing=true)
- popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331)
- popups: clicking outside (to close popup) and holding shouldn't drag window below.
- popups: add variant using global identifier similar to Begin/End (#402)
- popups: border options. richer api like BeginChild() perhaps? (#197)
- tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse.
- menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207)
- statusbar: add a per-window status bar helper similar to what menubar does.
- shortcuts: local-style shortcut api, e.g. parse "&Save"
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
- shortcuts: programmatically access shortcuts "Focus("&Save"))
- menus: menubars: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
- text: proper alignment options in imgui_internal.h
- text wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
- tree node / optimization: avoid formatting when clipped.
- tree node: tree-node/header right-most side doesn't take account of horizontal scrolling.
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
- tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
!- settings: expose enough to save/load .ini from RAM instead of fopen
- settings: write more decent code to allow saving/loading new fields
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
- stb: add defines to disable stb implementations
!- style: better default styles.
!- style: move border to style structure, remove _ShowBorder flag.
- style: border types: out-screen, in-screen, etc.
- style/optimization: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding.
- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
- style: color-box not always square?
- style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc.
- style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation).
- style: global scale setting.
- style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
- style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223)
- style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
- style editor: color child window height expressed in multiple of line height.
- log: LogButtons() options for specifying depth and/or hiding depth slider
- log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
- log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
- log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
- filters: set a current filter that tree node can automatically query to hide themselves
- filters: handle wildcards (with implicit leading/trailing *), regexps
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
- drag'n drop, dragging helpers, demo (carry dragging info, visualize drag source before clicking, drop target, etc.) (#143, #479)
- node/graph editor (#306)
- pie menus patterns (#434)
- markup: simple markup language for color change?
!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
- font: PushFontSize API (#1018)
- font/atlas: incremental updates
- font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
- font/atlas: allow user to submit its own primitive to be rectpacked, and allow to map them on a Unicode point.
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
- font/text: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
- font: imgui_freetype.h alternative renderer (#618)
- font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct).
- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
- font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
- font: fix AddRemapChar() to work before font has been built.
- font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF.
!- keyboard: tooltip & combo boxes are messing up / not honoring keyboard tabbing.
- keyboard: full keyboard navigation and focus. (#323)
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
- inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71)
- inputs: allow to decide and pass explicit double-clicks (e.g. for windows by the CS_DBLCLKS style).
- inputs: support track pad style scrolling & slider edit.
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: provide HoveredTime and ActivatedTime to ease the creation of animations.
- misc: fix for compilation settings where stdcall isn't the default (e.g. vectorcall) (#1230)
- remote: make a system like RemoteImGui first-class citizen/project (#75)
- demo: demo: add a virtual scrolling example?
- examples: directx9: save/restore device state more thoroughly.
- examples: window minimize, maximize (#583)
- examples: provide a zero-framerate/idle example.
- examples: document WantCaptureKeyboard, WantCaptureMouse in example apps. (#446)
- optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038)
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
- optimization: use another hash function than crc32, e.g. FNV1a
- optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
- optimization: turn some the various stack vectors into statically-sized arrays

21
examples/.gitignore vendored
View File

@ -15,16 +15,24 @@ directx11_example/Debug/*
directx11_example/Release/*
directx11_example/ipch/*
directx11_example/x64/*
opengl_example/Debug/*
opengl_example/Release/*
opengl_example/ipch/*
opengl_example/x64/*
opengl_example/opengl_example
opengl2_example/Debug/*
opengl2_example/Release/*
opengl2_example/ipch/*
opengl2_example/x64/*
opengl2_example/opengl_example
opengl3_example/Debug/*
opengl3_example/Release/*
opengl3_example/ipch/*
opengl3_example/x64/*
opengl3_example/opengl3_example
sdl_opengl2_example/Debug/*
sdl_opengl2_example/Release/*
sdl_opengl2_example/ipch/*
sdl_opengl2_example/x64/*
sdl_opengl3_example/Debug/*
sdl_opengl3_example/Release/*
sdl_opengl3_example/ipch/*
sdl_opengl3_example/x64/*
*.opensdf
*.sdf
*.suo
@ -33,6 +41,9 @@ opengl3_example/opengl3_example
*.obj
*.exe
*.pdb
*.ilk
*.VC.db
*.VC.VC.opendb
## Ini files
imgui.ini

View File

@ -8,11 +8,14 @@ Third party languages and frameworks bindings: https://github.com/ocornut/imgui/
TL;DR;
- 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.
- To LEARN how the library is setup, you may refer to 'opengl2_example' because is the simplest one.
The other examples requires more boilerplate and are harder to read.
However, USE 'opengl3_example' in your application if you are using any modern OpenGL3+ calls.
Mixing old fixed pipeline OpenGL2 and programmable pipeline OpenGL3+ isn't well supported by some drivers.
If you are not sure, in doubt, use 'opengl3_example'.
- 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
- If you have your own engine, you probably want to start from one of the 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:
@ -36,21 +39,23 @@ ImGui has zero frame of lag for most behaviors and one frame of lag for some beh
At 60 FPS your experience should be pleasant. Consider that OS mouse cursors are typically drawn through
a specific hardware accelerated route and may feel smoother than other GPU rendered contents. You may
experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself, to visualize
the lag between an hardware cursor and a software cursor. It might be beneficial to the user experience
the lag between a hardware cursor and a software cursor. It might be beneficial to the user experience
to switch to a software rendered cursor when an interactive drag is in progress.
Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering),
leaving you with no option but sadness/anger (Intel GPU drivers were reported as such).
opengl_example/
OpenGL example, using GLFW + fixed pipeline.
This is simple and should work for all OpenGL enabled applications.
Prefer following this example to learn how ImGui works!
(You can use this code in a GL3/GL4 context but make sure you disable the programmable pipeline
by calling "glUseProgram(0)" before ImGui::Render.)
opengl2_example/
GLFW + OpenGL example (old, fixed graphic pipeline).
This is only provided as a reference to learn how ImGui integration works, because it is easier to read.
However, if your code is using GL3+ context, using this may confuse your driver. Please use the GL3 example below.
(You might be able to use this code in a GL3/GL4 context but make sure you disable the programmable
pipeline by calling "glUseProgram(0)" before ImGui::Render. It appears that many librairies and drivers
are having issues mixing GL2 calls and newer GL3/GL4 calls. So it isn't recommended that you use that.)
opengl3_example/
OpenGL example, using GLFW/GL3W + programmable pipeline.
This uses more modern OpenGL calls and custom shaders. It's more messy.
GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W).
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL3/4 in your application.
directx9_example/
DirectX9 example, Windows only.
@ -68,8 +73,8 @@ apple_example/
On iOS, Using Synergy to access keyboard/mouse data from server computer.
Synergy keyboard integration is rather hacky.
sdl_opengl_example/
SDL2 + OpenGL example.
sdl_opengl2_example/
SDL2 + OpenGL example (old fixed pipeline).
sdl_opengl3_example/
SDL2 + OpenGL3 example.

View File

@ -1,6 +1,9 @@
// ImGui Allegro 5 bindings
// In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// TODO:
// - Clipboard is not supported.
// 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.
@ -46,8 +49,8 @@ void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats
static ImVector<ImDrawVertAllegro> vertices;
vertices.resize(cmd_list->VtxBuffer.size());
for (int i = 0; i < cmd_list->VtxBuffer.size(); ++i)
vertices.resize(cmd_list->VtxBuffer.Size);
for (int i = 0; i < cmd_list->VtxBuffer.Size; ++i)
{
const ImDrawVert &dv = cmd_list->VtxBuffer[i];
ImDrawVertAllegro v;
@ -61,12 +64,12 @@ void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
// 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)
indices.resize(cmd_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i)
indices[i] = (int)cmd_list->IdxBuffer.Data[i];
int idx_offset = 0;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)

View File

@ -72,7 +72,7 @@ int main(int, char**)
// 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::SetNextWindowSize(ImVec2(200, 100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
@ -81,7 +81,7 @@ int main(int, char**)
// 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::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}

View File

@ -24,18 +24,17 @@ void DebugHUD_InitDefaults( DebugHUD *hud )
hud->cubeColor2[3] = 1.0f;
}
void DebugHUD_DoInterface( DebugHUD *hud )
void DebugHUD_DoInterface(DebugHUD *hud)
{
if (hud->show_test_window)
{
ImGui::SetNextWindowPos( ImVec2( 400, 20 ), ImGuiSetCond_FirstUseEver );
ImGui::ShowTestWindow( &hud->show_test_window );
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&hud->show_test_window );
}
if (hud->show_example_window)
{
ImGui::SetNextWindowPos( ImVec2( 20, 20 ), ImGuiSetCond_FirstUseEver );
ImGui::SetNextWindowSize( ImVec2( 350, 200 ), ImGuiSetCond_FirstUseEver );
ImGui::SetNextWindowSize(ImVec2(350, 200), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &hud->show_example_window);
ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);

View File

@ -3,6 +3,9 @@
// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
// TODO:
// - Clipboard is not supported.
#import <OpenGLES/ES3/gl.h>
#import <OpenGLES/ES3/glext.h>
@ -191,7 +194,7 @@ uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
// connect it to the address and port we passed in to getaddrinfo():
int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
if (!ret) {
NSLog( @"Connect suceeded...");
NSLog( @"Connect succeeded...");
} else {
NSLog( @"Connect failed, %d", ret );
}
@ -288,7 +291,6 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat
printf("Synergy: clipboard callback TODO\n" );
}
@interface ImGuiHelper ()
{
BOOL _mouseDown;
@ -615,6 +617,7 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat
static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
{
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
// FIXME: Backport changes from imgui_impl_glfw_gl3.cpp
GLint last_program, last_texture;
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
@ -648,7 +651,7 @@ static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
int needed_vtx_size = cmd_list->VtxBuffer.size() * sizeof(ImDrawVert);
const int needed_vtx_size = cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
if (g_VboSize < needed_vtx_size)
{
// Grow our buffer if needed
@ -659,11 +662,12 @@ static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
if (!vtx_data)
continue;
memcpy(vtx_data, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
memcpy(vtx_data, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
glUnmapBuffer(GL_ARRAY_BUFFER);
for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
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);

View File

@ -97,7 +97,7 @@
isa = PBXGroup;
children = (
1A1A0F4D1CB3C54D0090F036 /* libglfw3.dylib */,
1A1A0F351CB3A1B20090F036 /* opengl_example */,
1A1A0F351CB3A1B20090F036 /* opengl2_example */,
1A1A0F211CB39FB50090F036 /* AppDelegate.h */,
1A1A0F221CB39FB50090F036 /* AppDelegate.m */,
1A1A0F271CB39FB50090F036 /* Assets.xcassets */,
@ -114,15 +114,15 @@
name = "Supporting Files";
sourceTree = "<group>";
};
1A1A0F351CB3A1B20090F036 /* opengl_example */ = {
1A1A0F351CB3A1B20090F036 /* opengl2_example */ = {
isa = PBXGroup;
children = (
1A1A0F371CB3A1B20090F036 /* imgui_impl_glfw.cpp */,
1A1A0F381CB3A1B20090F036 /* imgui_impl_glfw.h */,
1A1A0F391CB3A1B20090F036 /* main.cpp */,
);
name = opengl_example;
path = ../../opengl_example;
name = opengl2_example;
path = ../../opengl2_example;
sourceTree = "<group>";
};
6D1E39141B35EEF10017B40F /* usynergy */ = {

View File

@ -87,10 +87,10 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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();
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
g_pVB->Unmap();
g_pIB->Unmap();
@ -189,7 +189,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
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++)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
@ -205,7 +205,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.size();
vtx_offset += cmd_list->VtxBuffer.Size;
}
// Restore modified DX state
@ -345,7 +345,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution]
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
@ -484,7 +484,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
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_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
@ -573,7 +573,8 @@ void ImGui_ImplDX10_NewFrame()
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Hide OS mouse cursor if ImGui is drawing it
SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
if (io.MouseDrawCursor)
SetCursor(NULL);
// Start the frame
ImGui::NewFrame();

View File

@ -167,7 +167,7 @@ int main(int, char**)
// 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::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
@ -176,14 +176,16 @@ int main(int, char**)
// 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::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_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);
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
}
ImGui_ImplDX10_Shutdown();

View File

@ -89,10 +89,10 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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();
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
ctx->Unmap(g_pVB, 0);
ctx->Unmap(g_pIB, 0);
@ -194,7 +194,7 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
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++)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
@ -210,7 +210,7 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.size();
vtx_offset += cmd_list->VtxBuffer.Size;
}
// Restore modified DX state
@ -347,7 +347,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution]
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
@ -485,7 +485,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
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_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
@ -576,7 +576,8 @@ void ImGui_ImplDX11_NewFrame()
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Hide OS mouse cursor if ImGui is drawing it
SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
if (io.MouseDrawCursor)
SetCursor(NULL);
// Start the frame
ImGui::NewFrame();

View File

@ -170,7 +170,7 @@ int main(int, char**)
// 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::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
@ -179,14 +179,16 @@ int main(int, char**)
// 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::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_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_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
ImGui::Render();
g_pSwapChain->Present(0, 0);
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
}
ImGui_ImplDX11_Shutdown();

View File

@ -73,8 +73,8 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_src = &cmd_list->VtxBuffer[0];
for (int i = 0; i < cmd_list->VtxBuffer.size(); i++)
const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
{
vtx_dst->pos[0] = vtx_src->pos.x;
vtx_dst->pos[1] = vtx_src->pos.y;
@ -85,8 +85,8 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
vtx_dst++;
vtx_src++;
}
memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
idx_dst += cmd_list->IdxBuffer.size();
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
idx_dst += cmd_list->IdxBuffer.Size;
}
g_pVB->Unlock();
g_pIB->Unlock();
@ -94,6 +94,15 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
g_pd3dDevice->SetIndices(g_pIB);
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
// Setup viewport
D3DVIEWPORT9 vp;
vp.X = vp.Y = 0;
vp.Width = (DWORD)io.DisplaySize.x;
vp.Height = (DWORD)io.DisplaySize.y;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
g_pd3dDevice->SetViewport(&vp);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
g_pd3dDevice->SetPixelShader(NULL);
g_pd3dDevice->SetVertexShader(NULL);
@ -138,7 +147,7 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
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++)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
@ -150,11 +159,11 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId);
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3);
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.size();
vtx_offset += cmd_list->VtxBuffer.Size;
}
// Restore the DX9 state
@ -302,12 +311,14 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
g_pIB->Release();
g_pIB = NULL;
}
if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
{
tex->Release();
ImGui::GetIO().Fonts->TexID = 0;
}
// At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(g_FontTexture == io.Fonts->TexID);
if (g_FontTexture)
g_FontTexture->Release();
g_FontTexture = NULL;
io.Fonts->TexID = NULL;
}
void ImGui_ImplDX9_NewFrame()
@ -339,7 +350,8 @@ void ImGui_ImplDX9_NewFrame()
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Hide OS mouse cursor if ImGui is drawing it
SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
if (io.MouseDrawCursor)
SetCursor(NULL);
// Start the frame
ImGui::NewFrame();

View File

@ -63,7 +63,8 @@ int main(int, char**)
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
// Create the D3DDevice
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
@ -120,7 +121,7 @@ int main(int, char**)
// 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::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
@ -129,7 +130,7 @@ int main(int, char**)
// 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::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}

View File

@ -1,7 +1,7 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example\opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl2_example", "opengl2_example\opengl2_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
EndProject

View File

@ -40,9 +40,8 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
for(int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front();
const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
int nVert = cmd_list->VtxBuffer.size();
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
const int nVert = cmd_list->VtxBuffer.Size;
CIwFVec2* pVertStream = IW_GX_ALLOC(CIwFVec2, nVert);
CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
@ -62,12 +61,12 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
IwGxSetColStream(pColStream, nVert);
IwGxSetNormStream(0);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
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);
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
@ -90,28 +89,24 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
// TODO: restore modified state (i.e. mvp matrix)
}
static const char* ImGui_Marmalade_GetClipboardText()
static const char* ImGui_Marmalade_GetClipboardText(void* /*user_data*/)
{
if (s3eClipboardAvailable())
if (!s3eClipboardAvailable())
return NULL;
if (int size = s3eClipboardGetText(NULL, 0))
{
int size = s3eClipboardGetText(NULL, 0);
if (size > 0)
{
if (g_ClipboardText)
{
delete[] g_ClipboardText;
g_ClipboardText = NULL;
}
g_ClipboardText = new char[size];
g_ClipboardText[0] = '\0';
s3eClipboardGetText(g_ClipboardText, size);
}
if (g_ClipboardText)
delete[] g_ClipboardText;
g_ClipboardText = new char[size];
g_ClipboardText[0] = '\0';
s3eClipboardGetText(g_ClipboardText, size);
}
return g_ClipboardText;
}
static void ImGui_Marmalade_SetClipboardText(const char* text)
static void ImGui_Marmalade_SetClipboardText(void* /*user_data*/, const char* text)
{
if (s3eClipboardAvailable())
s3eClipboardSetText(text);

View File

@ -56,7 +56,7 @@ int main(int, char**)
// 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::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
@ -65,7 +65,7 @@ int main(int, char**)
// 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::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}

View File

@ -1,6 +1,6 @@
#
# Cross Platform Makefile
# Compatible with Ubuntu 14.04.1 and Mac OS X
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
#
# if you using Mac OS X:
@ -10,7 +10,7 @@
#CXX = g++
EXE = opengl_example
EXE = opengl2_example
OBJS = main.o imgui_impl_glfw.o
OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o
@ -29,15 +29,15 @@ endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
LIBS += -L/usr/local/lib -lglfw3
#LIBS += -L/usr/local/lib -lglfw3
LIBS += -L/usr/local/lib -lglfw
CXXFLAGS = -I../../ -I/usr/local/include
CXXFLAGS += -Wall -Wformat
# CXXFLAGS += -D__APPLE__
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), MINGW64_NT-6.3)
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows"
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32

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 /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
cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include *.cpp ..\..\*.cpp /FeDebug/opengl2_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib

View File

@ -1,9 +1,10 @@
// ImGui GLFW binding with OpenGL
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// If your context is GL3/GL3 then prefer using the code in opengl3_example.
// If your context or own usage of OpenGL involve anything GL3/GL4, prefer using the code in opengl3_example.
// If you are not sure what that means, prefer using the code in opengl3_example.
// You *might* use this code with a GL3/GL4 context but make sure you disable the programmable pipeline by calling "glUseProgram(0)" before ImGui::Render().
// We cannot do that from GL2 code because the function doesn't exist.
// We cannot do that from GL2 code because the function doesn't exist. Mixing GL2 calls and GL3/GL4 calls is giving trouble to many librairies/drivers.
// 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().
@ -46,6 +47,7 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
// 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);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -56,7 +58,7 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
@ -73,13 +75,13 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front();
const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, col)));
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
@ -108,16 +110,17 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
glPopMatrix();
glPopAttrib();
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
static const char* ImGui_ImplGlfw_GetClipboardText()
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data)
{
return glfwGetClipboardString(g_Window);
return glfwGetClipboardString((GLFWwindow*)user_data);
}
static void ImGui_ImplGlfw_SetClipboardText(const char* text)
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text)
{
glfwSetClipboardString(g_Window, text);
glfwSetClipboardString((GLFWwindow*)user_data, text);
}
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
@ -159,7 +162,7 @@ bool ImGui_ImplGlfw_CreateDeviceObjects()
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
GLint last_texture;
@ -168,7 +171,7 @@ bool ImGui_ImplGlfw_CreateDeviceObjects()
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
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;
@ -217,6 +220,7 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;
io.ClipboardUserData = g_Window;
#ifdef _WIN32
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
#endif

View File

@ -19,6 +19,7 @@ int main(int, char**)
return 1;
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
// Setup ImGui binding
ImGui_ImplGlfw_Init(window, true);
@ -58,7 +59,7 @@ int main(int, char**)
// 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::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
@ -67,7 +68,7 @@ int main(int, char**)
// 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::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@ -77,6 +78,7 @@ int main(int, char**)
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
ImGui::Render();
glfwSwapBuffers(window);
}

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@ -20,7 +20,7 @@
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid>
<RootNamespace>opengl_example</RootNamespace>
<RootNamespace>opengl2_example</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">

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@ -1,11 +1,13 @@
#
# Cross Platform Makefile
# Compatible with Ubuntu 14.04.1 and Mac OS X
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
#
# if you using Mac OS X:
# You'll need glfw
# http://www.glfw.org
# You will need GLFW (http://www.glfw.org)
#
# apt-get install libglfw-dev # Linux
# brew install glfw # Mac OS X
# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw # MSYS2
#
#CXX = g++
@ -30,15 +32,15 @@ endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
LIBS += -L/usr/local/lib -lglfw3
#LIBS += -L/usr/local/lib -lglfw3
LIBS += -L/usr/local/lib -lglfw
CXXFLAGS = -I../../ -I../libs/gl3w -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
CXXFLAGS = -I../../ -I../libs/gl3w -I/usr/local/include
CXXFLAGS += -Wall -Wformat
# CXXFLAGS += -D__APPLE__
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), MINGW64_NT-6.3)
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows"
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32

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@ -10,7 +10,7 @@
#include "imgui_impl_glfw_gl3.h"
// GL3W/GLFW
#include <GL/gl3w.h>
#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
#include <GLFW/glfw3.h>
#ifdef _WIN32
#undef APIENTRY
@ -44,17 +44,21 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_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);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&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);
@ -67,7 +71,6 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glActiveTexture(GL_TEXTURE0);
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
@ -89,13 +92,14 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
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);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, 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);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
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);
@ -112,28 +116,29 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
// Restore modified GL state
glUseProgram(last_program);
glActiveTexture(last_active_texture);
glBindTexture(GL_TEXTURE_2D, last_texture);
glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFunc(last_blend_src, last_blend_dst);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
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]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
static const char* ImGui_ImplGlfwGL3_GetClipboardText()
static const char* ImGui_ImplGlfwGL3_GetClipboardText(void* user_data)
{
return glfwGetClipboardString(g_Window);
return glfwGetClipboardString((GLFWwindow*)user_data);
}
static void ImGui_ImplGlfwGL3_SetClipboardText(const char* text)
static void ImGui_ImplGlfwGL3_SetClipboardText(void* user_data, const char* text)
{
glfwSetClipboardString(g_Window, text);
glfwSetClipboardString((GLFWwindow*)user_data, text);
}
void ImGui_ImplGlfwGL3_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
@ -175,7 +180,7 @@ bool ImGui_ImplGlfwGL3_CreateFontsTexture()
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
// Upload texture to graphics system
GLint last_texture;
@ -279,15 +284,15 @@ void ImGui_ImplGlfwGL3_InvalidateDeviceObjects()
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
glDetachShader(g_ShaderHandle, g_VertHandle);
glDeleteShader(g_VertHandle);
if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
if (g_VertHandle) glDeleteShader(g_VertHandle);
g_VertHandle = 0;
glDetachShader(g_ShaderHandle, g_FragHandle);
glDeleteShader(g_FragHandle);
if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
if (g_FragHandle) glDeleteShader(g_FragHandle);
g_FragHandle = 0;
glDeleteProgram(g_ShaderHandle);
if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
g_ShaderHandle = 0;
if (g_FontTexture)
@ -326,6 +331,7 @@ bool ImGui_ImplGlfwGL3_Init(GLFWwindow* window, bool install_callbacks)
io.RenderDrawListsFn = ImGui_ImplGlfwGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplGlfwGL3_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfwGL3_GetClipboardText;
io.ClipboardUserData = g_Window;
#ifdef _WIN32
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
#endif

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@ -4,7 +4,7 @@
#include <imgui.h>
#include "imgui_impl_glfw_gl3.h"
#include <stdio.h>
#include <GL/gl3w.h>
#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
#include <GLFW/glfw3.h>
static void error_callback(int error, const char* description)
@ -26,6 +26,7 @@ int main(int, char**)
#endif
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
gl3wInit();
// Setup ImGui binding
@ -66,7 +67,7 @@ int main(int, char**)
// 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::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
@ -75,7 +76,7 @@ int main(int, char**)
// 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::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}

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@ -5,7 +5,7 @@
```
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
cl /Zi /MD /I %SDL2DIR%\include /I ..\.. main.cpp imgui_impl_sdl.cpp ..\..\imgui*.cpp /link /LIBPATH:%SDL2DIR%\lib SDL2.lib SDL2main.lib opengl32.lib /subsystem:console
```
- On Linux and similar Unixes

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@ -0,0 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL_DIR%\include main.cpp imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/sdl_opengl2_example.exe /FoDebug/ /link /libpath:%SDL_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console

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@ -1,6 +1,9 @@
// ImGui SDL2 binding with OpenGL
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// If your context or own usage of OpenGL involve anything GL3/GL4, prefer using the code in sdl_opengl3_example.
// If you are not sure what that means, prefer using the code in sdl_opengl3_example.
// 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.
@ -35,6 +38,7 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
// 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);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -45,7 +49,7 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
@ -62,13 +66,13 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->VtxBuffer.front();
const ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + OFFSETOF(ImDrawVert, col)));
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
@ -97,14 +101,15 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
glPopMatrix();
glPopAttrib();
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
static const char* ImGui_ImplSdl_GetClipboardText()
static const char* ImGui_ImplSdl_GetClipboardText(void*)
{
return SDL_GetClipboardText();
}
static void ImGui_ImplSdl_SetClipboardText(const char* text)
static void ImGui_ImplSdl_SetClipboardText(void*, const char* text)
{
SDL_SetClipboardText(text);
}
@ -131,7 +136,6 @@ bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
}
case SDL_TEXTINPUT:
{
ImGuiIO& io = ImGui::GetIO();
io.AddInputCharactersUTF8(event->text.text);
return true;
}
@ -165,6 +169,7 @@ bool ImGui_ImplSdl_CreateDeviceObjects()
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);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
@ -212,6 +217,7 @@ bool ImGui_ImplSdl_Init(SDL_Window* window)
io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
io.ClipboardUserData = NULL;
#ifdef _WIN32
SDL_SysWMinfo wmInfo;

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@ -72,7 +72,7 @@ int main(int, char**)
// 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::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
@ -81,7 +81,7 @@ int main(int, char**)
// 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::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@ -89,6 +89,7 @@ int main(int, char**)
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);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
ImGui::Render();
SDL_GL_SwapWindow(window);
}

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@ -0,0 +1,61 @@
#
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
#
# You will need SDL2 (http://www.libsdl.org)
#
# apt-get install libsdl2-dev # Linux
# brew install sdl2 # Mac OS X
# pacman -S mingw-w64-i686-SDL # MSYS2
#
#CXX = g++
EXE = sdl_opengl3_example
OBJS = main.o imgui_impl_sdl_gl3.o
OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o
OBJS += ../libs/gl3w/GL/gl3w.o
UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS = -lGL -ldl `sdl2-config --libs`
CXXFLAGS = -I../../ -I../libs/gl3w `sdl2-config --cflags`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
CXXFLAGS = -I../../ -I../libs/gl3w -I/usr/local/include `sdl2-config --cflags`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows"
LIBS = -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
CXXFLAGS = -I../../ -I../libs/gl3w `pkg-config --cflags sdl2`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
endif
.cpp.o:
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS)
clean:
rm $(EXE) $(OBJS)

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@ -0,0 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL_DIR%\include main.cpp imgui_impl_sdl_gl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/sdl_opengl3_example.exe /FoDebug/ /link /libpath:%SDL_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console

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@ -12,7 +12,7 @@
// SDL,GL3W
#include <SDL.h>
#include <SDL_syswm.h>
#include <GL/gl3w.h>
#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
// Data
static double g_Time = 0.0f;
@ -38,17 +38,21 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_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);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&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);
@ -61,9 +65,8 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glActiveTexture(GL_TEXTURE0);
// Setup orthographic projection matrix
// Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
const float ortho_projection[4][4] =
{
@ -83,13 +86,14 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
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);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, 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);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
for (const ImDrawCmd* pcmd = cmd_list->CmdBuffer.begin(); pcmd != cmd_list->CmdBuffer.end(); pcmd++)
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);
@ -106,26 +110,27 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
// Restore modified GL state
glUseProgram(last_program);
glActiveTexture(last_active_texture);
glBindTexture(GL_TEXTURE_2D, last_texture);
glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFunc(last_blend_src, last_blend_dst);
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
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]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
}
static const char* ImGui_ImplSdlGL3_GetClipboardText()
static const char* ImGui_ImplSdlGL3_GetClipboardText(void*)
{
return SDL_GetClipboardText();
}
static void ImGui_ImplSdlGL3_SetClipboardText(const char* text)
static void ImGui_ImplSdlGL3_SetClipboardText(void*, const char* text)
{
SDL_SetClipboardText(text);
}
@ -152,7 +157,6 @@ bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
}
case SDL_TEXTINPUT:
{
ImGuiIO& io = ImGui::GetIO();
io.AddInputCharactersUTF8(event->text.text);
return true;
}
@ -186,6 +190,7 @@ void ImGui_ImplSdlGL3_CreateFontsTexture()
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);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
@ -279,15 +284,15 @@ void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
g_VaoHandle = g_VboHandle = g_ElementsHandle = 0;
glDetachShader(g_ShaderHandle, g_VertHandle);
glDeleteShader(g_VertHandle);
if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
if (g_VertHandle) glDeleteShader(g_VertHandle);
g_VertHandle = 0;
glDetachShader(g_ShaderHandle, g_FragHandle);
glDeleteShader(g_FragHandle);
if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
if (g_FragHandle) glDeleteShader(g_FragHandle);
g_FragHandle = 0;
glDeleteProgram(g_ShaderHandle);
if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
g_ShaderHandle = 0;
if (g_FontTexture)
@ -324,6 +329,7 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
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;
io.ClipboardUserData = NULL;
#ifdef _WIN32
SDL_SysWMinfo wmInfo;

View File

@ -4,7 +4,7 @@
#include <imgui.h>
#include "imgui_impl_sdl_gl3.h"
#include <stdio.h>
#include <GL/gl3w.h>
#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
#include <SDL.h>
int main(int, char**)
@ -75,7 +75,7 @@ int main(int, char**)
// 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::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
@ -84,7 +84,7 @@ int main(int, char**)
// 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::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}

View File

@ -9,7 +9,7 @@ set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES")
set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES")
# GLFW
set(GLFW_DIR ../../../glfw) # Set this to point to a up-to-date GLFW repo
set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo
option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF)
option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF)
option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF)

View File

@ -1,4 +1,7 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeDebug/vulkan_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\bin32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeDebug/vulkan_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
mkdir Release
cl /nologo /Zi /MD /Ox /Oi /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeRelease/vulkan_example.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib

View File

@ -0,0 +1,7 @@
@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeDebug/vulkan_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
mkdir Release
cl /nologo /Zi /MD /Ox /Oi /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeRelease/vulkan_example.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib

View File

@ -1,4 +1,3 @@
#!/bin/bash
glslangValidator -V -o glsl_shader.frag.spv glsl_shader.frag
glslangValidator -V -o glsl_shader.vert.spv glsl_shader.vert
spirv-remap --map all --dce all --strip-all --input glsl_shader.frag.spv glsl_shader.vert.spv --output ./
glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag
glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert

View File

@ -1,9 +1,9 @@
#version 450 core
layout(location = 0, index = 0) out vec4 fColor;
layout(location = 0) out vec4 fColor;
layout(set=0, binding=0) uniform sampler2D sTexture;
in block{
layout(location = 0) in struct{
vec4 Color;
vec2 UV;
} In;

View File

@ -8,7 +8,11 @@ layout(push_constant) uniform uPushConstant{
vec2 uTranslate;
} pc;
out block{
out gl_PerVertex{
vec4 gl_Position;
};
layout(location = 0) out struct{
vec4 Color;
vec2 UV;
} Out;

View File

@ -1,4 +1,6 @@
// ImGui GLFW binding with Vulkan + shaders
// FIXME: Changes of ImTextureID aren't supported by this binding! Please, someone add it!
// 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 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
@ -59,168 +61,79 @@ static VkBuffer g_IndexBuffer[IMGUI_VK_QUEUED_FRAMES] = {};
static VkDeviceMemory g_UploadBufferMemory = VK_NULL_HANDLE;
static VkBuffer g_UploadBuffer = VK_NULL_HANDLE;
static unsigned char __glsl_shader_vert_spv[] =
static uint32_t __glsl_shader_vert_spv[] =
{
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0x3d, 0x00, 0x04, 0x00, 0x13, 0x00, 0x00, 0x00, 0xda, 0x35, 0x00, 0x00,
0x6a, 0x16, 0x00, 0x00, 0x41, 0x00, 0x05, 0x00, 0x91, 0x02, 0x00, 0x00,
0xea, 0x50, 0x00, 0x00, 0x47, 0x11, 0x00, 0x00, 0x0e, 0x0a, 0x00, 0x00,
0x3e, 0x00, 0x03, 0x00, 0xea, 0x50, 0x00, 0x00, 0xda, 0x35, 0x00, 0x00,
0x3d, 0x00, 0x04, 0x00, 0x13, 0x00, 0x00, 0x00, 0xc7, 0x35, 0x00, 0x00,
0x80, 0x14, 0x00, 0x00, 0x41, 0x00, 0x05, 0x00, 0x92, 0x02, 0x00, 0x00,
0xef, 0x56, 0x00, 0x00, 0xfa, 0x16, 0x00, 0x00, 0x0b, 0x0a, 0x00, 0x00,
0x3d, 0x00, 0x04, 0x00, 0x13, 0x00, 0x00, 0x00, 0xe0, 0x29, 0x00, 0x00,
0xef, 0x56, 0x00, 0x00, 0x85, 0x00, 0x05, 0x00, 0x13, 0x00, 0x00, 0x00,
0xa0, 0x22, 0x00, 0x00, 0xc7, 0x35, 0x00, 0x00, 0xe0, 0x29, 0x00, 0x00,
0x41, 0x00, 0x05, 0x00, 0x92, 0x02, 0x00, 0x00, 0x42, 0x2c, 0x00, 0x00,
0xfa, 0x16, 0x00, 0x00, 0x0e, 0x0a, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00,
0x13, 0x00, 0x00, 0x00, 0x09, 0x60, 0x00, 0x00, 0x42, 0x2c, 0x00, 0x00,
0x81, 0x00, 0x05, 0x00, 0x13, 0x00, 0x00, 0x00, 0xd1, 0x4e, 0x00, 0x00,
0xa0, 0x22, 0x00, 0x00, 0x09, 0x60, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00,
0x0d, 0x00, 0x00, 0x00, 0xa1, 0x41, 0x00, 0x00, 0xd1, 0x4e, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x51, 0x00, 0x05, 0x00, 0x0d, 0x00, 0x00, 0x00,
0x84, 0x36, 0x00, 0x00, 0xd1, 0x4e, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x50, 0x00, 0x07, 0x00, 0x1d, 0x00, 0x00, 0x00, 0x54, 0x47, 0x00, 0x00,
0xa1, 0x41, 0x00, 0x00, 0x84, 0x36, 0x00, 0x00, 0x0c, 0x0a, 0x00, 0x00,
0x8a, 0x00, 0x00, 0x00, 0x41, 0x00, 0x05, 0x00, 0x9b, 0x02, 0x00, 0x00,
0x17, 0x2f, 0x00, 0x00, 0x42, 0x13, 0x00, 0x00, 0x0b, 0x0a, 0x00, 0x00,
0x3e, 0x00, 0x03, 0x00, 0x17, 0x2f, 0x00, 0x00, 0x54, 0x47, 0x00, 0x00,
0xfd, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00
0x07230203,0x00010000,0x00080001,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b,
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015,
0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43,
0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f,
0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005,
0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000,
0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c,
0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074,
0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001,
0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b,
0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015,
0x0000001e,0x00000001,0x00050048,0x00000019,0x00000000,0x0000000b,0x00000000,0x00030047,
0x00000019,0x00000002,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00050048,0x0000001e,
0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e,0x00000001,0x00000023,0x00000008,
0x00030047,0x0000001e,0x00000002,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,
0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017,
0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020,
0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015,
0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020,
0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020,
0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020,
0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020,
0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a,
0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014,
0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f,
0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021,
0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006,
0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,
0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012,
0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016,
0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018,
0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022,
0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008,
0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013,
0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024,
0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006,
0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b,
0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e,
0x0000002d,0x0000002c,0x000100fd,0x00010038
};
static unsigned int __glsl_shader_vert_spv_len = 1172;
static unsigned char __glsl_shader_frag_spv[] =
static uint32_t __glsl_shader_frag_spv[] =
{
0x03, 0x02, 0x23, 0x07, 0x00, 0x00, 0x01, 0x00, 0x01, 0x00, 0x08, 0x00,
0x6c, 0x5d, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x00, 0x02, 0x00,
0x01, 0x00, 0x00, 0x00, 0x0b, 0x00, 0x06, 0x00, 0x01, 0x00, 0x00, 0x00,
0x47, 0x4c, 0x53, 0x4c, 0x2e, 0x73, 0x74, 0x64, 0x2e, 0x34, 0x35, 0x30,
0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x07, 0x00, 0x04, 0x00, 0x00, 0x00,
0x1f, 0x16, 0x00, 0x00, 0x6d, 0x61, 0x69, 0x6e, 0x00, 0x00, 0x00, 0x00,
0x7a, 0x0c, 0x00, 0x00, 0x35, 0x16, 0x00, 0x00, 0x10, 0x00, 0x03, 0x00,
0x1f, 0x16, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00,
0x7a, 0x0c, 0x00, 0x00, 0x1e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x47, 0x00, 0x04, 0x00, 0x7a, 0x0c, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x03, 0x00, 0x1a, 0x04, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00, 0xec, 0x14, 0x00, 0x00,
0x22, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x47, 0x00, 0x04, 0x00,
0xec, 0x14, 0x00, 0x00, 0x21, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x13, 0x00, 0x02, 0x00, 0x08, 0x00, 0x00, 0x00, 0x21, 0x00, 0x03, 0x00,
0x02, 0x05, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x16, 0x00, 0x03, 0x00,
0x0d, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, 0x00,
0x1d, 0x00, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00,
0x20, 0x00, 0x04, 0x00, 0x9a, 0x02, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x1d, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x04, 0x00, 0x9a, 0x02, 0x00, 0x00,
0x7a, 0x0c, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x17, 0x00, 0x04, 0x00,
0x13, 0x00, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x1e, 0x00, 0x04, 0x00, 0x1a, 0x04, 0x00, 0x00, 0x1d, 0x00, 0x00, 0x00,
0x13, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00, 0x97, 0x06, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x1a, 0x04, 0x00, 0x00, 0x3b, 0x00, 0x04, 0x00,
0x97, 0x06, 0x00, 0x00, 0x35, 0x16, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x15, 0x00, 0x04, 0x00, 0x0c, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, 0x00, 0x0c, 0x00, 0x00, 0x00,
0x0b, 0x0a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x00, 0x04, 0x00,
0x9b, 0x02, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x1d, 0x00, 0x00, 0x00,
0x19, 0x00, 0x09, 0x00, 0x96, 0x00, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x1b, 0x00, 0x03, 0x00, 0xfe, 0x01, 0x00, 0x00, 0x96, 0x00, 0x00, 0x00,
0x20, 0x00, 0x04, 0x00, 0x7b, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xfe, 0x01, 0x00, 0x00, 0x3b, 0x00, 0x04, 0x00, 0x7b, 0x04, 0x00, 0x00,
0xec, 0x14, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x2b, 0x00, 0x04, 0x00,
0x0c, 0x00, 0x00, 0x00, 0x0e, 0x0a, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x20, 0x00, 0x04, 0x00, 0x90, 0x02, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x13, 0x00, 0x00, 0x00, 0x36, 0x00, 0x05, 0x00, 0x08, 0x00, 0x00, 0x00,
0x1f, 0x16, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0x05, 0x00, 0x00,
0xf8, 0x00, 0x02, 0x00, 0x6b, 0x5d, 0x00, 0x00, 0x41, 0x00, 0x05, 0x00,
0x9b, 0x02, 0x00, 0x00, 0x8d, 0x1b, 0x00, 0x00, 0x35, 0x16, 0x00, 0x00,
0x0b, 0x0a, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00, 0x1d, 0x00, 0x00, 0x00,
0x0b, 0x40, 0x00, 0x00, 0x8d, 0x1b, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00,
0xfe, 0x01, 0x00, 0x00, 0xc0, 0x36, 0x00, 0x00, 0xec, 0x14, 0x00, 0x00,
0x41, 0x00, 0x05, 0x00, 0x90, 0x02, 0x00, 0x00, 0xc2, 0x43, 0x00, 0x00,
0x35, 0x16, 0x00, 0x00, 0x0e, 0x0a, 0x00, 0x00, 0x3d, 0x00, 0x04, 0x00,
0x13, 0x00, 0x00, 0x00, 0x02, 0x4e, 0x00, 0x00, 0xc2, 0x43, 0x00, 0x00,
0x57, 0x00, 0x05, 0x00, 0x1d, 0x00, 0x00, 0x00, 0xb9, 0x46, 0x00, 0x00,
0xc0, 0x36, 0x00, 0x00, 0x02, 0x4e, 0x00, 0x00, 0x85, 0x00, 0x05, 0x00,
0x1d, 0x00, 0x00, 0x00, 0xe4, 0x23, 0x00, 0x00, 0x0b, 0x40, 0x00, 0x00,
0xb9, 0x46, 0x00, 0x00, 0x3e, 0x00, 0x03, 0x00, 0x7a, 0x0c, 0x00, 0x00,
0xe4, 0x23, 0x00, 0x00, 0xfd, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00
0x07230203,0x00010000,0x00080001,0x0000001e,0x00000000,0x00020011,0x00000001,0x0006000b,
0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001,
0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010,
0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d,
0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000,
0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001,
0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016,0x78655473,0x65727574,
0x00000000,0x00040047,0x00000009,0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,
0x00000000,0x00040047,0x00000016,0x00000022,0x00000000,0x00040047,0x00000016,0x00000021,
0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,
0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,
0x00000007,0x0004003b,0x00000008,0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,
0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,
0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,
0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,
0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,
0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020,0x00000015,0x00000000,
0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b,0x0000000e,0x00000018,
0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,
0x00000000,0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,
0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017,
0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a,
0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085,
0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x000100fd,
0x00010038
};
static unsigned int __glsl_shader_frag_spv_len = 660;
static uint32_t ImGui_ImplGlfwVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits)
{
@ -315,18 +228,18 @@ void ImGui_ImplGlfwVulkan_RenderDrawLists(ImDrawData* draw_data)
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();
memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
vtx_dst += cmd_list->VtxBuffer.Size;
idx_dst += cmd_list->IdxBuffer.Size;
}
VkMappedMemoryRange range[2] = {};
range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
range[0].memory = g_VertexBufferMemory[g_FrameIndex];
range[0].size = vertex_size;
range[0].size = VK_WHOLE_SIZE;
range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
range[1].memory = g_IndexBufferMemory[g_FrameIndex];
range[1].size = index_size;
range[1].size = VK_WHOLE_SIZE;
err = vkFlushMappedMemoryRanges(g_Device, 2, range);
ImGui_ImplGlfwVulkan_VkResult(err);
vkUnmapMemory(g_Device, g_VertexBufferMemory[g_FrameIndex]);
@ -378,7 +291,7 @@ void ImGui_ImplGlfwVulkan_RenderDrawLists(ImDrawData* draw_data)
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++)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
@ -388,27 +301,27 @@ void ImGui_ImplGlfwVulkan_RenderDrawLists(ImDrawData* draw_data)
else
{
VkRect2D scissor;
scissor.offset.x = static_cast<int32_t>(pcmd->ClipRect.x);
scissor.offset.y = static_cast<int32_t>(pcmd->ClipRect.y);
scissor.extent.width = static_cast<uint32_t>(pcmd->ClipRect.z - pcmd->ClipRect.x);
scissor.extent.height = static_cast<uint32_t>(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // TODO: + 1??????
scissor.offset.x = (int32_t)(pcmd->ClipRect.x) > 0 ? (int32_t)(pcmd->ClipRect.x) : 0;
scissor.offset.y = (int32_t)(pcmd->ClipRect.y) > 0 ? (int32_t)(pcmd->ClipRect.y) : 0;
scissor.extent.width = (uint32_t)(pcmd->ClipRect.z - pcmd->ClipRect.x);
scissor.extent.height = (uint32_t)(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // FIXME: Why +1 here?
vkCmdSetScissor(g_CommandBuffer, 0, 1, &scissor);
vkCmdDrawIndexed(g_CommandBuffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.size();
vtx_offset += cmd_list->VtxBuffer.Size;
}
}
static const char* ImGui_ImplGlfwVulkan_GetClipboardText()
static const char* ImGui_ImplGlfwVulkan_GetClipboardText(void* user_data)
{
return glfwGetClipboardString(g_Window);
return glfwGetClipboardString((GLFWwindow*)user_data);
}
static void ImGui_ImplGlfwVulkan_SetClipboardText(const char* text)
static void ImGui_ImplGlfwVulkan_SetClipboardText(void* user_data, const char* text)
{
glfwSetClipboardString(g_Window, text);
glfwSetClipboardString((GLFWwindow*)user_data, text);
}
void ImGui_ImplGlfwVulkan_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
@ -487,7 +400,6 @@ bool ImGui_ImplGlfwVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
// Create the Image View:
{
VkResult err;
VkImageViewCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
info.image = g_FontImage;
@ -571,6 +483,7 @@ bool ImGui_ImplGlfwVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
region.imageSubresource.layerCount = 1;
region.imageExtent.width = width;
region.imageExtent.height = height;
region.imageExtent.depth = 1;
vkCmdCopyBufferToImage(command_buffer, g_UploadBuffer, g_FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
VkImageMemoryBarrier use_barrier[1] = {};
@ -604,13 +517,13 @@ bool ImGui_ImplGlfwVulkan_CreateDeviceObjects()
{
VkShaderModuleCreateInfo vert_info = {};
vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
vert_info.codeSize = __glsl_shader_vert_spv_len;
vert_info.codeSize = sizeof(__glsl_shader_vert_spv);
vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
err = vkCreateShaderModule(g_Device, &vert_info, g_Allocator, &vert_module);
ImGui_ImplGlfwVulkan_VkResult(err);
VkShaderModuleCreateInfo frag_info = {};
frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
frag_info.codeSize = __glsl_shader_frag_spv_len;
frag_info.codeSize = sizeof(__glsl_shader_frag_spv);
frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv;
err = vkCreateShaderModule(g_Device, &frag_info, g_Allocator, &frag_module);
ImGui_ImplGlfwVulkan_VkResult(err);
@ -628,6 +541,7 @@ bool ImGui_ImplGlfwVulkan_CreateDeviceObjects()
info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
info.minLod = -1000;
info.maxLod = 1000;
info.maxAnisotropy = 1.0f;
err = vkCreateSampler(g_Device, &info, g_Allocator, &g_FontSampler);
ImGui_ImplGlfwVulkan_VkResult(err);
}
@ -661,19 +575,16 @@ bool ImGui_ImplGlfwVulkan_CreateDeviceObjects()
if (!g_PipelineLayout)
{
VkPushConstantRange push_constants[2] = {};
VkPushConstantRange push_constants[1] = {};
push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
push_constants[0].offset = sizeof(float) * 0;
push_constants[0].size = sizeof(float) * 2;
push_constants[1].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
push_constants[1].offset = sizeof(float) * 2;
push_constants[1].size = sizeof(float) * 2;
push_constants[0].size = sizeof(float) * 4;
VkDescriptorSetLayout set_layout[1] = {g_DescriptorSetLayout};
VkPipelineLayoutCreateInfo layout_info = {};
layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
layout_info.setLayoutCount = 1;
layout_info.pSetLayouts = set_layout;
layout_info.pushConstantRangeCount = 2;
layout_info.pushConstantRangeCount = 1;
layout_info.pPushConstantRanges = push_constants;
err = vkCreatePipelineLayout(g_Device, &layout_info, g_Allocator, &g_PipelineLayout);
ImGui_ImplGlfwVulkan_VkResult(err);
@ -728,6 +639,7 @@ bool ImGui_ImplGlfwVulkan_CreateDeviceObjects()
raster_info.polygonMode = VK_POLYGON_MODE_FILL;
raster_info.cullMode = VK_CULL_MODE_NONE;
raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
raster_info.lineWidth = 1.0f;
VkPipelineMultisampleStateCreateInfo ms_info = {};
ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
@ -743,6 +655,9 @@ bool ImGui_ImplGlfwVulkan_CreateDeviceObjects()
color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
VkPipelineDepthStencilStateCreateInfo depth_info = {};
depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
VkPipelineColorBlendStateCreateInfo blend_info = {};
blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
blend_info.attachmentCount = 1;
@ -750,6 +665,7 @@ bool ImGui_ImplGlfwVulkan_CreateDeviceObjects()
VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo dynamic_state = {};
dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamic_state.dynamicStateCount = 2;
dynamic_state.pDynamicStates = dynamic_states;
@ -763,6 +679,7 @@ bool ImGui_ImplGlfwVulkan_CreateDeviceObjects()
info.pViewportState = &viewport_info;
info.pRasterizationState = &raster_info;
info.pMultisampleState = &ms_info;
info.pDepthStencilState = &depth_info;
info.pColorBlendState = &blend_info;
info.pDynamicState = &dynamic_state;
info.layout = g_PipelineLayout;
@ -793,33 +710,22 @@ void ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects()
void ImGui_ImplGlfwVulkan_InvalidateDeviceObjects()
{
ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects();
for (int i=0; i<IMGUI_VK_QUEUED_FRAMES; i++)
for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++)
{
if (g_VertexBuffer[i])
vkDestroyBuffer(g_Device, g_VertexBuffer[i], g_Allocator);
if (g_VertexBufferMemory[i])
vkFreeMemory(g_Device, g_VertexBufferMemory[i], g_Allocator);
if (g_IndexBuffer[i])
vkDestroyBuffer(g_Device, g_IndexBuffer[i], g_Allocator);
if (g_IndexBufferMemory[i])
vkFreeMemory(g_Device, g_IndexBufferMemory[i], g_Allocator);
if (g_VertexBuffer[i]) { vkDestroyBuffer(g_Device, g_VertexBuffer[i], g_Allocator); g_VertexBuffer[i] = VK_NULL_HANDLE; }
if (g_VertexBufferMemory[i]) { vkFreeMemory(g_Device, g_VertexBufferMemory[i], g_Allocator); g_VertexBufferMemory[i] = VK_NULL_HANDLE; }
if (g_IndexBuffer[i]) { vkDestroyBuffer(g_Device, g_IndexBuffer[i], g_Allocator); g_IndexBuffer[i] = VK_NULL_HANDLE; }
if (g_IndexBufferMemory[i]) { vkFreeMemory(g_Device, g_IndexBufferMemory[i], g_Allocator); g_IndexBufferMemory[i] = VK_NULL_HANDLE; }
}
if (g_FontView)
vkDestroyImageView(g_Device, g_FontView, g_Allocator);
if (g_FontImage)
vkDestroyImage(g_Device, g_FontImage, g_Allocator);
if (g_FontMemory)
vkFreeMemory(g_Device, g_FontMemory, g_Allocator);
if (g_FontSampler)
vkDestroySampler(g_Device, g_FontSampler, g_Allocator);
if (g_DescriptorSetLayout)
vkDestroyDescriptorSetLayout(g_Device, g_DescriptorSetLayout, g_Allocator);
if (g_PipelineLayout)
vkDestroyPipelineLayout(g_Device, g_PipelineLayout, g_Allocator);
if (g_Pipeline)
vkDestroyPipeline(g_Device, g_Pipeline, g_Allocator);
if (g_FontView) { vkDestroyImageView(g_Device, g_FontView, g_Allocator); g_FontView = VK_NULL_HANDLE; }
if (g_FontImage) { vkDestroyImage(g_Device, g_FontImage, g_Allocator); g_FontImage = VK_NULL_HANDLE; }
if (g_FontMemory) { vkFreeMemory(g_Device, g_FontMemory, g_Allocator); g_FontMemory = VK_NULL_HANDLE; }
if (g_FontSampler) { vkDestroySampler(g_Device, g_FontSampler, g_Allocator); g_FontSampler = VK_NULL_HANDLE; }
if (g_DescriptorSetLayout) { vkDestroyDescriptorSetLayout(g_Device, g_DescriptorSetLayout, g_Allocator); g_DescriptorSetLayout = VK_NULL_HANDLE; }
if (g_PipelineLayout) { vkDestroyPipelineLayout(g_Device, g_PipelineLayout, g_Allocator); g_PipelineLayout = VK_NULL_HANDLE; }
if (g_Pipeline) { vkDestroyPipeline(g_Device, g_Pipeline, g_Allocator); g_Pipeline = VK_NULL_HANDLE; }
}
bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, ImGui_ImplGlfwVulkan_Init_Data *init_data)
@ -858,6 +764,7 @@ bool ImGui_ImplGlfwVulkan_Init(GLFWwindow* window, bool install_callbacks, Im
io.RenderDrawListsFn = ImGui_ImplGlfwVulkan_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplGlfwVulkan_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfwVulkan_GetClipboardText;
io.ClipboardUserData = g_Window;
#ifdef _WIN32
io.ImeWindowHandle = glfwGetWin32Window(g_Window);
#endif
@ -926,6 +833,7 @@ void ImGui_ImplGlfwVulkan_NewFrame()
// Start the frame
ImGui::NewFrame();
}
void ImGui_ImplGlfwVulkan_Render(VkCommandBuffer command_buffer)
{
g_CommandBuffer = command_buffer;

View File

@ -1,4 +1,6 @@
// ImGui GLFW binding with Vulkan + shaders
// FIXME: Changes of ImTextureID aren't supported by this binding! Please, someone add it!
// 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 5 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXX_CreateFontsTexture(), ImGui_ImplXXXX_NewFrame(), ImGui_ImplXXXX_Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.

View File

@ -12,6 +12,10 @@
#include "imgui_impl_glfw_vulkan.h"
#define IMGUI_MAX_POSSIBLE_BACK_BUFFERS 16
#define IMGUI_UNLIMITED_FRAME_RATE
//#ifdef _DEBUG
//#define IMGUI_VULKAN_DEBUG_REPORT
//#endif
static VkAllocationCallbacks* g_Allocator = NULL;
static VkInstance g_Instance = VK_NULL_HANDLE;
@ -22,16 +26,17 @@ static VkSwapchainKHR g_Swapchain = VK_NULL_HANDLE;
static VkRenderPass g_RenderPass = VK_NULL_HANDLE;
static uint32_t g_QueueFamily = 0;
static VkQueue g_Queue = VK_NULL_HANDLE;
static VkDebugReportCallbackEXT g_Debug_Report = VK_NULL_HANDLE;
static VkFormat g_Format = VK_FORMAT_B8G8R8A8_UNORM;
static VkColorSpaceKHR g_ColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
static VkSurfaceFormatKHR g_SurfaceFormat;
static VkImageSubresourceRange g_ImageRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
static VkPresentModeKHR g_PresentMode;
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
static int fb_width, fb_height;
static uint32_t g_BackBufferIndex = 0;
static uint32_t g_BackbufferIndices[IMGUI_VK_QUEUED_FRAMES]; // keep track of recently rendered swapchain frame indices
static uint32_t g_BackBufferCount = 0;
static VkImage g_BackBuffer[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {};
static VkImageView g_BackBufferView[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {};
@ -41,7 +46,8 @@ static uint32_t g_FrameIndex = 0;
static VkCommandPool g_CommandPool[IMGUI_VK_QUEUED_FRAMES];
static VkCommandBuffer g_CommandBuffer[IMGUI_VK_QUEUED_FRAMES];
static VkFence g_Fence[IMGUI_VK_QUEUED_FRAMES];
static VkSemaphore g_Semaphore[IMGUI_VK_QUEUED_FRAMES];
static VkSemaphore g_PresentCompleteSemaphore[IMGUI_VK_QUEUED_FRAMES];
static VkSemaphore g_RenderCompleteSemaphore[IMGUI_VK_QUEUED_FRAMES];
static VkClearValue g_ClearValue = {};
@ -49,7 +55,7 @@ static void check_vk_result(VkResult err)
{
if (err == 0) return;
printf("VkResult %d\n", err);
if (err < 0)
if (err < 0)
abort();
}
@ -61,10 +67,10 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h)
check_vk_result(err);
// Destroy old Framebuffer:
for (uint32_t i=0; i<g_BackBufferCount; i++)
for (uint32_t i = 0; i < g_BackBufferCount; i++)
if (g_BackBufferView[i])
vkDestroyImageView(g_Device, g_BackBufferView[i], g_Allocator);
for(uint32_t i=0; i<g_BackBufferCount; i++)
for (uint32_t i = 0; i < g_BackBufferCount; i++)
if (g_Framebuffer[i])
vkDestroyFramebuffer(g_Device, g_Framebuffer[i], g_Allocator);
if (g_RenderPass)
@ -75,20 +81,24 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h)
VkSwapchainCreateInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
info.surface = g_Surface;
info.imageFormat = g_Format;
info.imageColorSpace = g_ColorSpace;
info.imageFormat = g_SurfaceFormat.format;
info.imageColorSpace = g_SurfaceFormat.colorSpace;
info.imageArrayLayers = 1;
info.imageUsage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;
info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR;
info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
info.presentMode = VK_PRESENT_MODE_FIFO_KHR;
info.presentMode = g_PresentMode;
info.clipped = VK_TRUE;
info.oldSwapchain = old_swapchain;
VkSurfaceCapabilitiesKHR cap;
err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(g_Gpu, g_Surface, &cap);
check_vk_result(err);
info.minImageCount = (cap.minImageCount + 2 < cap.maxImageCount) ? (cap.minImageCount + 2) : cap.maxImageCount;
if (cap.maxImageCount > 0)
info.minImageCount = (cap.minImageCount + 2 < cap.maxImageCount) ? (cap.minImageCount + 2) : cap.maxImageCount;
else
info.minImageCount = cap.minImageCount + 2;
if (cap.currentExtent.width == 0xffffffff)
{
fb_width = w;
@ -116,14 +126,14 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h)
// Create the Render Pass:
{
VkAttachmentDescription attachment = {};
attachment.format = g_Format;
attachment.format = g_SurfaceFormat.format;
attachment.samples = VK_SAMPLE_COUNT_1_BIT;
attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachment.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
VkAttachmentReference color_attachment = {};
color_attachment.attachment = 0;
color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
@ -146,13 +156,13 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h)
VkImageViewCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
info.viewType = VK_IMAGE_VIEW_TYPE_2D;
info.format = g_Format;
info.format = g_SurfaceFormat.format;
info.components.r = VK_COMPONENT_SWIZZLE_R;
info.components.g = VK_COMPONENT_SWIZZLE_G;
info.components.b = VK_COMPONENT_SWIZZLE_B;
info.components.a = VK_COMPONENT_SWIZZLE_A;
info.subresourceRange = g_ImageRange;
for (uint32_t i = 0; i<g_BackBufferCount; i++)
for (uint32_t i = 0; i < g_BackBufferCount; i++)
{
info.image = g_BackBuffer[i];
err = vkCreateImageView(g_Device, &info, g_Allocator, &g_BackBufferView[i]);
@ -171,7 +181,7 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h)
info.width = fb_width;
info.height = fb_height;
info.layers = 1;
for (uint32_t i = 0; i<g_BackBufferCount; i++)
for (uint32_t i = 0; i < g_BackBufferCount; i++)
{
attachment[0] = g_BackBufferView[i];
err = vkCreateFramebuffer(g_Device, &info, g_Allocator, &g_Framebuffer[i]);
@ -180,20 +190,64 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h)
}
}
#ifdef IMGUI_VULKAN_DEBUG_REPORT
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(
VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
{
printf("[vulkan] ObjectType: %i\nMessage: %s\n\n", objectType, pMessage );
return VK_FALSE;
}
#endif // IMGUI_VULKAN_DEBUG_REPORT
static void setup_vulkan(GLFWwindow* window)
{
VkResult err;
// Create Vulkan Instance
{
uint32_t glfw_extensions_count;
const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&glfw_extensions_count);
uint32_t extensions_count;
const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
VkInstanceCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
create_info.enabledExtensionCount = glfw_extensions_count;
create_info.enabledExtensionCount = extensions_count;
create_info.ppEnabledExtensionNames = glfw_extensions;
#ifdef IMGUI_VULKAN_DEBUG_REPORT
// enabling multiple validation layers grouped as lunarg standard validation
const char* layers[] = {"VK_LAYER_LUNARG_standard_validation"};
create_info.enabledLayerCount = 1;
create_info.ppEnabledLayerNames = layers;
// need additional storage for char pointer to debug report extension
const char** extensions = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
for (size_t i = 0; i < extensions_count; i++)
extensions[i] = glfw_extensions[i];
extensions[ extensions_count ] = "VK_EXT_debug_report";
create_info.enabledExtensionCount = extensions_count+1;
create_info.ppEnabledExtensionNames = extensions;
#endif // IMGUI_VULKAN_DEBUG_REPORT
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
check_vk_result(err);
#ifdef IMGUI_VULKAN_DEBUG_REPORT
free(extensions);
// create the debug report callback
VkDebugReportCallbackCreateInfoEXT debug_report_ci ={};
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
debug_report_ci.pfnCallback = debug_report;
debug_report_ci.pUserData = NULL;
// get the proc address of the function pointer, required for used extensions
PFN_vkCreateDebugReportCallbackEXT vkCreateDebugReportCallbackEXT =
(PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
err = vkCreateDebugReportCallbackEXT( g_Instance, &debug_report_ci, g_Allocator, &g_Debug_Report );
check_vk_result(err);
#endif // IMGUI_VULKAN_DEBUG_REPORT
}
// Create Window Surface
@ -201,14 +255,131 @@ static void setup_vulkan(GLFWwindow* window)
err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &g_Surface);
check_vk_result(err);
}
// Get GPU
{
uint32_t count = 1;
err = vkEnumeratePhysicalDevices(g_Instance, &count, &g_Gpu);
uint32_t gpu_count;
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
check_vk_result(err);
VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
check_vk_result(err);
// If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
// e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
// for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
g_Gpu = gpus[0];
free(gpus);
}
// Get queue
{
uint32_t count;
vkGetPhysicalDeviceQueueFamilyProperties(g_Gpu, &count, NULL);
VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
vkGetPhysicalDeviceQueueFamilyProperties(g_Gpu, &count, queues);
for (uint32_t i = 0; i < count; i++)
{
if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
{
g_QueueFamily = i;
break;
}
}
free(queues);
}
// Check for WSI support
{
VkBool32 res;
vkGetPhysicalDeviceSurfaceSupportKHR(g_Gpu, g_QueueFamily, g_Surface, &res);
if (res != VK_TRUE)
{
fprintf(stderr, "Error no WSI support on physical device 0\n");
exit(-1);
}
}
// Get Surface Format
{
// Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation
// Assuming that the default behavior is without setting this bit, there is no need for separate Spawchain image and image view format
// additionally several new color spaces were introduced with Vulkan Spec v1.0.40
// hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used
uint32_t count;
vkGetPhysicalDeviceSurfaceFormatsKHR(g_Gpu, g_Surface, &count, NULL);
VkSurfaceFormatKHR *formats = (VkSurfaceFormatKHR*)malloc(sizeof(VkSurfaceFormatKHR) * count);
vkGetPhysicalDeviceSurfaceFormatsKHR(g_Gpu, g_Surface, &count, formats);
// first check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available
if (count == 1)
{
if( formats[0].format == VK_FORMAT_UNDEFINED )
{
g_SurfaceFormat.format = VK_FORMAT_B8G8R8A8_UNORM;
g_SurfaceFormat.colorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
}
else
{ // no point in searching another format
g_SurfaceFormat = formats[0];
}
}
else
{
// request several formats, the first found will be used
VkFormat requestSurfaceImageFormat[] = {VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM};
VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
bool requestedFound = false;
for (size_t i = 0; i < sizeof(requestSurfaceImageFormat) / sizeof(requestSurfaceImageFormat[0]); i++)
{
if( requestedFound ) {
break;
}
for (uint32_t j = 0; j < count; j++)
{
if (formats[j].format == requestSurfaceImageFormat[i] && formats[j].colorSpace == requestSurfaceColorSpace)
{
g_SurfaceFormat = formats[j];
requestedFound = true;
}
}
}
// if none of the requested image formats could be found, use the first available
if (!requestedFound)
g_SurfaceFormat = formats[0];
}
free(formats);
}
// Get Present Mode
{
// Requst a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory
#ifdef IMGUI_UNLIMITED_FRAME_RATE
g_PresentMode = VK_PRESENT_MODE_IMMEDIATE_KHR;
#else
g_PresentMode = VK_PRESENT_MODE_FIFO_KHR;
#endif
uint32_t count = 0;
vkGetPhysicalDeviceSurfacePresentModesKHR(g_Gpu, g_Surface, &count, nullptr);
VkPresentModeKHR* presentModes = (VkPresentModeKHR*)malloc(sizeof(VkQueueFamilyProperties) * count);
vkGetPhysicalDeviceSurfacePresentModesKHR(g_Gpu, g_Surface, &count, presentModes);
bool presentModeAvailable = false;
for (size_t i = 0; i < count; i++)
{
if (presentModes[i] == g_PresentMode)
{
presentModeAvailable = true;
break;
}
}
if( !presentModeAvailable )
g_PresentMode = VK_PRESENT_MODE_FIFO_KHR; // always available
}
// Create Logical Device
{
int device_extension_count = 1;
@ -241,7 +412,7 @@ static void setup_vulkan(GLFWwindow* window)
}
// Create Command Buffers
for (int i=0; i<IMGUI_VK_QUEUED_FRAMES; i++)
for (int i = 0; i < IMGUI_VK_QUEUED_FRAMES; i++)
{
{
VkCommandPoolCreateInfo info = {};
@ -270,14 +441,16 @@ static void setup_vulkan(GLFWwindow* window)
{
VkSemaphoreCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
err = vkCreateSemaphore(g_Device, &info, g_Allocator, &g_Semaphore[i]);
err = vkCreateSemaphore(g_Device, &info, g_Allocator, &g_PresentCompleteSemaphore[i]);
check_vk_result(err);
err = vkCreateSemaphore(g_Device, &info, g_Allocator, &g_RenderCompleteSemaphore[i]);
check_vk_result(err);
}
}
// Create Descriptor Pool
{
VkDescriptorPoolSize pool_size[11] =
VkDescriptorPoolSize pool_size[11] =
{
{ VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
@ -310,7 +483,8 @@ static void cleanup_vulkan()
vkDestroyFence(g_Device, g_Fence[i], g_Allocator);
vkFreeCommandBuffers(g_Device, g_CommandPool[i], 1, &g_CommandBuffer[i]);
vkDestroyCommandPool(g_Device, g_CommandPool[i], g_Allocator);
vkDestroySemaphore(g_Device, g_Semaphore[i], g_Allocator);
vkDestroySemaphore(g_Device, g_PresentCompleteSemaphore[i], g_Allocator);
vkDestroySemaphore(g_Device, g_RenderCompleteSemaphore[i], g_Allocator);
}
for (uint32_t i = 0; i < g_BackBufferCount; i++)
{
@ -320,6 +494,13 @@ static void cleanup_vulkan()
vkDestroyRenderPass(g_Device, g_RenderPass, g_Allocator);
vkDestroySwapchainKHR(g_Device, g_Swapchain, g_Allocator);
vkDestroySurfaceKHR(g_Instance, g_Surface, g_Allocator);
#ifdef IMGUI_VULKAN_DEBUG_REPORT
// get the proc address of the function pointer, required for used extensions
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
vkDestroyDebugReportCallbackEXT(g_Instance, g_Debug_Report, g_Allocator);
#endif // IMGUI_VULKAN_DEBUG_REPORT
vkDestroyDevice(g_Device, g_Allocator);
vkDestroyInstance(g_Instance, g_Allocator);
}
@ -335,7 +516,7 @@ static void frame_begin()
check_vk_result(err);
}
{
err = vkAcquireNextImageKHR(g_Device, g_Swapchain, UINT64_MAX, g_Semaphore[g_FrameIndex], VK_NULL_HANDLE, &g_BackBufferIndex);
err = vkAcquireNextImageKHR(g_Device, g_Swapchain, UINT64_MAX, g_PresentCompleteSemaphore[g_FrameIndex], VK_NULL_HANDLE, &g_BackbufferIndices[g_FrameIndex]);
check_vk_result(err);
}
{
@ -351,7 +532,7 @@ static void frame_begin()
VkRenderPassBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
info.renderPass = g_RenderPass;
info.framebuffer = g_Framebuffer[g_BackBufferIndex];
info.framebuffer = g_Framebuffer[g_BackbufferIndices[g_FrameIndex]];
info.renderArea.extent.width = fb_width;
info.renderArea.extent.height = fb_height;
info.clearValueCount = 1;
@ -365,25 +546,16 @@ static void frame_end()
VkResult err;
vkCmdEndRenderPass(g_CommandBuffer[g_FrameIndex]);
{
VkImageMemoryBarrier barrier = {};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = g_BackBuffer[g_BackBufferIndex];
barrier.subresourceRange = g_ImageRange;
vkCmdPipelineBarrier(g_CommandBuffer[g_FrameIndex], VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, NULL, 0, NULL, 1, &barrier);
}
{
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkSubmitInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &g_Semaphore[g_FrameIndex];
info.pWaitSemaphores = &g_PresentCompleteSemaphore[g_FrameIndex];
info.pWaitDstStageMask = &wait_stage;
info.commandBufferCount = 1;
info.pCommandBuffers = &g_CommandBuffer[g_FrameIndex];
info.signalSemaphoreCount = 1;
info.pSignalSemaphores = &g_RenderCompleteSemaphore[g_FrameIndex];
err = vkEndCommandBuffer(g_CommandBuffer[g_FrameIndex]);
check_vk_result(err);
@ -392,21 +564,31 @@ static void frame_end()
err = vkQueueSubmit(g_Queue, 1, &info, g_Fence[g_FrameIndex]);
check_vk_result(err);
}
{
VkResult res;
VkSwapchainKHR swapchains[1] = {g_Swapchain};
uint32_t indices[1] = {g_BackBufferIndex};
VkPresentInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
info.swapchainCount = 1;
info.pSwapchains = swapchains;
info.pImageIndices = indices;
info.pResults = &res;
err = vkQueuePresentKHR(g_Queue, &info);
check_vk_result(err);
check_vk_result(res);
}
g_FrameIndex = (g_FrameIndex) % IMGUI_VK_QUEUED_FRAMES;
}
static void frame_present()
{
VkResult err;
// If IMGUI_UNLIMITED_FRAME_RATE is defined we present the latest but one frame. Otherwise we present the latest rendered frame
#ifdef IMGUI_UNLIMITED_FRAME_RATE
uint32_t PresentIndex = (g_FrameIndex + IMGUI_VK_QUEUED_FRAMES - 1) % IMGUI_VK_QUEUED_FRAMES;
#else
uint32_t PresentIndex = g_FrameIndex;
#endif // IMGUI_UNLIMITED_FRAME_RATE
VkSwapchainKHR swapchains[1] = {g_Swapchain};
uint32_t indices[1] = {g_BackbufferIndices[PresentIndex]};
VkPresentInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &g_RenderCompleteSemaphore[PresentIndex];
info.swapchainCount = 1;
info.pSwapchains = swapchains;
info.pImageIndices = indices;
err = vkQueuePresentKHR(g_Queue, &info);
check_vk_result(err);
g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
}
static void error_callback(int error, const char* description)
@ -484,6 +666,17 @@ int main(int, char**)
bool show_another_window = false;
ImVec4 clear_color = ImColor(114, 144, 154);
// When IMGUI_UNLIMITED_FRAME_RATE is defined we render into latest image acquired from the swapchain but we display the image which was rendered before.
// Hence we must render once and increase the g_FrameIndex without presenting, which we do before entering the render loop.
// This is also the reason why frame_end() is split into frame_end() and frame_present(), the later one not being called here.
#ifdef IMGUI_UNLIMITED_FRAME_RATE
ImGui_ImplGlfwVulkan_NewFrame();
frame_begin();
ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
frame_end();
g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
#endif // IMGUI_UNLIMITED_FRAME_RATE
// Main loop
while (!glfwWindowShouldClose(window))
{
@ -505,7 +698,7 @@ int main(int, char**)
// 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::SetNextWindowSize(ImVec2(200,100), ImGuiCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello");
ImGui::End();
@ -514,7 +707,7 @@ int main(int, char**)
// 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::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@ -526,6 +719,7 @@ int main(int, char**)
frame_begin();
ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
frame_end();
frame_present();
}
// Cleanup

View File

@ -1,15 +1,33 @@
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' that you can use without any external files.
The files in this folder are only provided as a convenience, you can use any of your own .TTF files.
The files in this folder are only provided as a convenience, you can use any .TTF/.OTF.
(Note: .OTF support in stb_truetype.h currently doesn't appear to load every font)
Fonts are rasterized in a single texture at the time of calling either of io.Fonts.GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
If you want to use icons in ImGui, a good idea is to merge an icon font within your main font, and refer to icons directly in your strings.
You can use headers files with definitions for popular icon fonts codepoints, by Juliette Foucaut, at https://github.com/juliettef/IconFontCppHeaders
---------------------------------
USING ICONS
---------------------------------
Using an icon font (such as FontAwesome: http://fontawesome.io) is an easy and practical way to use icons in your ImGui application.
A common pattern is to merge the icon font within your main font, so you can refer to the icons directly from your strings without having to change fonts back and forth.
To refer to the icon from your C++ code, you can use headers files created by Juliette Foucaut, at https://github.com/juliettef/IconFontCppHeaders
// Merge icons into default tool font
#include "IconsFontAwesome.h"
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
ImFontConfig config;
config.MergeMode = true;
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
// Usage, e.g.
ImGui::Text("%s Search", ICON_FA_SEARCH);
---------------------------------
LOADING INSTRUCTIONS
FONTS LOADING INSTRUCTIONS
---------------------------------
Load default font with:
@ -17,7 +35,7 @@
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
Load .TTF file with:
Load .TTF/.OTF file with:
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
@ -69,19 +87,37 @@
---------------------------------
REMAP CODEPOINTS
BUILDING CUSTOM GLYPH RANGES
---------------------------------
All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese CP-1251 for Cyrillic) will not work.
You can use the ImFontAtlas::GlyphRangesBuilder helper to create glyph ranges based on text input.
For exemple: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
ImVector<ImWchar> ranges;
ImFontAtlas::GlyphRangesBuilder builder;
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
---------------------------------
REMAPPING CODEPOINTS
---------------------------------
All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese CP-1251 for Cyrillic) will NOT work!
In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
You can also try to remap your local codepage characters to their Unicode codepoint using font->AddRemapChar(), but international users may have problems reading/editing your source code.
---------------------------------
EMBED A FONT IN SOURCE CODE
EMBEDDING FONT IN SOURCE CODE
---------------------------------
Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array. Then load the font with:
Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array.
See the documentation in binary_to_compressed_c.cpp for instruction on how to use the tool.
Then load the font with:
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
@ -94,9 +130,16 @@
FONT FILES INCLUDED IN THIS FOLDER
---------------------------------
Roboto-Medium.ttf
Apache License 2.0
by Christian Robertson
https://fonts.google.com/specimen/Roboto
Cousine-Regular.ttf
by Steve Matteson
Digitized data copyright (c) 2010 Google Corporation.
Licensed under the SIL Open Font License, Version 1.1
Licensed under the SIL Open Font License, Version 1.1
https://fonts.google.com/specimen/Cousine
DroidSans.ttf
Copyright (c) Steve Matteson
@ -107,13 +150,15 @@
Copyright (c) 2004, 2005 Tristan Grimmer
MIT License
recommended loading setting in ImGui: Size = 13.0, DisplayOffset.Y = +1
http://www.proggyfonts.net/
ProggyTiny.ttf
Copyright (c) 2004, 2005 Tristan Grimmer
MIT License
recommended loading setting in ImGui: Size = 10.0, DisplayOffset.Y = +1
http://www.proggyfonts.net/
Karla-Regular
Karla-Regular.ttf
Copyright (c) 2012, Jonathan Pinhorn
SIL OPEN FONT LICENSE Version 1.1
@ -127,6 +172,9 @@
https://github.com/SamBrishes/kenney-icon-font
https://design.google.com/icons/
IcoMoon - Custom Icon font builder
https://icomoon.io/app
Typefaces for source code beautification
https://github.com/chrissimpkins/codeface
@ -139,6 +187,9 @@
Inconsolata
http://www.levien.com/type/myfonts/inconsolata.html
Google Noto Fonts (worldwide languages)
https://www.google.com/get/noto/
Adobe Source Code Pro: Monospaced font family for user interface and coding environments
https://github.com/adobe-fonts/source-code-pro

Binary file not shown.

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@ -1,12 +1,23 @@
// ImGui - binary_to_compressed_c.cpp
// Helper tool to turn a file into a C array.
// The data is first compressed with stb_compress() to reduce source code size.
// Then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex)
// (If we used 32-bits constants it would require take 11 bytes of source code to encode 4 bytes.)
// Useful if you want to embed fonts into your code.
// Helper tool to turn a file into a C array, if you want to embed font data in your source code.
// The data is first compressed with stb_compress() to reduce source code size,
// then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex)
// (If we used 32-bits constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent)
// Note that even with compression, the output array is likely to be bigger than the binary file..
// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()
// Build with, e.g:
// # cl.exe binary_to_compressed_c.cpp
// # gcc binary_to_compressed_c.cpp
// You can also find a precompiled Windows binary in the binary/demo package available from https://github.com/ocornut/imgui
// Usage:
// binary_to_compressed_c.exe [-base85] [-nocompress] <inputfile> <symbolname>
// Usage example:
// # binary_to_compressed_c.exe myfont.ttf MyFont > myfont.cpp
// # binary_to_compressed_c.exe -base85 myfont.ttf MyFont > myfont.cpp
#define _CRT_SECURE_NO_WARNINGS
#include <stdio.h>
#include <string.h>
@ -79,11 +90,18 @@ bool binary_to_compressed_c(const char* filename, const char* symbol, bool use_b
if (use_base85_encoding)
{
fprintf(out, "static const char %s_%sdata_base85[%d+1] =\n \"", symbol, compressed_str, (int)((compressed_sz+3)/4)*5);
for (int i = 0; i < compressed_sz; i += 4)
char prev_c = 0;
for (int src_i = 0; src_i < compressed_sz; src_i += 4)
{
unsigned int d = *(unsigned int*)(compressed + i);
fprintf(out, "%c%c%c%c%c", Encode85Byte(d), Encode85Byte(d/85), Encode85Byte(d/7225), Encode85Byte(d/614125), Encode85Byte(d/52200625));
if ((i % 112) == 112-4)
// This is made a little more complicated by the fact that ??X sequences are interpreted as trigraphs by old C/C++ compilers. So we need to escape pairs of ??.
unsigned int d = *(unsigned int*)(compressed + src_i);
for (unsigned int n5 = 0; n5 < 5; n5++, d /= 85)
{
char c = Encode85Byte(d);
fprintf(out, (c == '?' && prev_c == '?') ? "\\%c" : "%c", c);
prev_c = c;
}
if ((src_i % 112) == 112-4)
fprintf(out, "\"\n \"");
}
fprintf(out, "\";\n\n");
@ -166,17 +184,12 @@ static void stb__write(unsigned char v)
++stb__outbytes;
}
#define stb_out(v) (stb__out ? *stb__out++ = (stb_uchar) (v) : stb__write((stb_uchar) (v)))
static void stb_out2(stb_uint v)
{
stb_out(v >> 8);
stb_out(v);
}
//#define stb_out(v) (stb__out ? *stb__out++ = (stb_uchar) (v) : stb__write((stb_uchar) (v)))
#define stb_out(v) do { if (stb__out) *stb__out++ = (stb_uchar) (v); else stb__write((stb_uchar) (v)); } while (0)
static void stb_out2(stb_uint v) { stb_out(v >> 8); stb_out(v); }
static void stb_out3(stb_uint v) { stb_out(v >> 16); stb_out(v >> 8); stb_out(v); }
static void stb_out4(stb_uint v) { stb_out(v >> 24); stb_out(v >> 16);
stb_out(v >> 8 ); stb_out(v); }
static void stb_out4(stb_uint v) { stb_out(v >> 24); stb_out(v >> 16); stb_out(v >> 8 ); stb_out(v); }
static void outliterals(stb_uchar *in, int numlit)
{

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@ -20,12 +20,16 @@
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
//---- Don't implement help and test window functionality (ShowUserGuide()/ShowStyleEditor()/ShowTestWindow() methods will be empty)
//---- Don't implement test window functionality (ShowTestWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
//---- It is very strongly recommended to NOT disable the test windows. Please read the comment at the top of imgui_demo.cpp to learn why.
//#define IMGUI_DISABLE_TEST_WINDOWS
//---- Don't define obsolete functions names
//---- Don't define obsolete functions names. Consider enabling from time to time or when updating to reduce like hood of using already obsolete function/names
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Pack colors to BGRA instead of RGBA (remove need to post process vertex buffer in back ends)
//#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Implement STB libraries in a namespace to avoid conflicts
//#define IMGUI_STB_NAMESPACE ImGuiStb
@ -40,6 +44,9 @@
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
//---- Use 32-bit vertex indices (instead of default: 16-bit) to allow meshes with more than 64K vertices
//#define ImDrawIdx unsigned int
//---- 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.
/*

3294
imgui.cpp

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498
imgui.h
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@ -1,4 +1,4 @@
// dear imgui, v1.49
// dear imgui, v1.51
// (headers)
// See imgui.cpp file for documentation.
@ -16,7 +16,7 @@
#include <stddef.h> // ptrdiff_t, NULL
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
#define IMGUI_VERSION "1.49"
#define IMGUI_VERSION "1.51"
// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
#ifndef IMGUI_API
@ -48,7 +48,7 @@ struct ImDrawData; // All draw command lists required to render
struct ImDrawList; // A single draw command list (generally one per window)
struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF font loader
struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
struct ImFontConfig; // Configuration data when adding a font or merging fonts
struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4
struct ImGuiIO; // Main configuration and I/O between your application and ImGui
@ -62,24 +62,29 @@ struct ImGuiSizeConstraintCallbackData;// Structure used to constraint window si
struct ImGuiListClipper; // Helper to manually clip large list of items
struct ImGuiContext; // ImGui context (opaque)
// Enumerations (declared as int for compatibility and to not pollute the top of this file)
typedef unsigned int ImU32;
// Typedefs and Enumerations (declared as int for compatibility and to not pollute the top of this file)
typedef unsigned int ImU32; // 32-bit unsigned integer (typically used to store packed colors)
typedef unsigned int ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
typedef unsigned short ImWchar; // character for keyboard input/display
typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
typedef ImU32 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_
typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_
typedef int ImGuiKey; // a key identifier (ImGui-side enum) // enum ImGuiKey_
typedef int ImGuiAlign; // alignment // enum ImGuiAlign_
typedef int ImGuiColorEditMode; // color edit mode for ColorEdit*() // enum ImGuiColorEditMode_
typedef int ImGuiColorEditFlags; // color edit flags for Color*() // enum ImGuiColorEditFlags_
typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_
typedef int ImGuiSetCond; // condition flags for Set*() // enum ImGuiSetCond_
typedef int ImGuiCond; // condition flags for Set*() // enum ImGuiCond_
typedef int ImGuiColumnsFlags; // flags for *Columns*() // enum ImGuiColumnsFlags_
typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_
typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_
typedef int ImGuiTreeNodeFlags; // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_
typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
typedef void (*ImGuiSizeConstraintCallback)(ImGuiSizeConstraintCallbackData* data);
#ifdef _MSC_VER
typedef unsigned __int64 ImU64; // 64-bit unsigned integer
#else
typedef unsigned long long ImU64; // 64-bit unsigned integer
#endif
// Others helpers at bottom of the file:
// class ImVector<> // Lightweight std::vector like class.
@ -116,10 +121,12 @@ namespace ImGui
IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render().
IMGUI_API void Render(); // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.
IMGUI_API void Shutdown();
IMGUI_API void ShowUserGuide(); // help block
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block. you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_API void ShowTestWindow(bool* p_open = NULL); // test window demonstrating ImGui features
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // metrics window for debugging ImGui
// Demo/Debug/Info
IMGUI_API void ShowTestWindow(bool* p_open = NULL); // create demo/test window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display ImGui internals: browse window list, draw commands, individual vertices, basic internal state, etc.
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
// Window
IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false).
@ -142,22 +149,22 @@ namespace ImGui
IMGUI_API bool IsWindowCollapsed();
IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position. call before Begin()
IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. call before Begin()
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // set next window position. call before Begin()
IMGUI_API void SetNextWindowPosCenter(ImGuiCond cond = 0); // set next window position to be centered on screen. call before Begin()
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeConstraintCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()
IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin()
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state. call before Begin()
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position.
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state
IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
@ -174,16 +181,19 @@ namespace ImGui
// Parameters stacks (shared)
IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
IMGUI_API void PopFont();
IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col);
IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
IMGUI_API void PopStyleColor(int count = 1);
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 const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwhise use GetColorU32() to get style color + style alpha.
IMGUI_API ImFont* GetFont(); // get current font
IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
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
IMGUI_API ImU32 GetColorU32(ImU32 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)
@ -221,14 +231,15 @@ namespace ImGui
IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y
// Columns
// You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress and rather lacking.
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
IMGUI_API void NextColumn(); // next column
IMGUI_API int GetColumnIndex(); // get current column index
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
IMGUI_API float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns())
// You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking.
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
IMGUI_API int GetColumnIndex(); // get current column index
IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
IMGUI_API int GetColumnsCount();
// ID scopes
// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
@ -238,7 +249,7 @@ namespace ImGui
IMGUI_API void PushID(const void* ptr_id);
IMGUI_API void PushID(int int_id);
IMGUI_API void PopID();
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself
IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
IMGUI_API ImGuiID GetID(const void* ptr_id);
@ -258,7 +269,7 @@ namespace ImGui
IMGUI_API void BulletText(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for Bullet()+Text()
IMGUI_API void BulletTextV(const char* fmt, va_list args);
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0)
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed in text
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
@ -266,13 +277,9 @@ namespace ImGui
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
IMGUI_API bool RadioButton(const char* label, bool active);
IMGUI_API bool RadioButton(const char* label, int* v, int v_button);
IMGUI_API bool Combo(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1); // separate items with \0, end item-list with \0\0
IMGUI_API bool Combo(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1);
IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1); // separate items with \0, end item-list with \0\0
IMGUI_API bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
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]); // Hint: 'float col[3]' function argument is same as 'float* col'. You can pass address of first element out of a contiguous set, e.g. &myvector.x
IMGUI_API bool ColorEdit4(const char* label, float col[4], bool show_alpha = true); // "
IMGUI_API void ColorEditMode(ImGuiColorEditMode mode); // FIXME-OBSOLETE: This is inconsistent with most of the API and will be obsoleted/replaced.
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));
@ -280,7 +287,7 @@ namespace ImGui
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 with keyboard. manually input values aren't clamped, can go off-bounds)
// For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, remember than a 'float v[3]' function argument is the same as 'float* v'. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
// For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
@ -305,7 +312,7 @@ namespace ImGui
IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
// Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for logarithmic sliders
IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
@ -317,6 +324,15 @@ namespace ImGui
IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
// Note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0)); // display a colored square/button, hover for details, return true when pressed.
IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
// Widgets: Trees
IMGUI_API bool TreeNode(const char* label); // if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop().
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_PRINTFARGS(2); // read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
@ -332,15 +348,15 @@ namespace ImGui
IMGUI_API void TreePush(const void* ptr_id = NULL); // "
IMGUI_API void TreePop(); // ~ Unindent()+PopId()
IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceeding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiSetCond cond = 0); // set next TreeNode/CollapsingHeader open state.
IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
// Widgets: Selectable / Lists
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));
IMGUI_API bool ListBox(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
IMGUI_API bool ListBox(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1);
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards.
IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
@ -351,13 +367,11 @@ 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 ValueColor(const char* prefix, const ImVec4& v);
IMGUI_API void ValueColor(const char* prefix, unsigned int v);
// Tooltips
IMGUI_API void SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
IMGUI_API void SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1); // set text tooltip under mouse-cursor, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
IMGUI_API void SetTooltipV(const char* fmt, va_list args);
IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text
IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of contents).
IMGUI_API void EndTooltip();
// Menus
@ -371,13 +385,14 @@ 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
// Popups
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 void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). 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 the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returned true!
IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside)
IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (block interactions behind the modal window, can't close the modal window 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. 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 BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // 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 bool IsPopupOpen(const char* str_id); // return true if the popup is open
IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
// Logging: all text output from interface is redirected to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
@ -394,7 +409,7 @@ 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 or window is blocked by popup while we are hovering this
IMGUI_API bool IsItemRectHovered(); // 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 IsItemClicked(int mouse_button = 0); // was the last item clicked? (e.g. button/node just clicked on)
IMGUI_API bool IsItemVisible(); // was the last item visible? (aka not out of sight due to clipping/scrolling.)
@ -404,21 +419,23 @@ namespace ImGui
IMGUI_API ImVec2 GetItemRectMax(); // "
IMGUI_API ImVec2 GetItemRectSize(); // "
IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
IMGUI_API bool IsWindowHovered(); // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
IMGUI_API bool IsWindowFocused(); // is current window focused
IMGUI_API bool IsWindowHovered(); // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
IMGUI_API bool IsWindowRectHovered(); // is current window rectnagle hovered, disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
IMGUI_API bool IsRootWindowFocused(); // is current root window focused (root = top-most parent of a child, otherwise self)
IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
IMGUI_API bool IsRootWindowOrAnyChildHovered(); // is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup)
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle of given size starting from cursor pos is visible (not clipped). to perform coarse clipping on user's side (as an optimization)
IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window
IMGUI_API bool IsAnyWindowHovered(); // is mouse hovering any visible window
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
IMGUI_API float GetTime();
IMGUI_API int GetFrameCount();
IMGUI_API const char* GetStyleColName(ImGuiCol idx);
IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
IMGUI_API void EndChildFrame();
IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
@ -427,23 +444,21 @@ namespace ImGui
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
// Inputs
IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[] array, imgui doesn't know the semantic of each entry, uses your own indices!
IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // uses user's key indices as stored in the keys_down[] array. if repeat=true. uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(int key_index); // "
IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]!
IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..
IMGUI_API bool IsMouseDown(int button); // is mouse button held
IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down)
IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window). disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any visible window
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into
IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_API void ResetMouseDragDelta(int button = 0); //
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
IMGUI_API void CaptureKeyboardFromApp(bool capture = true); // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application handle). e.g. force capture keyboard when your widget is being hovered.
IMGUI_API void CaptureMouseFromApp(bool capture = true); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application handle).
@ -462,20 +477,18 @@ namespace ImGui
IMGUI_API ImGuiContext* GetCurrentContext();
IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
// Obsolete (will be removed)
// Obsolete functions (Will be removed! Also see 'API BREAKING CHANGES' section in imgui.cpp)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
static inline bool IsItemHoveredRect() { return IsItemRectHovered(); } // OBSOLETE 1.51+
static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETE 1.51+. This was partly broken. You probably wanted to use ImGui::GetIO().WantCaptureMouse instead.
static inline bool IsMouseHoveringAnyWindow() { return IsAnyWindowHovered(); } // OBSOLETE 1.51+
static inline bool IsMouseHoveringWindow() { return IsWindowRectHovered(); } // OBSOLETE 1.51+
static inline bool CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1<<5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); } // OBSOLETE 1.49+
static inline ImFont* GetWindowFont() { return GetFont(); } // OBSOLETE 1.48+
static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETE 1.48+
static inline void OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpen(open, 0); } // OBSOLETE 1.34+
static inline bool GetWindowIsFocused() { return ImGui::IsWindowFocused(); } // OBSOLETE 1.36+
static inline bool GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); } // OBSOLETE 1.39+
static inline ImVec2 GetItemBoxMin() { return GetItemRectMin(); } // OBSOLETE 1.36+
static inline ImVec2 GetItemBoxMax() { return GetItemRectMax(); } // OBSOLETE 1.36+
static inline bool IsClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.38+
static inline bool IsRectClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.39+
static inline bool IsMouseHoveringBox(const ImVec2& rect_min, const ImVec2& rect_max) { return IsMouseHoveringRect(rect_min, rect_max); } // OBSOLETE 1.36+
static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETE 1.42+
static inline bool GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); } // OBSOLETE 1.39+
static inline bool IsRectClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.39+
#endif
} // namespace ImGui
@ -502,9 +515,7 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
// [Internal]
ImGuiWindowFlags_ChildWindow = 1 << 20, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 21, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 22, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ChildWindow = 1 << 22, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ComboBox = 1 << 23, // Don't use! For internal use by ComboBox()
ImGuiWindowFlags_Tooltip = 1 << 24, // Don't use! For internal use by BeginTooltip()
ImGuiWindowFlags_Popup = 1 << 25, // Don't use! For internal use by BeginPopup()
@ -527,7 +538,7 @@ enum ImGuiInputTextFlags_
ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Call user function every time. User code may query cursor position, modify text buffer.
ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, allow exiting edition by pressing Enter. Ctrl+Enter to add new line (by default adds new lines with Enter).
ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
@ -619,9 +630,9 @@ enum ImGuiCol_
ImGuiCol_Header,
ImGuiCol_HeaderHovered,
ImGuiCol_HeaderActive,
ImGuiCol_Column,
ImGuiCol_ColumnHovered,
ImGuiCol_ColumnActive,
ImGuiCol_Separator,
ImGuiCol_SeparatorHovered,
ImGuiCol_SeparatorActive,
ImGuiCol_ResizeGrip,
ImGuiCol_ResizeGripHovered,
ImGuiCol_ResizeGripActive,
@ -635,49 +646,68 @@ enum ImGuiCol_
ImGuiCol_TextSelectedBg,
ImGuiCol_ModalWindowDarkening, // darken entire screen when a modal window is active
ImGuiCol_COUNT
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive
#endif
};
// Enumeration for PushStyleVar() / PopStyleVar()
// NB: the enum only refers to fields of ImGuiStyle() which makes sense to be pushed/poped in UI code. Feel free to add others.
// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
// NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/poped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
enum ImGuiStyleVar_
{
ImGuiStyleVar_Alpha, // float
ImGuiStyleVar_WindowPadding, // ImVec2
ImGuiStyleVar_WindowRounding, // float
ImGuiStyleVar_WindowMinSize, // ImVec2
ImGuiStyleVar_ChildWindowRounding, // float
ImGuiStyleVar_FramePadding, // ImVec2
ImGuiStyleVar_FrameRounding, // float
ImGuiStyleVar_ItemSpacing, // ImVec2
ImGuiStyleVar_ItemInnerSpacing, // ImVec2
ImGuiStyleVar_IndentSpacing, // float
ImGuiStyleVar_GrabMinSize // float
// Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
ImGuiStyleVar_Alpha, // float Alpha
ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
ImGuiStyleVar_WindowRounding, // float WindowRounding
ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
ImGuiStyleVar_ChildWindowRounding, // float ChildWindowRounding
ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
ImGuiStyleVar_FrameRounding, // float FrameRounding
ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
ImGuiStyleVar_IndentSpacing, // float IndentSpacing
ImGuiStyleVar_GrabMinSize, // float GrabMinSize
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
ImGuiStyleVar_Count_
};
enum ImGuiAlign_
// Enumeration for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
enum ImGuiColorEditFlags_
{
ImGuiAlign_Left = 1 << 0,
ImGuiAlign_Center = 1 << 1,
ImGuiAlign_Right = 1 << 2,
ImGuiAlign_Top = 1 << 3,
ImGuiAlign_VCenter = 1 << 4,
ImGuiAlign_Default = ImGuiAlign_Left | ImGuiAlign_Top
};
// Enumeration for ColorEditMode()
// FIXME-OBSOLETE: Will be replaced by future color/picker api
enum ImGuiColorEditMode_
{
ImGuiColorEditMode_UserSelect = -2,
ImGuiColorEditMode_UserSelectShowButton = -1,
ImGuiColorEditMode_RGB = 0,
ImGuiColorEditMode_HSV = 1,
ImGuiColorEditMode_HEX = 2
ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.
ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
// User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup.
ImGuiColorEditFlags_AlphaBar = 1 << 9, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
ImGuiColorEditFlags_AlphaPreview = 1 << 10, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 11, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
ImGuiColorEditFlags_HDR = 1 << 12, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
ImGuiColorEditFlags_RGB = 1 << 13, // [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
ImGuiColorEditFlags_HSV = 1 << 14, // [Inputs] // "
ImGuiColorEditFlags_HEX = 1 << 15, // [Inputs] // "
ImGuiColorEditFlags_Uint8 = 1 << 16, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
ImGuiColorEditFlags_Float = 1 << 17, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
ImGuiColorEditFlags_PickerHueBar = 1 << 18, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
ImGuiColorEditFlags_PickerHueWheel = 1 << 19, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
// Internals/Masks
ImGuiColorEditFlags__InputsMask = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX,
ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions()
};
// Enumeration for GetMouseCursor()
enum ImGuiMouseCursor_
{
ImGuiMouseCursor_None = -1,
ImGuiMouseCursor_Arrow = 0,
ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
ImGuiMouseCursor_Move, // Unused
@ -689,13 +719,18 @@ enum ImGuiMouseCursor_
};
// Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
// All those functions treat 0 as a shortcut to ImGuiSetCond_Always
enum ImGuiSetCond_
// All those functions treat 0 as a shortcut to ImGuiCond_Always
enum ImGuiCond_
{
ImGuiSetCond_Always = 1 << 0, // Set the variable
ImGuiSetCond_Once = 1 << 1, // Only set the variable on the first call per runtime session
ImGuiSetCond_FirstUseEver = 1 << 2, // Only set the variable if the window doesn't exist in the .ini file
ImGuiSetCond_Appearing = 1 << 3 // Only set the variable if the window is appearing after being inactive (or the first time)
ImGuiCond_Always = 1 << 0, // Set the variable
ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the window has no saved data (if doesn't exist in the .ini file)
ImGuiCond_Appearing = 1 << 3 // Set the variable if the window is appearing after being hidden/inactive (or the first time)
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing
#endif
};
struct ImGuiStyle
@ -704,7 +739,7 @@ struct ImGuiStyle
ImVec2 WindowPadding; // Padding within a window
ImVec2 WindowMinSize; // Minimum window size
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
ImGuiAlign WindowTitleAlign; // Alignment for title bar text
ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
float ChildWindowRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
@ -715,8 +750,9 @@ struct ImGuiStyle
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar
float ScrollbarRounding; // Radius of grab corners for scrollbar
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
@ -751,18 +787,16 @@ struct ImGuiIO
ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
float FontGlobalScale; // = 1.0f // Global scale all fonts
bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
// Advanced/subtle behaviors
bool WordMovementUsesAltKey; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl
bool ShortcutsUseSuperKey; // = defined(__APPLE__) // OS X style: Shortcuts using Cmd/Super instead of Ctrl
bool DoubleClickSelectsWord; // = defined(__APPLE__) // OS X style: Double click selects by word instead of selecting whole text
bool MultiSelectUsesSuperKey; // = defined(__APPLE__) // OS X style: Multi-selection in lists uses Cmd/Super instead of Ctrl [unused yet]
bool OSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl
//------------------------------------------------------------------
// User Functions
// Settings (User Functions)
//------------------------------------------------------------------
// Rendering function, will be called in Render().
@ -772,8 +806,9 @@ struct ImGuiIO
// Optional: access OS clipboard
// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
const char* (*GetClipboardTextFn)();
void (*SetClipboardTextFn)(const char* text);
const char* (*GetClipboardTextFn)(void* user_data);
void (*SetClipboardTextFn)(void* user_data, const char* text);
void* ClipboardUserData;
// Optional: override memory allocations. MemFreeFn() may be called with a NULL pointer.
// (default to posix malloc/free)
@ -801,29 +836,29 @@ 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
inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Helper to clear the text input buffer
IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]
IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Add new characters into InputCharacters[] from an UTF-8 string
inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Clear the text input buffer manually
//------------------------------------------------------------------
// Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application
// Output - Retrieve after calling NewFrame()
//------------------------------------------------------------------
bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input)
bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array.
float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input). Use to hide mouse from the rest of your application
bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application
bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array. Use to activate on screen keyboard if your system needs one
float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
int MetricsAllocs; // Number of active memory allocations
int MetricsRenderVertices; // Vertices output during last call to Render()
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
int MetricsActiveWindows; // Number of visible windows (exclude child windows)
int MetricsActiveWindows; // Number of visible root windows (exclude child windows)
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative, so a disappearing/reappearing mouse won't have a huge delta for one frame.
//------------------------------------------------------------------
// [Internal] ImGui will maintain those fields for you
// [Private] ImGui will maintain those fields. Forward compatibility not guaranteed!
//------------------------------------------------------------------
ImVec2 MousePosPrev; // Previous mouse position
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative to allow mouse enabling/disabling.
ImVec2 MousePosPrev; // Previous mouse position temporary storage (nb: not for public use, set to MousePos in NewFrame())
bool MouseClicked[5]; // Mouse button went from !Down to Down
ImVec2 MouseClickedPos[5]; // Position at time of clicking
float MouseClickedTime[5]; // Time of last click (used to figure out double-click)
@ -878,14 +913,15 @@ public:
inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size-1]; }
inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
inline int _grow_capacity(int new_size) { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > new_size ? new_capacity : new_size; }
inline int _grow_capacity(int size) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > size ? new_capacity : size; }
inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
inline void reserve(int new_capacity)
{
if (new_capacity <= Capacity) return;
T* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));
memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
if (Data)
memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
ImGui::MemFree(Data);
Data = new_data;
Capacity = new_capacity;
@ -898,15 +934,11 @@ public:
inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
};
// Helper: execute a block of code at maximum once a frame
// Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
// Helper: execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
// Usage:
// IMGUI_ONCE_UPON_A_FRAME
// {
// // code block will be executed one per frame
// }
// Attention! the macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf##__LINE__; if (imgui_oaf##__LINE__)
// static ImGuiOnceUponAFrame oaf;
// if (oaf)
// ImGui::Text("This will be called only once per frame");
struct ImGuiOnceUponAFrame
{
ImGuiOnceUponAFrame() { RefFrame = -1; }
@ -914,6 +946,11 @@ struct ImGuiOnceUponAFrame
operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
};
// Helper macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Will obsolete
#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf)
#endif
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
struct ImGuiTextFilter
{
@ -937,11 +974,11 @@ struct ImGuiTextFilter
ImVector<TextRange> Filters;
int CountGrep;
ImGuiTextFilter(const char* default_filter = "");
~ImGuiTextFilter() {}
IMGUI_API ImGuiTextFilter(const char* default_filter = "");
~ImGuiTextFilter() {}
void Clear() { InputBuf[0] = 0; Build(); }
bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
bool PassFilter(const char* text, const char* text_end = NULL) const;
IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
bool IsActive() const { return !Filters.empty(); }
IMGUI_API void Build();
};
@ -964,13 +1001,12 @@ struct ImGuiTextBuffer
};
// Helper: Simple Key->value storage
// - Store collapse state for a tree (Int 0/1)
// - Store color edit options (Int using values in ImGuiColorEditMode enum).
// - Custom user storage for temporary values.
// Typically you don't have to worry about this since a storage is held within each Window.
// Declare your own storage if:
// We use it to e.g. store collapse state for a tree (Int 0/1), store color edit options.
// This is optimized for efficient reading (dichotomy into a contiguous buffer), rare writing (typically tied to user interactions)
// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
// - You want to store custom debug data easily without adding or editing structures in your code.
// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
struct ImGuiStorage
{
@ -999,9 +1035,8 @@ struct ImGuiStorage
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
// - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
// - A typical use case where this is convenient:
// - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
// float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
// - You can also use this to quickly create temporary editable values during a session of using Edit&Continue, without restarting your application.
IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
@ -1034,8 +1069,8 @@ struct ImGuiTextEditCallbackData
int SelectionEnd; // // Read-write
// NB: Helper functions for text manipulation. Calling those function loses selection.
void DeleteChars(int pos, int bytes_count);
void InsertChars(int pos, const char* text, const char* text_end = NULL);
IMGUI_API void DeleteChars(int pos, int bytes_count);
IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
bool HasSelection() const { return SelectionStart != SelectionEnd; }
};
@ -1044,29 +1079,48 @@ struct ImGuiTextEditCallbackData
struct ImGuiSizeConstraintCallbackData
{
void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
ImVec2 Pos; // Read-only. Window position, for reference.
ImVec2 CurrentSize; // Read-only. Current window size.
ImVec2 Pos; // Read-only. Window position, for reference.
ImVec2 CurrentSize; // Read-only. Current window size.
ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
};
// Helpers macros to generate 32-bits encoded colors
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
#define IM_COL32_R_SHIFT 16
#define IM_COL32_G_SHIFT 8
#define IM_COL32_B_SHIFT 0
#define IM_COL32_A_SHIFT 24
#define IM_COL32_A_MASK 0xFF000000
#else
#define IM_COL32_R_SHIFT 0
#define IM_COL32_G_SHIFT 8
#define IM_COL32_B_SHIFT 16
#define IM_COL32_A_SHIFT 24
#define IM_COL32_A_MASK 0xFF000000
#endif
#define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
// Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
// None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats.
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
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(ImU32 rgba) { float sc = 1.0f/255.0f; Value.x = (float)((rgba>>IM_COL32_R_SHIFT)&0xFF) * sc; Value.y = (float)((rgba>>IM_COL32_G_SHIFT)&0xFF) * sc; Value.z = (float)((rgba>>IM_COL32_B_SHIFT)&0xFF) * sc; Value.w = (float)((rgba>>IM_COL32_A_SHIFT)&0xFF) * 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; }
inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
inline operator ImVec4() const { return Value; }
// FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
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); }
};
@ -1105,12 +1159,6 @@ struct ImGuiListClipper
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
//-----------------------------------------------------------------------------
// Helpers macros to generate 32-bits encoded colors
#define IM_COL32(R,G,B,A) (((ImU32)(A)<<24) | ((ImU32)(B)<<16) | ((ImU32)(G)<<8) | ((ImU32)(R)))
#define IM_COL32_WHITE (0xFFFFFFFF)
#define IM_COL32_BLACK (0xFF000000)
#define IM_COL32_BLACK_TRANS (0x00000000) // Transparent black
// Draw callbacks for advanced uses.
// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
// Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.
@ -1146,6 +1194,7 @@ struct ImDrawVert
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
// The type has to be described within the macro (you can either declare the struct or use a typedef)
// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif
@ -1162,16 +1211,17 @@ struct ImDrawChannel
// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions).
// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), however you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
// Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions).
struct ImDrawList
{
// This is what you have to render
ImVector<ImDrawCmd> CmdBuffer; // Commands. Typically 1 command = 1 gpu draw call.
ImVector<ImDrawCmd> CmdBuffer; // Commands. Typically 1 command = 1 GPU draw call.
ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
// [Internal, used while building lists]
const char* _OwnerName; // Pointer to owner window's name (if any) for debugging
const char* _OwnerName; // Pointer to owner window's name for debugging
unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
@ -1182,18 +1232,20 @@ struct ImDrawList
int _ChannelsCount; // [Internal] number of active channels (1+)
ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
ImDrawList() { _OwnerName = NULL; Clear(); }
ImDrawList() { _OwnerName = NULL; Clear(); }
~ImDrawList() { ClearFreeMemory(); }
IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. 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);
IMGUI_API void PopTextureID();
inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
// Primitives
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F, float thickness = 1.0f); // a: upper-left, b: lower-right
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F); // a: upper-left, b: lower-right
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ~0, float thickness = 1.0f); // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ~0); // a: upper-left, b: lower-right
IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
@ -1203,7 +1255,8 @@ struct ImDrawList
IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
@ -1212,12 +1265,12 @@ struct ImDrawList
inline void PathClear() { _Path.resize(0); }
inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
inline void PathFill(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); }
inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); }
inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); }
IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners = 0x0F);
IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ~0); // rounding_corners_flags: 4-bits corresponding to which corner to round
// Channels
// - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
@ -1256,40 +1309,39 @@ struct ImDrawData
// Functions
ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; }
IMGUI_API void DeIndexAllBuffers(); // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
IMGUI_API void DeIndexAllBuffers(); // For backward compatibility or convenience: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
};
struct ImFontConfig
{
void* FontData; // // TTF data
int FontDataSize; // // TTF data size
bool FontDataOwnedByAtlas; // true // TTF data ownership taken by the container ImFontAtlas (will delete memory itself). Set to true
int FontNo; // 0 // Index of font within TTF file
void* FontData; // // TTF/OTF data
int FontDataSize; // // TTF/OTF data size
bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). Set to true
int FontNo; // 0 // Index of font within TTF/OTF file
float SizePixels; // // Size in pixels for rasterizer
int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
bool PixelSnapH; // false // Align every character to pixel boundary (if enabled, set OversampleH/V to 1)
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs
bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input
const ImWchar* GlyphRanges; // // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs).
bool MergeGlyphCenterV; // false // When merging (multiple ImFontInput for one ImFont), vertically center new glyphs instead of aligning their baseline
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
// [Internal]
char Name[32]; // Name (strictly for debugging)
char Name[32]; // Name (strictly to ease debugging)
ImFont* DstFont;
IMGUI_API ImFontConfig();
};
// Load and rasterize multiple TTF fonts into a same texture.
// Load and rasterize multiple TTF/OTF fonts into a same texture.
// Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.
// We also add custom graphic data into the texture that serves for ImGui.
// 1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you.
// 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// 3. Upload the pixels data into a texture within your graphics system.
// 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
// 5. Call ClearTexData() to free textures memory on the heap.
// NB: If you use a 'glyph_ranges' array you need to make sure that your array persist up until the ImFont is cleared. We only copy the pointer, not the data.
// IMPORTANT: If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the ImFont is build (when calling GetTextData*** or Build()). We only copy the pointer, not the data.
struct ImFontAtlas
{
IMGUI_API ImFontAtlas();
@ -1297,9 +1349,9 @@ struct ImFontAtlas
IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
IMGUI_API ImFont* AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_ttf_data' still owned by caller. Compress with binary_to_compressed_c.cpp
IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_ttf_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 paramaeter
IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp
IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 paramaeter
IMGUI_API void ClearTexData(); // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
IMGUI_API void ClearInputData(); // Clear the input TTF data (inc sizes, glyph ranges)
IMGUI_API void ClearFonts(); // Clear the ImGui-side font data (glyphs storage, UV coordinates)
@ -1312,31 +1364,58 @@ struct ImFontAtlas
// Pitch = Width * BytesPerPixels
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
void SetTexID(void* id) { TexID = id; }
void SetTexID(ImTextureID id) { TexID = id; }
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
// NB: Make sure that your string are UTF-8 and NOT in your local code page. See FAQ for details.
// NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
IMGUI_API const ImWchar* GetGlyphRangesChinese(); // Japanese + full set of about 21000 CJK Unified Ideographs
IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
// Helpers to build glyph ranges from text data. Feed all your application strings/characters to it then call BuildRanges().
struct GlyphRangesBuilder
{
ImVector<unsigned char> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
GlyphRangesBuilder() { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); }
bool GetBit(int n) { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; }
void SetBit(int n) { UsedChars[n >> 3] |= 1 << (n & 7); } // Set bit 'c' in the array
void AddChar(ImWchar c) { SetBit(c); } // Add character
IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault) to force add all of ASCII/Latin+Ext
IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
};
// Members
// (Access texture data via GetTexData*() calls which will setup a default font for you.)
void* TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It ia passed back to you during rendering.
ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
int TexWidth; // Texture width calculated during Build().
int TexHeight; // Texture height calculated during Build().
int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1.
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
// Private
// [Private] User rectangle for packing custom texture data into the atlas.
struct CustomRect
{
unsigned int ID; // Input // User ID. <0x10000 for font mapped data (WIP/UNSUPPORTED), >=0x10000 for other texture data
unsigned short Width, Height; // Input // Desired rectangle dimension
unsigned short X, Y; // Output // Packed position in Atlas
CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; }
bool IsPacked() const { return X != 0xFFFF; }
};
// [Private] Members
ImVector<CustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
ImVector<ImFontConfig> ConfigData; // Internal data
IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions.
IMGUI_API void RenderCustomTexData(int pass, void* rects);
IMGUI_API int CustomRectRegister(unsigned int id, int width, int height);
IMGUI_API void CustomRectCalcUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
};
// Font runtime data and rendering
@ -1357,7 +1436,7 @@ struct ImFont
ImVec2 DisplayOffset; // = (0.f,1.f) // Offset font rendering by xx pixels
ImVector<Glyph> Glyphs; // // All glyphs.
ImVector<float> IndexXAdvance; // // Sparse. Glyphs->XAdvance in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
ImVector<short> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
ImVector<unsigned short> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
float FallbackXAdvance; // == FallbackGlyph->XAdvance
ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
@ -1367,6 +1446,7 @@ struct ImFont
ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData
ImFontAtlas* ContainerAtlas; // // What we has been loaded into
float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
// Methods
IMGUI_API ImFont();
@ -1394,9 +1474,7 @@ struct ImFont
#pragma clang diagnostic pop
#endif
//---- Include imgui_user.h at the end of imgui.h
//---- So you can include code that extends ImGui using any of the types declared above.
//---- (also convenient for user to only explicitly include vanilla imgui.h)
// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
#ifdef IMGUI_INCLUDE_IMGUI_USER_H
#include "imgui_user.h"
#endif

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@ -1,9 +1,11 @@
// dear imgui, v1.49
// dear imgui, v1.51
// (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
// Define IM_PLACEMENT_NEW() macro helper.
// #define IMGUI_DEFINE_PLACEMENT_NEW
#pragma once
@ -12,7 +14,7 @@
#endif
#include <stdio.h> // FILE*
#include <math.h> // sqrtf()
#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
#ifdef _MSC_VER
#pragma warning (push)
@ -67,7 +69,9 @@ namespace ImGuiStb
// Context
//-----------------------------------------------------------------------------
extern IMGUI_API ImGuiContext* GImGui; // current implicit ImGui context pointer
#ifndef GImGui
extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointer
#endif
//-----------------------------------------------------------------------------
// Helpers
@ -75,6 +79,7 @@ extern IMGUI_API ImGuiContext* GImGui; // current implicit ImGui context po
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
#define IM_PI 3.14159265358979323846f
#define IM_OFFSETOF(_TYPE,_ELM) ((size_t)&(((_TYPE*)0)->_ELM))
// Helpers: UTF-8 <> wchar
IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
@ -85,11 +90,18 @@ IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, cons
// Helpers: Misc
IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings
IMGUI_API void* ImLoadFileToMemory(const char* filename, const char* file_open_mode, int* out_file_size = NULL, int padding_bytes = 0);
IMGUI_API bool ImIsPointInTriangle(const ImVec2& p, const ImVec2& a, const ImVec2& b, const ImVec2& c);
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* out_file_size = NULL, int padding_bytes = 0);
IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode);
static inline bool ImCharIsSpace(int c) { return c == ' ' || c == '\t' || c == 0x3000; }
static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
// Helpers: Geometry
IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
// Helpers: String
IMGUI_API int ImStricmp(const char* str1, const char* str2);
IMGUI_API int ImStrnicmp(const char* str1, const char* str2, int count);
@ -126,13 +138,17 @@ static inline int ImClamp(int v, int mn, int mx)
static inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx) { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); }
static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
static inline int ImLerp(int a, int b, float t) { return (int)(a + (b - a) * t); }
static inline float ImLerp(float a, float b, float t) { return a + (b - a) * t; }
static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); }
static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / sqrtf(d); return fail_value; }
static inline float ImFloor(float f) { return (float)(int)f; }
static inline ImVec2 ImFloor(ImVec2 v) { return ImVec2((float)(int)v.x, (float)(int)v.y); }
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); }
static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
@ -167,6 +183,15 @@ enum ImGuiSliderFlags_
ImGuiSliderFlags_Vertical = 1 << 0
};
enum ImGuiColumnsFlags_
{
// Default: 0
ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers
ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers
ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns
ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3 // Disable forcing columns to fit within window
};
enum ImGuiSelectableFlagsPrivate_
{
// NB: need to be in sync with last value of ImGuiSelectableFlags_
@ -192,7 +217,26 @@ enum ImGuiPlotType
enum ImGuiDataType
{
ImGuiDataType_Int,
ImGuiDataType_Float
ImGuiDataType_Float,
ImGuiDataType_Float2,
};
enum ImGuiDir
{
ImGuiDir_None = -1,
ImGuiDir_Left = 0,
ImGuiDir_Right = 1,
ImGuiDir_Up = 2,
ImGuiDir_Down = 3,
};
enum ImGuiCorner
{
ImGuiCorner_TopLeft = 1 << 0, // 1
ImGuiCorner_TopRight = 1 << 1, // 2
ImGuiCorner_BottomRight = 1 << 2, // 4
ImGuiCorner_BottomLeft = 1 << 3, // 8
ImGuiCorner_All = 0x0F
};
// 2D axis aligned bounding-box
@ -222,8 +266,8 @@ struct IMGUI_API ImRect
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 Translate(const ImVec2& v) { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; }
void ClipWith(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 Floor() { 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
{
@ -241,14 +285,17 @@ struct IMGUI_API ImRect
struct ImGuiColMod
{
ImGuiCol Col;
ImVec4 PreviousValue;
ImVec4 BackupValue;
};
// Stacked style modifier, backup of modified data so we can restore it
// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
struct ImGuiStyleMod
{
ImGuiStyleVar Var;
ImVec2 PreviousValue;
ImGuiStyleVar VarIdx;
union { int BackupInt[2]; float BackupFloat[2]; };
ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; }
ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; }
ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
};
// Stacked data for BeginGroup()/EndGroup()
@ -257,16 +304,19 @@ struct ImGuiGroupData
ImVec2 BackupCursorPos;
ImVec2 BackupCursorMaxPos;
float BackupIndentX;
float BackupGroupOffsetX;
float BackupCurrentLineHeight;
float BackupCurrentLineTextBaseOffset;
float BackupLogLinePosY;
bool BackupActiveIdIsAlive;
bool AdvanceCursor;
};
// Per column data for Columns()
struct ImGuiColumnData
{
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
ImRect ClipRect;
//float IndentX;
};
@ -312,7 +362,7 @@ struct IMGUI_API ImGuiTextEditState
struct ImGuiIniData
{
char* Name;
ImGuiID ID;
ImGuiID Id;
ImVec2 Pos;
ImVec2 Size;
bool Collapsed;
@ -331,13 +381,13 @@ struct ImGuiMouseCursorData
// Storage for current popup stack
struct ImGuiPopupRef
{
ImGuiID PopupID; // Set on OpenPopup()
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; }
ImGuiPopupRef(ImGuiID id, ImGuiWindow* parent_window, ImGuiID parent_menu_set, const ImVec2& mouse_pos) { PopupId = id; Window = NULL; ParentWindow = parent_window; ParentMenuSet = parent_menu_set; MousePosOnOpen = mouse_pos; }
};
// Main state for ImGui
@ -347,8 +397,8 @@ struct ImGuiContext
ImGuiIO IO;
ImGuiStyle Style;
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize()
float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Size of characters.
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvWhitePixel
float Time;
@ -357,9 +407,9 @@ struct ImGuiContext
int FrameCountRendered;
ImVector<ImGuiWindow*> Windows;
ImVector<ImGuiWindow*> WindowsSortBuffer;
ImGuiWindow* CurrentWindow; // Being drawn into
ImVector<ImGuiWindow*> CurrentWindowStack;
ImGuiWindow* FocusedWindow; // Will catch keyboard inputs
ImGuiWindow* CurrentWindow; // Being drawn into
ImGuiWindow* NavWindow; // Nav/focused window for navigation
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
ImGuiID HoveredId; // Hovered widget
@ -367,9 +417,10 @@ struct ImGuiContext
ImGuiID HoveredIdPreviousFrame;
ImGuiID ActiveId; // Active widget
ImGuiID ActiveIdPreviousFrame;
bool ActiveIdIsAlive;
bool ActiveIdIsAlive; // Active widget has been seen this frame
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdAllowOverlap; // Set only by active widget
bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow;
ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window.
@ -387,17 +438,17 @@ struct ImGuiContext
ImVec2 SetNextWindowSizeVal;
ImVec2 SetNextWindowContentSizeVal;
bool SetNextWindowCollapsedVal;
ImGuiSetCond SetNextWindowPosCond;
ImGuiSetCond SetNextWindowSizeCond;
ImGuiSetCond SetNextWindowContentSizeCond;
ImGuiSetCond SetNextWindowCollapsedCond;
ImGuiCond SetNextWindowPosCond;
ImGuiCond SetNextWindowSizeCond;
ImGuiCond SetNextWindowContentSizeCond;
ImGuiCond SetNextWindowCollapsedCond;
ImRect SetNextWindowSizeConstraintRect; // Valid if 'SetNextWindowSizeConstraint' is true
ImGuiSizeConstraintCallback SetNextWindowSizeConstraintCallback;
void* SetNextWindowSizeConstraintCallbackUserData;
void* SetNextWindowSizeConstraintCallbackUserData;
bool SetNextWindowSizeConstraint;
bool SetNextWindowFocus;
bool SetNextTreeNodeOpenVal;
ImGuiSetCond SetNextTreeNodeOpenCond;
ImGuiCond SetNextTreeNodeOpenCond;
// Render
ImDrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user
@ -411,15 +462,16 @@ struct ImGuiContext
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
ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
ImVec4 ColorPickerRef;
float DragCurrentValue; // Currently dragged value, always float, not rounded by end-user precision settings
ImVec2 DragLastMouseDelta;
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
float DragSpeedScaleSlow;
float DragSpeedScaleFast;
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
int TooltipOverrideCount;
ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
ImVec2 OsImePosRequest, OsImePosSet; // Cursor position request & last passed to the OS Input Method Editor
// Logging
@ -448,7 +500,7 @@ struct ImGuiContext
FrameCount = 0;
FrameCountEnded = FrameCountRendered = -1;
CurrentWindow = NULL;
FocusedWindow = NULL;
NavWindow = NULL;
HoveredWindow = NULL;
HoveredRootWindow = NULL;
HoveredId = 0;
@ -472,21 +524,23 @@ struct ImGuiContext
SetNextWindowSizeCond = 0;
SetNextWindowContentSizeCond = 0;
SetNextWindowCollapsedCond = 0;
SetNextWindowFocus = false;
SetNextWindowSizeConstraintRect = ImRect();
SetNextWindowSizeConstraintCallback = NULL;
SetNextWindowSizeConstraintCallbackUserData = NULL;
SetNextWindowSizeConstraint = false;
SetNextWindowFocus = false;
SetNextTreeNodeOpenVal = false;
SetNextTreeNodeOpenCond = 0;
ScalarAsInputTextId = 0;
ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
DragCurrentValue = 0.0f;
DragLastMouseDelta = ImVec2(0.0f, 0.0f);
DragSpeedDefaultRatio = 0.01f;
DragSpeedDefaultRatio = 1.0f / 100.0f;
DragSpeedScaleSlow = 0.01f;
DragSpeedScaleFast = 10.0f;
ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
memset(Tooltip, 0, sizeof(Tooltip));
PrivateClipboard = NULL;
TooltipOverrideCount = 0;
OsImePosRequest = OsImePosSet = ImVec2(-1.0f, -1.0f);
ModalWindowDarkeningRatio = 0.0f;
@ -522,7 +576,7 @@ struct IMGUI_API ImGuiDrawContext
float PrevLineTextBaseOffset;
float LogLinePosY;
int TreeDepth;
ImGuiID LastItemID;
ImGuiID LastItemId;
ImRect LastItemRect;
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)
@ -542,20 +596,21 @@ struct IMGUI_API ImGuiDrawContext
ImVector<bool> AllowKeyboardFocusStack;
ImVector<bool> ButtonRepeatStack;
ImVector<ImGuiGroupData>GroupStack;
ImGuiColorEditMode ColorEditMode;
int StackSizesBackup[6]; // Store size of various stacks for asserting
float IndentX; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
float GroupOffsetX;
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;
float ColumnsMinX;
float ColumnsMaxX;
float ColumnsStartPosY;
float ColumnsStartMaxPosX; // Backup of CursorMaxPos
float ColumnsCellMinY;
float ColumnsCellMaxY;
bool ColumnsShowBorders;
ImGuiID ColumnsSetID;
ImGuiColumnsFlags ColumnsFlags;
ImGuiID ColumnsSetId;
ImVector<ImGuiColumnData> ColumnsData;
ImGuiDrawContext()
@ -565,7 +620,7 @@ struct IMGUI_API ImGuiDrawContext
CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
LogLinePosY = -1.0f;
TreeDepth = 0;
LastItemID = 0;
LastItemId = 0;
LastItemRect = ImRect(0.0f,0.0f,0.0f,0.0f);
LastItemHoveredAndUsable = LastItemHoveredRect = false;
MenuBarAppending = false;
@ -576,18 +631,19 @@ struct IMGUI_API ImGuiDrawContext
ButtonRepeat = false;
AllowKeyboardFocus = true;
TextWrapPos = -1.0f;
ColorEditMode = ImGuiColorEditMode_RGB;
memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
IndentX = 0.0f;
GroupOffsetX = 0.0f;
ColumnsOffsetX = 0.0f;
ColumnsCurrent = 0;
ColumnsCount = 1;
ColumnsMinX = ColumnsMaxX = 0.0f;
ColumnsStartPosY = 0.0f;
ColumnsStartMaxPosX = 0.0f;
ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
ColumnsShowBorders = true;
ColumnsSetID = 0;
ColumnsFlags = 0;
ColumnsSetId = 0;
}
};
@ -597,7 +653,7 @@ struct IMGUI_API ImGuiWindow
char* Name;
ImGuiID ID; // == ImHash(Name)
ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
int IndexWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
int OrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
ImVec2 PosFloat;
ImVec2 Pos; // Position rounded-up to nearest pixel
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
@ -606,7 +662,7 @@ struct IMGUI_API ImGuiWindow
ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize()
ImRect ContentsRegionRect; // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect
ImGuiID MoveID; // == window->GetID("#MOVE")
ImGuiID MoveId; // == window->GetID("#MOVE")
ImVec2 Scroll;
ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
@ -619,14 +675,15 @@ struct IMGUI_API ImGuiWindow
bool Collapsed; // Set when collapsing window to become only title-bar
bool SkipItems; // == Visible && !Collapsed
int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
ImGuiID PopupID; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
int AutoFitFramesX, AutoFitFramesY;
bool AutoFitOnlyGrows;
int AutoFitChildAxises;
int AutoPosLastDirection;
int HiddenFrames;
int SetWindowPosAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag.
int SetWindowSizeAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag.
int SetWindowCollapsedAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag.
ImGuiCond SetWindowPosAllowFlags; // store condition flags for next SetWindowPos() call.
ImGuiCond SetWindowSizeAllowFlags; // store condition flags for next SetWindowSize() call.
ImGuiCond SetWindowCollapsedAllowFlags; // store condition flags for next SetWindowCollapsed() call.
bool SetWindowPosCenterWanted;
ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
@ -643,7 +700,7 @@ struct IMGUI_API ImGuiWindow
ImGuiWindow* RootNonPopupWindow; // If we are a child window, this is pointing to the first non-child non-popup parent window. Else point to ourself.
ImGuiWindow* ParentWindow; // If we are a child window, this is pointing to our parent window. Else point to NULL.
// Focus
// Navigation / Focus
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through)
int FocusIdxAllRequestCurrent; // Item being requested for focus
@ -657,6 +714,7 @@ public:
ImGuiID GetID(const char* str, const char* str_end = NULL);
ImGuiID GetID(const void* ptr);
ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL);
ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); }
float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale; }
@ -686,6 +744,7 @@ namespace ImGui
IMGUI_API void EndFrame(); // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead!
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
IMGUI_API void ClearActiveID();
IMGUI_API void SetHoveredID(ImGuiID id);
IMGUI_API void KeepAliveID(ImGuiID id);
@ -699,19 +758,23 @@ namespace ImGui
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
IMGUI_API void OpenPopupEx(const char* str_id, bool reopen_existing);
IMGUI_API void OpenPopupEx(ImGuiID id, bool reopen_existing);
IMGUI_API bool IsPopupOpen(ImGuiID id);
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); }
// New Columns API
IMGUI_API void BeginColumns(const char* id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
IMGUI_API void EndColumns(); // close columns
IMGUI_API void PushColumnClipRect(int column_index = -1);
// NB: All position are in absolute pixels coordinates (not window coordinates)
// FIXME: All those functions are a mess and needs to be refactored into something decent. Avoid use outside of imgui.cpp!
// We need: a sort of symbol library, preferably baked into font atlas when possible + decent text rendering helpers.
// NB: All position are in absolute pixels coordinates (never using window coordinates internally)
// AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.
IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align = ImGuiAlign_Default, const ImVec2* clip_min = NULL, const ImVec2* clip_max = NULL);
IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL);
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
IMGUI_API void RenderCollapseTriangle(ImVec2 pos, bool is_open, float scale = 1.0f, bool shadow = false);
IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);
IMGUI_API void RenderCollapseTriangle(ImVec2 pos, bool is_open, float scale = 1.0f);
IMGUI_API void RenderBullet(ImVec2 pos);
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col);
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
@ -734,6 +797,8 @@ namespace ImGui
IMGUI_API bool InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags);
IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision);
IMGUI_API void ColorTooltip(const char* text, const float col[4], ImGuiColorEditFlags flags);
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
IMGUI_API void TreePushRawID(ImGuiID id);
@ -745,6 +810,13 @@ namespace ImGui
} // namespace ImGui
// ImFontAtlas internals
IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* spc);
IMGUI_API void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas);
#ifdef __clang__
#pragma clang diagnostic pop
#endif

View File

@ -1,4 +1,4 @@
// stb_rect_pack.h - v0.08 - public domain - rectangle packing
// stb_rect_pack.h - v0.10 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
@ -32,6 +32,8 @@
//
// Version history:
//
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
// 0.09 (2016-08-27) fix compiler warnings
// 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
@ -41,9 +43,9 @@
//
// 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.
// This software is dual-licensed to the public domain and under the following
// license: you are granted a perpetual, irrevocable license to copy, modify,
// publish, and distribute this file as you see fit.
//////////////////////////////////////////////////////////////////////////////
//
@ -198,6 +200,12 @@ struct stbrp_context
#define STBRP_ASSERT assert
#endif
#ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v)
#else
#define STBRP__NOTUSED(v) (void)sizeof(v)
#endif
enum
{
STBRP__INIT_skyline = 1
@ -268,12 +276,14 @@ STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height,
}
// find minimum y position if it starts at x1
static int stbrp__skyline_find_min_y(stbrp_context *, stbrp_node *first, int x0, int width, int *pwaste)
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
{
//(void)c;
stbrp_node *node = first;
int x1 = x0 + width;
int min_y, visited_width, waste_area;
STBRP__NOTUSED(c);
STBRP_ASSERT(first->x <= x0);
#if 0
@ -501,8 +511,8 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i
static int rect_height_compare(const void *a, const void *b)
{
stbrp_rect *p = (stbrp_rect *) a;
stbrp_rect *q = (stbrp_rect *) b;
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
if (p->h > q->h)
return -1;
if (p->h < q->h)
@ -512,8 +522,8 @@ static int rect_height_compare(const void *a, const void *b)
static int rect_width_compare(const void *a, const void *b)
{
stbrp_rect *p = (stbrp_rect *) a;
stbrp_rect *q = (stbrp_rect *) b;
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
if (p->w > q->w)
return -1;
if (p->w < q->w)
@ -523,8 +533,8 @@ static int rect_width_compare(const void *a, const void *b)
static int rect_original_order(const void *a, const void *b)
{
stbrp_rect *p = (stbrp_rect *) a;
stbrp_rect *q = (stbrp_rect *) b;
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
}

View File

@ -1,8 +1,10 @@
// [ImGui] this is a slightly modified version of stb_truetype.h 1.8
// [ImGui] this is a slightly modified version of stb_truetype.h 1.9. Those changes would need to be pushed into nothings/sb
// [ImGui] - fixed linestart handler when over last character of multi-line buffer + simplified existing code (#588, #815)
// [ImGui] - fixed a state corruption/crash bug in stb_text_redo and stb_textedit_discard_redo (#715)
// [ImGui] - fixed a crash bug in stb_textedit_discard_redo (#681)
// [ImGui] - fixed some minor warnings
// [ImGui] - added STB_TEXTEDIT_MOVEWORDLEFT/STB_TEXTEDIT_MOVEWORDRIGHT custom handler (#473)
// stb_textedit.h - v1.8 - public domain - Sean Barrett
// stb_textedit.h - v1.9 - public domain - Sean Barrett
// Development of this library was sponsored by RAD Game Tools
//
// This C header file implements the guts of a multi-line text-editing
@ -35,6 +37,7 @@
//
// VERSION HISTORY
//
// 1.9 (2016-08-27) customizable move-by-word
// 1.8 (2016-04-02) better keyboard handling when mouse button is down
// 1.7 (2015-09-13) change y range handling in case baseline is non-0
// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove
@ -423,10 +426,9 @@ static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y)
// check if it's before the end of the line
if (x < r.x1) {
// search characters in row for one that straddles 'x'
k = i;
prev_x = r.x0;
for (i=0; i < r.num_chars; ++i) {
float w = STB_TEXTEDIT_GETWIDTH(str, k, i);
for (k=0; k < r.num_chars; ++k) {
float w = STB_TEXTEDIT_GETWIDTH(str, i, k);
if (x < prev_x+w) {
if (x < prev_x+w/2)
return k+i;
@ -616,15 +618,16 @@ static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditStat
}
#ifdef STB_TEXTEDIT_IS_SPACE
static int is_word_boundary( STB_TEXTEDIT_STRING *_str, int _idx )
static int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx )
{
return _idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(_str,_idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(_str, _idx) ) ) : 1;
return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1;
}
#ifndef STB_TEXTEDIT_MOVEWORDLEFT
static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *_str, int c )
static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c )
{
while( c >= 0 && !is_word_boundary( _str, c ) )
--c; // always move at least one character
while( c >= 0 && !is_word_boundary( str, c ) )
--c;
if( c < 0 )
@ -636,10 +639,11 @@ static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *_str, int c
#endif
#ifndef STB_TEXTEDIT_MOVEWORDRIGHT
static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *_str, int c )
static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c )
{
const int len = STB_TEXTEDIT_STRINGLEN(_str);
while( c < len && !is_word_boundary( _str, c ) )
const int len = STB_TEXTEDIT_STRINGLEN(str);
++c; // always move at least one character
while( c < len && !is_word_boundary( str, c ) )
++c;
if( c > len )
@ -776,7 +780,7 @@ retry:
if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_move_to_first(state);
else {
state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor-1);
state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);
stb_textedit_clamp( str, state );
}
break;
@ -785,7 +789,7 @@ retry:
if( !STB_TEXT_HAS_SELECTION( state ) )
stb_textedit_prep_selection_at_cursor(state);
state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor-1);
state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);
state->select_end = state->cursor;
stb_textedit_clamp( str, state );
@ -797,7 +801,7 @@ retry:
if (STB_TEXT_HAS_SELECTION(state))
stb_textedit_move_to_last(str, state);
else {
state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor+1);
state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);
stb_textedit_clamp( str, state );
}
break;
@ -806,7 +810,7 @@ retry:
if( !STB_TEXT_HAS_SELECTION( state ) )
stb_textedit_prep_selection_at_cursor(state);
state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor+1);
state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);
state->select_end = state->cursor;
stb_textedit_clamp( str, state );
@ -989,58 +993,58 @@ retry:
#ifdef STB_TEXTEDIT_K_LINESTART2
case STB_TEXTEDIT_K_LINESTART2:
#endif
case STB_TEXTEDIT_K_LINESTART: {
StbFindState find;
case STB_TEXTEDIT_K_LINESTART:
stb_textedit_clamp(str, state);
stb_textedit_move_to_first(state);
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
state->cursor = find.first_char;
if (state->single_line)
state->cursor = 0;
else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
--state->cursor;
state->has_preferred_x = 0;
break;
}
#ifdef STB_TEXTEDIT_K_LINEEND2
case STB_TEXTEDIT_K_LINEEND2:
#endif
case STB_TEXTEDIT_K_LINEEND: {
StbFindState find;
int n = STB_TEXTEDIT_STRINGLEN(str);
stb_textedit_clamp(str, state);
stb_textedit_move_to_first(state);
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
if (state->single_line)
state->cursor = n;
else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
++state->cursor;
state->has_preferred_x = 0;
state->cursor = find.first_char + find.length;
if (find.length > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) == STB_TEXTEDIT_NEWLINE)
--state->cursor;
break;
}
#ifdef STB_TEXTEDIT_K_LINESTART2
case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT:
#endif
case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: {
StbFindState find;
case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT:
stb_textedit_clamp(str, state);
stb_textedit_prep_selection_at_cursor(state);
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
state->cursor = state->select_end = find.first_char;
if (state->single_line)
state->cursor = 0;
else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
--state->cursor;
state->select_end = state->cursor;
state->has_preferred_x = 0;
break;
}
#ifdef STB_TEXTEDIT_K_LINEEND2
case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT:
#endif
case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: {
StbFindState find;
int n = STB_TEXTEDIT_STRINGLEN(str);
stb_textedit_clamp(str, state);
stb_textedit_prep_selection_at_cursor(state);
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
state->has_preferred_x = 0;
state->cursor = find.first_char + find.length;
if (find.length > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) == STB_TEXTEDIT_NEWLINE)
--state->cursor;
if (state->single_line)
state->cursor = n;
else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
++state->cursor;
state->select_end = state->cursor;
state->has_preferred_x = 0;
break;
}
@ -1095,13 +1099,13 @@ static void stb_textedit_discard_redo(StbUndoState *state)
int n = state->undo_rec[k].insert_length, i;
// delete n characters from all other records
state->redo_char_point = state->redo_char_point + (short) n; // vsnet05
STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((size_t)(STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE)));
STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((size_t)(STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE)));
for (i=state->redo_point; i < k; ++i)
if (state->undo_rec[i].char_storage >= 0)
state->undo_rec[i].char_storage = state->undo_rec[i].char_storage + (short) n; // vsnet05
}
STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point, state->undo_rec + state->redo_point-1, (size_t) ((size_t)(STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));
++state->redo_point;
STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point-1, state->undo_rec + state->redo_point, (size_t) ((size_t)(STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));
}
}
@ -1259,6 +1263,7 @@ static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
if (r.insert_length) {
// easy case: need to insert n characters
STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length);
s->redo_char_point += r.insert_length;
}
state->cursor = r.where + r.insert_length;

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