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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/opengl2_example
|
||||
- make -C examples/opengl3_example
|
||||
|
||||
- make -C examples/sdl_opengl3_example
|
||||
|
25
README.md
25
README.md
@ -3,7 +3,7 @@ dear imgui,
|
||||
[](https://travis-ci.org/ocornut/imgui)
|
||||
[](https://scan.coverity.com/projects/4720)
|
||||
|
||||
(This library is free and will stay free, but needs your support to sustain its development. There are lots of desirable new features and maintenance to do. If you work for a company using ImGui or have the means to do so, please consider financial support. I can invoice for private support, custom development etc. E-mail: omarcornut at gmail)
|
||||
(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.)
|
||||
|
||||
Monthly donations via Patreon:
|
||||
<br>[](http://www.patreon.com/imgui)
|
||||
@ -44,8 +44,8 @@ ImGui allows you create elaborate tools as well as very short-lived ones. On the
|
||||
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 the features of ImGui, you can download Windows binaries of the demo app here.
|
||||
- [imgui-demo-binaries-20161113.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20161113.zip) (Windows binaries, ImGui 1.49+ 2016/11/13, 5 executables, 588 KB)
|
||||
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at 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
|
||||
--------
|
||||
@ -103,7 +103,7 @@ See the [Screenshots Thread](https://github.com/ocornut/imgui/issues/123) for so
|
||||

|
||||

|
||||
|
||||
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());
|
||||
@ -122,6 +122,7 @@ The Immediate Mode GUI paradigm may at first appear unusual to some users. This
|
||||
- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
|
||||
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
|
||||
- [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.
|
||||
|
||||
@ -139,16 +140,16 @@ 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.
|
||||
@ -189,18 +190,20 @@ ImGui takes advantage of a few C++ languages features for convenience but nothin
|
||||
|
||||
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>How can I help financing further development of Dear ImGui?</b>
|
||||
|
||||
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.
|
||||
|
||||
Monthly donations via Patreon:
|
||||
<br>[](http://www.patreon.com/imgui)
|
||||
|
||||
One-off donations via PayPal:
|
||||
<br>[](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
|
||||
|
||||
Your contributions are keeping the library alive. For end-users, 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 can invoice for private support, custom development or whatever makes more sense in a given context. I am available for hire to work on or with ImGui. Please e-mail omarcornut at gmail for details. Thanks!
|
||||
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
|
||||
-------
|
||||
@ -215,7 +218,7 @@ 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
|
||||
|
237
TODO.txt
Normal file
237
TODO.txt
Normal 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
|
2
examples/.gitignore
vendored
2
examples/.gitignore
vendored
@ -42,6 +42,8 @@ sdl_opengl3_example/x64/*
|
||||
*.exe
|
||||
*.pdb
|
||||
*.ilk
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
## Ini files
|
||||
imgui.ini
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
@ -28,14 +28,13 @@ void DebugHUD_DoInterface( DebugHUD *hud )
|
||||
{
|
||||
if (hud->show_test_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos( ImVec2( 400, 20 ), ImGuiSetCond_FirstUseEver );
|
||||
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);
|
||||
|
@ -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();
|
||||
|
@ -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();
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
@ -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:
|
||||
@ -37,7 +37,7 @@ ifeq ($(UNAME_S), Darwin) #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
|
||||
|
||||
|
@ -58,7 +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);
|
||||
|
@ -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);
|
||||
}
|
||||
|
@ -1,12 +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
|
||||
#
|
||||
#
|
||||
# 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++
|
||||
@ -39,7 +40,7 @@ ifeq ($(UNAME_S), Darwin) #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
|
||||
|
||||
|
@ -44,21 +44,21 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Backup GL state
|
||||
GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
|
||||
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_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_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb);
|
||||
GLint last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb);
|
||||
GLint last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha);
|
||||
GLint last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha);
|
||||
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);
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
@ -49,7 +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);
|
||||
|
@ -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);
|
||||
}
|
||||
|
61
examples/sdl_opengl3_example/Makefile
Normal file
61
examples/sdl_opengl3_example/Makefile
Normal file
@ -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)
|
@ -38,21 +38,21 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
|
||||
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
|
||||
|
||||
// Backup GL state
|
||||
GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
|
||||
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_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_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, &last_blend_src_rgb);
|
||||
GLint last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, &last_blend_dst_rgb);
|
||||
GLint last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, &last_blend_src_alpha);
|
||||
GLint last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, &last_blend_dst_alpha);
|
||||
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);
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
@ -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%\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
|
||||
|
@ -1,4 +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
|
||||
|
@ -698,7 +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();
|
||||
@ -707,7 +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);
|
||||
}
|
||||
|
||||
|
@ -1,6 +1,7 @@
|
||||
|
||||
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().
|
||||
|
||||
@ -18,11 +19,13 @@
|
||||
io.Fonts->AddFontDefault();
|
||||
ImFontConfig config;
|
||||
config.MergeMode = true;
|
||||
const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
|
||||
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);
|
||||
|
||||
|
||||
---------------------------------
|
||||
FONTS LOADING INSTRUCTIONS
|
||||
---------------------------------
|
||||
@ -32,7 +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);
|
||||
@ -83,11 +86,27 @@
|
||||
font->DisplayOffset.y += 1; // Render 1 pixel down
|
||||
|
||||
|
||||
---------------------------------
|
||||
BUILDING CUSTOM GLYPH RANGES
|
||||
---------------------------------
|
||||
|
||||
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.
|
||||
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.
|
||||
|
||||
@ -153,6 +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
|
||||
|
||||
@ -165,6 +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
|
||||
|
||||
|
@ -20,10 +20,11 @@
|
||||
//#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)
|
||||
|
318
imgui.h
318
imgui.h
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.50
|
||||
// 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 "1.50"
|
||||
#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
|
||||
@ -70,15 +70,21 @@ typedef void* ImTextureID; // user data to identify a texture (this is
|
||||
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 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.
|
||||
@ -115,10 +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 (browse draw commands, individual vertices, window list, etc.)
|
||||
|
||||
// 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).
|
||||
@ -141,21 +149,21 @@ 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 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()]
|
||||
@ -173,16 +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)
|
||||
@ -220,14 +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
|
||||
// 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 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 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 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())
|
||||
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.
|
||||
@ -237,7 +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);
|
||||
|
||||
@ -257,7 +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
|
||||
@ -268,10 +280,6 @@ namespace ImGui
|
||||
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));
|
||||
@ -279,7 +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);
|
||||
@ -304,7 +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);
|
||||
@ -316,6 +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().
|
||||
@ -332,7 +349,7 @@ namespace ImGui
|
||||
IMGUI_API void TreePop(); // ~ Unindent()+PopId()
|
||||
IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
|
||||
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, ImGuiSetCond cond = 0); // set next TreeNode/CollapsingHeader open state.
|
||||
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
|
||||
|
||||
@ -350,13 +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, ImU32 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
|
||||
@ -370,13 +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 (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.
|
||||
@ -393,7 +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.)
|
||||
@ -403,17 +419,18 @@ 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 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 bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window
|
||||
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.
|
||||
@ -435,15 +452,13 @@ namespace ImGui
|
||||
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).
|
||||
@ -462,8 +477,12 @@ 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+
|
||||
@ -496,9 +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()
|
||||
@ -613,9 +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,
|
||||
@ -629,36 +646,62 @@ 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
|
||||
ImGuiStyleVar_ButtonTextAlign, // flags ImGuiAlign_*
|
||||
// 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_
|
||||
};
|
||||
|
||||
// Enumeration for ColorEditMode()
|
||||
// FIXME-OBSOLETE: Will be replaced by future color/picker api
|
||||
enum ImGuiColorEditMode_
|
||||
// Enumeration for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
|
||||
enum ImGuiColorEditFlags_
|
||||
{
|
||||
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()
|
||||
@ -676,13 +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, // Set the variable once per runtime session (only the first call with succeed)
|
||||
ImGuiSetCond_FirstUseEver = 1 << 2, // Set the variable if the window has no saved data (if doesn't exist in the .ini file)
|
||||
ImGuiSetCond_Appearing = 1 << 3 // Set the variable if the window is appearing after being hidden/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
|
||||
@ -748,7 +796,7 @@ struct ImGuiIO
|
||||
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().
|
||||
@ -865,7 +913,7 @@ 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)
|
||||
@ -886,15 +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; }
|
||||
@ -902,6 +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
|
||||
{
|
||||
@ -925,11 +974,11 @@ struct ImGuiTextFilter
|
||||
ImVector<TextRange> Filters;
|
||||
int CountGrep;
|
||||
|
||||
ImGuiTextFilter(const char* default_filter = "");
|
||||
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();
|
||||
};
|
||||
@ -954,10 +1003,10 @@ struct ImGuiTextBuffer
|
||||
// Helper: Simple Key->value storage
|
||||
// Typically you don't have to worry about this since a storage is held within each Window.
|
||||
// We use it to e.g. store collapse state for a tree (Int 0/1), store color edit options.
|
||||
// You can use it as custom user storage for temporary values.
|
||||
// Declare your own storage if:
|
||||
// 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
|
||||
{
|
||||
@ -1056,8 +1105,8 @@ struct ImGuiSizeConstraintCallbackData
|
||||
|
||||
// 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;
|
||||
@ -1070,8 +1119,8 @@ struct ImColor
|
||||
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); }
|
||||
};
|
||||
|
||||
@ -1145,6 +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
|
||||
|
||||
@ -1161,11 +1211,12 @@ 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.
|
||||
|
||||
@ -1188,6 +1239,8 @@ struct ImDrawList
|
||||
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);
|
||||
@ -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 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
|
||||
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). 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)
|
||||
@ -1315,7 +1367,7 @@ struct ImFontAtlas
|
||||
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
|
||||
@ -1323,6 +1375,19 @@ struct ImFontAtlas
|
||||
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.)
|
||||
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.
|
||||
@ -1331,13 +1396,26 @@ struct ImFontAtlas
|
||||
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
|
||||
|
773
imgui_demo.cpp
773
imgui_demo.cpp
File diff suppressed because it is too large
Load Diff
461
imgui_draw.cpp
461
imgui_draw.cpp
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.50
|
||||
// dear imgui, v1.51
|
||||
// (drawing and font code)
|
||||
|
||||
// Contains implementation for
|
||||
@ -359,13 +359,13 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
|
||||
ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1];
|
||||
draw_cmd.ElemCount += idx_count;
|
||||
|
||||
int vtx_buffer_size = VtxBuffer.Size;
|
||||
VtxBuffer.resize(vtx_buffer_size + vtx_count);
|
||||
_VtxWritePtr = VtxBuffer.Data + vtx_buffer_size;
|
||||
int vtx_buffer_old_size = VtxBuffer.Size;
|
||||
VtxBuffer.resize(vtx_buffer_old_size + vtx_count);
|
||||
_VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size;
|
||||
|
||||
int idx_buffer_size = IdxBuffer.Size;
|
||||
IdxBuffer.resize(idx_buffer_size + idx_count);
|
||||
_IdxWritePtr = IdxBuffer.Data + idx_buffer_size;
|
||||
int idx_buffer_old_size = IdxBuffer.Size;
|
||||
IdxBuffer.resize(idx_buffer_old_size + idx_count);
|
||||
_IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
|
||||
}
|
||||
|
||||
// Fully unrolled with inline call to keep our debug builds decently fast.
|
||||
@ -432,7 +432,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
|
||||
{
|
||||
// Anti-aliased stroke
|
||||
const float AA_SIZE = 1.0f;
|
||||
const ImU32 col_trans = col & IM_COL32(255,255,255,0);
|
||||
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
|
||||
|
||||
const int idx_count = thick_line ? count*18 : count*12;
|
||||
const int vtx_count = thick_line ? points_count*4 : points_count*3;
|
||||
@ -605,7 +605,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
|
||||
{
|
||||
// Anti-aliased Fill
|
||||
const float AA_SIZE = 1.0f;
|
||||
const ImU32 col_trans = col & IM_COL32(255,255,255,0);
|
||||
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
|
||||
const int idx_count = (points_count-2)*3 + points_count*6;
|
||||
const int vtx_count = (points_count*2);
|
||||
PrimReserve(idx_count, vtx_count);
|
||||
@ -678,7 +678,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
|
||||
}
|
||||
}
|
||||
|
||||
void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int amin, int amax)
|
||||
void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12)
|
||||
{
|
||||
static ImVec2 circle_vtx[12];
|
||||
static bool circle_vtx_builds = false;
|
||||
@ -694,15 +694,15 @@ void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int amin, int
|
||||
circle_vtx_builds = true;
|
||||
}
|
||||
|
||||
if (amin > amax) return;
|
||||
if (a_min_of_12 > a_max_of_12) return;
|
||||
if (radius == 0.0f)
|
||||
{
|
||||
_Path.push_back(centre);
|
||||
}
|
||||
else
|
||||
{
|
||||
_Path.reserve(_Path.Size + (amax - amin + 1));
|
||||
for (int a = amin; a <= amax; a++)
|
||||
_Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
|
||||
for (int a = a_min_of_12; a <= a_max_of_12; a++)
|
||||
{
|
||||
const ImVec2& c = circle_vtx[a % circle_vtx_count];
|
||||
_Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius));
|
||||
@ -774,9 +774,14 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV
|
||||
|
||||
void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners)
|
||||
{
|
||||
const int corners_top = ImGuiCorner_TopLeft | ImGuiCorner_TopRight;
|
||||
const int corners_bottom = ImGuiCorner_BottomLeft | ImGuiCorner_BottomRight;
|
||||
const int corners_left = ImGuiCorner_TopLeft | ImGuiCorner_BottomLeft;
|
||||
const int corners_right = ImGuiCorner_TopRight | ImGuiCorner_BottomRight;
|
||||
|
||||
float r = rounding;
|
||||
r = ImMin(r, fabsf(b.x-a.x) * ( ((rounding_corners&(1|2))==(1|2)) || ((rounding_corners&(4|8))==(4|8)) ? 0.5f : 1.0f ) - 1.0f);
|
||||
r = ImMin(r, fabsf(b.y-a.y) * ( ((rounding_corners&(1|8))==(1|8)) || ((rounding_corners&(2|4))==(2|4)) ? 0.5f : 1.0f ) - 1.0f);
|
||||
r = ImMin(r, fabsf(b.x-a.x) * ( ((rounding_corners & corners_top) == corners_top) || ((rounding_corners & corners_bottom) == corners_bottom) ? 0.5f : 1.0f ) - 1.0f);
|
||||
r = ImMin(r, fabsf(b.y-a.y) * ( ((rounding_corners & corners_left) == corners_left) || ((rounding_corners & corners_right) == corners_right) ? 0.5f : 1.0f ) - 1.0f);
|
||||
|
||||
if (r <= 0.0f || rounding_corners == 0)
|
||||
{
|
||||
@ -787,10 +792,10 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int
|
||||
}
|
||||
else
|
||||
{
|
||||
const float r0 = (rounding_corners & 1) ? r : 0.0f;
|
||||
const float r1 = (rounding_corners & 2) ? r : 0.0f;
|
||||
const float r2 = (rounding_corners & 4) ? r : 0.0f;
|
||||
const float r3 = (rounding_corners & 8) ? r : 0.0f;
|
||||
const float r0 = (rounding_corners & ImGuiCorner_TopLeft) ? r : 0.0f;
|
||||
const float r1 = (rounding_corners & ImGuiCorner_TopRight) ? r : 0.0f;
|
||||
const float r2 = (rounding_corners & ImGuiCorner_BottomRight) ? r : 0.0f;
|
||||
const float r3 = (rounding_corners & ImGuiCorner_BottomLeft) ? r : 0.0f;
|
||||
PathArcToFast(ImVec2(a.x+r0,a.y+r0), r0, 6, 9);
|
||||
PathArcToFast(ImVec2(b.x-r1,a.y+r1), r1, 9, 12);
|
||||
PathArcToFast(ImVec2(b.x-r2,b.y-r2), r2, 0, 3);
|
||||
@ -933,7 +938,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
|
||||
if (text_begin == text_end)
|
||||
return;
|
||||
|
||||
// Note: This is one of the few instance of breaking the encapsulation of ImDrawList, as we pull this from ImGui state, but it is just SO useful.
|
||||
// IMPORTANT: This is one of the few instance of breaking the encapsulation of ImDrawList, as we pull this from ImGui state, but it is just SO useful.
|
||||
// Might just move Font/FontSize to ImDrawList?
|
||||
if (font == NULL)
|
||||
font = GImGui->Font;
|
||||
@ -955,7 +960,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
|
||||
|
||||
void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
|
||||
{
|
||||
AddText(GImGui->Font, GImGui->FontSize, pos, col, text_begin, text_end);
|
||||
AddText(NULL, 0.0f, pos, col, text_begin, text_end);
|
||||
}
|
||||
|
||||
void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col)
|
||||
@ -1029,7 +1034,7 @@ void ImDrawData::ScaleClipRects(const ImVec2& scale)
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImFontAtlas
|
||||
// ImFontConfig
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
ImFontConfig::ImFontConfig()
|
||||
@ -1050,12 +1055,53 @@ ImFontConfig::ImFontConfig()
|
||||
memset(Name, 0, sizeof(Name));
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImFontAtlas
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
|
||||
// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes.
|
||||
const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 90;
|
||||
const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
|
||||
const int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0xF0000;
|
||||
const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
|
||||
{
|
||||
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX"
|
||||
"..- -X.....X- X.X - X.X -X.....X - X.....X"
|
||||
"--- -XXX.XXX- X...X - X...X -X....X - X....X"
|
||||
"X - X.X - X.....X - X.....X -X...X - X...X"
|
||||
"XX - X.X -X.......X- X.......X -X..X.X - X.X..X"
|
||||
"X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X"
|
||||
"X..X - X.X - X.X - X.X -XX X.X - X.X XX"
|
||||
"X...X - X.X - X.X - XX X.X XX - X.X - X.X "
|
||||
"X....X - X.X - X.X - X.X X.X X.X - X.X - X.X "
|
||||
"X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X "
|
||||
"X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X "
|
||||
"X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X "
|
||||
"X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X "
|
||||
"X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X "
|
||||
"X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X "
|
||||
"X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X "
|
||||
"X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX "
|
||||
"X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------"
|
||||
"X.X X..X - -X.......X- X.......X - XX XX - "
|
||||
"XX X..X - - X.....X - X.....X - X.X X.X - "
|
||||
" X..X - X...X - X...X - X..X X..X - "
|
||||
" XX - X.X - X.X - X...XXXXXXXXXXXXX...X - "
|
||||
"------------ - X - X -X.....................X- "
|
||||
" ----------------------------------- X...XXXXXXXXXXXXX...X - "
|
||||
" - X..X X..X - "
|
||||
" - X.X X.X - "
|
||||
" - XX XX - "
|
||||
};
|
||||
|
||||
ImFontAtlas::ImFontAtlas()
|
||||
{
|
||||
TexID = NULL;
|
||||
TexPixelsAlpha8 = NULL;
|
||||
TexPixelsRGBA32 = NULL;
|
||||
TexWidth = TexHeight = TexDesiredWidth = 0;
|
||||
TexGlyphPadding = 1;
|
||||
TexUvWhitePixel = ImVec2(0, 0);
|
||||
}
|
||||
|
||||
@ -1081,6 +1127,7 @@ void ImFontAtlas::ClearInputData()
|
||||
Fonts[i]->ConfigDataCount = 0;
|
||||
}
|
||||
ConfigData.clear();
|
||||
CustomRects.clear();
|
||||
}
|
||||
|
||||
void ImFontAtlas::ClearTexData()
|
||||
@ -1161,7 +1208,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
|
||||
}
|
||||
else
|
||||
{
|
||||
IM_ASSERT(!Fonts.empty()); // When using MergeMode make sure that a font has already been added before. You can use ImGui::AddFontDefault() to add the default imgui font.
|
||||
IM_ASSERT(!Fonts.empty()); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.
|
||||
}
|
||||
|
||||
ConfigData.push_back(*font_cfg);
|
||||
@ -1206,9 +1253,10 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
|
||||
font_cfg.PixelSnapH = true;
|
||||
}
|
||||
if (font_cfg.Name[0] == '\0') strcpy(font_cfg.Name, "ProggyClean.ttf, 13px");
|
||||
if (font_cfg.SizePixels <= 0.0f) font_cfg.SizePixels = 13.0f;
|
||||
|
||||
const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
|
||||
ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, 13.0f, &font_cfg, GetGlyphRangesDefault());
|
||||
ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, GetGlyphRangesDefault());
|
||||
return font;
|
||||
}
|
||||
|
||||
@ -1267,15 +1315,69 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed
|
||||
return font;
|
||||
}
|
||||
|
||||
int ImFontAtlas::CustomRectRegister(unsigned int id, int width, int height)
|
||||
{
|
||||
IM_ASSERT(width > 0 && width <= 0xFFFF);
|
||||
IM_ASSERT(height > 0 && height <= 0xFFFF);
|
||||
CustomRect r;
|
||||
r.ID = id;
|
||||
r.Width = (unsigned short)width;
|
||||
r.Height = (unsigned short)height;
|
||||
CustomRects.push_back(r);
|
||||
return CustomRects.Size - 1; // Return index
|
||||
}
|
||||
|
||||
void ImFontAtlas::CustomRectCalcUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max)
|
||||
{
|
||||
IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates
|
||||
IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed
|
||||
*out_uv_min = ImVec2((float)rect->X / TexWidth, (float)rect->Y / TexHeight);
|
||||
*out_uv_max = ImVec2((float)(rect->X + rect->Width) / TexWidth, (float)(rect->Y + rect->Height) / TexHeight);
|
||||
}
|
||||
|
||||
bool ImFontAtlas::Build()
|
||||
{
|
||||
IM_ASSERT(ConfigData.Size > 0);
|
||||
return ImFontAtlasBuildWithStbTruetype(this);
|
||||
}
|
||||
|
||||
TexID = NULL;
|
||||
TexWidth = TexHeight = 0;
|
||||
TexUvWhitePixel = ImVec2(0, 0);
|
||||
ClearTexData();
|
||||
bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
{
|
||||
IM_ASSERT(atlas->ConfigData.Size > 0);
|
||||
|
||||
ImFontAtlasBuildRegisterDefaultCustomRects(atlas);
|
||||
|
||||
atlas->TexID = NULL;
|
||||
atlas->TexWidth = atlas->TexHeight = 0;
|
||||
atlas->TexUvWhitePixel = ImVec2(0, 0);
|
||||
atlas->ClearTexData();
|
||||
|
||||
// Count glyphs/ranges
|
||||
int total_glyphs_count = 0;
|
||||
int total_ranges_count = 0;
|
||||
for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
|
||||
{
|
||||
ImFontConfig& cfg = atlas->ConfigData[input_i];
|
||||
if (!cfg.GlyphRanges)
|
||||
cfg.GlyphRanges = atlas->GetGlyphRangesDefault();
|
||||
for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2, total_ranges_count++)
|
||||
total_glyphs_count += (in_range[1] - in_range[0]) + 1;
|
||||
}
|
||||
|
||||
// We need a width for the skyline algorithm. Using a dumb heuristic here to decide of width. User can override TexDesiredWidth and TexGlyphPadding if they wish.
|
||||
// Width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
|
||||
atlas->TexWidth = (atlas->TexDesiredWidth > 0) ? atlas->TexDesiredWidth : (total_glyphs_count > 4000) ? 4096 : (total_glyphs_count > 2000) ? 2048 : (total_glyphs_count > 1000) ? 1024 : 512;
|
||||
atlas->TexHeight = 0;
|
||||
|
||||
// Start packing
|
||||
const int max_tex_height = 1024*32;
|
||||
stbtt_pack_context spc;
|
||||
stbtt_PackBegin(&spc, NULL, atlas->TexWidth, max_tex_height, 0, atlas->TexGlyphPadding, NULL);
|
||||
stbtt_PackSetOversampling(&spc, 1, 1);
|
||||
|
||||
// Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
|
||||
ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info);
|
||||
|
||||
// Initialize font information (so we can error without any cleanup)
|
||||
struct ImFontTempBuildData
|
||||
{
|
||||
stbtt_fontinfo FontInfo;
|
||||
@ -1283,76 +1385,43 @@ bool ImFontAtlas::Build()
|
||||
stbtt_pack_range* Ranges;
|
||||
int RangesCount;
|
||||
};
|
||||
ImFontTempBuildData* tmp_array = (ImFontTempBuildData*)ImGui::MemAlloc((size_t)ConfigData.Size * sizeof(ImFontTempBuildData));
|
||||
|
||||
// Initialize font information early (so we can error without any cleanup) + count glyphs
|
||||
int total_glyph_count = 0;
|
||||
int total_glyph_range_count = 0;
|
||||
for (int input_i = 0; input_i < ConfigData.Size; input_i++)
|
||||
ImFontTempBuildData* tmp_array = (ImFontTempBuildData*)ImGui::MemAlloc((size_t)atlas->ConfigData.Size * sizeof(ImFontTempBuildData));
|
||||
for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
|
||||
{
|
||||
ImFontConfig& cfg = ConfigData[input_i];
|
||||
ImFontConfig& cfg = atlas->ConfigData[input_i];
|
||||
ImFontTempBuildData& tmp = tmp_array[input_i];
|
||||
IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));
|
||||
|
||||
IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == this));
|
||||
const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
|
||||
IM_ASSERT(font_offset >= 0);
|
||||
if (!stbtt_InitFont(&tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
|
||||
return false;
|
||||
|
||||
// Count glyphs
|
||||
if (!cfg.GlyphRanges)
|
||||
cfg.GlyphRanges = GetGlyphRangesDefault();
|
||||
for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2)
|
||||
{
|
||||
total_glyph_count += (in_range[1] - in_range[0]) + 1;
|
||||
total_glyph_range_count++;
|
||||
}
|
||||
}
|
||||
|
||||
// Start packing. We need a known width for the skyline algorithm. Using a cheap heuristic here to decide of width. User can override TexDesiredWidth if they wish.
|
||||
// After packing is done, width shouldn't matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
|
||||
TexWidth = (TexDesiredWidth > 0) ? TexDesiredWidth : (total_glyph_count > 4000) ? 4096 : (total_glyph_count > 2000) ? 2048 : (total_glyph_count > 1000) ? 1024 : 512;
|
||||
TexHeight = 0;
|
||||
const int max_tex_height = 1024*32;
|
||||
stbtt_pack_context spc;
|
||||
stbtt_PackBegin(&spc, NULL, TexWidth, max_tex_height, 0, 1, NULL);
|
||||
|
||||
// Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
|
||||
ImVector<stbrp_rect> extra_rects;
|
||||
RenderCustomTexData(0, &extra_rects);
|
||||
stbtt_PackSetOversampling(&spc, 1, 1);
|
||||
stbrp_pack_rects((stbrp_context*)spc.pack_info, &extra_rects[0], extra_rects.Size);
|
||||
for (int i = 0; i < extra_rects.Size; i++)
|
||||
if (extra_rects[i].was_packed)
|
||||
TexHeight = ImMax(TexHeight, extra_rects[i].y + extra_rects[i].h);
|
||||
|
||||
// Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
|
||||
int buf_packedchars_n = 0, buf_rects_n = 0, buf_ranges_n = 0;
|
||||
stbtt_packedchar* buf_packedchars = (stbtt_packedchar*)ImGui::MemAlloc(total_glyph_count * sizeof(stbtt_packedchar));
|
||||
stbrp_rect* buf_rects = (stbrp_rect*)ImGui::MemAlloc(total_glyph_count * sizeof(stbrp_rect));
|
||||
stbtt_pack_range* buf_ranges = (stbtt_pack_range*)ImGui::MemAlloc(total_glyph_range_count * sizeof(stbtt_pack_range));
|
||||
memset(buf_packedchars, 0, total_glyph_count * sizeof(stbtt_packedchar));
|
||||
memset(buf_rects, 0, total_glyph_count * sizeof(stbrp_rect)); // Unnecessary but let's clear this for the sake of sanity.
|
||||
memset(buf_ranges, 0, total_glyph_range_count * sizeof(stbtt_pack_range));
|
||||
stbtt_packedchar* buf_packedchars = (stbtt_packedchar*)ImGui::MemAlloc(total_glyphs_count * sizeof(stbtt_packedchar));
|
||||
stbrp_rect* buf_rects = (stbrp_rect*)ImGui::MemAlloc(total_glyphs_count * sizeof(stbrp_rect));
|
||||
stbtt_pack_range* buf_ranges = (stbtt_pack_range*)ImGui::MemAlloc(total_ranges_count * sizeof(stbtt_pack_range));
|
||||
memset(buf_packedchars, 0, total_glyphs_count * sizeof(stbtt_packedchar));
|
||||
memset(buf_rects, 0, total_glyphs_count * sizeof(stbrp_rect)); // Unnecessary but let's clear this for the sake of sanity.
|
||||
memset(buf_ranges, 0, total_ranges_count * sizeof(stbtt_pack_range));
|
||||
|
||||
// First font pass: pack all glyphs (no rendering at this point, we are working with rectangles in an infinitely tall texture at this point)
|
||||
for (int input_i = 0; input_i < ConfigData.Size; input_i++)
|
||||
for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
|
||||
{
|
||||
ImFontConfig& cfg = ConfigData[input_i];
|
||||
ImFontConfig& cfg = atlas->ConfigData[input_i];
|
||||
ImFontTempBuildData& tmp = tmp_array[input_i];
|
||||
|
||||
// Setup ranges
|
||||
int glyph_count = 0;
|
||||
int glyph_ranges_count = 0;
|
||||
for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2)
|
||||
{
|
||||
glyph_count += (in_range[1] - in_range[0]) + 1;
|
||||
glyph_ranges_count++;
|
||||
}
|
||||
int font_glyphs_count = 0;
|
||||
int font_ranges_count = 0;
|
||||
for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2, font_ranges_count++)
|
||||
font_glyphs_count += (in_range[1] - in_range[0]) + 1;
|
||||
tmp.Ranges = buf_ranges + buf_ranges_n;
|
||||
tmp.RangesCount = glyph_ranges_count;
|
||||
buf_ranges_n += glyph_ranges_count;
|
||||
for (int i = 0; i < glyph_ranges_count; i++)
|
||||
tmp.RangesCount = font_ranges_count;
|
||||
buf_ranges_n += font_ranges_count;
|
||||
for (int i = 0; i < font_ranges_count; i++)
|
||||
{
|
||||
const ImWchar* in_range = &cfg.GlyphRanges[i * 2];
|
||||
stbtt_pack_range& range = tmp.Ranges[i];
|
||||
@ -1365,31 +1434,32 @@ bool ImFontAtlas::Build()
|
||||
|
||||
// Pack
|
||||
tmp.Rects = buf_rects + buf_rects_n;
|
||||
buf_rects_n += glyph_count;
|
||||
buf_rects_n += font_glyphs_count;
|
||||
stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV);
|
||||
int n = stbtt_PackFontRangesGatherRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects);
|
||||
IM_ASSERT(n == font_glyphs_count);
|
||||
stbrp_pack_rects((stbrp_context*)spc.pack_info, tmp.Rects, n);
|
||||
|
||||
// Extend texture height
|
||||
for (int i = 0; i < n; i++)
|
||||
if (tmp.Rects[i].was_packed)
|
||||
TexHeight = ImMax(TexHeight, tmp.Rects[i].y + tmp.Rects[i].h);
|
||||
atlas->TexHeight = ImMax(atlas->TexHeight, tmp.Rects[i].y + tmp.Rects[i].h);
|
||||
}
|
||||
IM_ASSERT(buf_rects_n == total_glyph_count);
|
||||
IM_ASSERT(buf_packedchars_n == total_glyph_count);
|
||||
IM_ASSERT(buf_ranges_n == total_glyph_range_count);
|
||||
IM_ASSERT(buf_rects_n == total_glyphs_count);
|
||||
IM_ASSERT(buf_packedchars_n == total_glyphs_count);
|
||||
IM_ASSERT(buf_ranges_n == total_ranges_count);
|
||||
|
||||
// Create texture
|
||||
TexHeight = ImUpperPowerOfTwo(TexHeight);
|
||||
TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(TexWidth * TexHeight);
|
||||
memset(TexPixelsAlpha8, 0, TexWidth * TexHeight);
|
||||
spc.pixels = TexPixelsAlpha8;
|
||||
spc.height = TexHeight;
|
||||
atlas->TexHeight = ImUpperPowerOfTwo(atlas->TexHeight);
|
||||
atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight);
|
||||
memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);
|
||||
spc.pixels = atlas->TexPixelsAlpha8;
|
||||
spc.height = atlas->TexHeight;
|
||||
|
||||
// Second pass: render characters
|
||||
for (int input_i = 0; input_i < ConfigData.Size; input_i++)
|
||||
// Second pass: render font characters
|
||||
for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
|
||||
{
|
||||
ImFontConfig& cfg = ConfigData[input_i];
|
||||
ImFontConfig& cfg = atlas->ConfigData[input_i];
|
||||
ImFontTempBuildData& tmp = tmp_array[input_i];
|
||||
stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV);
|
||||
stbtt_PackFontRangesRenderIntoRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects);
|
||||
@ -1402,9 +1472,9 @@ bool ImFontAtlas::Build()
|
||||
buf_rects = NULL;
|
||||
|
||||
// Third pass: setup ImFont and glyphs for runtime
|
||||
for (int input_i = 0; input_i < ConfigData.Size; input_i++)
|
||||
for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
|
||||
{
|
||||
ImFontConfig& cfg = ConfigData[input_i];
|
||||
ImFontConfig& cfg = atlas->ConfigData[input_i];
|
||||
ImFontTempBuildData& tmp = tmp_array[input_i];
|
||||
ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true)
|
||||
|
||||
@ -1414,20 +1484,9 @@ bool ImFontAtlas::Build()
|
||||
|
||||
float ascent = unscaled_ascent * font_scale;
|
||||
float descent = unscaled_descent * font_scale;
|
||||
if (!cfg.MergeMode)
|
||||
{
|
||||
dst_font->ContainerAtlas = this;
|
||||
dst_font->ConfigData = &cfg;
|
||||
dst_font->ConfigDataCount = 0;
|
||||
dst_font->FontSize = cfg.SizePixels;
|
||||
dst_font->Ascent = ascent;
|
||||
dst_font->Descent = descent;
|
||||
dst_font->Glyphs.resize(0);
|
||||
dst_font->MetricsTotalSurface = 0;
|
||||
}
|
||||
dst_font->ConfigDataCount++;
|
||||
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
|
||||
float off_x = cfg.GlyphOffset.x;
|
||||
float off_y = cfg.GlyphOffset.y;
|
||||
float off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);
|
||||
|
||||
dst_font->FallbackGlyph = NULL; // Always clear fallback so FindGlyph can return NULL. It will be set again in BuildLookupTable()
|
||||
for (int i = 0; i < tmp.RangesCount; i++)
|
||||
@ -1445,19 +1504,24 @@ bool ImFontAtlas::Build()
|
||||
|
||||
stbtt_aligned_quad q;
|
||||
float dummy_x = 0.0f, dummy_y = 0.0f;
|
||||
stbtt_GetPackedQuad(range.chardata_for_range, TexWidth, TexHeight, char_idx, &dummy_x, &dummy_y, &q, 0);
|
||||
stbtt_GetPackedQuad(range.chardata_for_range, atlas->TexWidth, atlas->TexHeight, char_idx, &dummy_x, &dummy_y, &q, 0);
|
||||
|
||||
dst_font->Glyphs.resize(dst_font->Glyphs.Size + 1);
|
||||
ImFont::Glyph& glyph = dst_font->Glyphs.back();
|
||||
glyph.Codepoint = (ImWchar)codepoint;
|
||||
glyph.X0 = q.x0 + off_x; glyph.Y0 = q.y0 + off_y; glyph.X1 = q.x1 + off_x; glyph.Y1 = q.y1 + off_y;
|
||||
glyph.U0 = q.s0; glyph.V0 = q.t0; glyph.U1 = q.s1; glyph.V1 = q.t1;
|
||||
glyph.Y0 += (float)(int)(dst_font->Ascent + 0.5f);
|
||||
glyph.Y1 += (float)(int)(dst_font->Ascent + 0.5f);
|
||||
glyph.X0 = q.x0 + off_x;
|
||||
glyph.Y0 = q.y0 + off_y;
|
||||
glyph.X1 = q.x1 + off_x;
|
||||
glyph.Y1 = q.y1 + off_y;
|
||||
glyph.U0 = q.s0;
|
||||
glyph.V0 = q.t0;
|
||||
glyph.U1 = q.s1;
|
||||
glyph.V1 = q.t1;
|
||||
glyph.XAdvance = (pc.xadvance + cfg.GlyphExtraSpacing.x); // Bake spacing into XAdvance
|
||||
|
||||
if (cfg.PixelSnapH)
|
||||
glyph.XAdvance = (float)(int)(glyph.XAdvance + 0.5f);
|
||||
dst_font->MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * TexHeight + 1.99f); // +1 to account for average padding, +0.99 to round
|
||||
dst_font->MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * atlas->TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * atlas->TexHeight + 1.99f); // +1 to account for average padding, +0.99 to round
|
||||
}
|
||||
}
|
||||
cfg.DstFont->BuildLookupTable();
|
||||
@ -1469,72 +1533,78 @@ bool ImFontAtlas::Build()
|
||||
ImGui::MemFree(tmp_array);
|
||||
|
||||
// Render into our custom data block
|
||||
RenderCustomTexData(1, &extra_rects);
|
||||
ImFontAtlasBuildRenderDefaultTexData(atlas);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImFontAtlas::RenderCustomTexData(int pass, void* p_rects)
|
||||
void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas)
|
||||
{
|
||||
// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
|
||||
// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes.
|
||||
const int TEX_DATA_W = 90;
|
||||
const int TEX_DATA_H = 27;
|
||||
const char texture_data[TEX_DATA_W*TEX_DATA_H+1] =
|
||||
{
|
||||
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX"
|
||||
"..- -X.....X- X.X - X.X -X.....X - X.....X"
|
||||
"--- -XXX.XXX- X...X - X...X -X....X - X....X"
|
||||
"X - X.X - X.....X - X.....X -X...X - X...X"
|
||||
"XX - X.X -X.......X- X.......X -X..X.X - X.X..X"
|
||||
"X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X"
|
||||
"X..X - X.X - X.X - X.X -XX X.X - X.X XX"
|
||||
"X...X - X.X - X.X - XX X.X XX - X.X - X.X "
|
||||
"X....X - X.X - X.X - X.X X.X X.X - X.X - X.X "
|
||||
"X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X "
|
||||
"X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X "
|
||||
"X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X "
|
||||
"X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X "
|
||||
"X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X "
|
||||
"X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X "
|
||||
"X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X "
|
||||
"X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX "
|
||||
"X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------"
|
||||
"X.X X..X - -X.......X- X.......X - XX XX - "
|
||||
"XX X..X - - X.....X - X.....X - X.X X.X - "
|
||||
" X..X - X...X - X...X - X..X X..X - "
|
||||
" XX - X.X - X.X - X...XXXXXXXXXXXXX...X - "
|
||||
"------------ - X - X -X.....................X- "
|
||||
" ----------------------------------- X...XXXXXXXXXXXXX...X - "
|
||||
" - X..X X..X - "
|
||||
" - X.X X.X - "
|
||||
" - XX XX - "
|
||||
};
|
||||
// FIXME-WIP: We should register in the constructor (but cannot because our static instances may not have allocator ready by the time they initialize). This needs to be fixed because we can expose CustomRects.
|
||||
if (atlas->CustomRects.empty())
|
||||
atlas->CustomRectRegister(FONT_ATLAS_DEFAULT_TEX_DATA_ID, FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
|
||||
}
|
||||
|
||||
ImVector<stbrp_rect>& rects = *(ImVector<stbrp_rect>*)p_rects;
|
||||
if (pass == 0)
|
||||
void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)
|
||||
{
|
||||
// Request rectangles
|
||||
stbrp_rect r;
|
||||
memset(&r, 0, sizeof(r));
|
||||
r.w = (TEX_DATA_W*2)+1;
|
||||
r.h = TEX_DATA_H+1;
|
||||
rects.push_back(r);
|
||||
if (!font_config->MergeMode)
|
||||
{
|
||||
font->ContainerAtlas = atlas;
|
||||
font->ConfigData = font_config;
|
||||
font->ConfigDataCount = 0;
|
||||
font->FontSize = font_config->SizePixels;
|
||||
font->Ascent = ascent;
|
||||
font->Descent = descent;
|
||||
font->Glyphs.resize(0);
|
||||
font->MetricsTotalSurface = 0;
|
||||
}
|
||||
else if (pass == 1)
|
||||
font->ConfigDataCount++;
|
||||
}
|
||||
|
||||
void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* pack_context_opaque)
|
||||
{
|
||||
stbrp_context* pack_context = (stbrp_context*)pack_context_opaque;
|
||||
|
||||
ImVector<ImFontAtlas::CustomRect>& user_rects = atlas->CustomRects;
|
||||
ImVector<stbrp_rect> pack_rects;
|
||||
pack_rects.resize(user_rects.Size);
|
||||
memset(pack_rects.Data, 0, sizeof(stbrp_rect) * user_rects.Size);
|
||||
for (int i = 0; i < user_rects.Size; i++)
|
||||
{
|
||||
pack_rects[i].w = user_rects[i].Width;
|
||||
pack_rects[i].h = user_rects[i].Height;
|
||||
}
|
||||
stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size);
|
||||
for (int i = 0; i < pack_rects.Size; i++)
|
||||
if (pack_rects[i].was_packed)
|
||||
{
|
||||
user_rects[i].X = pack_rects[i].x;
|
||||
user_rects[i].Y = pack_rects[i].y;
|
||||
IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);
|
||||
atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);
|
||||
}
|
||||
}
|
||||
|
||||
void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
|
||||
{
|
||||
ImFontAtlas::CustomRect& r = atlas->CustomRects[0];
|
||||
IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
|
||||
IM_ASSERT(r.Width == FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1);
|
||||
IM_ASSERT(r.Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
|
||||
IM_ASSERT(r.IsPacked());
|
||||
IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
|
||||
|
||||
// Render/copy pixels
|
||||
const stbrp_rect& r = rects[0];
|
||||
for (int y = 0, n = 0; y < TEX_DATA_H; y++)
|
||||
for (int x = 0; x < TEX_DATA_W; x++, n++)
|
||||
for (int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++)
|
||||
for (int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++)
|
||||
{
|
||||
const int offset0 = (int)(r.x + x) + (int)(r.y + y) * TexWidth;
|
||||
const int offset1 = offset0 + 1 + TEX_DATA_W;
|
||||
TexPixelsAlpha8[offset0] = texture_data[n] == '.' ? 0xFF : 0x00;
|
||||
TexPixelsAlpha8[offset1] = texture_data[n] == 'X' ? 0xFF : 0x00;
|
||||
const int offset0 = (int)(r.X + x) + (int)(r.Y + y) * atlas->TexWidth;
|
||||
const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
|
||||
atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00;
|
||||
atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00;
|
||||
}
|
||||
const ImVec2 tex_uv_scale(1.0f / TexWidth, 1.0f / TexHeight);
|
||||
TexUvWhitePixel = ImVec2((r.x + 0.5f) * tex_uv_scale.x, (r.y + 0.5f) * tex_uv_scale.y);
|
||||
const ImVec2 tex_uv_scale(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
|
||||
atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * tex_uv_scale.x, (r.Y + 0.5f) * tex_uv_scale.y);
|
||||
|
||||
// Setup mouse cursors
|
||||
const ImVec2 cursor_datas[ImGuiMouseCursor_Count_][3] =
|
||||
@ -1552,19 +1622,18 @@ void ImFontAtlas::RenderCustomTexData(int pass, void* p_rects)
|
||||
for (int type = 0; type < ImGuiMouseCursor_Count_; type++)
|
||||
{
|
||||
ImGuiMouseCursorData& cursor_data = GImGui->MouseCursorData[type];
|
||||
ImVec2 pos = cursor_datas[type][0] + ImVec2((float)r.x, (float)r.y);
|
||||
ImVec2 pos = cursor_datas[type][0] + ImVec2((float)r.X, (float)r.Y);
|
||||
const ImVec2 size = cursor_datas[type][1];
|
||||
cursor_data.Type = type;
|
||||
cursor_data.Size = size;
|
||||
cursor_data.HotOffset = cursor_datas[type][2];
|
||||
cursor_data.TexUvMin[0] = (pos) * tex_uv_scale;
|
||||
cursor_data.TexUvMax[0] = (pos + size) * tex_uv_scale;
|
||||
pos.x += TEX_DATA_W+1;
|
||||
pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
|
||||
cursor_data.TexUvMin[1] = (pos) * tex_uv_scale;
|
||||
cursor_data.TexUvMax[1] = (pos + size) * tex_uv_scale;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Retrieve list of range (2 int per range, values are inclusive)
|
||||
const ImWchar* ImFontAtlas::GetGlyphRangesDefault()
|
||||
@ -1689,6 +1758,44 @@ const ImWchar* ImFontAtlas::GetGlyphRangesThai()
|
||||
return &ranges[0];
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImFontAtlas::GlyphRangesBuilder
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void ImFontAtlas::GlyphRangesBuilder::AddText(const char* text, const char* text_end)
|
||||
{
|
||||
while (text_end ? (text < text_end) : *text)
|
||||
{
|
||||
unsigned int c = 0;
|
||||
int c_len = ImTextCharFromUtf8(&c, text, text_end);
|
||||
text += c_len;
|
||||
if (c_len == 0)
|
||||
break;
|
||||
if (c < 0x10000)
|
||||
AddChar((ImWchar)c);
|
||||
}
|
||||
}
|
||||
|
||||
void ImFontAtlas::GlyphRangesBuilder::AddRanges(const ImWchar* ranges)
|
||||
{
|
||||
for (; ranges[0]; ranges += 2)
|
||||
for (ImWchar c = ranges[0]; c <= ranges[1]; c++)
|
||||
AddChar(c);
|
||||
}
|
||||
|
||||
void ImFontAtlas::GlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
|
||||
{
|
||||
for (int n = 0; n < 0x10000; n++)
|
||||
if (GetBit(n))
|
||||
{
|
||||
out_ranges->push_back((ImWchar)n);
|
||||
while (n < 0x10000 && GetBit(n + 1))
|
||||
n++;
|
||||
out_ranges->push_back((ImWchar)n);
|
||||
}
|
||||
out_ranges->push_back(0);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImFont
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -1835,6 +1942,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
|
||||
float line_width = 0.0f;
|
||||
float word_width = 0.0f;
|
||||
float blank_width = 0.0f;
|
||||
wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters
|
||||
|
||||
const char* word_end = text;
|
||||
const char* prev_word_end = NULL;
|
||||
@ -1868,7 +1976,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
|
||||
}
|
||||
}
|
||||
|
||||
const float char_width = ((int)c < IndexXAdvance.Size ? IndexXAdvance[(int)c] : FallbackXAdvance) * scale;
|
||||
const float char_width = ((int)c < IndexXAdvance.Size ? IndexXAdvance[(int)c] : FallbackXAdvance);
|
||||
if (ImCharIsSpace(c))
|
||||
{
|
||||
if (inside_word)
|
||||
@ -2016,10 +2124,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
|
||||
pos.x = (float)(int)pos.x + DisplayOffset.x;
|
||||
pos.y = (float)(int)pos.y + DisplayOffset.y;
|
||||
ImVec2 pos_tl(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale);
|
||||
ImVec2 pos_br(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale);
|
||||
draw_list->PrimReserve(6, 4);
|
||||
draw_list->PrimRectUV(pos_tl, pos_br, ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
|
||||
draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
|
||||
}
|
||||
}
|
||||
|
||||
@ -2167,8 +2273,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
}
|
||||
}
|
||||
|
||||
// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug build.
|
||||
// Inlined here:
|
||||
// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
|
||||
{
|
||||
idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
|
||||
idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
|
||||
|
118
imgui_internal.h
118
imgui_internal.h
@ -1,9 +1,11 @@
|
||||
// dear imgui, v1.50
|
||||
// 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
|
||||
|
||||
@ -90,10 +92,16 @@ IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, cons
|
||||
IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings
|
||||
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);
|
||||
IMGUI_API bool ImIsPointInTriangle(const ImVec2& p, const ImVec2& a, const ImVec2& b, const ImVec2& c);
|
||||
static inline bool ImCharIsSpace(int c) { return c == ' ' || c == '\t' || c == 0x3000; }
|
||||
static inline 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);
|
||||
@ -130,13 +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.
|
||||
@ -171,6 +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_
|
||||
@ -200,6 +221,15 @@ enum ImGuiDataType
|
||||
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
|
||||
@ -236,8 +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
|
||||
{
|
||||
@ -286,6 +316,7 @@ struct ImGuiGroupData
|
||||
struct ImGuiColumnData
|
||||
{
|
||||
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
|
||||
ImRect ClipRect;
|
||||
//float IndentX;
|
||||
};
|
||||
|
||||
@ -366,8 +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;
|
||||
@ -376,9 +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
|
||||
@ -386,9 +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.
|
||||
@ -406,17 +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;
|
||||
bool SetNextWindowSizeConstraint;
|
||||
bool SetNextWindowFocus;
|
||||
bool SetNextTreeNodeOpenVal;
|
||||
ImGuiSetCond SetNextTreeNodeOpenCond;
|
||||
ImGuiCond SetNextTreeNodeOpenCond;
|
||||
|
||||
// Render
|
||||
ImDrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user
|
||||
@ -430,15 +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
|
||||
@ -467,7 +500,7 @@ struct ImGuiContext
|
||||
FrameCount = 0;
|
||||
FrameCountEnded = FrameCountRendered = -1;
|
||||
CurrentWindow = NULL;
|
||||
FocusedWindow = NULL;
|
||||
NavWindow = NULL;
|
||||
HoveredWindow = NULL;
|
||||
HoveredRootWindow = NULL;
|
||||
HoveredId = 0;
|
||||
@ -500,14 +533,14 @@ struct ImGuiContext
|
||||
SetNextTreeNodeOpenCond = 0;
|
||||
|
||||
ScalarAsInputTextId = 0;
|
||||
ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
|
||||
DragCurrentValue = 0.0f;
|
||||
DragLastMouseDelta = ImVec2(0.0f, 0.0f);
|
||||
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;
|
||||
@ -563,7 +596,6 @@ 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.)
|
||||
@ -574,9 +606,10 @@ struct IMGUI_API ImGuiDrawContext
|
||||
float ColumnsMinX;
|
||||
float ColumnsMaxX;
|
||||
float ColumnsStartPosY;
|
||||
float ColumnsStartMaxPosX; // Backup of CursorMaxPos
|
||||
float ColumnsCellMinY;
|
||||
float ColumnsCellMaxY;
|
||||
bool ColumnsShowBorders;
|
||||
ImGuiColumnsFlags ColumnsFlags;
|
||||
ImGuiID ColumnsSetId;
|
||||
ImVector<ImGuiColumnData> ColumnsData;
|
||||
|
||||
@ -598,7 +631,6 @@ struct IMGUI_API ImGuiDrawContext
|
||||
ButtonRepeat = false;
|
||||
AllowKeyboardFocus = true;
|
||||
TextWrapPos = -1.0f;
|
||||
ColorEditMode = ImGuiColorEditMode_RGB;
|
||||
memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
|
||||
|
||||
IndentX = 0.0f;
|
||||
@ -608,8 +640,9 @@ struct IMGUI_API ImGuiDrawContext
|
||||
ColumnsCount = 1;
|
||||
ColumnsMinX = ColumnsMaxX = 0.0f;
|
||||
ColumnsStartPosY = 0.0f;
|
||||
ColumnsStartMaxPosX = 0.0f;
|
||||
ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
|
||||
ColumnsShowBorders = true;
|
||||
ColumnsFlags = 0;
|
||||
ColumnsSetId = 0;
|
||||
}
|
||||
};
|
||||
@ -620,7 +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)
|
||||
@ -645,11 +678,12 @@ struct IMGUI_API ImGuiWindow
|
||||
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
|
||||
@ -724,15 +758,22 @@ 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);
|
||||
|
||||
// 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 USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION.
|
||||
// We need: a sort of symbol library, preferably baked into font atlas when possible + decent text rendering helpers.
|
||||
// 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 (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, 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 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);
|
||||
@ -756,6 +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);
|
||||
@ -767,6 +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
|
||||
|
Reference in New Issue
Block a user