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2214 Commits
v1.52 ... v1.71

Author SHA1 Message Date
2da1c66d15 Version 1.71 + comments 2019-06-12 18:30:06 +02:00
5ae268c0a3 Internals: Reworked RenderTextEllipsis() to satisfy what we need for table headers. 2019-06-11 16:12:00 +02:00
4597632662 Readme, comments, dear imgui prefixes 2019-06-11 16:11:36 +02:00
c3a348aa25 CollapsingHeader: Minor fix to align right side of frames (which is extruded past the Work/Contents rect) with clipping rectangle. 2019-06-11 15:56:57 +02:00
a8eb64fc54 Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture.
Extracted tab rendering code into a RenderTextEllipsis() function.
2019-06-11 14:03:13 +02:00
a9b5c834b6 ImDrawListSplitter: Don't merge draw commands when crossing a VtxOffset boundary + Renamed fields ImDrawChannels to consistently suggest those are internal structures. 2019-06-11 11:49:31 +02:00
d8435c7710 ImDrawListSplitter: Fix idx offset when merging (cef88f6) (#2591) 2019-06-10 15:02:44 +02:00
0770449630 Window: child windows outer decorations (e.g. scrollbar) are rendered as part of their parent window, avoiding the creation of an extraneous draw command.
+ Metrics: inverted color of clip rect vs vertices bounding box when hovering a draw command, so the color matches the per-vertex preview.
2019-06-07 17:34:36 +02:00
afa3978ff6 Internals: Added drawlist and color arg to RenderArrow(), RenderBullet(). Reordered args for RenderPixelEllipsis. 2019-06-07 17:32:51 +02:00
32ab0a82d6 imgui-test: Added IMGUI_TEST_ENGINE_LOG macro to emit into test log from core or user land. 2019-06-07 13:46:54 +02:00
2b997141cf Made PushID() behave the same in 32-bit and 64-bit, by not padding the integer into a void*. (Also technically faster.) 2019-06-06 16:36:26 +02:00
431aa4e456 Synced/merged minor cruft from docking branch to minimize drift. AFAIK the only meaningful no-op change is that the call UpdateHoveredWindowAndCaptureFlags() was moved above UpdateMouseMovingNewFrame() to match what docking branch has been doing for a while. 2019-06-06 16:13:30 +02:00
fea5f70611 ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to facilitate custom rendering back-ends passing local render-specific data to the draw callback. 2019-06-06 15:28:37 +02:00
480d57e6a2 Revert "Changed syntax for (very rarely used) IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT mechanism, instead you only need to '#define ImDrawVert MyDrawVert' to use this feature, avoiding the need to declare the entire structure within an awkward macro. Using the old macro will now error with a message pointing you to the new method. (#38, #103, #1172, #1231, #2489)"
This reverts commit 597c024904.
2019-06-06 01:00:30 +02:00
597c024904 Changed syntax for (very rarely used) IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT mechanism, instead you only need to '#define ImDrawVert MyDrawVert' to use this feature, avoiding the need to declare the entire structure within an awkward macro. Using the old macro will now error with a message pointing you to the new method. (#38, #103, #1172, #1231, #2489) 2019-06-06 00:42:27 +02:00
c96f2c4057 Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar appear for a single frame after the resize. Moved Scrollbar visibility block. 2019-06-05 15:59:14 +02:00
300d8dd656 Internals: Moved scrollbar visibility calculation block below the call to UpdateManualResize(). This commit is _intended_ to have no side-effect (next commit will). Also moved ItemWidthDefault calculation below rectangles. 2019-06-05 15:59:14 +02:00
c1a61d25a7 Scrollbar overlap an extra WindowBorderSize amount on the left to make all distances consistent. Reverted to BorderSize not affecting work/contents rectangles. Scrollbar, Style: Changed default style.ScrollbarSize from 16 to 14. 2019-06-05 15:59:14 +02:00
15282261dd Internals: Minor no-op tidying up toward solving the WindowPadding / WindowBorderSize / ScrollbarSize overlapping mess.
+ Demo: Use SetScrollY().
2019-06-05 15:59:14 +02:00
4149d22e85 Fixed newly created window (e.g. appearing child window) from having scrollbar active on the first frame. (fix 6e03b27) + reworded code a little. (+1 squashed commits)
Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags not taking account of the expect scrollbar sizes.
2019-06-05 15:59:14 +02:00
06f1d2c101 Internals: Storing ScrollMax into a member. Mostly to facilitate debugging. Also locking down window->Scroll slightly lower in the Begin function. 2019-06-05 15:59:13 +02:00
d6df777ff2 TextWrapped, PushTextWrapPos(0.0f) within a window with horizontal scrolling from not covering the full horizontal area (previously only worked with an explicit contents size). 2019-06-05 15:59:13 +02:00
fe32fde376 Internals: Renamed SizeContents to ContentSize, SizeContentsExplicit to ContentSizeExplicit. Tweaked Metrics->Show Rectangles functionality. 2019-06-05 15:59:13 +02:00
f95c77eeea Window rectangles: Changed WorkRect to cover the whole region including scrolling (toward obsolete ContentsRegionRect) + using full WindowPadding*1 padding.
Tweaked InnerClipRect.
TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using horizontal scrolling. (#2211, #2579)
TabBar: Fixed BeginTabBar() within a window with horizontal scrolling from creating a feedback loop with the horizontal contents size.
Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full horizontal area (previously only worked with an explicit contents size). (#125)
Demo: Added demo code to test contentsrect/workrect
2019-06-05 15:59:13 +02:00
a0994d74c2 Clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding.The exact meaning of ContentSize for decorated windows was previously ill-defined. 2019-06-05 15:59:13 +02:00
09bcf9fbc5 Window rectangles: Made InnerRect not affected by window border sizes. its few users shouldn't be meaningfully affected. 2019-06-05 15:59:12 +02:00
b9874a2423 Comments about obsoleted features version. Todo. Clarify tab bar initial offset (useful if we decide to remove the half-windowpadding clip margin). 2019-06-05 15:58:49 +02:00
57d8ab62f4 Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same frame as clearing the focus. This was in most noticeable in some back-ends with emits key release events when focusing another viewport. (#2609) 2019-06-05 00:28:55 +02:00
6614bab883 Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2606, #2607) 2019-06-04 20:49:29 +02:00
eb7849b477 Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading to scrollbars appearing during the movement. + minor fix with the mostly dead Ctrl+wheel scaling. 2019-05-31 20:48:52 +02:00
cef88f6aae ImDrawListSplitter: Support merging consecutive draw commands straddling two channels. Support zero-init. 2019-05-31 12:06:35 +02:00
f1f4b42d91 ImDrawListSplitter: extracted out of ImDrawList. Down the line we may obsolete the ImDrawList functions and encourage users to store the splitter aside, in the meanwhile ImDrawList holds a splitter.
(This will allow columns/table to recurse.)
2019-05-31 12:03:10 +02:00
8abf1313aa ImDrawList: Fix broken channel splitting (another issue when the first channel is empty) (#2591) + fixed warnings with newer VS 2019-05-31 11:47:00 +02:00
bff7202ff2 Include <alloca.h> also when __SWITCH__ is defined (#2595)
Fixes compilation with devkitPro for Nintendo Switch
2019-05-31 01:52:22 +02:00
42c98c5eea ImDrawList: Fix broken channel splitting (broken by d1e8b69) (#2591) 2019-05-30 18:47:46 +02:00
546b728199 Internals: Window rectangles: Fixed ContentsRegion lag by moving back after Scrollbar, fixes b50c61c9. Shuffling setup order and added comments. 2019-05-30 18:19:14 +02:00
21ebdcafc9 Internals: Window rectangles: Renaming of all rectangles toward their final form. Should be a no-op. Renamed GetWorkRectMax() to GetContentRegionMaxAbs(). Metrics shows SizeContents. 2019-05-30 18:04:21 +02:00
c3d600abed Fixed imgui_impl_opengl3 broken in previous few commits. (#2591, #2593, #2594) 2019-05-30 16:45:59 +02:00
ed79b4d22e Examples/Backends: Metal: Added support for large meshes (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_HasVtxOffset' config flag in back-end. (#2591, #2592) 2019-05-29 19:45:15 +02:00
7755cbbef2 Renamed ImGuiBackendFlags_HasVtxOffset to ImGuiBackendFlags_RendererHasVtxOffset to match naming convention already used in viewport/docking branch. (#2591) + Fix OpenGL3 code missing flag. 2019-05-29 16:29:17 +02:00
b3dd03f582 Examples/Backends: DirectX9/10/11/12, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes (64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_HasVtxOffset' config flag in back-end. (#2591) 2019-05-29 16:13:38 +02:00
d1e8b698d0 ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices. To enable the feature, the renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_HasVtxOffset' and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not support 32-bits indices.
ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command. This is provided for convenience and consistency with VtxOffset. (#2591)
2019-05-29 16:13:38 +02:00
40b9e5e0b4 ImDrawList: Store initial flags for the frame in ImDrawListSharedData, reducing code duplication in setting up the flags. 2019-05-29 14:26:03 +02:00
cb7ba60d3f CollapsingHeader: When a close button is enabled, better clip the label to avoid overlap. (#600) 2019-05-28 21:25:28 +02:00
c487bc52a2 Fonts: Added some details about using custom colorful icons. 2019-05-28 20:17:15 +02:00
70d9f79312 Internal: Renamed InnerMainRect to InnerVisibleRect. Printing coordinates in Metrics window. 2019-05-28 11:23:04 +02:00
2742663ad2 Changelog, minor tweaks. (#2585) 2019-05-28 11:23:04 +02:00
c0e690318a Examples: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) 2019-05-28 11:15:59 +02:00
2d68e892a8 Added full "Dear ImGui" prefix to the title of "Dear ImGui Demo" and "Dear ImGui Metrics" windows. Shortened amount of nodes in columns>tree demo. 2019-05-27 18:38:28 +02:00
9c35344175 Comments, todo entries, moved ImGuiSelectableFlagsPrivate in higher ranges to match others. 2019-05-27 16:50:56 +02:00
70a4be07df ColorEdit: Fixed the color picker popup only displaying inputs as HSV instead of showing multiple options. (#2587, broken in 1.69 by #2384). 2019-05-27 14:57:39 +02:00
affa7e2422 Examples: imgui_impl_opengl3: Fix empty printout on shader load. (#2584)
Fixed minor bug in CheckShader and CheckProgram

The log_length reported by 
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length)
will at least return 1, since the string delimiter is also counted.

The old version would always print and empty string to stderr. This is annoying in the emscripten port, since it prints a red error message to the Javascript console. The new version fixes this behavior.
2019-05-27 10:47:18 +02:00
958d75c00a Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the collapsing/docking button to the other side of the title bar. 2019-05-24 21:54:52 +02:00
6c3697f6f1 Internal: CloseButton takes an upper-left corner + a size to be consistent with similar widgets. 2019-05-24 17:58:21 +02:00
ec3ec24157 Internals: Extracted some of the tab bar shrinking code into a ShrinkWidths() function so columns/table can use it. 2019-05-24 14:32:33 +02:00
3fda90d6a7 Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting style.ItemInnerSpacing.x worth of trailing spacing. 2019-05-24 14:32:28 +02:00
7bc03f7155 Internals: Added InnerWorkRect equal to old InnerClipRect, added InnerWorkRectClipped actually clipped. 2019-05-22 23:56:31 +02:00
b85e97137d Version tag is 1.71 WIP oops 2019-05-22 23:56:26 +02:00
a2eec8f5b5 Fix OuterRectClipped not being clipped correctly, which resulted in child window outside visible bound to not be marked with SkipItems. Broken in b50c61c961.
+ Comments on InnerClipRect being misleading. Demo: Tweak to sizing of child window in the Layout->Scrolling section.
2019-05-22 22:14:31 +02:00
34b881eb12 ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not fully cleared. Fixed edge case overflow when adding character 0xFFFF. (#2568) 2019-05-21 12:45:27 +02:00
882d2c3aea Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567) + comments 2019-05-21 12:18:34 +02:00
392ab08580 BeginPopupContextItem(): Skip processing when SkipItems is set as LastItemId is unreliable and we assert when it is zero. + Minor comments on columns. 2019-05-20 16:46:47 +02:00
f242cd4d8a Fixed GCC mem-access warnings (#2565)
+ using "if defined" more consistently for Clang.
2019-05-19 17:15:14 +02:00
31e3e861ef Update changelog, comments, made empty/no-text clipboard return NULL as with other implementation. Minor style tweaks. (#2546)
Fixed IMGUI_DISABLE_WIN32_FUNCTIONS not disabling IME code.
2019-05-18 17:44:09 +02:00
02de498a41 Add native mac copy/paste support to match win32 (#2546) 2019-05-18 17:34:58 +02:00
e6109a9145 Fixed ColorEdit breakage introduced by d3a387c (#2557, #1875, #2034) 2019-05-18 11:18:31 +02:00
679cf7434e Fix undefined behavior (#2561) 2019-05-18 10:43:30 +02:00
fc3c3de551 Fixed uses of IsItemDeactivated(), IsItemDeactivatedAfterEdit() on multi-components widgets and after EndGroup(). (#2550, #1875) 2019-05-13 19:05:41 +02:00
d3a387cc18 Fixed InputFloatX, SliderFloatX, DragFloatX functions erroneously reporting IsItemEdited() multiple times when the text input doesn't match the formatted output value (e.g. input "1" shows "1.000"). It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here. (#1875, #2034) 2019-05-13 19:04:57 +02:00
99a845053a Internal: Renamed fields + minor tweaks (probably shallow break stack-layout pr, sorry!) 2019-05-13 18:26:28 +02:00
64dbd932d2 Internal: Removed GetNextItemWidth(), relying on ItemAdd or NextItemData.ClearFlags() to clear the width data. Amend 5078fa20 and undo some of its effects of imgui_widgets.cpp 2019-05-13 15:29:00 +02:00
632469d2e5 Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Refactored SetNextItemXXX stuff to match SetNextWindowXXX code closely. 2019-05-13 15:11:25 +02:00
36e714a459 Internal: Storing flags for NextWindowData so that we can clear everything with a single write and remove dummy condition fields. 2019-05-13 14:57:30 +02:00
0b485f12d7 Internal: Minor tidying/reordering of sections within ImGuiContext / window DC. 2019-05-13 14:02:03 +02:00
7355c84701 Tweak EndGroup() to facilitate fixing #2550 later (currently should have no side-effect0. Demo: Add extra widget to status query test. 2019-05-12 21:42:36 +02:00
aca6ee1a91 Cast ImTextureId to void* before printing in Metrics window. (#2548) 2019-05-11 11:34:41 +02:00
87c5356d97 FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. (#2545) Combine with RasterizerFlags::MonoHinting for best results. 2019-05-11 10:46:26 +02:00
ef13d95466 IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c).
Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode support. (#2538, #2541)
2019-05-11 10:33:56 +02:00
7c256fbd40 Internal: Extracted some of the Begin code into RenderWindowDecorations(). 2019-05-10 22:45:52 +02:00
72951a1a85 Internal: Extracted some of the Begin code into RenderWindowTitleBarContents(). 2019-05-10 22:45:28 +02:00
b50c61c961 Internal: Begin: Update rectangles before Scrollbar() which now uses them. Fixes 39eeda0. 2019-05-10 22:30:33 +02:00
39eeda0227 Internal: Scrollbar: Further sane simplification (using InnerMainRect instead of duplicating calculations). 2019-05-10 18:52:29 +02:00
37174c85e2 Internal: Scrollbar: Extracted scrollbar code for other uses (eg. table v2 scrolling without using a child window). 2019-05-10 18:52:23 +02:00
9534ef9b26 Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change (c5d83d8a). It's not incorrect but it breaks existing some layout patterns. Will return back to it when we expose Separator flags. 2019-05-09 17:52:56 +02:00
e29176df53 Internals: Columns: Renamed fields. Comments and tweak. Moved a demo block. 2019-05-09 13:12:09 +02:00
a4d0b0efa4 Internal: Refactored Separator into SeparatorEx(), exposed ImGuiSeparatorFlags_SpanAllColumns in imgui_internal.h and support without. (#759) + misc comments 2019-05-09 12:55:01 +02:00
b7c2759f95 Columns: Fixed Separator from creating an extraneous draw command. Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125) 2019-05-09 12:10:36 +02:00
42fc563fed Version 1.71 WIP + fixed minor typo 2019-05-07 16:36:08 +02:00
d1d5075b66 Version 1.70 2019-05-06 14:17:39 +02:00
d88121ff5b Examples: DirectX9/10/11: Taking reference to device + subsequent merge of this in docking will fix DX9 issue #2524 2019-05-06 10:15:22 +02:00
6c196cf432 Examples Readme and Changelog tweaks, added #2527, re-ordered examples/README alphabetically. 2019-05-06 10:02:59 +02:00
5ecc9d5865 Examples: Metal: Add GLFW+Metal example 2019-05-06 09:51:21 +02:00
526e2303bc Window: Fixed SetNextWindowSizeConstraints() with non-rounded positions making windows drift. (#2067, #2530) 2019-05-03 19:09:44 +02:00
9c1f02a42c Misc: Made IMGUI_CHECKVERSION() macro also check for matching size of ImDrawIdx. 2019-05-03 18:42:53 +02:00
e2166db282 Internals: Fixed incorrect repeat delay/rate calculation in IsMouseClicked() with repeat flag leading to involontary but thankfully doubling the rate. Using our standard function, making the multiplicator explicit. 2019-05-03 15:06:06 +02:00
2dc81057ec Selectable: With ImGuiSelectableFlags_AllowDoubleClick doesn't return true on the mouse button releas efollowing the double-click. Only first mouse release + second mouse down (double-click) returns true. Likewise for internal ButtonBehavior() with both _PressedOnClickRelease | _PressedOnDoubleClick. (#2503) 2019-05-03 14:31:12 +02:00
86f92fe756 Demo: Improved trees in columns demo. (#2136) 2019-05-02 21:32:36 +02:00
ce19cb465f Internals: Rename GetContentRegionMaxScreen() -> GetWorkRectMax(). At this point this is mostly useful to facilitate merge of other branches. 2019-05-02 16:29:40 +02:00
a1c432d1ad Internals: SettingsHandlerWindow_ReadLine uses context parameter. 2019-05-02 14:30:35 +02:00
ae405b83a4 Examples: Added missing per-renderer local changelogs. (#2037, #1639, #2452) 2019-04-30 22:28:29 +02:00
7c6ba3a1da ImDrawCallback_ResetRenderState: Added Metal. 2019-04-30 22:18:25 +02:00
5c1cd5c8c7 ImDrawCallback_ResetRenderState, Examples: Added support for reset render state callback. (#2037, #1639, #2452) 2019-04-30 22:15:59 +02:00
3fbc0b7a9e Obsoleted GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function. 2019-04-29 18:33:08 +02:00
db2d58a68b Drag and Drop: Fixed drag source with ImGuiDragDropFlags_SourceAllowNullID and null ID from receiving click regardless of being covered by another window (it didn't honor correct hovering rules). (#2521) 2019-04-29 16:34:02 +02:00
0f2852806c Amend 48a09a7 with changelog, breaking changes, tweak demo code for spacing. (#2518) 2019-04-29 12:44:17 +02:00
4c0f34fd5d Improved algorithm for mitre joints on thick lines 2019-04-29 12:07:03 +02:00
4dec744795 Tidying up BeginMenu() code + comments. 2019-04-29 00:02:02 +02:00
842a720e72 Popups: Closes popup at the time of FocusWindow(). Fixes right-click from closing all popups instead of aiming at the hovered popup level (regression in 1.67's ae76a1fd). 2019-04-28 22:33:58 +02:00
bda2cde68e Popups: Closing a popup restores the focused/nav window in place at the time of the popup opening, instead of restoring the window that was in the window stack at the time of the OpenPopup call. (#2517)
Among other things, this allows opening a popup while no window are focused, and pressing Escape to clear the focus again.
2019-04-28 22:18:51 +02:00
3276b12765 Internals: Added DataTypeApplyOp, DataTypeApplyOpFromText to imgui_internal.h 2019-04-28 20:55:51 +02:00
09db2f6dec Fix 61d9258 when there is not scrollbar "Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active." 2019-04-28 18:50:51 +02:00
4e81b2d093 Internals: Renaming. Renamed ImGuiPopupRef to ImGuiPopupData for consistency and added constructor. 2019-04-28 17:15:08 +02:00
3d363c91fd Internals: Exposed ImGuiDataTypeInfo, DataTypeGetInfo(), DataTypeFormatString(). Comments. 2019-04-28 15:27:18 +02:00
00b3c830db Internals: Begin: Moved OuterRectClipped/InnerMainRect/InnerClipRect computation higher up in the function, next to ContentsRect/WorkRect code. Removed commented out debug drawing code which is now available in Metrics window. 2019-04-26 23:33:09 +02:00
61d92580aa Window: Fixed contents region being off by WindowBorderSize amount on the right when scrollbar is active. 2019-04-26 23:32:29 +02:00
5d799d76ea Internals: Nav scrolling uses InnerMainRect instead of InnerClipRect. 2019-04-26 23:31:51 +02:00
c5d83d8af2 Separator: Declare its thickness (1.0f) to the layout, making items around separator more symmetrical. 2019-04-26 23:31:31 +02:00
56c3aaf6bd Nav: Fixed Drag/Slider functions going into text input mode when keyboard CTRL is held while pressing NavActivate. 2019-04-25 17:50:40 +02:00
dd15b44230 Internals: TempInputText: Tidying up DragScalar / SliderScalar / TempInputTextScalar. 2019-04-25 17:50:40 +02:00
0ca1675ff9 Internals: TempInputText: Rename InputScalarAsWidgetReplacement() -> TempInputTextScalar(), ScalarAsInputTextId -> TempInputTextId, small tidying up in affected functions. 2019-04-25 16:03:47 +02:00
59a3f0476d Internals: Using more explicit PushOverrideID() helper + renamed equivalent internal tree helper. 2019-04-25 15:21:22 +02:00
1ca6e5b59f Examples: Glut: Added note about missing cursor support. (#2375, #2465) 2019-04-25 12:01:01 +02:00
4dc4ace864 Window: Fixed window with the AlwaysAutoResize flag unnecessarily extending their hovering boundaries by a few pixels (this is used to facilitate resizing from borders when available for a given window). One of the noticeable minor side effect was that navigating menus would have had a tendency to disable highlight from parent menu items earlier than necessary while approaching the child menu.
+ Changelog fixed unfinished sentence and tweaks,
2019-04-25 11:50:28 +02:00
16b18b265e MenuItem, BeginMenu: Fix undesirable tall frames in horizontal layout context, which would be visible when trying to use rounded selectable/menus.
PushStyleVar: Added comments in the assert message.
Minor tweaks.
2019-04-25 11:34:07 +02:00
6db0766564 Misc comments, internal renaming, added disable indentation option to Columns demo section. 2019-04-24 17:40:07 +02:00
6789ea3482 Examples: SDL: Gamepad support minor amend. Fixes ImGuiBackendFlags_HasGamepad not being set. Enable in Emscripten demo. Tweaks. (#2509, #2484). 2019-04-23 12:38:59 +02:00
994a92d79d Added support to use controllers via SDL_GameController. (#2509)
Updated sdl examples to use SDL_INIT_GAMECONTROLLER flag
2019-04-23 12:14:05 +02:00
16e9b8191b Increased IMGUI_VERSION_NUM arbitrarily, help narrowing down reports that don't include a commit hash. Add comments. 2019-04-22 11:16:17 +02:00
f159eb35fb Examples: SDL: Removed unused code. (#2484) 2019-04-22 10:43:14 +02:00
59f012d656 Internals: ImHashStr() default parameter. 2019-04-19 19:48:51 +02:00
5078fa208b Added SetNextItemWidth() helper to avoid using PushItemWidth/PopItemWidth() for single items. 2019-04-18 18:29:28 +02:00
8d53f834ee Demo: Documents: Fix misusage of ListBoxHeader(). 2019-04-18 18:24:51 +02:00
0e46d65b03 Misc: Fixed PushItemWidth(-width) (for right-side alignment) laying out certain items (button, listbox, etc.) with negative sizes if the 'width' argument was smaller than the available width at the time of item submission, 2019-04-18 15:46:13 +02:00
a1cf7d636d Internals: Rework CalcItemWidth / CalcItemSize but make their similarities and their differences more obvious. (#2449) 2019-04-18 15:46:13 +02:00
f355a40367 Added commentary about ContentRegion functions. Added internal GetContentRegionMaxScreen() to facilitate internal code at the moment. 2019-04-18 15:46:13 +02:00
9d4a893a77 Internals: Moved CalcItemSize next to CalcItemWidth, added comments to clarify their respective intent. Should have no side effect. 2019-04-18 15:46:12 +02:00
240dddff87 Combo, Slider: Improve rendering in situation when there's there's very little space available. 2019-04-18 15:46:12 +02:00
1aeee9d40f Internals: Columns: Tweaks, renaming. Metrics: Show rectangles for child windows.
Renamed SameLine() first parameter.
2019-04-17 22:12:17 +02:00
1d3ebef364 Columns: Fixed boundary of clipping being off by 1 pixel within the left column. 2019-04-17 21:51:13 +02:00
74a3878be4 emscripten: replace shell_minimal.html with 'soft fullscreen' version 2019-04-17 11:59:26 +02:00
1f25cdd6b4 Clarified asserts comments + todo entries. (#2500) 2019-04-17 09:59:03 +02:00
7baf45cffa Metrics: Added "Show windows rectangles" tool to visualize the different rectangles. 2019-04-16 22:02:56 +02:00
742b5f4c68 Merged a bunch of small changes from Docking branch to reduce the difference between branches.
Noticeable: horizontal alignment of CloseButton. Menu fill take account of border. Various stylistic tweaks to accomodate other changes in Docking.
2019-04-16 13:07:43 +02:00
311469e9d6 Internals: Columns: Some renaming, extracted code into GetColumnsID(). 2019-04-16 11:58:54 +02:00
8130fd9816 Examples: DirectX10/11/12, Allegro, Marmalade: Render functions early out when display size is zero (minimized). (#2496) 2019-04-15 18:47:36 +02:00
1fe6533192 Examples: Emscripten: Tweaks for size. (#2494) 2019-04-15 17:18:31 +02:00
35cbf9c052 Examples: Visual Studio: Updated default platform toolset+sdk in vcproj files from v100+sdk7 (vs2010) to v110+sdk8 (vs2012). This is mostly so we can remove reliance on DXSDK_DIR for the DX10/DX11 example, which if existing and when switching to recent SDK ends up conflicting and creating warnings. 2019-04-15 15:48:38 +02:00
eeea7da3d0 Examples: Emscripten: Fixed error in shell template. (#2494) 2019-04-15 01:46:34 +02:00
c1848b185c Examples: Emscripten: Switched to WebGL1/ES2, Added Changelog, Updated links, Added ignore list, Fixed warning with older versions. Removed reliance on C++11 (would warn on some compiler). Improved html template, removed undesirable options, reduced log size. Tweaked main.cpp. (#2494) 2019-04-15 01:28:44 +02:00
882d480b5e Examples: Removed unused variable (will be used in docking branch tho, undo when merging!) 2019-04-15 01:01:39 +02:00
622556719e Merge branch 'standalone-emscripten' of https://github.com/nicolasnoble/imgui 2019-04-15 00:36:56 +02:00
a936d0669c Adding standalone Emscripten example. 2019-04-13 22:39:42 +02:00
e805ca29d8 Internals: Moved resize grips and borders to nav layer 1 so that testing system doesn't attempt to scroll to get them inside the InnerRect. 2019-04-13 18:51:32 +02:00
fb2626c21b Tests: Added hook/tweaks for imgui-test engine. + Fixed warnings. 2019-04-13 00:29:27 +02:00
30d81f53cb PlotLines, PlotHistogram: Ignore NaN values when calculating min/max bounds. (#2485) 2019-04-12 22:16:59 +02:00
ee02cdbf03 Internals, Docs: Added a bunch of clarification about ButtonBehavior in the form of a table (and to facilitate writing tests) 2019-04-12 17:49:40 +02:00
07a70dc972 Internals: Merge minor things from range_select branch. Added ImGuiButtonFlags_NoHoveredOnNav. Added IsItemToggledSelected() - unused here. Renaming. 2019-04-11 15:40:36 +02:00
570d0bbbda Demo: Comments, tweaks, removed some uses of ImColor helpers. 2019-04-11 15:23:54 +02:00
b8fe0df7df Examples: Null: Added Makefile. 2019-04-08 19:16:45 +02:00
1391904fd2 Internals: Selectable: Added ImGuiSelectableFlags_AllowItemOverlap in imgui_internal.h (~ #684, #2341) 2019-04-08 17:59:25 +02:00
b53630813e Internals: Tweak ItemSize calls. Added todo items. 2019-04-08 16:13:51 +02:00
42423d5ea4 Examples: Makefile: Tweaks so they are more consistent with each others. Added -g./opt/local includes for MacPorts on Mac OS X. (#297) 2019-04-07 23:02:07 +02:00
1295205cd4 Examples: Vulkan: Fixed warnings. (#2480) 2019-04-07 22:27:45 +02:00
ccca76fdea Merge branch 'vulkan_fix_master' 2019-04-07 16:22:47 +02:00
302af7b2c9 FAQ tweaks. Add missing entries in imgui.cpp (which until now where only in the README). 2019-04-07 16:22:41 +02:00
c43dab2414 Vulkan: Fix not incrementing semaphore index. (#2472, #2071) 2019-04-07 15:57:07 +02:00
e099a7dc74 Vulkan: Bits. Using IM_ALLOC/IM_FREE instead of new[] / delete[]. 2019-04-05 20:27:46 +02:00
c8fd4afd75 Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert to using the ImGui::MemAlloc()/MemFree() calls directly. 2019-04-05 20:20:24 +02:00
bd351e9ac5 Misc: Added IM_MALLOC/IM_FREE macros mimicking IM_NEW/IM_DELETE so user doesn't need to revert to using the ImGui::MemAlloc()/MemFree() calls directly. 2019-04-05 20:20:08 +02:00
6bc47dfe48 Vulkan: Removed superfluous vkInstance parameters being passed along. 2019-04-05 18:24:28 +02:00
452047c7ca Vulkan: Removed requirement for user to pass their own render buffer storage to ImGui_ImplVulkan_RenderDrawData(), this is managed internally. 2019-04-05 18:24:28 +02:00
ec76722d2d Vulkan: Added ImageCount to InitInfo structure (!= MinImageCount) will be needed for viewports. Renamed FramesQueueSize -> ImageCount. (#2472, #2071) 2019-04-05 17:22:24 +02:00
a45840746e Vulkan, Viewports: Fix for resizing viewport windows crashing. (#2472) 2019-04-05 17:04:12 +02:00
0034e65c26 Vulkan: Renaming demo/helper structures. Tidying up examples main.cpp. 2019-04-04 23:40:28 +02:00
4f54a527ab Vulkan: Renaming, we want InitInfo to source MinImageCount which is the "source" value (so viewport creation can use this). Made ImGui_ImplVulkan_DestroyFrameRenderBuffers public. (#2071) 2019-04-04 23:13:31 +02:00
86f5945f49 Vulkan: Storing user info into a single g_VulkanInitInfo structure to simplify code. 2019-04-04 23:13:31 +02:00
66f4be2e13 Vulkan: Added extra parameter to ImGui_ImplVulkan_RenderDrawData(). User is in charge of owning/storing 1 ImGui_ImplVulkan_FrameRenderBuffers per in-flight rendering frame. Removed ImGui_ImplVulkan_SetFramesQueueSize. (#2461, #2348, #2378, #2097, #2071, #1677) 2019-04-04 22:27:29 +02:00
6bf981c85c Vulkan: More renaming. Comments. 2019-04-04 22:20:01 +02:00
f586764cdd Examples: Vulkan: Merged helpers into ImGui_ImplVulkanH_CreateWindowData. Removed ImGui_ImplVulkan_InvalidateFrameDeviceObjects from API. Comments. (#2071) 2019-04-04 22:12:16 +02:00
54b8a65d9e Examples: Vulkan: Renamed QueuedFramesCount to FramesQueueSize. Moved Framebuffer, Backbuffer to FrameData structure. (#2071) 2019-04-04 22:12:15 +02:00
317859a3da Examples: Vulkan: Updated Changelog, removed debug code, tweaked code, made GLFW/SDL match each others. Initialize FrameDataForRender fields. Added Assertion. Clearing fields on DestroyFrameData(). (#2071) 2019-04-04 22:11:13 +02:00
c7eef99a33 Examples: Vulkan: Fixed tabs->space, removed extraneous braces and empty lines. (#2071) 2019-04-04 22:10:43 +02:00
b88a3b2711 Examples: Vulkan: Added calls to supports runtime changing back buffer count. (#2071) 2019-04-04 22:10:43 +02:00
1c3311e4d6 Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. 2019-04-04 22:09:26 +02:00
fc52364652 Tabs to Spaces, comments. 2019-04-03 17:25:02 +02:00
cdb109f617 Renamed freeglut vcxproj files + Comments, Changelog (#2465) 2019-04-03 16:25:35 +02:00
ece322ff12 freeglut -> glut rename 2019-04-03 07:19:31 -07:00
3fad375f5f ifdef freeglut extensions properly 2019-04-03 07:19:31 -07:00
81f70e5b7c Fixups for OSX 2019-04-03 07:19:31 -07:00
a402f5b9a9 Add makefile for freeglut 2019-04-03 07:19:31 -07:00
5c4cc370bb Examples: Vulkan: Added shader sources/references in the .cpp source. 2019-04-03 11:23:54 +02:00
8dab7ac021 InputText: Made Shift+Tab consistently do nothing regardless of whether the back-end emits both char and keys or just keys. (#2467, #1336) 2019-04-03 11:14:34 +02:00
da035ced97 InputText, Examples/SDL: Emulate \t input if back-end doesn't provide it. (#1336, #2467)
+ Fix some output filename in SDL build batch files.
2019-04-03 11:04:00 +02:00
01e29a3933 InputText: Fixed ImGuiInputTextFlags_AllowTabInput leading to two tabs characters being inserted if the back-end provided both Key and Character input. (#2467, #1336) 2019-04-03 10:45:51 +02:00
4a57507f75 InputText: Work-around for buggy standard libraries where isprint('\t') returns true. (#2467, #1336)
Not using isprint. + todo items.
2019-04-03 10:40:14 +02:00
e3cd6b1cbb Examples: Vulkan: Using IM_ARRAYSIZE() where possible. 2019-04-02 15:34:16 +02:00
3a737e665a Examples: Vulkan: Added missing support for 32-bit indices (#define ImDrawIdx unsigned int). + demo typo 2019-04-02 10:36:35 +02:00
d9568c717d Silencing -Wstack-protector (#2459) 2019-03-31 01:35:03 -07:00
e21bbee311 Examples: DirectX9: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). FreeType: Fixed suggested code to not require an initial build call.. (#2454) 2019-03-29 18:32:57 +01:00
163779da51 Examples: DirectX12: Various tidying up. 2019-03-29 16:23:37 +01:00
512d39d031 Examples: OpenGL3: Minor tweaks, clarifications + not calling glBindBuffer more than necessary in the render loop. 2019-03-29 16:17:30 +01:00
9a0e71a6ec Internals: Renamed the ImGuiWindow HiddenFrameXXX fields to decorrelate them from resizing behavior, as those values are set by other logic. 2019-03-28 15:41:49 +01:00
20188b19d6 Comments (#2441) + Freeglut fixes (#2430) 2019-03-26 12:16:23 +01:00
cf1b02e54e Rearrange code in UpdateMouseWheel(). (#2424, #1463) + Fix old io.FontAllowUserScaling feature (probably should be made obsolete, but until then best fixed) 2019-03-25 19:40:19 +01:00
1963cc59be Implement horizontal scrolling with Shift+Scroll
This is standard scrolling behaviour in most applications.
2019-03-25 19:09:40 +01:00
3d8ea352d1 InputText: Fixed selection background starts rendering one frame after the cursor movement when first transitioning from no-selection to has-selection. (Bug in 1.69) (#2436) [@Nazg-Gul] 2019-03-25 16:06:30 +01:00
abb7d7b18a InputText: Simplify read-only code path. 2019-03-25 15:50:23 +01:00
d9f6ba3035 IsWindowHovered() made change which should have no effect in master but fix result of IsWindowHovered(ImGuiHoveredFlags_ChildWindows) over multiple viewport in docking branch. (#2432) 2019-03-25 15:39:11 +01:00
a53c57152b Mention Julia binding in README (#2446)
Thank you!
2019-03-23 19:32:19 -07:00
221bf93a55 Comments, todo list, remove trailing spaces. 2019-03-17 00:56:21 +01:00
857381b9ca GetMouseDragDelta(): also returns the delta on the mouse button released frame. Verify that mouse positions are valid otherwise returns zero. Removed obsolete comment. Tweaked demo. (#2419) 2019-03-15 15:03:37 +01:00
ff03ae503b Examples: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early, and help users understand what they are missing. (#2421) 2019-03-15 13:09:07 +01:00
cf2c52282d Version 1.70 WIP 2019-03-15 13:07:30 +01:00
ebe79bbed0 Demo: Custom rendering: Minor sizing issue fix. 2019-03-13 15:44:23 +01:00
55c02099c5 Version 1.69, comments, typos 2019-03-13 15:29:43 +01:00
a26085ed53 Internals: Fixed Navigation from reaching ImGuiItemFlags_Disabled items (#211) + Examples comments 2019-03-12 22:23:56 +01:00
53e0c13be2 TabBar: Reworked scrolling policy (when ImGuiTabBarFlags_FittingPolicyScroll is set) to teleport the view when aiming at a tab far away the visible section, and otherwise accelerate the scrolling speed to cap the scrolling time to 0.3 seconds. 2019-03-12 20:57:02 +01:00
99d8425173 TabBar: Fixed Tab tooltip code making drag and drop tooltip disappear during the frame where the drag payload activate a tab. 2019-03-12 18:56:19 +01:00
cfa8f672f6 Examples: GLFW, SDL: Preserve DisplayFramebufferScale when main viewport is minimized. (This is particularly useful for the viewport branch because we are not supporting per-viewport frame-buffer scale. It fixes windows not refreshing when main viewport is minimized.) (#2416) 2019-03-12 18:27:14 +01:00
495065f790 Fixed Clang and PVS warnings. 2019-03-12 12:08:51 +01:00
f254168335 InputText: Fixed c779fbb leading to display of the wrong buffer when resizing a buffer. (#2400, #2006, #1443, #1008). 2019-03-12 11:56:40 +01:00
897badec7a Demo: InputText: Demonstrating use of ImGuiInputTextFlags_CallbackResize. (#2006, #1443, #1008). 2019-03-12 11:24:49 +01:00
a92c587c75 Added GetGlyphRangesVietnamese() helper. (#2403) 2019-03-11 22:02:59 +01:00
65c2220049 Internal: Removed unused fields from ImGuiMenuColumns. 2019-03-11 20:14:56 +01:00
6767b0a1b0 Examples: Win32+DirectX: moved helper functions below main. 2019-03-11 16:00:18 +01:00
b5d57a6615 Fix typos. (#2413) 2019-03-09 10:10:17 +01:00
17c567c3a9 Don't use const qualified parameters in declarations.
This fixes warnings from clang-tidy like this:

    parameter 'v_max' is const-qualified in the function declaration;
    const-qualification of parameters only has an effect in function definitions

Since values (rather than references or pointers) don't need to be
const, they don't need to be marked that way in the function declaration.
2019-03-08 18:21:11 +01:00
79bb4ce128 Added ImGuiColorEditFlagsFlags_InputHSV. (#2383, #2384) 2019-03-08 18:16:41 +01:00
8e0e91827f ColorEdit: Fixed tooltip not honoring the ImGuiColorEditFlags_NoAlpha contract of never reading the 4th float in the array (value was read and discarded). (#2384) 2019-03-08 18:16:41 +01:00
66936880ba Moved placeholder sections to match Docking branch. Comments. 2019-03-08 18:16:41 +01:00
3b11505481 Fix typos. (#2411) 2019-03-08 17:52:32 +01:00
f717df4eb6 Internal: Columns: Allow to use BeginColumns(1) so code designed for variable number of columns can still call NextColumn etc. (#125) 2019-03-07 18:22:28 +01:00
e9651aaa77 TabBar: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with scrolling policy enabled) or if is currently appearing. 2019-03-07 17:45:59 +01:00
1c23981782 Made ImS8 and ImS16 explicitly signed in case some crazy SDK decide to flip the signedness over. (#2408) 2019-03-07 16:10:44 +01:00
8464df1f6e Internals: ColorEdit: Minor optimizations. Initialize internal arrays as static const, avoid unnecessary HSV->RGB conversion. 2019-03-06 19:30:34 +01:00
ea8158acdf Demo: Renamed ShowHelpMarker() -> HelpMarker(). Fixed minor PVS warning. Removed unnecessary casts. 2019-03-06 18:24:07 +01:00
510342f024 Examples: DirectX9: Minor changes to match the other DirectX examples more closely. (#2394) 2019-03-06 18:00:04 +01:00
c779fbb651 InputTextWithHint: Fix for Password fields. Update changelog, demo. (#2400) 2019-03-06 17:33:24 +01:00
ab80ee6453 Added InputTextWithHint() (#2400)
Squashed commit of the following:

commit 1970d84051d3878f8c1354d9c33c795d9c66143f
Author: Lucas Lazare <lazarelucas@yahoo.fr>
Date:   Tue Mar 5 12:20:39 2019 -0500

    Removing sneaky tabulations #2 (why, editor T-T)

    I should update my settings, I guess

commit 219bdfcb7fbd17edf3048cb0edfde2532e4d6ac3
Author: Lucas Lazare <lazarelucas@yahoo.fr>
Date:   Tue Mar 5 12:17:27 2019 -0500

    Removing useless check introduced in b0d172

commit 8afd7a2b459df0eb14eca88d832d2bebd1e684e6
Author: Lucas Lazare <lazarelucas@yahoo.fr>
Date:   Tue Mar 5 11:49:24 2019 -0500

    Removing sneaky tabulations

commit 8e0490863126d63cafc782a6aac8707e44f95653
Author: Lucas Lazare <lazarelucas@yahoo.fr>
Date:   Tue Mar 5 11:45:13 2019 -0500

    Moving InputTextHinted code to InputTextEx

commit b0d1723a2fb02d17ba15b9c1e679dedbbe3c17fd
Author: Lucas Lazare <lazarelucas@yahoo.fr>
Date:   Tue Mar 5 00:23:02 2019 -0500

    C++11 to C++98

commit 9afeae399826015357962607b4aeb0109fde698e
Author: Lucas Lazare <lazarelucas@yahoo.fr>
Date:   Mon Mar 4 23:43:28 2019 -0500

    Added InputTextHinted
2019-03-06 17:33:05 +01:00
fe48368cb2 InputText: Moving some code in anticipation of supporting hint display with password. This commit is aimed at having no visible side effect. (#2400) 2019-03-06 15:45:11 +01:00
344140004b Fixed IsItemDeactivated()/IsItemDeactivatedAfterEdit() from not correctly returning true when tabbing out of a focusable widget (Input/Slider/Drag) in most situations. (#2215, #1875)
+ Minor renaming of a local variable in widget code.
2019-03-05 22:09:25 +01:00
26328fc9fe Internal: Tabbing/Focus: Tidying up old code, moved some state to context instead of window. Storing new data will allow us to fix the bug mentioned in #2215 (probably in next commit). 2019-03-05 19:51:27 +01:00
9c45072cb0 Demo: Added flags to InputTextMulttiline() demo. 2019-03-05 19:25:07 +01:00
076be7ec41 MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67). 2019-03-05 19:00:19 +01:00
ce4e62649a Internal: Tabbing: Tweaks to FocusableItemRegister and using the standard mechanism to allow/block Tab being interpreting by tabbing instead of InputText() widget. 2019-03-05 18:24:59 +01:00
1ed3c4cf4a Internal: Text: Extracted TextUnformatted into TextEx over which we can freely atter the signature. Clarified current large text behavior of TextUnformatted with explicit ImGuiTextFlags_NoWidthForLargeClippedText flag (always set). 2019-03-05 17:35:45 +01:00
622a27506a Text: Fixed large Text/TextUnformatted call not declaring its size when starting below the lower point of the current clipping rectangle. Somehow this bug has been there since v1.0! It was hardly noticeable but would affect the scrolling range, which in turn would affect some scrolling request functions when called during the opening frame of a window. 2019-03-05 15:23:11 +01:00
ac4842fa17 Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380) 2019-03-05 12:03:54 +01:00
f4dd990e38 Comments and Issue Template 2019-03-05 11:03:32 +01:00
94e794f81b Renamed GetOverlayDrawList() to GetForegroundDrawList() for consistency. Kept redirection function (will obsolete). (#2391)
Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo.
2019-03-04 16:35:50 +01:00
96b13760d4 Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered behind every other windows. (#2391) 2019-03-04 16:10:51 +01:00
beb3062dc5 Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier] 2019-03-03 23:34:28 +01:00
9d1a392d7d Examples: OpenGL: Comments about versions and loaders. (#2393, #2351) 2019-03-03 23:25:51 +01:00
1c67d09c0b ColorPicker: Fix assertion when running in a collapsed window and dragging its title bar (#2389) 2019-03-01 00:06:36 +01:00
1d0b4df3d9 Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f). Internal: ImHash functions tweaks. Added InputText() to query status section. 2019-02-28 22:57:22 +01:00
f02705fbaa InputInt, InputScalar: +/- buttons now respects the natural type limits instead of overflowing or underflowing the value. 2019-02-27 18:59:17 +01:00
736d3e2654 DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types. We are reusing function instances for larger types to reduce code size. (#643, #320, #708, #1011) 2019-02-27 18:16:03 +01:00
525a53a86b Comments 2019-02-27 17:26:18 +01:00
ac47710db7 Internal: InputText: Tweaks to make PVS static analyzer relax a little with its false positive. 2019-02-27 16:49:55 +01:00
6de09a5e48 Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is anticipation of adding new flags to ColorEdit/ColorPicker functions which would make those ambiguous. (#2384) [@haldean] 2019-02-27 16:45:58 +01:00
8a2f6866a6 add _Show prefix to color flags that control inputs, rename __InputsMask to __ShowMask
This is anticipation of changing __InputsMask to control the format of
input colors, and adding _InputRGB and _InputHSV to change how input
colors are interpreted.
2019-02-27 16:24:15 +01:00
688035b5f4 Added px_render_imgui.h (#1935) 2019-02-27 15:06:11 +01:00
cef77098ab Update README.md 2019-02-27 15:00:41 +01:00
75641926e1 Merge branch 'allegro-touch' of https://github.com/dos1/imgui into dos1-allegro-touch
# Conflicts:
#	examples/imgui_impl_allegro5.cpp
2019-02-27 14:39:41 +01:00
def723b6b6 Plot: Fixed error in 5e3a1de (#2387) 2019-02-27 14:34:11 +01:00
5e3a1de4e6 Plot: Fixed divide-by-zero in PlotLines() when passing a count of 1. (#2387) [@Lectem] 2019-02-27 14:25:37 +01:00
cf3cb7cf7e InputText: Fixed various display corruption related to swapping the underlying buffer while a input widget is active (both for writable and read-only paths). Often they would manifest when manipulating the scrollbar of a multi-line input text. 2019-02-26 12:50:44 +01:00
b7b82520b4 Internal: InputText: Minor changes (intended to have side-effect but clarify next commit, however there is rarely such a thing as zero side effect in InputText land!) 2019-02-26 12:28:27 +01:00
439f726945 InputText; Disabled rendering selection when inactive (it kinda work but I'm not sure this is desirable especially for single-line input, was not intended to be active). 2019-02-24 23:31:00 +01:00
5d7bd2309b Fixes warning caused by a missing switch/case. (#2382, #2381) 2019-02-24 23:19:36 +01:00
c3ea1748dc Fix -Wconversion warning (#2379)
The warning was caused by implicit conversion from pointer type which
NULL has to non-pointer type, e.g. if ImTextureID is long int
2019-02-24 18:35:52 +01:00
6f80179a1d InputText: Fixed deactivated but-last-active InputText instance holding on displaying the last active version of the text and not reflecting change in the source. Fix/amend 2e9a175. [+test] 2019-02-23 17:04:54 +01:00
6cbf4b8121 Fixed uninitialized variable (leading to asserts in the docking branch). (#2376, #2371) 2019-02-23 17:00:59 +01:00
9558e327d2 Log/Capture: Fixed extraneous leading carriage return. Fixed an issue when empty string on a new line would not emit a carriage return. 2019-02-23 16:22:55 +01:00
cd67d4d3c1 Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute tree depth instead of a relative one. Fixed CollapsingHeader trailing ascii representation being "#" instead of "##". Minor tidying up the of code. 2019-02-23 16:07:01 +01:00
2cd7de5666 Internal: Log/Capture: Rework to add an internal LogToBuffer() function which is useful for writing automated tests. Clarified logging state by adding an enum. 2019-02-23 15:57:06 +01:00
3eba840053 Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigation to the menu layer. (follow and extend on e.g #369, #370) 2019-02-23 14:50:36 +01:00
9da48c16c5 TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to hard crashes any more, facilitating integration with scripting languages. (#1651) 2019-02-22 12:27:41 +01:00
0f83145aa8 TabBar: Fixed a crash when using BeginTabBar() recursively (didn't affect docking). (#2371)
Added ImPool::Contains() helper.
2019-02-22 12:24:27 +01:00
f988618ebe Internal: InputText: Tweaks (including a large indentation change, compare ignoring space) to make next commit more digestible. 2019-02-21 23:06:26 +01:00
be593f2c16 Internal: InputText: refactor the flow to easily decorrelate rendering of selection vs cursor, which would allow us to render selection on inactive items, and generally makes the code clearer. + Some renaming. 2019-02-21 22:56:09 +01:00
332f8f2462 Internal: InputText: Made clipboard copy/cut use its own temporary buffer (like paste) so we can guarantee that TempBuffer if not altered and can be preserved. Renamed TempBufferA to TextA to celebrate this. 2019-02-21 19:55:37 +01:00
81a8730022 Internal: InputText: Renamed is_editable to !is_readonly, Hopefully more explicit. Renamed internal member. Shuffled some code. Added comments, assert (_will_ trigger on !readonly > readonly edge, old bug). 2019-02-21 19:55:36 +01:00
cc3be5d428 InputText: Fixed an edge case crash that would happen if another widget sharing the same ID is being swapped with an InputText that has yet to be activated. 2019-02-21 19:55:36 +01:00
2e9a175057 Internal: InputText: Refactor to clarify access pattern to the InputTextState (we are now accessing via a pointer which can be NULL, shortened its name while we are at it) + added an assert to track an issue that existed already before. 2019-02-21 19:55:36 +01:00
677e64e71e Internal: InputText: Comments. Renamed internal member. Renamed ImGuiStb->ImStb. 2019-02-20 21:34:08 +01:00
79f7778e48 Moved binaries to dearimgui.org/binaries 2019-02-20 15:11:18 +01:00
2068dd509c Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if the OpenGL headers/loader happens to define the value. (#2366, #2186) 2019-02-20 14:31:19 +01:00
782b747a17 InputText: Renamed some local variables to clarify code. Should be a no-op functionality wise. TODO items. 2019-02-20 00:45:45 +01:00
7c51cba74f InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367) 2019-02-20 00:20:11 +01:00
257f5d204e Version 1.69 WIP 2019-02-20 00:11:36 +01:00
93b06e6e7c Internal: Changed Scrollbar() signature. Using GetScrollbarID() in InputTextMultiline().
Removed multiple semi-colons (#2368)
2019-02-20 00:08:21 +01:00
91cc32379d Updated binaries (now auto-generated by a script! next step would be to slowly transition all this stuff into a public repo) 2019-02-19 20:27:47 +01:00
d0c98bf880 Examples: VS: Made project paths independant of SolutionDir so they can be built aside from the solution. 2019-02-19 20:13:06 +01:00
77833003ff Fixed unused argument warning when compiling with IM_ASERT() evaluating to an empty macro. 2019-02-19 17:32:14 +01:00
3c15dffc94 Version 1.68 2019-02-19 12:50:46 +01:00
f5bf6e38d2 Font: Fixed assert when specifying duplicate/overlapping ranges within a same font. (#2353, #2233) 2019-02-18 12:11:46 +01:00
db40699990 imgui_freeetype: Updated suggested test code. 2019-02-18 12:08:19 +01:00
d972533d09 Examples: Vulkan: Rewrote scissor processing to match other examples more closely. Removed extraneous +1 of scissor extent height. 2019-02-16 12:33:38 +01:00
dd14adc731 Examples: Vulkan: Support draw_data->FramebufferScale correctly matching a79785c for on Metal/GL2/GL3. (#2306, #1676) 2019-02-16 12:32:44 +01:00
f977871854 ImFont: Minor adjustment to the structure.
Examples: Removed unused variable.
2019-02-15 18:56:08 +01:00
76dbff37cd Selectable: Tweaks for #2347 (demo, changelog, member position) 2019-02-14 20:29:50 +01:00
b277cfffc8 Selectable: add support for specifying text alignment on selectables (#2347)
Adds a style variable to Selectable that allows clients to specify the
text alignment within Selectables, adds a section in the demo to
demonstrate selectable text alignment, and a pair of sliders in the
style editor to change selectable alignment on the fly.

In terms of implementation, this one is extremely simple: Selectable was
already calling an API that supports text alignment, but had hard-coded
it to top-left. This changes that to just pass the style variable
straight through to RenderTextClipped. Backwards-compatibility is
preserved by defaulting the text_align parameter to (0, 0), i.e.,
top-left.

This also fixes a bug with selectable text rendering that caused
right-aligned text in a selectable to be clipped incorrectly, because
the wrong clipping rectangle was being used.
2019-02-14 19:38:57 +01:00
93d1179805 Examples: Extracted gamepad code into ImGui_ImplGlfw_UpdateGamepads(). Renamed matching Win32 function for consistency.
Added more link to nothing's oversample document. Spacing bits.
2019-02-14 19:29:09 +01:00
3c07ec6a61 Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame).
Causing too many subtle side-effect, e.g. IsNavInputPressed() would return true multiple times in a row.
2019-02-14 17:14:29 +01:00
2206df9e7a Demo: Added Auto-Scroll option in Log/Console. Comments. Removed some ImColor() uses. 2019-02-14 14:08:36 +01:00
8522a4bbea Fixed Clang warning ("multi-line comment"). XCode also also "space between \ and carriage return". Perhaps it would work with 2 spaces? Adding a dot for now.. 2019-02-14 14:08:00 +01:00
0236bc246f Scrollbar: Fade out and disable interaction when too small, in order to facilitate using the resize grab on very small window, as well as reducing visual noise/overlap. (+1 squashed commits)
Internals: Added GetScrollbarID(). (#1185)
2019-02-14 14:07:59 +01:00
57a586b4f1 Font: Moved functions to internal block (not enforced). Made ConfigData pointer const. Added link to stb's notes. 2019-02-13 18:21:21 +01:00
fcdf704dfa Changelog: Added changelog from 1.40 to 1.47 (pasted from the Releases section) + some wrapping. 2019-02-13 14:55:28 +01:00
cbc8e57410 Update README.md - change imgui-sfml link (#2345)
Changed link from https://github.com/EliasD/sfml to https://github.com/eliasdaler/sfml (no redirect + more reliable)
2019-02-13 11:50:14 +01:00
417cf2237f Font: Fixed high-level ImGui::CalcTextSize() used by most widgets from erroneously subtracting 1.0f*scale to calculated text width. Among noticeable side-effects, it would make sequences of repeated Text/SameLine calls not align the same as a single call, and create mismatch between high-level size calculation and those performed with the lower-level ImDrawList api. (#792) 2019-02-12 22:43:56 +01:00
0640b6e67c Shallow tweaks 2019-02-12 22:15:19 +01:00
cc80d8e118 Examples: Metal: Compilation fix. 2019-02-12 10:30:09 +01:00
169e3981fd Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings. 2019-02-11 19:09:54 +01:00
d16dbc5b87 Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky] 2019-02-11 18:52:08 +01:00
a79785c0b9 ImDrawData: Added FramebufferScale field (currently a copy of the value from io.DisplayFramebufferScale).
This is to allow render functions being written without pulling any data from ImGuiIO, allowing incoming multi-viewport feature to behave on Retina display and with multiple displays. If you are not using a custom binding, please update your render function code ahead of time, and use draw_data->FramebufferScale instead of io.DisplayFramebufferScale. (#2306, #1676)
Examples: Metal, OpenGL2, OpenGL3: Fixed offsetting of clipping rectangle with ImDrawData::DisplayPos != (0,0) when the display frame-buffer scale scale is not (1,1). While this doesn't make a difference when using master branch, this is effectively fixing support for multi-viewport with Mac Retina Displays on those examples. (#2306) Also using ImDrawData::FramebufferScale instead of io.DisplayFramebufferScale.
Examples: Clarified the use the ImDrawData::DisplayPos to offset clipping rectangles.
2019-02-11 18:52:08 +01:00
ef7940699e Examples: Metal: Removed unnecessary loop. Fixed OSX Clang warning in imstb_truetype. (#1929, #1873) 2019-02-11 17:38:34 +01:00
4b41d3b280 ImFont: Rearranged members toward an optimal CalcTextSize() loop. Removed comments from destructor. Made constructor more explicit. 2019-02-09 15:54:47 +01:00
539f69b950 Updated STB libraries to latest (drift has been reduced with nothings/stb as most of our changes were merged). Using [DEAR IMGUI] markers when changed. 2019-02-08 15:24:59 +01:00
00c637961b Demo: Font selector allow selecting fonts with same debug name. (#2332) 2019-02-08 14:59:09 +01:00
afc36cf802 Window: Fixed initial width of collapsed windows not taking account of contents width (broken in 1.67). (#2336, #176) 2019-02-08 14:34:42 +01:00
1b63ded8fa Tabs: Fixed border (when enabled) so it is aligned correctly mid-pixel and appears as bright as other borders. 2019-02-07 12:07:53 +01:00
29d38b59d0 ListBox/InputTextMultiline: Better optimized when clipped / non-visible. 2019-02-06 14:46:14 +01:00
62084aac0f DragScalarN, SliderScalarN, InputScalarN: Removed unnecessary string id after the integer PushID() calls. 2019-02-06 14:39:00 +01:00
f366828dd2 Minor tweaks to reduce false positive of PVS Studio static analyzer. 2019-02-06 13:16:52 +01:00
5bdc7d7a6f Menus: Tweaked horizontal overlap between parent and child menu (to help convey relative depth) from using style.ItemSpacing.x to style.ItemInnerSpacing.x, the later being expected to be smaller. (#1086) 2019-02-06 12:32:10 +01:00
e3dd95d335 Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions which are useful to implement variety of undo patterns. (#820, #956, #1875) 2019-02-06 11:52:42 +01:00
c59611a3b3 InputText: Fixed redo buffer exhaustion handling (rare) which could corrupt the undo character buffer. (#2333) 2019-02-05 23:38:57 +01:00
97ed97b8ce Plot: Register an ID to take the click the same way as other framed widgets. Set HoveredId in the FramePadding zone (between inner_bb and frame_bb). 2019-02-05 21:17:04 +01:00
cef4e086ba Internals: Selectable: Fixed rendering width miscalculation when starting pos is not line start pos, which would generally be unnoticeable. Could affect group lock X with a smaller SetCursorPos value but that's unlikely to be used. 2019-02-05 21:17:00 +01:00
b8c24aff4c Internals: EndGroup: Removed unnecesary parameter to ItemSize() 2019-02-05 21:16:54 +01:00
521470b3cd Internals: Removed unnecessary code. 2019-02-05 21:16:32 +01:00
5a95c77388 Merge branch 'master' of https://github.com/ocornut/imgui 2019-02-05 13:53:09 +01:00
b980e0077a Tabs: Moved Tab List Popup to left-side to match docking button. Highlight selected tab. (#261, #351) 2019-02-05 13:39:48 +01:00
d38f4dc143 Tabs: Non-docking tab bars are storing names to allow tab list button + whole style scaling. Added ImGuiTabBarFlags_TabListPopupButton flag to show a popup button on manual tab bars. Locking FramePadding for the scope of a tab-bar to avoid sheering/clipping of tab item. Made scaling of tab ellipsis less awkward. (#261, #351) 2019-02-05 13:23:44 +01:00
d93e3c17fc ImGuiTextBuffer: Fix size() to allow using ImGuiTextBuffer with resize(0) patterns. 2019-02-05 13:16:23 +01:00
65c972e9e4 Update README.md 2019-02-05 11:45:19 +01:00
f7c879eb60 RadioButton: Fixed label horizontal alignment to precisely match Checkbox(). + Internals: Checkbox, RadioButton: Single call to ItemSize() for flow layout purpose. 2019-02-04 23:34:32 +01:00
0b05ba18df Internals: DragScalar, SliderScalar: Calling ItemSize before ItemAdd as with every other widgets so we can more easily rearrange the signature of ItemXXX functions (toward allowing non-rounded sizes for scaling and flow layout). 2019-02-04 23:34:27 +01:00
8e44aacc8e Fonts: Fixed crash if FontGlobalScale is zero. Correctly debug naming default font if not 13 px. Demo: Moved PopupRounding along with other rounding values. Metrics: Displaying indexes with idx to be correct / less misleading. 2019-02-04 23:34:20 +01:00
c23a19c26f Internals: Exposed internal SetWindowPos to imgui_internal.h (for imgui-test) 2019-02-03 17:29:51 +01:00
ac6d474103 Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). 2019-02-01 16:37:07 +01:00
5fc6899dc2 Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt] 2019-02-01 15:13:54 +01:00
5cb7040f66 Internals: Tracking dummy select scope id (currently always zero) to facilitate merging of the range_select branch. (#1861) 2019-02-01 12:14:38 +01:00
d5945aa25b Internals: Minor changes to TreeNodeBehavior() and Selectable() for the benefit of fhe range_select branch. (#1861) 2019-02-01 12:14:38 +01:00
0d4a2a2cd0 Internals: Track ActiveIdHasBeenPressed (similar to ActiveIdHasBeenEdited). This is currently mostly for the benefit of the range_select branch. (#1861) 2019-02-01 12:14:37 +01:00
52a9f8bd3e Merged from Docking branch: Various small changes, comments, typos fixes, moved blocks. To reduce overall drift. Should be no-op. 2019-02-01 10:26:08 +01:00
699e945a82 Merged from Docking branch: non-const ImVec2[] operator. 2019-02-01 10:22:46 +01:00
2d363fa315 Fixed doc typo (#2326) 2019-01-31 14:19:15 +01:00
16c0a0217c Updating supporter list. 2019-01-31 13:45:46 +01:00
1fb57c97c6 Internals: InputScalarAsWidgetReplacement: Fixed seemingly unnecessary calling of SetActiveID/SetHoveredID every frame, which in turns allow us to remove the g.ActiveIdAllow/Block settings duplicated. 2019-01-30 15:41:20 +01:00
fb4f1ff7f6 InputText: Fixed a bug where ESCAPE would be first captured by the Keyboard Navigation code. (#2321, #787) 2019-01-30 15:16:09 +01:00
158995f271 InputText: Fixed a bug where ESCAPE would not restore the initial value in all situations. (#2321) [@relick] 2019-01-30 13:15:14 +01:00
0a233a505d imgui-test: Added extra item info callbacks. Using nav_bb for interactions when possible. Comments, Demo tweaks. 2019-01-30 12:53:01 +01:00
aacf993ee1 ImStrncpy: Fixed -Wstringop-truncation warning on GCC8 (#2323) 2019-01-30 10:19:40 +01:00
ed240c910b Demo: Fixed "Log" demo not initializing properly, leading to the first line not showing before a Clear. (#2318) [@bluescan] 2019-01-29 14:36:55 +01:00
8a4422b2fa Fixed CloseCurrentPopup() on a child-menu of a modal incorrectly closing the modal. (#2308) 2019-01-27 23:54:17 +01:00
13ca2fe845 Silence XCode static analysis false positive (#2309) 2019-01-27 23:30:44 +01:00
8a605354ef Replacing one of the third-party Python bindings. (#2312)
Removing the unmaintained CyImGui (only 7 commits, last one made in 2015) and replacing it with bimpy.
2019-01-27 21:59:48 +01:00
b26ac92a12 Revert "Added PushID(size_t sz) helper (may not be useful/meaningful for non C/C++ languages)."
This reverts commit 20bc06af70.
2019-01-27 16:43:56 +01:00
f56d9b74cc Nav: Removed unnecessary test (always failing). 2019-01-27 16:37:02 +01:00
4e8e177cac Persistently fixing some PVS-Studio static analyzer false positive warnings. 2019-01-27 16:35:48 +01:00
ee3b4f2bf1 Using IM_UNUSED() macro. 2019-01-27 16:23:23 +01:00
c3c2cd1e82 Fix various XCode and PVS-Studio static analyzer warnings (#2309) 2019-01-27 16:18:23 +01:00
20bc06af70 Added PushID(size_t sz) helper (may not be useful/meaningful for non C/C++ languages). 2019-01-27 16:18:23 +01:00
e55678adec Update README.md (changed e-mail address) 2019-01-24 18:31:31 +01:00
a8277ca873 Reoder Python bindings 2019-01-23 20:04:08 +01:00
c362a96a3f When resizing from an edge, the border is more visible and better follow the rounded corners. Border rendering moved to RenderOuterBorders so it can be called in a different order for docking. (#1495, #822) 2019-01-23 19:21:25 +01:00
ab9cd44c89 Examples: DirectX9: Fix Clang warning. 2019-01-22 13:47:15 +01:00
f14f93ef6e Fixed range-version of PushID() and GetID() not honoring the ### operator to restart from the seed value. 2019-01-21 16:50:27 +01:00
28901dd104 Internals: Tweaks. Comments about PushID/GetID public function. 2019-01-21 16:50:27 +01:00
f994b8aab8 ImHash: Moved crc32 table out of the function so it can be shared, also avoid cases were compiler tries to makes its initialization thread-safe. 2019-01-21 16:50:27 +01:00
1e4cf67a53 avoid floating point exception when _EM_OVERFLOW is enabled (#2303) 2019-01-21 16:43:07 +01:00
ea7206fd4f Fixed using imgui_freetype.cpp in unity builds. (#2302) 2019-01-21 13:58:29 +01:00
54ba8a643e Removed trailing spaces from text files. (#2038, #2299) 2019-01-20 22:23:29 +01:00
00ffdb9fa9 ImGuiTextBuffer: Added append() function (unformatted). 2019-01-20 22:21:26 +01:00
259f3c78a2 Examples: OpenGL2: Added (yet another) comment/instruction against using opengl2 with modern OpenGL. (#2297) 2019-01-20 18:13:39 +01:00
2c38b32db1 Removed trailing spaces (#2038, #2299) 2019-01-20 17:56:17 +01:00
e837099b67 Update for stb_ files. (#2038) 2019-01-20 17:51:51 +01:00
f94ba546ba Added checks for "zero-as-null-pointer-constant" warnings for older Clang (#2299, followup to #2277) 2019-01-20 17:46:00 +01:00
8a63c72ac4 Fix the year for screenshot gallery part 7 and 8 links (#2298) 2019-01-19 20:45:17 +01:00
fcd61e0c59 Comments about DLL boundaries and using TLS variables for GImGui. (#2292) 2019-01-18 23:04:45 +01:00
92d29531fa Qt links 2019-01-18 11:34:25 +01:00
295ada0364 Examples: Win32: Using wc.lpszClassName instead of duplicating the literal. + tweak README format. 2019-01-17 18:30:15 +01:00
b8020032f9 Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264) 2019-01-17 16:55:23 +01:00
bebb07f12d ImFontAtlas: Added 0x2000-0x206F general punctuation range to default ChineseFull/ChineseSimplifiedCommon ranges. (#2093) 2019-01-17 16:48:11 +01:00
872477548b Examples: Win32: Using IsChild() to be compatible with windows created within a parent. (#1951, #2087, #2156, #2232) 2019-01-17 11:45:32 +01:00
14c40242db Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2290) 2019-01-17 11:39:40 +01:00
f2c92808f8 EditorConfig: Further tweaks (#2038) 2019-01-16 22:02:42 +01:00
83810039d1 Add editor config for 4 spaces instead of tab. 2019-01-16 22:00:33 +01:00
8cbb91261e ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle" with a small number of segments (e.g. an hexagon). (#2287) [@baktery]
+ Demo tweaks
2019-01-16 17:47:49 +01:00
06aaf23877 Various tweaks and fixes as suggested by PVS Studio (thanks PVS Studio!) 2019-01-16 16:10:51 +01:00
882f1bc135 Examples: DirectX12: Targeting 10.0.14393.0 instead of 10.0.16299.0 (available on AppVeyor, and higher version doesn't seem necessary). 2019-01-16 15:10:31 +01:00
09f1cb642b FreeType: Minor tweaks previous commit (#2285) 2019-01-15 21:50:43 +01:00
daac9c7559 By default ImGuiFreeType will use ImGui::MemAlloc()/MemFree().
ImGuiFreeType::SetAllocatorFunctions() can be used to specify custom allocator.
2019-01-15 21:47:46 +01:00
f435aa193b Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled). 2019-01-15 21:19:02 +01:00
133f112af0 Examples: Win32: Using GetForegroundWindow() instead of GetActiveWindow() to be compatible with windows created in a different thread. (#1951, #2087, #2156, #2232) [many people] 2019-01-15 20:27:32 +01:00
95ee99e6aa Version 1.68 WIP 2019-01-15 20:19:05 +01:00
d38d7c6628 TODO update + internals: changed order or ImGuiLayoutType enums to allow using them for indexing. 2019-01-15 15:06:24 +01:00
b8c6e31c2d Fixed cursor issue caused by 6890e08b when calling BeginChild/EndChild multiple times to reappend into a same child window. (#2282) 2019-01-15 15:05:56 +01:00
7a5058e3bf Version 1.67 2019-01-14 17:41:44 +01:00
1da40df279 DragFloat: Fixed broken mouse direction change with power!=1.0. (#2174, #2206) [@Joshhua5] 2019-01-14 17:38:19 +01:00
6e41745f31 Added a bunch of diagnostic ignore to cope with Clang -Weverything being absurd. Also fixed two legit warnings. (#2277) 2019-01-13 18:57:46 +01:00
abdd39b700 Merge branch 'atlas_fixes' 2019-01-13 14:19:07 +01:00
7e78865613 Demo: Fixed bounds of DragFloat in Clipping section to avoid passing zero-sized to InvisibleButton(). 2019-01-12 19:48:07 +01:00
49994ceb6e FAQ entry, moved ImTextureId, Gallery links. 2019-01-12 19:48:07 +01:00
8df8482ef4 imgui_freetype: Fixed redundant FT_Load_Glyph() calls, unused parameters, and compilation warning/error. (#2270) 2019-01-12 11:45:58 +01:00
651130002f ImFontAtlas: Fixed allocating for last bit (would only affect is that last codepoint is a multiple of 32). (#2270) 2019-01-11 15:25:43 +01:00
21828b08a0 ImFontAtlas: Rewrote FreeType based builder.
- Fixed abnormally high atlas height. (#618)
- Fixed support for any values of TexGlyphPadding (not just only 1). (#618)
- Atlas width is now properly based on total surface rather than glyph count (unless overridden with TexDesiredWidth). (#618)
- Fixed atlas builder so missing glyphs won't influence the atlas texture width. (#2233, #618)
- Fixed atlas builder so duplicate glyphs (when merging fonts) won't be included in the rasterized atlas. (#618)
2019-01-10 22:30:34 +01:00
9a9712807e ImFontAtlas: Rewrote stb_truetype based builder.
- Atlas width is now properly based on total surface rather than glyph count (unless overridden with TexDesiredWidth).
- Fixed atlas builder so missing glyphs won't influence the atlas texture width. (#2233)
- Fixed atlas builder so duplicate glyphs (when merging fonts) won't be included in the rasterized atlas.
2019-01-10 22:23:05 +01:00
e3ccc96789 Internals: Added ImBoolVector helper. 2019-01-10 16:10:02 +01:00
56caf7da29 imgui_freetype: Minor tweaks and comments. 2019-01-10 16:10:02 +01:00
7ed8e55fc7 ImVector: Added size_in_bytes() helper. 2019-01-10 16:10:02 +01:00
e4c19f5af1 ImFontGlyphRangesBuilder: Using 32-bits fields for storage instead of 8-bit ones, comments, todo. 2019-01-10 16:00:26 +01:00
7ffbcfe467 ImVector: Made reserve() another silly one-liner. It's not longer than other functions and our weird obsessions deserve to be carried with stringent consistence. + Comments 2019-01-10 15:51:09 +01:00
1f6e0b2f98 ImVector: Made a struct. Using T/T* in the code instead of value_type/iterator. Renamed index_from_pointer() to index_from_ptr() (was not documented, added in 1.63, users not supposed to use ImVector, hopefully not a big deal). 2019-01-10 15:51:08 +01:00
81eaa49773 Internals: Added comment index in imgui_internal.h 2019-01-10 15:51:08 +01:00
289569ef27 Update link to Magnum bindings. (#2269)
The various community projects that integrated Dear ImGui into Magnum
were merged together and are now an official part of the engine.
2019-01-10 14:58:59 +01:00
61a99f994e Minot internal tweaks, comments 2019-01-08 23:11:54 +01:00
9ad341902d ImDrawList: Optimized some of the functions for performance of debug builds where non-inline function call cost are non-negligible. 2019-01-08 17:37:22 +01:00
f53cd3ee0f Internals: LowerBound: Use raw pointer typedefs, we never use iterator anywhere else in the codebase.
Demo: Typo.
C98 fix.
2019-01-08 17:37:07 +01:00
57b1622afc Added IMGUI_USE_STB_SPRINTF (undocumented) (#1038) 2019-01-08 15:28:33 +01:00
b33977bc15 Tests: Reworking hook prototypes for imgui-test to be faster and multi-context friendly. 2019-01-07 23:59:05 +01:00
c2db7f63bd Selectable() should have an ID even though they are disabled, to be consistent with other widgets. Not sure of the reasoning ~1.41 which made this turn to 0. 2019-01-07 23:48:50 +01:00
3997e8b555 Fixed animated window titles from being updated when displayed in the CTRL+Tab list. + Adding overkill helpers for reusing buffers. (#787) 2019-01-07 22:46:42 +01:00
1ae7f88495 Tabs: Added ImGuiTabBarFlags_NoTooltip flag. (#261, #351) + added helpful assert 2019-01-07 18:07:09 +01:00
50faccf764 Demo: Log: Comments. Using clipper. Not linking with rand() anymore. 2019-01-07 17:33:02 +01:00
acfa4050ec Tweak changelog + tweak internal render helper functions. 2019-01-07 16:43:55 +01:00
5cb7ce2085 Renamed ImFont::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete). 2019-01-06 16:59:51 +01:00
1353c74dcf Comments/formatting on obsolete stuff 2019-01-06 16:37:57 +01:00
c3af134cc8 IO: Renamed InputCharacters[], marked internal as was always intended. AddInputCharacter() goes into a queue which can receive as many characters as needed during the frame. This is useful for automation to not have an upper limit on typing speed. Will later transition key/mouse to use the event queue later. 2019-01-06 16:37:42 +01:00
1705a81efb Moved ImVector higher up in imgui :( because we will need it in ImGuiIO. 2019-01-06 16:29:40 +01:00
8b5f635624 Added alternative Rust bindings 2019-01-06 14:43:43 +01:00
9ba202821f Nav: Fixed an keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary keep the focus on the parent window, which could steal it from newly appearing windows. (#787) 2019-01-04 19:03:56 +01:00
d223d1e951 Added bindings in Readme. Added internal IMGUI_DEBUG_LOG() helper. Comments, missing breaking changes note relative to imgui_impl_xxxx changes, not really part of core but worth adding in the imgui.cpp breaking change section. 2019-01-04 18:01:43 +01:00
4483320f0a Examples: Allegro 5: Properly destroy all globals on shutdown. (#2262) 2019-01-04 13:30:55 +01:00
6777544855 Added sanity check to debug parent/child ordering issues (they would generally manifest with an assert/crash in EndFrame bu tthis assert will catch some earlier). 2019-01-03 21:42:36 +01:00
ca6ac34f9d Natvis: Added Hidden info about ImGuiWindow. 2019-01-03 18:38:41 +01:00
25ac85f15d Examples: Downgrading projects to xcode 9.2 (maybe 8.0) (#2134)
* example_apple_opengl2: The deployment target was set to 10.12 from XCode 9.2.
* imgui_impl_metal: header not found by XCode 9.2.
* example_apple_metal: The deployment target was set to 10.12 from XCode 9.2.
2019-01-03 14:01:14 +01:00
64c66529ae Moving issue/pr template to docs/. Added links in README. 2019-01-03 13:35:53 +01:00
237109caa5 Internals: Extracted code out of EndFrame() into UpdateMouseMovingWindowEndFrame() 2019-01-02 23:08:32 +01:00
b3469fa94b Alternative fix for bug introduced in d845135 (#1651), fix CTRL+Tab and fallback tooltip. 2019-01-02 23:08:32 +01:00
3e30bfd6c9 Revert "Fixes crash/assert bug introduced in d845135 (#1651): would assert when showing the CTRL+Tab list and or fallback "...." tooltip."
This reverts commit 1b0e38df47.
2019-01-02 22:56:17 +01:00
1b0e38df47 Fixes crash/assert bug introduced in d845135 (#1651): would assert when showing the CTRL+Tab list and or fallback "...." tooltip. 2019-01-02 22:14:28 +01:00
d9a4cbc429 Examples: Comments about GLFW/SDL versions 2019-01-02 16:04:13 +01:00
c017a4fb5f Moved guidelines to issue #2261 to Pin and increase visibility for now. 2019-01-02 14:28:49 +01:00
acacd93836 Renamed extra_flags to flags in InputXXX parameters. 2019-01-02 11:08:14 +01:00
c738f9ef92 InputFloat: When using ImGuiInputTextFlags_ReadOnly the step buttons are disabled. (#2257) 2019-01-02 11:03:56 +01:00
6b97ded438 Happy new year! & comments 2019-01-02 10:57:57 +01:00
e21bc44684 Comments: fixed missing line in the "how a simple rendering function may look like" section (#2258) 2019-01-02 09:57:25 +01:00
d845135273 Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function itself at the call site (instead of being reported in EndFrame). Past the assert, they don't lead to crashes any more. Missing calls to End(), pass the assert, should not lead to crashes any more, nor to the fallback/debug window appearing on screen. (#1651). 2018-12-23 18:00:37 +01:00
a9a60a24c1 Tweaked asserts 2018-12-23 17:51:50 +01:00
2889a14f86 Build fix for master. 2018-12-21 16:45:24 +01:00
b1cd52b674 Examples: SDL: Avoid testing for SDL_GetKeyboardFocus() on Android and iOS (like Emscripten). (#421) 2018-12-21 16:41:29 +01:00
d5b22fb635 Examples: Setting up style before bindings, so in complex binding (vulkan/dx12) it isn't miles away from the context creation. 2018-12-20 22:58:34 +01:00
b471813f54 Made it illegal to call Begin("") with an empty string. This somehow accidentally worked before but had various undesirable side-effect as the window would have ID zero. In particular it is causing problems in viewport/docking branches. 2018-12-20 20:01:02 +01:00
39dde66b21 IO: Realigned all fields, very minor comments change. This is nearly a no-op if you don't ignore Spaces. 2018-12-20 11:48:52 +01:00
5691385a33 IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by back-ends. (#2004 + for cimgui) 2018-12-20 11:41:24 +01:00
8399fb5071 Changed ImGuiCol_ChildBg to (0,0,0,0) in Dark style instead of (1,1,1,0), to match other styles. Shouldn't have any effect for the end-user. 2018-12-19 15:20:18 +01:00
6890e08bc5 Fixed using SetNextWindowPos() on a child window (which wasn't really documented) position the cursor as expected in the parent window, so there is no mismatch between the layout in parent and the position of the child window. Demo tweak and adding some child window stuff 2018-12-19 15:19:31 +01:00
89ac0ea7c1 Various user-facing comments 2018-12-19 11:19:55 +01:00
84d1ce3958 Tidying up README, moved entries to FAQ, updated screenshots, removed comma in title. 2018-12-18 16:17:27 +01:00
ca953f0fee Fix merge issue on master. 2018-12-18 15:11:11 +01:00
ae76a1fda7 Window, Focus, Popup: Fixed an issue where closing a popup by clicking another window with the _NoMove flag would refocus the parent window of the popup instead of the newly clicked window. 2018-12-18 15:01:15 +01:00
510ca373a2 Moved setting up NavHideHighlightOneFrame from lower-level ClosePopupToLevel() to CloseCurrentPopup() with an explanation. (Followup on 68d3e139a7) 2018-12-18 14:59:22 +01:00
1a6ec208cc Docs: various updates, rewording, clarifying the purpose of a PR. 2018-12-18 12:02:55 +01:00
65dac02171 Internals: Popups: Renamed CurrentPopupStack to BeginPopupStack which is much less ambiguous. 2018-12-14 18:44:17 +01:00
f6f5c51106 Internals: Popups: EndMenu() calls ClosePopupToLevel(g.CurrentPopupStack.Size) which is more correct. 2018-12-14 18:42:28 +01:00
f1c7596409 Internals: Popup related comments. Renamed the misleading internal ClosePopup() function. Added bool* test to BeginPopupModal in demo. 2018-12-14 18:42:22 +01:00
587506dd57 Tests: Changed prototype of ImGuiTestEngineHook_ItemAdd to match functions called in same spot. Made ButtonBehavior submit fallback item info if ItemAdd() was not called (for resize grips, resize borders, scrollbar, columns, etc.) 2018-12-14 11:27:02 +01:00
8497948ba0 Comments, minor tweaks. 2018-12-13 19:17:36 +01:00
1b263f6ab0 Tabs: Fixed support for drag and drop ImGuiButtonFlags_PressedOnDragDropHold. (#261) incorrectly missing from the merge from Docking branch. 2018-12-11 19:37:22 +01:00
febc3e6aa1 Internals: Windows hidden with HiddenFramesRegular (but NOT HiddenFramesForResize) preserve their SizeContents, so restoring a auto-resize window after it's been hidden by tabs won't reset its size for a frame. Arguable. Let's see how it goes. (Followup to b48e295bddbf965d7382ec5578ed05d2fe601114) 2018-12-11 19:19:12 +01:00
d9a84de9d9 Contents size is preserved while a window collapsed. Fix auto-resizing window losing their size for one frame when uncollapsed. 2018-12-11 19:08:06 +01:00
ccce47c6a2 Demo: Using Tabs in Style Editor and Simple Layout example. + Adding missing early out in About and Documents examples. 2018-12-11 18:10:43 +01:00
5a6b8e00db BeginTabBar: Fix to push the expected ID into the ID stack (instead of a hash's hash). (#261) 2018-12-11 15:22:10 +01:00
95dcc534ed Demo: Fix collateral damage of 54a60aa 2018-12-11 13:25:16 +01:00
54a60aaa40 Added BETA api for Tab Bar/Tabs widgets. (#261, #351) (merged this feature from the from Docking branch so it can be used earlier as as standalone feature)
- Added BeginTabBar(), EndTabBar(), BeginTabItem(), EndTabItem(), SetTabItemClosed() API.
- Added ImGuiTabBarFlags flags for BeginTabBar().
- Added ImGuiTabItemFlags flags for BeginTabItem().
- Style: Added ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive colors.
- Demo: Added Layout->Tabs demo code.
- Demo: Added "Documents" example app showcasing possible use for tabs.
2018-12-11 12:36:47 +01:00
cc1283fb78 Added ImGuiWindowFlags_UnsavedDocument window flag to append '*' to title without altering the ID, as a convenience to avoid using the ### operator. (merged from Docking branch) 2018-12-11 12:20:48 +01:00
15447f5b7b Using named flags instead of 0 + shallow formatting tweaks from other branches. 2018-12-11 12:14:27 +01:00
9476e07d5a Added io.ConfigWindowsMoveFromTitleBarOnly option. Still is ignored by window with no title bars (often popups). This affects clamping window within the visible area: with this option enabled title bars need to be visible. (#899)
Tweaked default value of style.DisplayWindowPadding from (20,20) to (19,19) so the default style as a value which is the same as the title bar height.
2018-12-10 16:05:30 +01:00
59f3c4fc20 Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark. Resizing windows from edge is now enabled by default (io.ConfigWindowsResizeFromEdges=true). Note that it only works _if_ the back-end sets ImGuiBackendFlags_HasMouseCursors, which the standard back-end do. 2018-12-10 15:41:01 +01:00
d20e3ee710 Tests: Adding imgui-test engine hooks (experimental) to provide missing widget state to the testing system. 2018-12-10 14:30:41 +01:00
125e62491e Internals: Nav: Added ImGuiNavLayer_ to clarify semantic of previously integer NavLayer values, and not pretend that increment/decrement operators on them super flexible. + Storage tweaks. 2018-12-04 14:34:49 +01:00
b58bd5b311 Version 1.67 WIP + todo notes 2018-12-04 13:49:29 +01:00
fb6ef8b1db Comments, tweak 2018-12-03 23:50:59 +01:00
eb311abc92 Fixed IMGUI_API tag on ImFontAtlas::IsBuilt() preventing to build as DLL on some setups. (#2226) 2018-12-03 17:49:38 +01:00
8d58055a54 Examples: DirectX10/11/12: Made imgui_impl_dx10/dx11/dx12.cpp link d3dcompiler.lib from the .cpp file to ease integration. 2018-12-03 17:47:10 +01:00
10e13dd6bb Version 1.67 WIP (again, this time IMGUI_VERSION_NUM has leeway for another hot-fix). 2018-12-03 12:19:23 +01:00
801645d350 Version 1.66b (will revisit how to change IMGUI_VERSION_NUM across versions, this commit reduces the numerical IMGUI_VERSION_NUM compared to the commit on Nov 22). 2018-12-03 10:17:17 +01:00
84238240d6 Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText() calls with single strings larger than 10k. Text/TextUnformatted() calls were not affected, but e.g. InputText() was. 2018-11-30 23:47:23 +01:00
48f6fdb349 Fixed typo. 2018-11-30 18:30:21 +01:00
7658035e5a About, IO: Added io.BackendPlatformName, io.BackendRendererName for informational/QA purpose. 2018-11-30 18:30:21 +01:00
3849def253 Added ShowAboutWindow(), About Window now showing various config/build information. 2018-11-30 18:30:21 +01:00
3335e6688f Include <alloca.h> also on macOS (and osxcross) (#2218) 2018-11-30 16:57:09 +01:00
b2e7a3806a Examples: Allegro5: Add touchscreen support 2018-11-30 16:54:30 +01:00
1bfcf8f339 Separator: Fixed Separator() outputting an extraneous empty line when captured into clipboard/text/file. 2018-11-30 16:42:32 +01:00
baf67d393f When the focused window become inactive don't restore focus to a window with the ImGuiWindowFlags_NoInputs flag. (#2213) 2018-11-29 23:25:29 +01:00
4a94b251fd Comments 2018-11-29 22:00:17 +01:00
4105cc7e97 Added ImGuiConfigFlags_None, ImGuiBackendFlags_None for good measure. 2018-11-27 19:46:14 +01:00
1fa2cb8748 imgui.h: Comments 2018-11-27 14:10:40 +01:00
ce07d55d1b imgui.h: Moved ImGuiListClipper 2018-11-27 14:01:07 +01:00
8495c931c0 mgui.h: Moved ImGuiInputTextCallbackData,, ImGuiSizeCallbackData, ImGuiPayload structures so they are not in the "Helpers" section. 2018-11-27 14:01:07 +01:00
35d648341b Examples: SDL: changed the signature of ImGui_ImplSDL2_ProcessEvent() to use a const SDL_Event*. (#2187) 2018-11-23 18:12:37 +01:00
0c4dee083c Internals: Added ImPool helper data structure (used by testing system, and already in docking branch) 2018-11-22 18:59:57 +01:00
d27ffefbd4 Version 1.67 WIP 2018-11-22 18:59:57 +01:00
da3c4330c1 Version 1.66 2018-11-22 15:11:52 +01:00
c00a3bd98f Examples: SDL2+Vulkan: Fixed application shutdown which could deadlock on Linux + Xorg. (#2181) 2018-11-21 18:43:25 +01:00
a5cf227503 Added link to experimental imgui_scoped.h PR/thread (#2197, #2096) 2018-11-21 18:31:22 +01:00
be66f94639 Examples: OpenGL3: More explicit testing for == GL_UPPER_LEFT in case glGetIntegerv(GL_CLIP_ORIGIN is not honored properly. (#2186, #2195) Fix f52f0a5277 2018-11-21 18:24:24 +01:00
cc4b1f9e47 Nav: Fixed explicit directional input not re-highlighting current nav item if there is a single item in the window and highlight has been previously disabled by the mouse. (#787) 2018-11-21 16:07:04 +01:00
b9ae9bb1e3 Internals: Using GetOverlayDrawList(ImGuiWindow*) to match syntax of viewport/master branches. Fixed compiling with IMGUI_DEBUG_NAV_RECTS 2018-11-21 15:37:29 +01:00
50c43d1c8e Removed unnecessary ImGui:: prefixes. 2018-11-15 16:43:05 +01:00
6b4443755d Internals: Added FindWindowByID() helper. (#2190) 2018-11-15 16:41:48 +01:00
aa668c410a Nav: Fixed an assert in certain circumstance (mostly when using popups) when mouse positions stop being valid. (#2168) + adding a else block to make NavCalcPreferredRefPos() more explicit. 2018-11-15 13:56:27 +01:00
f52f0a5277 Examples: OpenGL3: Added support for GL 4.5's glClipControl(GL_UPPER_LEFT). (#2186) 2018-11-13 18:54:02 +01:00
19b4fcdacb Made IsWindowFocused() work outside of NewFrame()-EndFrame() and added comments about how ImGuiFocusedFlags_AnyWindow should NOT be used in place of io.WantCaptureMouse. (#2185) 2018-11-13 11:23:15 +01:00
5b1394c5ac Update README.md 2018-11-09 15:02:19 +01:00
6c1ae6cc71 Internals: DragBehavior: Added support for ImGuiDragFlags_Vertical to implement a vertical drag widget (no frontend function provided). 2018-11-09 14:41:40 +01:00
6d7677534f Internals: SliderBehavior: Using axis indexing. 2018-11-09 14:31:14 +01:00
772354377b Examples: GLFW: User previously installed GLFW callbacks are now saved and chain-called by the default callbacks. (#1759) 2018-11-08 16:24:41 +01:00
9d155c73bc Examples: Misc comments mainly related to GLFW callbacks. (#1759) 2018-11-08 16:06:22 +01:00
a419d46205 Examples: OpenGL3+GLFW/SDL: Made main.cpp compile with IMGUI_IMPL_OPENGL_LOADER_CUSTOM (may be missing init). (#2178) 2018-11-08 15:14:09 +01:00
131bf5ee4a Examples: SDL: Tweaked Windows instructions and batch files. (#2175) 2018-11-06 09:51:21 +01:00
f388216ff0 Examples: GLFW: VS2015 project link with legacy_stdio_definitions.lib in order to link with the precompiled VS2010 GLFW3.lib we provide. (#2010, #2043, #2091) 2018-11-05 17:28:09 +01:00
c808eb92c6 Config: Added IMGUI_DISABLE_WIN32_FUNCTIONS to disable linking with _any_ Win32 function, as a general forward compatible measure. 2018-11-05 17:28:00 +01:00
eb592bf7d3 ListBox(): Fixed frame sizing when items_count==1 unnecessarily showing a scrollbar. (#2173). Tweaked frame sizing so list boxes will look more consistent when FramePadding is far from ItemSpacing. 2018-11-05 14:49:17 +01:00
1441756a0f Doc: Fixed comments referring to LoadFromFileTTF() instead of AddFontFromFileTTF() (#2153) 2018-11-05 14:17:51 +01:00
2e6e1bec58 Examples: Add missing include guards (#2166) 2018-11-01 20:56:36 +01:00
ed0f7004d0 Examples: Vulkan: Avoid unreferenced parameter warning. (#2162) 2018-10-30 21:15:30 +01:00
7fa3e71abb Internals: Moved the FocusableItemUnregister() outside of InputScalarAsWidgetReplacement(), it should not be here and doesn't facilitate reusing InputScalarAsWidgetReplacement(). (cc #2155) 2018-10-30 10:48:21 +01:00
Hui
e6db078eda gladLoadGL() return 0 to indicate failure (#2157) 2018-10-29 15:51:32 +01:00
f3e642322f Demo: Removed one level of indentation in the ShowDemoWindowXXX functions (6 kb worth of spaces!). Will break some merge/PR. 2018-10-25 23:40:33 +02:00
eed1fba157 Demo: Split the contents of ShowDemoWindow() into smaller functions as it appears to speed up link time with VS. (#2152) 2018-10-25 23:34:05 +02:00
faecf90383 SliderAngle: Added optional format argument to allow users customize precision and make localization. (#2150) 2018-10-25 22:29:29 +02:00
12c72d2893 Fixed OpenGL texture loading example in comment + Discourse link to root of discourse 2018-10-25 21:32:29 +02:00
a72d5ada61 Misc comments improvements 2018-10-25 19:02:43 +02:00
ac9aaf4b6e Comments in demo and opengl code + Internals: Added HoveredIdNotActiveTimer tracking hovering time unless the item is active, which is a commonly useful pattern. 2018-10-25 17:45:48 +02:00
e610afeea3 Font readme: Added OpenFontIcons, tweaks, links, removed spaces (#2141) 2018-10-22 11:54:57 +02:00
82873c7ad4 Update README.md 2018-10-18 10:44:14 +02:00
745f01022e Examples: Downgraded Xcode project object version (50->48) to support Xcode 9.2 (last version supported on macOS 10.12) (#2133, #1929) 2018-10-17 10:48:53 +02:00
31fd6c585a Removed unnecessary ImGui:: qualifiers in internal code. 2018-10-17 10:47:27 +02:00
b4488d4f48 Examples: Downgraded Xcode project object version (50->48) to support Xcode 9.2 (last version supported on macOS 10.12) (#2133) 2018-10-17 10:46:49 +02:00
000c1fc221 Demo: Added comments / tweaks related to the popups. 2018-10-16 10:25:32 +02:00
5be915d6ab Added ImGuiWindowFlags_NoMouseInputs which is basically the old ImGuiWindowFlags_NoInputs (essentially we have renamed ImGuiWindowFlags_NoInputs to ImGuiWindowFlags_NoMouseInputs). Made the new ImGuiWindowFlags_NoInputs encompass both NoMouseInputs+NoNav, which is consistent with its description. (#1660, #787) 2018-10-15 18:23:18 +02:00
90b50bd4c3 Window: Added ImGuiWindowFlags_NoBackground flag for consistency and to ease creating new flag combinations. Added ImGuiWindowFlags_NoDecoration helper flag which is essentially NoTitleBar+NoResize+NoScrollbar+NoCollapse. (#1660) 2018-10-15 18:16:49 +02:00
8606d9fa11 Fix Clang/GCC's null-conversion warning: (#2081)
The warning is "implicit conversion of NULL constant to 'unsigned int' [-Wnull-conversion]". Happens when ImTextureID is not a void*, but unsigned int, for example.
2018-10-15 17:07:06 +02:00
b039dbc62e Update README.md 2018-10-15 08:34:42 +02:00
edb06a6c4d Fixed typo in misc/README.txt (#2131) 2018-10-14 08:43:06 +02:00
ca753829cb Revert using wchar_t functions (9cf94d5 + 2eaf5b0). Big mistake, wchar_t is not guaranteed to be 16-bits. 2018-10-12 15:48:38 +02:00
28953208d4 Tests: Added imgui-test engine hooks (experimental). 2018-10-12 15:47:15 +02:00
ede3a3b92d Fixes crash introduced in previous commit 9cf94d5. 2018-10-12 13:29:13 +02:00
9cf94d5dd6 RenderText(), InputTextMultiline(): Optimization for large text by using memchr, wmemchr, wcschr when appropriate. 2018-10-12 12:34:47 +02:00
0fe48cbb61 Renamed misc/stl/imgui_stl.h,.cpp to misc/cpp/imgui_stdlib.h in prevision for other files.(#2035, #2096)
Added misc/README file.
2018-10-12 11:16:51 +02:00
74c0309126 InputText: Clarified comments around ImGuiInputTextFlags_CallbackResize and other callbacks. (#2006, #1443, #1008) 2018-10-12 10:34:58 +02:00
ed4dcd9072 Shutdown: Unlock font atlas before destroying context, so we can destroy a context between NewFrame and EndFrame if we wait (facilitate main loop structures). Internals: GetWindowScrollMaxX(), GetWindowScrollMaxY() 2018-10-11 22:38:26 +02:00
cf0afb48ac TextUnformatted: Using memchr(), fixed not properly testing for text_end bound + comments.
Internals: Added ImStreolRange() + used in LogRenderedText() + comments.
2018-10-11 12:53:10 +02:00
d02b11dfbd ImGuiTextBuffer: Avoid heap allocation when empty. 2018-10-11 12:08:09 +02:00
1efafa1d29 Comments + internal using Tab Stop terminology (ImGuiItemFlags_NoTabStop instead of !ImGuiItemFlags_AllowKeyboardFocus) 2018-10-10 12:09:06 +02:00
3fcc178c23 Update README.md 2018-10-08 11:37:13 +02:00
dd748f0e39 Update README.md 2018-10-08 11:22:33 +02:00
500a60debc Examples: OpenGL3: Cast compile/link status to GLboolean (#2112, #2125)
Some OpenGL loaders/bindings do not allow comparisons between GLints and GLbooleans.
2018-10-07 18:14:24 +02:00
02afbaeef0 Examples: imgui_imp_opengl3.cpp explicit casting for overly aggressive glbinding compatibility. (#2112) [@hesiod] 2018-10-06 11:35:05 +02:00
a3b0e0acfa Examples: DirectX10, DirectX11: Removed seemingly unnecessary calls to invalidate and recreate device objects in the WM_SIZE handler. (#2088) 2018-10-05 11:36:49 +02:00
084c26aa41 Fix spacing in imgui_imp_sdl example (#2111) 2018-10-05 10:04:10 +02:00
3c427e284f Update pull_request_template.md 2018-10-04 12:49:48 +02:00
fbfe193fcd Window, Inputs: Fixed resizing from edges when io.MousePos is not pixel-rounded by rounding mouse position input. (#2110) 2018-10-02 18:49:55 +02:00
ae7f833c69 Window: Resizing from edges (with io.ConfigResizeWindowsFromEdges Beta flag) extends the hit region of root floating windows outside the window, making it easier to resize windows. Resize grips are also extended accordingly so there are no discontinuity when hovering between borders and corners. (#1495, #822, #2110) 2018-10-02 18:43:10 +02:00
76e31bd51a Fixed typo. (#2108, #2083) 2018-10-01 17:56:06 +02:00
e623be998d Drag and Drop: Added GetDragDropPayload() to peek directly into the payload (if any) from anywhere. (#143) 2018-10-01 15:53:18 +02:00
3dcd552628 Fixed extraneous static attribute. (#2105) 2018-09-27 13:01:51 +02:00
9aae21483a Fix missing IMGUI_API and mismatching namespace internal's CreateNewWindowSettings (#2105) 2018-09-27 12:59:22 +02:00
61d94ff88e Renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). 2018-09-26 21:30:37 +02:00
a7d3ae8937 BeginChild(): Fixed BeginChild(const char*, ...) variation erroneously not applying the ID stack to the provided string to uniquely identify the child window. This was undoing an intentional change introduced in 1.50 and broken in 1.60. (#1698, #894, #713) + reworked the Begin/BeginChild comments in imgui.h. 2018-09-26 21:24:42 +02:00
781a7950d7 ImVector: Fixed a oddly unqualified return type in the assignment operator (I assume C++ handles it nicely as this never warned anywhere, but it is completely unintentional). 2018-09-24 11:33:26 +02:00
788febf044 Examples: Vulkan: Fixed some minor discrepency in the SDL+Vulkan example to match the Glfw+Vulkan example. (cc #2097) 2018-09-24 10:13:01 +02:00
5719b23e01 ImDrawList: Fixed AddConvexPolyFilled() undefined behavior when passing points_count smaller than 3, in particular, points_count==0 could lead to a memory stomp if the draw list was previously empty. 2018-09-21 10:00:26 +02:00
7c3b9172ad Examples: Referring to missing gamepad support in back-end that are missing it. 2018-09-20 10:37:55 +02:00
3d318a6577 ArrowButton(): Fixed arrow shape being horizontally misaligned by (FramePadding.y-FramePadding.x) if they are different.
Demo: Added extra usage of AlignTextToFramePadding() in a more visible section.
2018-09-20 10:24:29 +02:00
0b190f11b9 Contributing, Issue Template 2018-09-18 18:04:32 +02:00
571676ebd2 Added Fonts readme details and links to Sweet16 font. (#2085) 2018-09-17 13:16:32 +02:00
4b353ce482 Fix file names (#2083) 2018-09-15 21:41:07 +02:00
c12da2a607 BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f. 2018-09-14 11:28:08 +02:00
ca5dc0c019 ColorPicker: Replaced the Separator with a Spacing call. (#2068) 2018-09-14 10:05:53 +02:00
1afd29d382 Examples: Using "dear imgui" terminology in all examples headers/comments + fix minor typo. 2018-09-13 16:50:13 +02:00
ec04e8bb05 Fix MSVC's C4312 warning about casting user texture type to void* in ImageButton (#2080) 2018-09-12 22:58:45 +02:00
9cc63ba279 Internals: Replace unsigned short with ImWchar when dealing with character storage (missing cases) + in imgui_impl_ file keep using neutral type everywhere, added missing explicit cast in three bindings. (#2078) 2018-09-11 22:00:57 +02:00
201fcfd2e5 Internals: Replace unsigned short with ImWchar when dealing with character storage. (#2078) 2018-09-11 22:00:57 +02:00
d014d0285a DragFloat: Disabled using power curve when one edge is FLT_MAX (broken in 1.61). Disabled setting a default drag speed when one edge is FLT_MAX. (#2024) 2018-09-11 11:15:06 +02:00
af6cf25255 DragFloat: Fixed a situation where dragging with value rounding enabled or with a power curve erroneously wrapped the value to one of the min/max edge. (#2024, #708, #320, #2075). 2018-09-11 10:55:52 +02:00
e2436ca625 Nav, Focus: Fixed ImGuiWindowFlags_NoBringToFrontOnFocus windows not being restoring focus properly after the main menu bar or last focused window is deactivated. 2018-09-10 20:40:21 +02:00
7eadcf7d7d example_glfw_vulkan was missing a reference to imgui_widgets.cpp (#2071, #2036) 2018-09-09 21:09:58 +02:00
062b1f0463 Fixed calling SetNextWindowSize()/SetWindowSize() with non-integer values leading to accidental alteration of window position. We now round the provided size. (#2067) 2018-09-07 22:30:46 +02:00
2eaf722fd7 Fixed calling DestroyContext() always saving .ini data with the current context instead of the supplied context pointer. (#2066) 2018-09-07 17:24:56 +02:00
eb7033e75b Version 1.66 WIP 2018-09-06 21:44:59 +02:00
e0cab5664a Version 1.65 2018-09-06 15:58:58 +02:00
5a679a45cc Renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. (#1718, #2036)
If you were conveniently using the imgui copy of those STB headers in your project, you will have to update your include paths.
The reason for this change is to avoid conflicts for projects that may also be importing their own copy of the STB libraries. Note that imgui's copy of stb_textedit.h is modified.
2018-09-06 15:58:25 +02:00
e58bc3d5b7 Refactor: Tweaked and improved the sectioning to facilitate grepping/moving around and applied to all files. (#2036) 2018-09-06 11:36:00 +02:00
0b18c11440 Refactor: Moved ImFile functions. (#2036) 2018-09-06 11:36:00 +02:00
ab64e8f993 Refactor: Moved one indentation level in the bulk of the ShowMetricsWindow() function. Should appear as a small diff if whitespaces changes are ignored. (#2036) 2018-09-06 11:36:00 +02:00
bb3184af74 Refactor: moved low-layout helpers to imgui_widgets.cpp (Spacing, Dummy, NewLine, Separator, etc.) (#2036) 2018-09-05 20:54:28 +02:00
cbdce80837 Internals: Refactor: Moved render functions to their own section. (#2036) 2018-09-05 20:46:57 +02:00
65876f348a Nav: Removed the [Beta] tag from various descriptions of the gamepad/keyboard navigation system. Although it is not perfect and will keep being improved, it is fairly functional and used by many. (#787) 2018-09-05 17:33:00 +02:00
77ba883f23 Renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) + changed ImGuiIO layout. 2018-09-05 17:29:47 +02:00
bbcc976739 Demo: Added a "Configuration" block to make io.ConfigFlags/io.BackendFlags more prominent. 2018-09-05 17:29:47 +02:00
b944aa623c Minor mostly inconsequential merges from Viewport + LoadIniSettingsFromMemory() entirely skip lines starting with ';' 2018-09-05 11:52:48 +02:00
40db2ca098 Fixed a build issue with non-Cygwin GCC under Windows. 2018-09-04 18:58:20 +02:00
5451cb7e1e Readme, Changelog (#2059) 2018-09-04 11:48:08 +02:00
f8b7e4d94f Examples: imgui_impl_opengl3 Fix GLAD error condition (#2059, #2002)
`gladLoadGL` returns 0 on fail, not the other way around.
2018-09-03 19:36:02 +02:00
d07f494305 Internals: Exposed SliderBehaviorT, DragBehaviorT, RoundScalarWithFormatT, SliderCalcRatioFromValueT. (#2036)
Renamed RoundScalarWithFormat -> RoundScalarWithFormatT.
Renamed SliderBehaviorCalcRatioFromValue -> SliderCalcRatioFromValueT
2018-09-03 14:49:13 +02:00
bcb1441ce7 Version 1.65 WIP 2018-09-03 14:38:04 +02:00
767649afb1 Fix missing include on some systems to use intptr_t. (#2036, #2054) 2018-08-31 18:07:47 +02:00
5d40d295b3 Comments, readme updates 2018-08-31 11:37:14 +02:00
be6ea86f8d OSX: Added imgui_widgets.cpp to xcode project files. 2018-08-31 11:29:25 +02:00
9174958b43 imgui_stl: Comments (#2035) 2018-08-31 10:53:38 +02:00
36435b43c7 Merge branch 'master_164' 2018-08-31 10:12:49 +02:00
48db5713d6 Version 1.64 2018-08-31 10:00:03 +02:00
38cfcf9fbc Tweak comments and indexes 2018-08-31 09:59:58 +02:00
8a216fe756 Refactor: Internals: Moved Tooltip functions in imgui.cpp in their own section + comments. (#2036) 2018-08-30 21:15:12 +02:00
fd2bfb7e07 Refactor: Internals: Moved Popup functions in imgui.cpp in their own section. (part 3) (#2036) 2018-08-30 21:00:51 +02:00
064b949bc2 Refactor: Internals: Moved Popup functions in imgui.cpp in their own section. (part 2) (#2036) 2018-08-30 20:59:24 +02:00
2a0d26e603 Refactor: Internals: Moved Popup functions in imgui.cpp in their own section. (part 1) (#2036) 2018-08-30 20:58:36 +02:00
df37a156e8 Refactor: Moved Scrollbar function from imgui.cpp to imgui_widgets.cpp, added file index (#2036) 2018-08-30 20:51:57 +02:00
728b2ef026 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. DONE! (part 9) (#2036, #787) 2018-08-30 19:23:11 +02:00
cda45737ab Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 8) (#2036, #787) 2018-08-30 19:23:11 +02:00
acf3cc4c3f Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 7) (#2036, #787) 2018-08-30 19:23:11 +02:00
8a6fd237f6 Refactor: Internals: Restored new lines in NavUpdate() ... (part 6) (#2036, #787) 2018-08-30 19:23:11 +02:00
84eb2682b7 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section (moved NavUpdate which would not diff properly unless empty lines were removed, hence the previous patch). (part 5) (#2036, #787) 2018-08-30 19:23:11 +02:00
73052dc00c Refactor: Internals: Removing new lines from NavUpdate solely because I couldn't find another way to get a neat diff/patch when moving it. (part 4) (#2036, #787) 2018-08-30 19:23:11 +02:00
6bda59e5b7 Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section (extracted some code out of NavUpdate()). (part 3) (#2036, #787) 2018-08-30 19:23:11 +02:00
60ee4de56d Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 2) (#2036, #787) 2018-08-30 19:23:10 +02:00
ce58795bdf Refactor: Internals: Moved Navigation functions in imgui.cpp in their own section. (part 1) (#2036, #787) 2018-08-30 19:23:10 +02:00
f2926f910f Refactor: Internals: Moved Logging functions in imgui.cpp in their own section. (#2036) 2018-08-30 19:23:10 +02:00
15172f0742 Refactor: Internals: Moved Settings functions in imgui.cpp in their own section. (#2036) 2018-08-30 19:23:10 +02:00
98f618ed18 Refactor: Internals: Moved various functions in imgui.cpp (#2036) 2018-08-30 19:23:10 +02:00
5afd4b61f2 Refactor: Moved README, ChangeLog, TODO files to docs/ folder + update Changelog. (#2036) 2018-08-30 19:23:09 +02:00
2714f8fa23 Refactor: Moved Slider/Drag/Input functions + support DataType stuff from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 15:40:46 +02:00
c25f48b902 Refactor: Moved InputText functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 15:40:46 +02:00
ad0bfdcd95 Refactor: Moved ColorEdit/ColorPicker/ColorButton/etc. functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 15:40:45 +02:00
5dc954f5d7 Refactor: Moved Tree/Selectable functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 15:40:45 +02:00
a265c62636 Refactor: Moved Plot/Value functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 15:40:45 +02:00
0e9577d0da Refactor: Moved Menu functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 15:40:44 +02:00
f26b8c1e07 Refactor: Moved Combo/ListBox functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 14:55:27 +02:00
6468a3c0ce Refactor: Moved Button/Image/Checkbox/RadioButton/Bullet/ProgressBar functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 14:50:32 +02:00
3eaa063984 Refactor: Moved Text functions from imgui.cpp to imgui_widgets.cpp (#2036) 2018-08-30 14:50:32 +02:00
52c115fb2c Refactor: Added imgui_widgets.cpp headers to easily merge in the functions in all our branches. (#2036) 2018-08-30 14:50:32 +02:00
01586d33f3 Refactor: Added empty imgui_widgets.cpp + updated project files / makefiles etc. accordingly (#2036) 2018-08-30 14:29:11 +02:00
f2aa124eb8 Version 1.64 WIP 2018-08-30 14:25:23 +02:00
1c4008aa97 Changelog tweaks/typos 2018-08-29 17:34:08 +02:00
9e0f24dcb6 Version 1.63 2018-08-29 16:20:25 +02:00
ac0fcbca46 Changelog: fixed inconsistent white space before list items. 2018-08-29 16:20:02 +02:00
92edb7a4e3 Internals: Tidying up, moving helpers to imgui_internal.h (in prevision of 1.64 refactor) 2018-08-29 16:12:54 +02:00
ec148988f0 Reordered some declarations in imgui.h (in prevision of 1.64 refactor) 2018-08-29 16:12:23 +02:00
2598d26c73 ColorEdit4: Fixed a bug when text input or drag and drop leading to unsaturated HSL values would erroneously alter the resulting color. (#2050) 2018-08-29 13:30:46 +02:00
f9634feb66 Internals: Merged some changes to facilitate 1D->2D transition for some elements, and merging the stack layout PR (#846) 2018-08-28 19:10:59 +02:00
220e6a55b7 Travis: Fix (still not sure there is a way to test those files). (#1044) 2018-08-28 18:40:51 +02:00
1b61b6b208 Examples: Vulkan: Minor tweaks. 2018-08-28 18:22:36 +02:00
db790dab4c Travis: Added xcode build for the OSX+Metal example. (#1044) [@petmac] 2018-08-28 18:15:22 +02:00
b127027cbd Examples: OpenGL: Added support for glew and glad OpenGL loaders out of the box. (#2001, #2002). Changelog, tweaks, applied changes to SDL+OpenGL3 example. 2018-08-28 16:08:04 +02:00
e476b7e727 WIP on configurable OpenGL loader. (#2001, #2002) 2018-08-28 16:07:58 +02:00
af50ebe7b6 Documentation 2018-08-27 09:36:15 +02:00
4dea0327e7 Examples: Vulkan: Fixed handling of VkSurfaceCapabilitiesKHR::maxImageCount = 0 case. Tweaked present mode selections. 2018-08-25 21:16:08 +02:00
a082692b0a ImFontAtlas Comments (#2042) + added ImGuiFontAtlas_None for consistency. 2018-08-25 20:06:17 +02:00
06e917f135 Internals: Renaming of non-user facing parts from ValueChanged to Edited terminology. (#2034, #820, #956, #1875) 2018-08-23 13:47:37 +02:00
042f88e5f0 Removed obsolete redirection functions: CollapsingHeader() variation with 2 bools - marked obsolete in v1.49, May 2016. 2018-08-23 13:40:38 +02:00
3612885dea Comments, demo 2018-08-23 13:37:06 +02:00
0810d57819 Renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete fast as IsItemDeactivatedAfterChange() is very recent). (#820, #956, #1875, #2034) 2018-08-23 13:26:14 +02:00
e28b1078f5 Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool returned by most widgets. It is useful in some situation e.g. using InputText() with ImGuiInputTextFlags_EnterReturnsTrue. (#2034) 2018-08-23 13:21:01 +02:00
abaa274592 Internals: Wired a ImGuiItemStatusFlags_ValueChanged into ItemStatusFlags, for an hypothetical IsItemValueChanged() function. (#2034) 2018-08-22 22:31:51 +02:00
102d5e6de6 Rearrange header comments to find enums easily + fixed inconsistent sorting. 2018-08-22 22:13:05 +02:00
7011d87bf8 InputText: Improved sturdiness if the ResizeCallback purposefully modify data->BufTextLen or data->BufSize. (#2006, #1443, #1008) 2018-08-22 21:27:27 +02:00
7d9d9bc34e InputText: Fix ResizeCallback callback on restoring initial value with Escape key. Avoid over-allocating for InitialText storage. (#2006, #1443, #1008) 2018-08-22 21:11:55 +02:00
7268c65d73 Examples: imgui_impl_vulkan: Comments (re) 2018-08-22 17:59:58 +02:00
3fdfac3377 Examples: imgui_impl_vulkan: Comments 2018-08-22 16:43:29 +02:00
ea9f5d7600 Added optional misc/stl/imgui_stl.h wrapper to use with STL types (e.g. InputText with std::string). (#2035, #2006, #1443, #1008) 2018-08-22 13:25:08 +02:00
8d639ec60d InputText: callback InsertChars() support resize callbacks correctly (followup to 24ff259) + fixed demo to use those functions. (#2006, #1443, #1008). 2018-08-22 13:09:44 +02:00
ea1906004b InputText: Fixed a few pathological crash cases on single-line InputText widget with multiple millions characters worth of contents. Because the current text drawing function reserve for a worst-case amount of vertices and how we handle horizontal clipping, we currently just avoid displaying those single-line widgets when they are over a threshold of 2 millions characters, until a better solution is found. 2018-08-22 12:46:47 +02:00
5122c76441 InputText: Fixed not tracking the cursor horizontally When modifying the text buffer through a callback. 2018-08-22 12:46:47 +02:00
68448c5faa ImDrawList: Large text passed to AddText() are being scanned for their end in order to avoid pre-reserving too many vertices. 2018-08-22 12:46:47 +02:00
975b5a7310 ImDrawList: Fixed clipping of leading lines above the clipping rectangle from counting in the worst case vertices reservation. (fix code added in #200!) 2018-08-22 12:46:47 +02:00
2dc5ec95d7 Internals: InputText: Renaming. Comments. 2018-08-22 12:46:46 +02:00
9f393c38e9 InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). 2018-08-22 12:46:45 +02:00
24ff259816 InputText: Added support for buffer size/capacity changes via the ImGuiInputTextFlags_CallbackResize flag. (#2006, #1443, #1008). 2018-08-21 21:36:07 +02:00
4de6e1f7e4 InputText: Internal renaming of some fields + final copy uses edit_state.CurLenA+1 instead of buf_size. 2018-08-21 15:14:10 +02:00
0fd6e9bc0d InputText: Fixed minor off-by-one issue when submitting a buffer size smaller than the initial zero-terminated buffer contents. 2018-08-21 14:27:57 +02:00
e6c78f9470 InputText: (Breaking change) removed ImGuiTextEditCallbackData::ReadOnly since it is a duplication of (ImGuiTextEditCallbackData::Flags & ImGuiInputTextFlags_ReadOnly) (#211) 2018-08-21 14:27:57 +02:00
5942c08143 Added IMGUI_VERSION_NUM for easy compile-time testing. (#2025) 2018-08-21 14:27:57 +02:00
f23d29b481 Added links to Discourse forums. 2018-08-20 10:45:10 +02:00
4910629f6a Internals: Moved code out of SliderBehaviorT to reduce code bloat and also because caller may have use for the grab_bb for styling purposes. 2018-08-20 09:59:51 +02:00
73fa5c29f4 Update README.md 2018-08-17 16:44:23 -07:00
bb2de30e3e Internals: Added ImTextCountUtf8BytesFromChar() helper. 2018-08-17 11:33:45 -07:00
ac39c4b2a8 SplitterBehavior: Fix for when the sizes are already under the minimum desired size. 2018-08-17 11:33:40 -07:00
341ebd961b Fixed assertion when transitioning from an active ID to another within a group, affecting ColorPicker (broken in 1.62). Made ActiveIdIsAlive track the actual ID to avoid incorrect polling in BeginGroup/EndGroup when the ID changes within the group. (#2023, #820, #956, #1875). 2018-08-16 13:33:16 -07:00
8972ebae73 Metrics: Added io.MetricsActiveAllocations, moving away from the cross-context global counters than we previously used. (#1565, #1599, #586) 2018-08-15 16:28:39 -07:00
4e33aeed82 Selectable: Added ImGuiSelectableFlags_Disabled flag in the public API. (#211) 2018-08-14 16:07:01 -07:00
caaa746424 Nav: NavWindowingList doesn't save to .ini file. TODO entries. 2018-08-13 17:29:20 -07:00
d4cd121ae1 TODO + added missing _None enum for some internals flags. 2018-08-09 21:03:17 +02:00
fda9dc8e18 Internals: Extracted RenderMouseCursor() out of EndFrame(). Moved to imgui_draw.cpp along with RenderArrowPointingAt(). Comments. (#2013) 2018-08-09 18:07:49 +02:00
421dc19798 Examples: Cast to ImTextureID instead of void* when assigning to TexId. Applied to all examples. (#2015) 2018-08-09 17:49:48 +02:00
9c0805010f imgui_impl_dx12: Cast to ImTextureID instead of void* to enable redefinition of ImTextureID (#2015, #301) 2018-08-09 17:44:29 +02:00
d5793102db imgui_impl_opengl3: Advertised as a ES2/ES3 renderer. Defaults to ES3 on Android. Default on "#version 300 es" on ES 3. (#2002, #1873) 2018-08-09 17:42:53 +02:00
34203d5008 imgui_impl_win32: Don't redefine WIN32_LEAN_AND_MEAN if already defined (#2014) 2018-08-09 17:32:31 +02:00
e3eb4111cc Examples: Fix 'How to build' instructions for SDL2 examples (#2012) 2018-08-08 18:55:09 +02:00
35124cdd07 imgui_impl_opengl3.cpp Using GLES3 on IOS instead of gl3w. (#2002, #1873)
Not modifying the main.cpp yet because we need to test GL ES 3 context creation on iOS (only imgui_impl_opengl3.cpp was tested).
2018-08-08 17:41:30 +02:00
0065fe16a2 Nav: Made CTRL+TAB skip menus + skip the current navigation window if is has the ImGuiWindow_NoNavFocus set. (#787)
While it was previously possible, you won't be able to CTRL-TAB out and immediately back in a window with the ImGuiWindow_NoNavFocus flag.
2018-08-08 16:03:13 +02:00
9d8a0374d3 Use literals in place of LLONG_MIN, LLONG_MAX ULLONG_MAX if they are not available. Amend 498c0dcb4c. We prefer using the defines if available in limits.h because they somehow tend to work without warnings when enabling strict C++03 compilation. The 3 literals are fallbacks.. (#1926). 2018-08-06 13:07:19 +02:00
0905202f44 Internals: Minor renaming for consistency. 2018-08-05 18:13:24 +02:00
9e9c8a8991 Update to Contributing, and Issue/PR templates. 2018-08-05 18:13:15 +02:00
bc6ac8b2ae Metrics: Changed io.MetricsActiveWindows to reflect the number of active windows (!= from visible windows), which is useful for lazy/idle render mechanisms as new windows are typically not visible for one frame.
Metrics: Added io.MetricsRenderWindow to reflect the number of visible windows.
2018-08-03 18:12:36 +02:00
00e29832d4 Examples: OpenGL2: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. (#1996) 2018-08-03 15:04:35 +02:00
498c0dcb4c Using limits.h LLONG_MIN etc. to increase old-compiler compatibility (as ll and ull prefixes were not standard). Not tested much on old compilers, relying on Clang/GCC warnings. 2018-08-03 11:41:07 +02:00
fd2a90ee60 Update CONTRIBUTING.md 2018-08-02 16:53:51 +02:00
d69b2a1c1d Changelog for #1989 2018-08-01 12:23:59 +02:00
6011ddf1e5 imgui_impl_dx11: Using ID3D11Factory instead of ID3D11Factory1 (#1989) 2018-08-01 12:22:04 +02:00
cc64bd9e3c Comments 2018-08-01 11:54:54 +02:00
87e2fea09d Renamed io.OptResizeWindowsFromEdges to ConfigResizeWindowsFromEdges, io.OptCursorBlink to io.ConfigCursorBlink, io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. (#1427, #1495, #822, #473, #650)
Demo: Exposed flags in Demo.
2018-08-01 11:50:57 +02:00
b1fc988c6b imgui_impl_glfw, imgui_impl_sdl: Workaround for Emscripten which doesn't seem to handle focus related calls. (#1941) 2018-08-01 11:34:17 +02:00
b217251a63 Added Visual Studio 2017+ build cruft to Ignore List (.vs/ folder) 2018-07-31 18:48:24 +02:00
671e516377 Demo: Fix using ambiguous InputFloat() call which redirect to obsolete version. (#1990) 2018-07-31 18:38:15 +02:00
65b46f62ef Fixed PushID() from keeping alive the new ID Stack top value (if a previously active widget shared the ID it would be erroneously kept alive) (drag and drop demo could soft-lock the UI until pressing Escape!) 2018-07-31 17:28:18 +02:00
7e1678ff00 Drag and Drop: Elapse payload as soon as delivery is made. (#153) 2018-07-31 17:28:08 +02:00
faf2c34149 Drag and Drop: Added ImGuiDragDropFlags_SourceAutoExpirePayload flag to force payload to expire if the source stops being submitted. (#1725, #143). 2018-07-31 13:46:19 +02:00
79ae6d3bf6 Drag and Drop: Clear payload buffers more consistently in ClearDragAndDrop() + BeginDragDropTargetCustom() can't succeed with hidden contents. (#143) 2018-07-31 13:45:25 +02:00
e13e5982ff Drag and Drop: Payload stays available and under the mouse if the source stops being submitted, however the tooltip is replaced by "..." + moved FrameScopeActive = false at the bottom of EndFrame() for safety. (#1725) 2018-07-31 12:11:18 +02:00
f88bf9cea3 InvisibleButton: Added an assert to catch common type of passing zero-sized dimensions. (#1983) 2018-07-30 18:48:10 +02:00
067edd09f9 imgui_impl_opengl3: Comments. (#1987) 2018-07-30 18:44:58 +02:00
a7ac9e8346 Made assertion more clear when trying to call Begin() outside of the NewFrame()..EndFrame() scope. (#1987) 2018-07-30 18:20:25 +02:00
d5400d9517 Fixes for pre-C++11 compilers.
That said, I think we can consider upgrading requirement to an early VS-friendly subset of C++11. The thing I would like the most from C++11 are forward-declared enum (from VS 2012 onward).
2018-07-30 17:42:27 +02:00
4d5dcdb57a Internals: Changed signature of ShadeVerts functions to remove pointers. (#1286, #1700, #1986) 2018-07-30 17:24:04 +02:00
f05aede098 Revert "Assert that fmt != NULL before calling vsnprintf (#1969)"
This reverts commit 84183f5bb6.
2018-07-30 16:50:47 +02:00
80db2383d8 Speculative va_copy() fix for old versions of GCC/Clang. (cannot repro) (#1085) 2018-07-30 16:01:06 +02:00
2a67aeaa3d Visual Studio: calling into _vsnprintf. (#1085) 2018-07-30 16:01:06 +02:00
81562b2b5a Examples: imgui_impl_opengl3.cpp Using #ifdef GL_SAMPLER_BINDING instead of if (glBindSampler) (#1985) 2018-07-30 15:38:13 +02:00
15a93d6fe3 Internals: Fixed HoveredIdTimer so it is safe to call SetHoveredId() multiple times without altering the timer. 2018-07-30 14:36:33 +02:00
6d78045ff8 Demo: Added extra demo in the Basic Horizontal Layout section. (#1977) + PR guidelines 2018-07-30 14:33:27 +02:00
b5b972d0ef ImFontAtlas::AddFontDefault: Made it possible to override glyph ranges. (#1965) 2018-07-30 14:18:20 +02:00
faa7dad537 Examples: imgui_impl_osx: Fix for incorrect DeltaTime calculation on mac OS. (#1978) 2018-07-30 14:15:24 +02:00
544db70852 Examples: OpenGL3: Tweaks, added changelog. (#1941) 2018-07-30 14:00:53 +02:00
fc737d2333 Examples; imgui_impl_opengl3.cpp to work with Emscripten (#1941)
* Add some ifdefs to add emscripten specific params and includes

* Update imgui_impl_opengl3.cpp

* Update imgui_impl_opengl3.cpp

* Update imgui_impl_opengl3.cpp

* replace __EMSCRIPTEN_BUILD__ with __EMSCRIPTEN__

* replace GLFW_INCLUDE_ES3 with direct header

* removing useless glfw include

* Making call to glPolygonMode() optional
2018-07-30 13:52:18 +02:00
f9e8b5c652 CollapseButton: Added hovering highlight + minor consistency tweaks. 2018-07-27 13:32:33 +02:00
6211f40f3d Internals: Drag and Drop: default drop preview use a narrower clipping rectangle (no effect here, but other branches uses a narrow clipping rectangle that was too small so this is a fix for it) + Comments 2018-07-27 12:39:42 +02:00
28c1a9857e Internals: Changed SplitterBehavior() signature to be consistent with other similar signatures. (#319). 2018-07-26 23:50:05 +02:00
63df9d6311 Internals: Extracted part of Begin into UpdateWindowParentAndRootLinks(). Useful to call to keep state updated immediately (namely useful for docking) + small tidying up of imgui_internal.h 2018-07-26 23:49:36 +02:00
84183f5bb6 Assert that fmt != NULL before calling vsnprintf (#1969)
In the case of Visual Studio 15.6 + Windows SDK 10.0, vsnprintf() with NULL format string appears to corrupt the stack...
2018-07-26 22:26:50 +02:00
dd0d5debef Internals: Child windows that are clipped or part of a collapsed parent are not marked as collapsed anymore, but just a separate hidden marker set. We distinguish hiding for size measurement vs hiding for other reasons. Cleaned a little the end of Begin. 2018-07-26 19:24:27 +02:00
0b045d8de5 Nav: Tweaked CTRL+TAB to hide visual noise on fast switch + fading out screen dimming and highlight to make the experience less harsh 2018-07-26 19:03:02 +02:00
7adac4ab3e FAQ update 2018-07-26 12:55:40 +02:00
0c88fad6c2 Internals: SplitterBehavior() added hover_visibility_delay parameter which is helpful to reduce visual noise. (#319) 2018-07-25 16:07:05 +02:00
357534e588 Made it possible to move a window by dragging from the Collapse button (past the drag threshold). Extracted some code out to a CollapseButton() function. 2018-07-24 16:45:11 +02:00
3a522b2400 Internals: Renamed one of the arrow functions so their name don't collide. 2018-07-24 16:41:17 +02:00
ff83d0e369 Examples: Using fully qualified "Dear ImGui" name in window titles. 2018-07-23 17:31:13 +02:00
528b50a89f Fixed horizontal mouse wheel not forwarding the request to the parent window if ImGuiWindowFlags_NoScrollWithMouse is set. (#1463, #1380, #1502) 2018-07-22 19:04:15 +02:00
4b8ce24e46 Internals: Extracted part of NewFrame() into a UpdateMouseWheel() function. 2018-07-22 18:57:28 +02:00
4ebd442a24 Added asserts to catch illegal modifications of the font atlas between NewFrame() and EndFrame()/Render(). (#1958) 2018-07-22 18:53:27 +02:00
e07f5d4c78 Changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. 2018-07-22 18:46:41 +02:00
ec76009bc4 Readme: fixed typo + patron 2018-07-22 18:09:44 +02:00
af38a5c41a Ignore GCC warning (-Wclass-memaccess) in imgui.h (#1959) 2018-07-22 18:05:13 +02:00
fded746d03 Tweaked Contributing guidelines, Issue and PR templates 2018-07-22 17:32:31 +02:00
048add5ef2 ImGuiTextFilter, TextRange: removed cruft from TextRange since it's not a publicly and generic helper at the moment + marked internal stuff + changed a reference to a pointer. (#1879) 2018-07-19 15:22:18 +02:00
d016ef1825 Examples: SDL: Removed SDL_HAS_WARP_MOUSE_GLOBAL in the non-viewport branch. (#1954) (+1 squashed commits) 2018-07-19 12:51:20 +02:00
93321d3280 Nav: Fixed CTRL+TAB windowing list from always showing the implicit Debug window. (#787) 2018-07-17 19:48:53 +02:00
7e59eb026b Fix warning when IMGUI_DEFINE_MATH_OPERATORS is already defined by build system. (#1950) 2018-07-17 17:17:56 +02:00
0c207b7bc9 Demo: Clarified the use of IsItemHovered()/IsItemActive() right after being in the "Active, Focused, Hovered & Focused Tests" section. This will be of more importance with the introduction of tabs. 2018-07-17 11:49:41 +02:00
d3be9185b3 Demo: Fixed spacing from b629f90 change. 2018-07-16 22:24:39 +02:00
73e13a0762 Examples: Tweaked the main.cpp example structure for all examples. (There are a few hidden agendas here: 1) I would like to avoid encouraging people from using the implicit "Debug" window, and promote using Begin/End. In spite of my best attempt, there are a few feature of the upcoming docking system that cannot work 100% properly for the implicit Debug window, so future proof let's not put that feature in the spotlight too much for new users. 2) Moved dumb hardcoded positions into a single spot that can be replaced with a viewport relative position and not affect other demo windows. 3) Calling ShowDemoWindow before anything else, also for the benefit of a specific docking demo which will have an ordering constraint which is not really problematic in a real app but shouldn't be put forward in the demo. 2018-07-16 22:17:34 +02:00
abe7b190dc Examples: DX10, DX11: Fixed unreleased resources in Init and Shutdown functions. (#1944) 2018-07-13 11:25:54 +02:00
badde9a970 Demo: Spacing. 2018-07-12 11:58:50 +02:00
b629f90393 Demo: Re-ordered example app code to match their menu order and forward declaration order + added header to delimitate them. 2018-07-12 11:42:33 +02:00
5e73e969fb Comments, exposed a few things in imgui_internal.h for consistency, added ImQsort wrapper. 2018-07-12 11:08:24 +02:00
23288547ec Revert part of c7016c2 incorrectly renaming ImGuiCol_NavWindowingHighlight to ImGuiCol_NavWindowListHighlight, that was wholly unnecessary (and not documented!). (also invalidate #1939) 2018-07-12 09:53:10 +02:00
59fb3274a7 Examples: include for intptr_t on tdm-gcc + mingw32 (#1936) + mouse buttons comments 2018-07-11 20:03:47 +02:00
9007dff5eb IsItemHovered(): Added ImGuiHoveredFlags_AllowWhenDisabled flag to query hovered status on disabled items. (#1940, #211)
+ shallow changelog tweaks
2018-07-10 19:16:57 +02:00
fff014dfed Examples: OpenGL3: Added shaders more versions of GLSL + made the example app default to GL 3.0 + GLSL 130 (instead of GL 3.2 + GLSL 150) unless on Mac. (#1938, #1900, #1513, #1466, etc.) 2018-07-10 18:29:57 +02:00
b829671df1 Fixed missing value in GetStyleColorName(). (#1939) broken with c7016c2 2018-07-10 16:45:54 +02:00
de13261f1b OpenGL3: Added error output when shaders fail to compile / link. (#1938) 2018-07-10 16:09:34 +02:00
4dfb9ef751 Internals: Extracted StartMouseMovingWindow so we can add code to turn an arbitrary widget into a window mover (will be useful to make the Collapse button a window mover past a mouse drag threshold) + added a couple of _None flags. 2018-07-10 11:16:40 +02:00
dc021f1c23 Internals: Fixed CalcSizeContents() returning negative value on first run (inconsequential afaik, but fixing for sanity) 2018-07-09 21:38:37 +02:00
17f36038e0 Internals: Misc/shallow merge from Docking branch. 2018-07-09 21:10:47 +02:00
7033b2043b Internals: Move IMGUI_CDECL declaration to imgui_internal.h so everyone can profit. 2018-07-09 20:34:12 +02:00
c7016c25e8 Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. (#787) 2018-07-09 19:16:48 +02:00
0708f91617 Internals: Removed RootWindowForTabbing, won't be needed. Nav: Not starting NavWindowingTarget when a modal is active (was not noticeable). 2018-07-09 16:20:14 +02:00
6201cad2b4 Examples: Comments, Demo: Log early out, TODO. (#1553) 2018-07-09 11:43:53 +02:00
17efd7b3b0 Demo: Added basic Drag and Drop demo. (#143, #1931) 2018-07-08 20:06:49 +02:00
bd6097ac6f Drag and Drop: Calling BeginTooltip() between a BeginDragSource()/EndDragSource() or BeginDropTarget()/EndDropTarget() uses adjusted tooltip settings matching the one created when calling BeginDragSource() without the ImGuiDragDropFlags_SourceNoPreviewTooltip flag. (#143) + additional safety checks. 2018-07-08 20:06:49 +02:00
64938178b7 Internals: Moved selectable flags to avoid collision with public flags + rewrote some tests so we can consistently grep for (held && hovered) 2018-07-08 18:23:12 +02:00
a33f0d1f7f Drag and Drop: Fixed ImGuiDragDropFlags_SourceNoDisableHover to affect hovering state prior to calling IsItemHovered() + fixed description. (#143) 2018-07-08 16:38:57 +02:00
vby
3a42eb6620 Fix missing ImmReleaseContext in default Win32 IME handler (#1932) 2018-07-08 15:24:12 +02:00
b0cdfe0ece Generalized d11d211e so regular popups (without the AlwaysAutoResize flag) also have a smaller minimum size, but reduced it to an arbitrary 4.0f instead of 1.0f to ease debugging of faulty situations. (#1909) 2018-07-08 13:27:16 +02:00
c790723cfa Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes related to the addition of IsItemDeactivated()). (#1875, #143) 2018-07-08 13:03:39 +02:00
89e2ddf07f Examples: Comments + shallow coding convention tweak to be consistent across examples and with imgui_impl_osx 2018-07-08 11:16:11 +02:00
569e0f07f1 Examples: Removed old example_apple/ + tweak comments (#1873) 2018-07-08 10:57:16 +02:00
839e4d34bd Merge branch 'warrenm_osx' 2018-07-08 10:47:55 +02:00
c3f9220c15 Apple: Fixed example_osx_opengl2, renamed to example_apple_opengl2 + misc comments 2018-07-08 10:47:31 +02:00
d11d211e5d Allow popup from ignoring the style.WindowMinSize values so short menus are not padded. (#1909) Wider generalization of b16603745c. 2018-07-06 18:29:39 +02:00
93950b8c32 Internals: Removed unused ShadeVertsLinearAlphaGradientForLeftToRightText code. 2018-07-06 15:50:07 +02:00
42bf149ac6 Removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor io.OptResizeWindowsFromEdges=true to enable the feature globally. (#1495) The feature is not currently enabled by default because it is not satisfying enough. 2018-07-06 15:30:21 +02:00
d64157e803 Introduced a new Metal renderer implementation and a new example illustrating usage of Metal on macOS and iOS (partially addresses #1873) 2018-07-05 21:58:15 +09:00
0146f4b456 Internals: BeginChildEx tweaks. 2018-07-05 09:17:16 +02:00
7b2662d245 Examples: Comments, bits of documentation 2018-07-04 19:06:28 +02:00
deb7aa29cd OSX: Various tweaks to imgui_impl_osx courtesy of @warrenm + fix NewFrame position which has been moved recently master. (#1873) 2018-07-04 13:24:16 +02:00
0d7e779b37 Merge branch 'master' into osx
# Conflicts:
#	examples/.gitignore
#	examples/README.txt
2018-07-04 13:13:11 +02:00
665bd1e140 Links and thanks. Comments on using BeginCombo/EndCombo + moved the Combo() implementations closer to each others to maximize user seeing how it is implemented from any of the secondary function body. 2018-07-04 10:29:28 +02:00
a765c83bad Ignore list: added emscripten output 2018-07-03 15:57:34 +02:00
ddb09c6011 Examples: Ignore all *.user files (#1919)
For example `Qt Creator` create `CMakeLists.txt.user` file with user settings.
2018-07-02 19:43:33 +02:00
645ab6633c Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276) 2018-07-01 12:25:37 +02:00
c4e34aaace Examples: Comments to clarify how the keyboard data is indexed. 2018-06-30 14:33:45 +02:00
b62cc5c150 Fix include Example_glfw_vulkan cmake (#1916)
Probably got broken because of the refactor.
2018-06-30 10:53:36 +02:00
6e67afc500 Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors. (followup to #1914) 2018-06-29 16:36:40 +02:00
62b3d7c51e Fixed software Hand cursor from not actually working. Fixed demo from crashing. Fixed typo and extraneous trailing space. Added Changelogs. (#1913, #1914) 2018-06-29 16:36:40 +02:00
ecd9a223e3 add hand cursor support (+11 squashed commit) 2018-06-29 16:36:40 +02:00
004fe8916a Internals: Settings: Simple optimization caching index into the settings buffer, to remove an unnecessary O(N*M) search during saving. (with N=active root windows during the session, M=stored settings which grows over time) 2018-06-28 18:42:38 +02:00
242d7e0b0b ImVector: Added index_from_pointer() helper. 2018-06-28 18:37:38 +02:00
b16603745c Allow menu windows from ignoring the style.WindowMinSize values so short menus are not padded. (#1909) 2018-06-28 11:33:03 +02:00
7adae3299e Double-click on resize grip doesn't need to test HoveredWindow (as button has the flattenchild flag anyway) + double-click on title bar verify that we don't have overlapping items to allow contents in title bar. + Comments 2018-06-27 17:29:31 +02:00
42a919f303 Examples: Apple: Fixed paths of GLFW+GL2 example. (#1906) Update ignore list. 2018-06-27 09:39:52 +02:00
79153cf19f Internals: Various renaming. e.g. NewFrameUpdateHoveredWindowAndCaptureFlags() to UpdateHoveredWindowAndCaptureFlags() + exposed UpdateMovingWindow() in imgui_internal.h. 2018-06-26 12:40:37 +02:00
14ceaaf460 ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat). Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly. 2018-06-26 12:37:20 +02:00
9d67d18d86 Internals: Moved some of the SliderBehaviorT code into SliderBehavior to reduce the amount of instanciated code. 2018-06-25 14:01:21 +02:00
a1ec7723ef Examples: OpenGL3: Remove misleading or unnecessary "#version 150" strings. 2018-06-25 09:50:06 +02:00
c1d8dee6c5 Version 1.63 WIP 2018-06-25 09:40:09 +02:00
fb0106fad2 Demo: Fixed incorrect response to Begin() returning false in overlay demo (which cannot happen since we don't have a title bar, but that doesn't make it a good behaving demo!). 2018-06-25 09:32:55 +02:00
20e89201cb Examples: Fixes. 2018-06-23 09:42:47 +02:00
00418d13e3 Demo: Fixed mismatched TreePush/TreePop in Property Editor, due to incorrect revert in 826d77185e (#1895) 2018-06-22 17:45:03 +02:00
d68633398b Examples: Vulkan: nverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings. 2018-06-22 10:02:02 +02:00
1b74e3be02 Version 1.62 2018-06-22 09:41:25 +02:00
f9a5ff7a19 Examples: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from ImGui_ImplDX12_NewFrame() to ImGui_ImplDX12_RenderDrawData() which makes a lots more sense. (#301) 2018-06-21 12:13:04 +02:00
cac4c3f9b8 Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate some uses. (#1888) + Comments in imgui.h 2018-06-21 12:04:00 +02:00
528b0b4af6 Examples: SDL+OpenGL2: Fixed Makefile. (#1886) 2018-06-20 11:17:33 +02:00
c44a4bed84 Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887) 2018-06-20 11:06:29 +02:00
2ce121b7d0 Readme, Links, Bindings 2018-06-16 10:43:05 +02:00
40845852b9 Fixed warnings + readme 2018-06-16 10:23:11 +02:00
a402edb66c Examples: OSX: Added clipboard support. Fixed ignore list for xcode cruft. Comments about broken keys. (#1873) 2018-06-15 23:01:26 +02:00
b5d385824d Added assert in TreePop() to ease catching ID stack underflow earlier. 2018-06-14 15:11:14 +02:00
826d77185e Revert 640c0566: TreeNode: Fixed nodes with ImGuiTreeNodeFlags_Leaf flag always returning true which was meaningless -> more flexible to keep allowing it by default so it setup an ID scope. 2018-06-14 15:10:46 +02:00
ce0b36ba10 Added _None values to various enum flags, useful for readability and some coding style likes it. (Unfortunately we can't refer to them as default value in imgui.h functions because they need to be declared below). 2018-06-13 23:22:19 +02:00
2a6fbb2197 Speculative fix for Win32 clipboard handler if SetClipboardText() fails + Minor fix for static analyzer + using :: prefix when calling in Win32 functions. 2018-06-13 22:22:52 +02:00
185b4dde87 Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support. Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end. 2018-06-13 19:22:47 +02:00
335f6fde7e Comments + missing changelog bits in 1.52 for SetNextWindowPos, SetNextWindowPosCenter. (obsolete #771) 2018-06-13 14:06:58 +02:00
d57fc7fb97 Added IsItemDeactivatedAfterChange() if the last item was active previously, isn't anymore, and during its active state modified a value. Note that you may still get false positive. (#820, #956, #1875) 2018-06-13 00:10:33 +02:00
be4b8b5615 Internals: Added GetItemID(), GetFocusID() for consistency. Made GetActiveID() inline. Comments, fixed typos, demo tweaks. 2018-06-13 00:02:19 +02:00
3569d74f98 Demo: Moved test of the Hovered/Active/Focused functions to the Widgets section. 2018-06-12 18:51:23 +02:00
cd455a4600 Added IsItemDeactivated() to query if the last item was active previously but isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875) 2018-06-12 18:44:33 +02:00
c725710c6d Comments 2018-06-12 18:25:04 +02:00
a48815b870 Comments, changelog 2018-06-12 12:12:56 +02:00
e54b61aa0f Examples: OSX: Fixed obsolete enums. Fixed keyboard mapping. Added missing keyboard modifiers. (#1873) 2018-06-11 21:07:14 +02:00
f96c7fac91 Examples: FreeGLUT: Fixed mapping of Space key. (#801) 2018-06-11 20:03:35 +02:00
cdf51cad2d Comments, documentation 2018-06-11 19:52:40 +02:00
a1b6766d43 Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801) 2018-06-11 19:27:57 +02:00
bdb3d72d37 Examples: Win32: Fixed handling of mouse wheel messages to support finer position messages (typically sent by track-pads). (#1874) 2018-06-11 17:36:18 +02:00
7acb46bec5 Examples: Comments to make ImGuiConfigFlags_NoMouseCursorChange more visible (#1027). + Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. 2018-06-11 12:33:51 +02:00
fac0c801da Examples: Added imgui_impl_osx.mm bindings (#1870, #281) 2018-06-11 10:19:17 +02:00
6f7b7807ad Fixed Travis path + various paths in comments/documentations 2018-06-10 16:14:43 +02:00
5a13e4dcde Examples: Renamed imgui_impl_sdl2.cpp to imgui_impl_sdl.cpp (#1870) + changelog bits 2018-06-10 15:58:21 +02:00
8d58fbb5ed Examples: Renamed example folders. (#1870) 2018-06-10 15:42:14 +02:00
689ec0bd06 Merge branch 'font_min_max_advance' 2018-06-10 15:07:18 +02:00
85f9694bd4 Big example binding refactor (manually imported from Viewport branch, stripped out of Viewport code). (#1870)
Read examples/README.txt for some details.
ImDrawData: Added DisplayPos, DisplaySize fields honored by all backends (not strictly necessary to honor just now, but doing it to be ahead)
2018-06-08 19:37:33 +02:00
f5bf9f509c ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869) 2018-06-08 12:52:46 +02:00
8e48ab6b19 Nav: Addendum: only set io.WantSetMousePos if necessary. (#1867) 2018-06-07 18:08:59 +02:00
e3710448ae Nav: Removed an unnecessary assertion that could fail when using Mouse and Keyboard simultaneously with the NavEnableSetMousePos flag. (#1867) 2018-06-07 18:04:44 +02:00
929529a0db SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866) 2018-06-07 13:29:54 +02:00
b3a5b8debd Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not fully close/re-open the popup so its child popups won't get closed. (#1497, #1533, #1865).
Followup/fix the change made in deab2ab015
2018-06-06 19:25:49 +02:00
f63a404df0 Added missing IMGUI_API markers in non-inline section of the IMGUI_DISABLE_OBSOLETE_FUNCTIONS block: old Begin(), InputFloat(). 2018-06-06 15:40:40 +02:00
5a288b2d3a Readme, FAQ tweaks (#1807) 2018-06-06 13:02:19 +02:00
d44faa165a Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. (#1859)
Changed the accumulative encoding to remove the implicit +1 which only saved a little space and made things more confusing.
2018-06-06 12:35:36 +02:00
2a56105f85 TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen. The flag was already set by CollapsingHeader(). The only difference is if you were using TreeNodeEx() manually with ImGuiTreeNodeFlags_CollapsingHeader and without ImGuiTreeNodeFlags_NoTreePushOnOpen. In which case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864) 2018-06-06 11:39:29 +02:00
21f553fa55 stb_textedit, InputText(): Fixed Undo after pasting large amount of text (Redo will still fail when undo buffers are exhausted, but text won't be corrupted).
See issue 620 in nothings/stb/
2018-06-05 23:29:06 +02:00
67b139ccae Updated stb_textedit 1.09 + patches --> 1.12 + minor patches. (#715) 2018-06-05 23:27:42 +02:00
916528080e InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787) 2018-06-05 16:16:54 +02:00
512ffa37bd Nav: Fixed clipped scoring when exiting a NavFlattened child back to a parent item (clipping not desirable then). (followup and fix to c665c15). (#787) 2018-06-05 16:12:46 +02:00
6d98c0323b Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787) 2018-06-05 15:49:33 +02:00
2bdf0b54a2 Changelog formatting update, Todo, comments. Tweak Child demo. Shuffle some code in NavUpdate(). 2018-06-05 15:34:22 +02:00
c665c15a7d Nav: When entering into a NavFlattened child we only consider the visible items for scoring (note that this only work assuming the NavFlattened child window has interactive items). Fixes accidentally hoping into a NavFlattened child. (#767) 2018-06-04 18:18:12 +02:00
f4120e20d5 Nav: NavFlattened: Fixed navigation miscrolling parent window when the current window is scrolling enough to keep the item in view. Fix feature added in e11610d6, typically affect large navigation steps (used by PageUp/PageDown). + comments (#787) 2018-06-04 18:18:11 +02:00
5a7e98c7cf Internals: Nav: Removed ParentID from move result (unused, would need to be full-filled for PageUp/PageDown code) + FAQ typo fix. 2018-06-04 15:43:33 +02:00
948009a8b2 Intensive FAQ answer for the million of people asking the same questions over and over again. (#1848, #1791, #1840, #1493, #1295) 2018-05-30 16:31:34 +02:00
0903a12c2a Fixed documentation example (#1847) 2018-05-30 10:28:27 +02:00
a2198bcf6b Made mouse drag distance calculation more robust to invalid mouse position. (#1845) 2018-05-29 10:47:18 +02:00
08e20ae465 Internals: Reintroducing LastActiveIdTimer because it is useful and to reduce merge conflicts. (#1537) 2018-05-28 21:48:25 +02:00
d4b151076c Internals: Added BeginDragDropTooltip() internal function to convey semantic (drag and drop tooltip doesn't get clipped within display boundaries). Revert part of 3218666fb9. (#1739, #143). 2018-05-28 21:40:09 +02:00
3218666fb9 Made drag source tooltip display at the same position as a regular tooltip to avoid discontinuity where dynamically swapping tooltip at the target site. Made drag source tooltip override previous tooltip if any. (#1739, #143). 2018-05-28 21:24:03 +02:00
92b7d6bc4f Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to disable drag source tooltip from the target site (#143) 2018-05-28 20:57:41 +02:00
7fd9199a1d Internals: Selectable: Renamed variables. Todo update. 2018-05-28 17:13:40 +02:00
f843facba4 Internals: PushItemFlag() flags are inherited by BeginChild(). 2018-05-28 15:30:42 +02:00
0e83d74698 Documentation: FAQ, ID Stack, Fonts (#1839, #1840), #1842) 2018-05-27 22:32:46 +02:00
929522febe Missing examples changelog bits and todo list 2018-05-25 12:51:24 +02:00
9770c8b21d Examples: OpenGL3: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. (#1836) 2018-05-25 12:09:14 +02:00
251f178a6f Drag and Drop: Source doesn't report as hovered (at a lower-level). Source disable AllowOverlap flag if any set. (#143) 2018-05-24 18:05:50 +02:00
5fd23eeb74 Examples: iOS: Fixed missing call to CreateContext() + various shallow coding style tweaks. (#1835) 2018-05-24 17:42:50 +02:00
b88fbd69cc Drag and Drop: BeginDragDropSource(): Offset tooltip position so it is off the mouse cursor, but also closer to it than regular tooltips, and not clamped by viewport. (#1739) 2018-05-23 23:19:01 +02:00
09ea376a6a BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): restore modified style at end of Begin instead of End so doesn't affect child windows, BeginTooltip() etc.. (allowed since 7b6b7038c5) 2018-05-23 23:05:26 +02:00
bef0a13283 Examples: Comments about GLSL version not being the same as GL context version. (#1828) 2018-05-21 11:28:30 +02:00
663e2c9237 Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). Changelog. Added to Vulkan example. (#1827) 2018-05-21 10:36:50 +02:00
e8a72d3e72 Examples: GLFW* Make subsequent window creation possible. 2018-05-21 10:34:17 +02:00
bf56b6b9a5 ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826) 2018-05-21 10:13:21 +02:00
7c7e96e1aa ImVector: added erase(it first, it last) helper. Added erase_unsorted(it) helper. + todo fixes/additions 2018-05-18 23:00:48 +02:00
6c684ae39b Fixed GCC pre-8 build. (#1822) + added bonus the non-ASCII character pasted from GCC breaks my SourceTree/Git combo 2018-05-17 18:10:20 +02:00
64b1645deb Disabled GCC 8.1.0 warnings -Wclass-memaccess (#1822) 2018-05-17 14:19:20 +02:00
d5c8f404b2 Remove trailing white spaces. 2018-05-17 14:12:37 +02:00
ede5059e69 Internals: Forward declaring and commenting internal structures. Renamed ImGuiDrawContext to ImGuiWindowTempData, but kept .DC member name for backward compatibility purpose 2018-05-17 10:48:15 +02:00
86f8cdbd98 Comments + Internals: Selectable: decoupled internal flags and removed their menu / menu-item semantic as upcoming changes are requiring more flexibility. 2018-05-16 18:03:37 +02:00
640c056602 TreeNode: Fixed nodes with ImGuiTreeNodeFlags_Leaf flag always returning true which was meaningless. Tweak demo. 2018-05-14 23:36:37 +02:00
99ff6fc7e4 Nav: Draft internal api to forward move request with loop/wrap options. Will rework for parallel scoring of two paths (as a generalization of the NavFlattened concept). (#787) 2018-05-14 23:07:35 +02:00
e11610d6ff Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787) 2018-05-14 19:50:48 +02:00
036dce634e Version 1.62 WIP 2018-05-14 19:19:19 +02:00
721ca97d95 ImVector: Tweaked reserve() flow to avoid calling MemFree(NULL) which is unnecessary. (#1796) 2018-05-14 17:52:29 +02:00
19544629be Examples: OpenGL3: Trying to make the call to glBindSampler optional to make the example code easier to use/share with different context version. (#1806) 2018-05-14 17:47:22 +02:00
78b28d545f Version 1.61 + todo additions 2018-05-14 12:34:47 +02:00
d7cc4bc317 Demo: Tweaked custom rendering custom, added a Thickness drag. Clarified use of vertical/horizontal line. Add a single pixel demo (wowow) 2018-05-13 23:42:19 +02:00
3f29ed6fd5 ColorEdit: Fixed not being able to pass the ImGuiColorEditFlags_NoAlpha or ImGuiColorEditFlags_HDR flags to SetColorEditOptions(). Demo tweak. 2018-05-13 23:41:43 +02:00
725c13ca68 Fix for atof with glibc. 2018-05-13 22:43:43 +02:00
2a2bb8970d Added ImAtof, ImCeil, ImFloorStd to IMGUI_DISABLE_MATH_FUNCTIONS for consistency. Configuration comments. 2018-05-13 22:31:29 +02:00
ff033f431b Added IMGUI_DISABLE_MATH_FUNCTIONS in imconfig.h to make it slightly easier to redefine wrappers to std maths functions such as fabsf(), fmodf(), etc. Comments. 2018-05-13 21:04:07 +02:00
f8ca7f45c4 Comments about AddConvexPolyFilled(), PathFillConvex() requiring a clockwise order path. (#1811) 2018-05-13 15:55:15 +02:00
e61b224b24 Update README.md 2018-05-12 19:20:54 +02:00
d53bae4c14 Demo: Fixing build due to using INT_MAX, UINT_MAX, LLONG_MAX, ULLONG_MAX. 2018-05-12 18:58:59 +02:00
8adbf081af Demo: Renamed "fixed overlay" to "simple overlay" because it's not fixed any more! 2018-05-12 18:07:22 +02:00
a7a1b3b0a7 Demo: Added demo for DragScalar(), InputScalar(), SliderScalar(). (#643) 2018-05-12 17:53:34 +02:00
7475c1e7dd Data types: DragScalar: Fixed speed of integer values tweaking with keyboard/gamepad when speed < 1. Enforce min/max bounds when power curves are used. SliderScalar: Fixed integer/slow tweaking. (#643) 2018-05-12 17:39:34 +02:00
fc7fc83f9e Data types: DragScalar, InputScalar: default parameters. Added IM_STATIC_ASSERT(). Comments. 2018-05-11 19:27:27 +02:00
0dc18a6ca6 Documentation tweaks, comments 2018-05-11 16:54:50 +02:00
8149408408 Merge branch 'data_types'
# Conflicts:
#	CHANGELOG.txt
#	imgui.cpp
2018-05-11 16:48:50 +02:00
14f575ff76 Scrolling: Fixed a case where using SetScrollHere(1.0f) at the bottom of a window on the same frame the window height has been growing would have the scroll clamped using the previous height. (#1804) 2018-05-10 14:31:04 +02:00
91e39e72a3 Combo: Horizontally offset items using WindowPadding instead of Indent, for consistency. 2018-05-09 23:12:35 +02:00
773d484009 Internals: Made ContentsRegionRect absolute to reduce confusion. Renamed InnerRect to InnerMainRect, renamed WindowRectClipper to OuterRectClipped. 2018-05-09 23:12:34 +02:00
f83f566530 Internals: Nav: Extracted code into a NavClampToVisibleAreaForMoveDir() + fix debug code + inline some functions, removed obsolete EndChild() comment. 2018-05-09 21:48:03 +02:00
39f4761ff7 TODO list update + Changelog and comments for #1803. 2018-05-09 15:48:33 +02:00
895647a240 Fixed clipboard paste memory leak in SDL examples. (#1803) 2018-05-09 15:48:33 +02:00
4cabf599c4 Data types: Fix format srtings with leading blanks. Fix ColorEdit4() to not use obsolete formats (when using IMGUI_DISABLE_OBSOLETE_FUNCTIONS) (#643) 2018-05-08 23:41:46 +02:00
ad2927888b Apply fix from data_types branch, some widgets broken when format string doesn't contains a %. Broken by 92f0165f85. Data_types branch fix c5fb929555. 2018-05-08 20:07:25 +02:00
5f464877ed Internals: Declaring DragBehavior, SliderBehavior in there (no warantee given) as they may be useful to custom widgets. 2018-05-08 19:52:56 +02:00
8da0d42ef2 Moved DragScalar, InputScalar, SliderScalar to imgui.h as well as ImGuiDataType (#320, #643, #708, #1011) 2018-05-08 19:52:55 +02:00
c5fb929555 Data types: Fixed empty format string (or no % specifier) breaking the parsing back of values. 2018-05-08 19:52:55 +02:00
280c05e4f8 Fix to allow compiling in unity builds where stb_rectpack/stb_truetype may be already included in the same compilation unit. 2018-05-08 11:02:38 +02:00
f13f10e725 Settings: Comments (#923, #993) 2018-05-07 22:37:10 +02:00
0bf43b3a1b Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory(), io.WantSaveIniSettings. (#923, #993) 2018-05-07 22:18:45 +02:00
023cc25c7c Internals: Removed unnecessary allocation indirection for g.LogClipboard (this only made sense when there was a global context instance) 2018-05-07 22:15:25 +02:00
35e74c72ab imgui_freetype: skip missing glyphs as well to match our stb loader (#1671, #1703) 2018-05-07 20:32:17 +02:00
6eda9ed3fb Skip missing font glyphs V2 revert changes to stb_truetype.h ( 2018-05-07 19:57:53 +02:00
787a475650 Skip missing font glyphs to 1) avoid using space for missing glyphs and 2) allow merging fonts with overlapping ranges. Demo: Fixed displaying ? instead of greyed out empty box. (#1671, #1703) 2018-05-07 18:03:00 +02:00
807c4f0ea4 Ran a spell checker for sanity. 2018-05-07 14:44:35 +02:00
4310bad32a Examples: DirectX9: Comments, updated changelog, notes about usage of imconfig.h (#1790, #1687) 2018-05-07 11:52:48 +02:00
d0051ce5cb add renderstate D3DRS_SHADEMODE for Dx9 impl
add backuping transform for Dx9 impl
(#1790, #1687)
2018-05-07 11:52:48 +02:00
3e8087458d SliderScalar, VSliderScalar(): Support for any data types. Tested with various ranges/limits. Note that Drag/Slider/Input currently fail if the format string doesn't preview the actual value. Will fix next. (#320, #643, #708, #1011) 2018-05-04 20:55:51 +02:00
944f414cc6 Internals: A few selected math helpers are now using template to handle all supported types. Added ImPow() to wrap float/double in a standard manner without calling pow(double) when not needed in Drag code. 2018-05-04 18:14:59 +02:00
f4c16fbb99 Internals: Data types: Made format string optional. DragBehavior: Moved a bit of code outside of the template. Slider tidying up. Removed unnecessary call to fabsf(). 2018-05-04 17:57:47 +02:00
dcd26f1295 DragFloat, DragInt: Default format string is none is passed to the function. Fixed demo using old style %.0f. 2018-05-04 16:41:48 +02:00
dbe16b6a70 Made IMGUI_DISABLE_OBSOLETE_FUNCTIONS exceptionally not affect the layout of ImGuiIO. (#1695) 2018-05-04 14:55:38 +02:00
f47c756755 Internals: Missing const, some renaming. Tweak legacy fast path. 2018-05-03 22:12:55 +02:00
0699ae161f DragInt, DragScalar: Actually made the fast-past handle the now-most-common case.. 2018-05-03 21:49:38 +02:00
7640439747 DragInt: Patch old format strings to replace %f by %d when using the DragInt() entry point. (#320, #643, #708, #1011) 2018-05-03 21:35:04 +02:00
17d3c6305e Ran a spell checker for sanity. 2018-05-03 21:11:53 +02:00
069b284f17 Internals: Tidying up internal helpers. Fixed a case ImParseFormatTrimDecorations() can return an off by one (out of bound) pointer if the format string is invalid. Extracted ImParseFormatFindEnd() out of TrimDecorations so we can use it to find the format type and replace the %f in old Int apis. 2018-05-03 20:22:29 +02:00
086c3925c4 Internals: Fixed DragInt* default format string. InputScalar(), InputScalarN(), removed InputFloatN(), InputInt(). Note that DragInt2/3/4 will %f format strings will currently be broken. (#320, #643, #708, #1011) 2018-05-03 19:42:35 +02:00
6c932479f2 Internal: DragScalar(), InputScalar() now support signed/unsigned, 32/64 bits, float/double data types. (#320, #643, #708, #1011) 2018-05-03 17:34:38 +02:00
93b8580a8d Internals: DragFloat: Fixed power handling. Use an temporary accumulator and no absolute values so we will be able to manipulate double as well as 64-bit integers. (#1011, #708, #320) 2018-05-03 17:34:33 +02:00
3f04fd0644 Internals: DragFloat: Removed DragSpeedScaleFast/DragSpeedScaleSlow since it's not yet usable and Nav version doesn't have an equivalent. 2018-05-03 17:34:29 +02:00
4780ac1ca4 Internals: Data types: Added s64, u64 data types. Added support in InputScalar(). Removed internal.h InputScalarEx() to InputScalar(). Removed cheap-relative-operators support in recently added U32 data path, since this is heading toward being legacy code. + Fixed InputDouble parsing code. (#1011, #320, #708) 2018-05-03 17:34:22 +02:00
d9fa1f869e Comments about using "power curves". Demo tweaks. (#648) 2018-05-03 17:34:15 +02:00
8a370f6491 SliderFloat: Fixed grab size and steps with %g format. (#642, #1301) 2018-05-03 17:34:09 +02:00
10e3f17235 DragFloat/SliderFloat internal InputScalar trim leading/trailing spaces emitted from the format string when presenting an edit box to the user. (#648)
Follow up to 6881d065b8
2018-05-03 17:34:02 +02:00
a62f195e83 Internals: Renamed IsCharIsSpace() to IsCharIsBlank*() to match standard terminlogy and added ascii/u16 variations. 2018-05-03 17:33:55 +02:00
ef05141a06 Internals: InputScalarEx: Tweak internals so there is a fast path for the simple case.
(in particular because it makes it clear what the extra code is for, so people tempted to create their own InputText data transform/handler understand how little is actually needed)
2018-04-30 20:12:14 +02:00
ed756d474e Internals: Added ImGuiDataType_Uint32 data type which is usable with InputScalarEx(). 2018-04-30 20:02:33 +02:00
7df985bc5c Nav: Fixed hovering a Selectable() with the mouse so that it update the navigation cursor. Fixed c8b9b2c6 which was incorrect (#787) 2018-04-30 19:40:25 +02:00
a1da7f9860 Internals: Tweaked ParseFormatPrecision(), clarified its more limited purpose, allowing 2-digits precisions since it makes (some) sense for doubles. (#648) 2018-04-30 16:52:16 +02:00
92f0165f85 DragFloat, SliderFloat: Rounding scalar using the provided format string instead of parsed precision. (#648) 2018-04-30 16:44:57 +02:00
6881d065b8 DragFloat/SliderFloat internal InputScalar trip trailing decoration off the format string when presenting an edit box to the user. (#648) 2018-04-30 15:59:59 +02:00
d7e24416dd DragFloat/SliderFloat internal InputScalar relies on the user supplied format string to format and parse value. (#648)
The trailing text after the format will be displayed in the InputText but not affect back parsing. Ideally we can try to strip it later.
2018-04-30 15:21:51 +02:00
429f48bb4f Clarified usage of ListBoxHeader() before we rename those functions + fixed demo code that didn't honor it correctly. (#1783) 2018-04-29 12:20:22 +02:00
f2e9dddeca DragDrop: Removed const qualifier from ImGuiPayload 's void* data, easing casting on user side. 2018-04-28 10:43:15 +02:00
d317951b37 Demo: Fixed demo from using obsolete functions. 2018-04-28 10:33:48 +02:00
f80314754c InputFloat,InputFloat2,InputFloat3,InputFloat4: Added variations taking a more flexible and consistent optional "const char* format" parameter instead of "int decimal_precision". This allow using custom formats to display values in scientific notation, and is generally more consistent with other API. Obsoleted functions using the optional "int decimal_precision" parameter. (#648) 2018-04-28 00:11:40 +02:00
73445ff248 Renamed all "display_format" arguments to "format" to emphasis that they also affect rounding of values. (#648, #642) 2018-04-27 23:44:27 +02:00
8a38271a7c SliderFloat, DragFloat: Fix to allow input of scientific notation when Ctrl+Clicking a slider or drag, matching the change done in c19b2781 for InputFloat(). (#648, #1011) 2018-04-27 23:18:28 +02:00
066550de68 DragFloat, DragInt: Cancel mouse tweak when current value is initially past the min/max boundaries and mouse is pushing in the same direction (keyboard/gamepad version already did this). 2018-04-27 19:15:25 +02:00
a84aff1875 Internals: DragBehavior: tweaks internals. 2018-04-27 18:22:10 +02:00
1d99b5f963 Internals: Reordered parameters of DataTypeFormatString() internal helper functions and shallow tweaks. 2018-04-27 18:19:59 +02:00
101f9b42b7 InputText: Fixed returning true when edition is cancelled with Esc and the current buffer matches the initial value. 2018-04-27 17:32:03 +02:00
28edece04f Comments, minor tweaks 2018-04-27 17:32:03 +02:00
f8c9c33d33 Fixed static analyzers warnings with bool literals (#1775)
* Use `false` instead of `0` for a bool literal.
* Simplify calls to RadioButton to not need bool literals.
2018-04-26 09:51:46 +02:00
27ac9f4761 Comments (#1695) 2018-04-25 22:16:16 +02:00
eb1c36fdfb Added IMGUI_CHECKVERSION() macro to compare version string and data structure sizes in order to catch issues with mismatching compilation unit settings. (#1695, #1769) 2018-04-25 22:07:14 +02:00
711a63befc Misc: Stop moving window if mouse position becomes invalid. Flagged menus are _NoMove for sanity. 2018-04-25 17:58:54 +02:00
d317d90610 Misc: NavCalcPreferredRefPos selects between mouse and nav reference position + added sanity assert (merged from viewport branch to minimize branch drift). 2018-04-25 17:58:54 +02:00
9cbca8c127 Begin: Shuffled some code, _should_ have no side-effect. Clear NextWindowData in one call and more consistently. (merged from viewport branch to minimize branch drift). 2018-04-25 17:58:54 +02:00
e3453d0dc4 Misc: Comments and shallow/small changes (merged from viewport branch to minimize branch drift). 2018-04-25 17:58:53 +02:00
b28535d1da ImGuiTextBuffer::appendfv needs to va_end the args_copy. 2018-04-25 17:40:39 +02:00
01fa934222 Internals: Removed unecessary Pos/PosFloat separation, only reason appears to be mostly pre-1.0. The only piece of code that I expected sub-pixel window position to matter actually already round its delta (wrongly so, will fix later/separately if we want). 2018-04-25 15:24:26 +02:00
7ebdadf92b Fix various typos. 2018-04-25 09:40:14 +02:00
46698c96c5 Removed presumably obsolete MovingWindow tests which prevent move/merge logic in viewport branch from working in all situations (e.g. docking away when ActiveId is the ID of a tab) 2018-04-24 16:48:26 +02:00
dc03c93164 Internals: Removed misleading ImRect::FixInverted + fix minor formatting in Readme.
Demo: Fixed Overlay: Added a context menu item to enable freely moving the window.
2018-04-24 14:19:10 +02:00
7b6b7038c5 Window: Relaxed the internal stack size checker to allow Push/Begin/Pop/.../End patterns to be used with PushStyleColor, PushStyleVar, PushFont without causing a false positive assert. (#1767) 2018-04-23 17:58:49 +02:00
22773e03a2 InputText: On Mac OS X, support Cmd+Shift+Z for Redo. Cmd+Y is also supported as major apps seems to default to support both. (#1765) 2018-04-23 11:15:13 +02:00
e2f831c80e InputText: tweaks, minor refactoring, renaming + comments (#1695) 2018-04-23 11:09:16 +02:00
037d5a7e98 Columns: Fixed a bug introduced in 1.51 where columns would affect the contents size of their container, often creating feedback loops when ImGuiWindowFlags_AlwaysAutoResize was used. (#1760) 2018-04-20 16:03:21 +02:00
49a451d247 Window: Fixed windows using the ImGuiWindowFlags_NoSavedSettings flag from not using the same default position as other windows. (#1760) 2018-04-20 15:40:12 +02:00
f93dce9513 InputText: Tweak to make the if statement more readable + update Changelog (#1747) 2018-04-19 16:21:32 +02:00
1554d97492 on OSX, ignore text input when CMD key is down 2018-04-19 16:17:57 +02:00
6beafe555c Update issue template so that removing the carriage return doesn't merge the user's text with the list/bullet item. 2018-04-19 14:47:29 +02:00
f5700f238d Documentations for Github users. Metrics: Fixed display of NavRectRel, added display of ParentWindow. 2018-04-19 11:08:20 +02:00
bcac02809f Examples: Allegro 5: Renamed bindings from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp. 2018-04-18 21:55:12 +02:00
3913297384 Examples: Allegro 5: Added support for 32-bit indices setup via defining ImDrawIdx, to avoid an unecessary conversion (Allegro 5 doesn't support 16-bit indices). 2018-04-18 21:51:14 +02:00
6d6f4a85f6 Fixed DisplaySafeAreaPadding not affecting popups/tooltips/menus at it should have (partly broken in 2e5577f44f). 2018-04-18 17:40:38 +02:00
6a0b2627ad BeginMainMenuBar: Followup to 1e41bad9. Removed public window flag. DisplaySafeAreaPadding defaults to (3,3) instead of (4.4). Comments, tab to spaces, Changelog. (#1439) 2018-04-18 17:37:35 +02:00
1e41bad90f Added DisplaySafeAreaPadding to MainMenuBar height and fixed starting x position. Fixes main menu bar problems with TVs. (#1439) 2018-04-18 15:13:09 +02:00
7241dc61d4 Fixed default proportional item width lagging by one frame on resize + miscellaneous minor tweaks. 2018-04-17 23:36:59 +02:00
83d97d4a9b Fix typos KeyDown => KeysDown 2018-04-14 10:28:10 +02:00
d1c16d4ccd Documentation bits. Misc comments. 2018-04-13 22:23:34 +02:00
58fd8ea303 Fix minor error in doc
Not a big deal.
2018-04-12 13:18:26 +02:00
d1d2bbf86a Internals: Popup: Moved popup/menu/tooltip positioning code (viewport branch needs it organized in a different manner, so we are pushing the bulk of it here to minimize differences). 2018-04-11 17:01:19 +02:00
bfc0efaae9 Internals: Window: Aggregating ImDrawList into the ImGuiWindow structure. 2018-04-11 12:43:38 +02:00
84fe711bdf Settings: Fixed saving an empty .ini file if CreateContext/DestroyContext are called without a single call to NewFrame(). (#1741) 2018-04-11 10:08:23 +02:00
296f03374b NewFrame: Prevent division by zero in frame rate calculation if io.DeltaTime is continuously zero. (#1740, #881) 2018-04-10 23:48:27 +02:00
928a4ad315 Begin: moved tooltip position code in an else block. Misc comments 2018-04-10 16:51:16 +02:00
52cac135c9 Internals: Renamed GetFrontMostModalRootWindow() to GetFrontMostPopupModal() and exposed in imgui_internal.h (#1738) 2018-04-10 15:04:36 +02:00
9117632bf0 Misc: IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. 2018-04-09 20:42:49 +02:00
660c157880 Examples: Added missing calls for ::DestroyWindow, glfwDestroyWindow() + fix old comments. 2018-04-09 19:16:47 +02:00
6f1f5cbc20 Version 1.61 WIP 2018-04-09 14:02:32 +02:00
dd079fe6e6 Version 1.60 (missed the string). Will retag. 2018-04-09 13:52:24 +02:00
54fca1d1b8 Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) in every other back-ends. (fixes 6cee2fca94) (#1733, ~#1731) + assert 2018-04-09 13:13:06 +02:00
8acda84202 Nav: Fixed comment. (#1599) 2018-04-08 12:27:11 +02:00
3a29ddbcfa Version 1.60 2018-04-08 00:45:02 +02:00
6d0c720451 Internals: Removed unused internal variant of ArrowButton(). 2018-04-07 23:06:06 +02:00
82b7a39f31 Fixed a few zealous warnings. 2018-04-07 10:38:01 +02:00
c712f7275d Fixed unused variable warning. 2018-04-07 10:25:51 +02:00
c2fc978983 Style: Default style is now StyleColorsDark()! Toward a 1.60 release :) (#707) 2018-04-06 23:25:25 +02:00
0734a12d25 IO: ImGuiConfigFlags_NoMouse disable hovering so it is not destructive. Amend 2464e62a1a 2018-04-06 23:05:53 +02:00
e88fb10d7c NewFrame: Extract some code into a NewFrameUpdateHoveredWindowAndCaptureFlags() which can be of use with touch-based inputs systems. 2018-04-06 19:36:15 +02:00
c1bdab6d5b Comments about io.WantCapture flags + todo entries. 2018-04-06 19:36:14 +02:00
ac2027c415 NewFrame: Extract some code into a NewFrameUpdateMouseInputs function. Moved settings saving higher up in the function so it is next to its peers. 2018-04-06 19:36:14 +02:00
2464e62a1a IO: Added ImGuiConfigFlags_NoMouse to force clear/disable mouse inputs in NewFrame(). 2018-04-06 19:36:13 +02:00
72b7f48870 Renamed ImGuiConfigFlags_NoSetMouseCursor to ImGuiConfigFlags_NoMouseCursorChange. Followup to 75c3793db5 two weeks ago. (#787, #1495, #1202) + comments 2018-04-06 18:12:21 +02:00
18a243bef0 Columns: Fixed calling Columns() again with the same number of columns. (#125) 2018-04-06 17:50:50 +02:00
5f4001a811 Contribution guidelines 2018-04-04 20:48:49 +02:00
fc30462f18 Hide new windows for one frame until they calculate their size. Also fixes SetNextWindowPos() given a non-zero pivot. (#1694) 2018-04-04 19:35:08 +02:00
5aa3f99b4c Internal: using more consistent comparaison with HiddenFrames to not imply it could be -1. Tweaked comments. 2018-04-04 17:21:36 +02:00
4649967112 Added extra comments and assertions to avoid user combining ImGuiCond flags. (#1694) 2018-04-04 15:01:01 +02:00
cd1e6e384f Tooltip windows uses PopupBorderSize (#1697) + commented out debug stuff. 2018-04-04 12:39:48 +02:00
2fa113c895 README.md: add link to Gallery Part 6 2018-04-04 00:09:35 +02:00
1e116e6c17 Removed need for -Wnocast-qual on modern Clang/Xcode as a token of good behavior. Unfortunately the old stb_ decompress code is a little const clunky. + warning fix in stb_textedit which is already in master afaik. 2018-04-03 23:18:43 +02:00
84fbc49403 BeginChild: named child don't include the full id inside their name (#1698) 2018-04-03 22:13:35 +02:00
78610a54d2 Fixed Clang zealous cast-call warning (on par with GCC) which decided to warn against explicit C-style casts now. 2018-04-03 20:55:30 +02:00
77e234d9df Comments 2018-04-03 20:22:44 +02:00
c461401b21 Comments, FAQ 2018-04-03 20:05:59 +02:00
664ab85f76 Examples: Tweak comments. (#1704, #1708). 2018-04-02 17:31:51 +02:00
ca39070ca0 Examples: Win32: Fixes for MingW which doesn't support a 2007 define? I have no idea why people still use MingW (#1704, #1463) 2018-03-28 23:32:02 +02:00
cc96477b1c Comments (#1695) 2018-03-25 14:45:40 +02:00
cd602b8832 Examples: SDL: Note about SDL breaking the IME under Windows (I can't seem a way SDL2 Windows IME implementation can possibly work, the functions are never called/referenced). 2018-03-23 12:03:57 +01:00
b69dc45f6e Internals: Removed ImGuiDataType_Float2. 2018-03-22 20:14:31 +01:00
c19b27813d Added InputDouble() function. We use a format string instead of a decimal_precision parameter to also for "%e" and variants. (#1011) May transition the other InputXXX function to use format strings as well. 2018-03-22 18:58:40 +01:00
c796960ff9 InputFloat: Scientific input. InputText: Added ImGuiInputTextFlags_CharsScientific to add 'e' 'E' to list of characters that can be input. (later useful for #1011) 2018-03-22 17:49:53 +01:00
21ac470a8a Nav: Fixed a crash with IMGUI_DEBUG_NAV_SCORING enabled + added info to Metrics. 2018-03-22 16:37:21 +01:00
94116f1143 Examples: GLFW: Don't alter cursor mode if GLFW_CURSOR input mode is GLFW_CURSOR_DISABLED. (#1202) [@PhilCK] 2018-03-20 22:41:05 +01:00
75c3793db5 IO: Added ImGuiConfigFlags_NoSetMouseCursors. Added ImGuiBackendFlags_HasMouseCursors, ImGuiBackendFlags_HasSetMousePos. (#787, #1495, #1202) 2018-03-20 21:19:23 +01:00
dcf7c3d188 Added ImGuiBackendFlags for backend to expose its capabilities. Added ImGuiBackendFlags_HasGamepad. (#787, #1542) 2018-03-20 20:39:44 +01:00
170f44e6f0 IO: Renamed io.WantMoveMouse to io.WantSetMousePos (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch) + internal renaming (#787) 2018-03-20 20:12:34 +01:00
fe5347ef94 imconfig: Added IMGUI_STB_TRUETYPE_FILENAME, IMGUI_STB_RECT_PACK_FILENAME + documenting IMGUI_DISABLE_STB_XXX flags and hiding IMGUI_STB_NAMESPACE which is misleading.
Fixed typos in todo list.
2018-03-20 18:25:37 +01:00
74b7dce394 Examples: Renamed applications to emphasis on use of GLFW as a platform framework + minor local tweaks 2018-03-20 16:00:59 +01:00
70d500502a ImVector: Fixed insert() helper using the = operator (followup to be consistent with 4186c2c2b1) 2018-03-20 11:35:10 +01:00
d1c45db9e8 Fixed enum typo. 2018-03-19 22:47:10 +01:00
4485e56e02 Examples: Vulkan: Fix missing subpass dependency
Without a dependency between pWaitDstStageMask (COLOR_ATTACHMENT_OUTPUT)
and the render-pass, the UNDEFINED -> COLOR_ATTACHMENT_OPTIMAL transition
might happen before the image is ready to be used.
2018-03-19 16:48:03 +01:00
a73f6d06e0 Examples: Vulkan: Using VK_PRESENT_MODE_MAILBOX_KHR. Disable IMGUI_UNLIMITED_FRAME_RATE by default. Fixed warnings. (#1042) 2018-03-19 16:47:28 +01:00
166411287f Demo: Added more complete Combo demo. (#1658) 2018-03-19 14:44:37 +01:00
62e94717eb Nav: InputText: Allow editing text input fields with NavActivate (space). Not sure about that, on one hand it feels more consistent but you can't finish the editing with space to double space (activate + input space) could feel inconsistent. (#787) 2018-03-19 13:20:25 +01:00
33ad8b2f0c Nav: Track nav input source more generally (gamepad vs keyboard) (#787) + update todos and demo tweaks 2018-03-19 13:20:18 +01:00
d8d93f6360 imgui.h: Various comments and tweaks. 2018-03-18 12:24:28 +01:00
6fe22e6297 imgui.h: Moved columns lower in the file. Various spacing changes and minor comments. 2018-03-18 12:23:33 +01:00
6bda816ffe ImVector: Added copy/assign operators as helpers to ease cloning of data. 2018-03-17 21:18:14 +01:00
1e296453ef ImDrawList: Added Clone() helper function. 2018-03-17 21:18:14 +01:00
4186c2c2b1 ImVector: resize() / push_back() use memcpy() as we are not supposed to be constructor/destructor/operator aware at all. (If we do need to rework ImVector). In turn this will allow us to define assign/copy operators. 2018-03-17 20:42:56 +01:00
d68be086b2 ImVector: Using value_type consistently. Spacing. 2018-03-17 18:08:12 +01:00
533c86a7a3 Update TODO list, minor fix in Readme, comments, Clang -Weverything warning fix in imgui_draw.cpp under Windows. 2018-03-17 17:29:58 +01:00
0e3a6ef4f7 Moved IM_NEW, IM_DELETE helpers to imgui.h for convenient use by back-ends and user code. 2018-03-13 16:18:40 +01:00
7b833dabc8 ImVector: Spacing, assert tweaks 2018-03-13 16:18:40 +01:00
26296bb4c1 Misc: Fix 111ea7af77, GetStyleColorName() would assert, removed removed ImGuiCol defines (too much risk/complexity trying to silently ignore it). 2018-03-13 11:53:12 +01:00
f93a22ae6e Contributing: tweaks, mention screenshots more prominently. 2018-03-13 11:47:57 +01:00
111ea7af77 Misc comments, todos + reintroduced removed ImGuiCol defines under !IMGUI_DISABLE_OBSOLETE_FUNCTIONS wrap. 2018-03-12 17:24:15 +01:00
37cb177745 Examples: Vulkan: Only resize swap chain and framebuffer once. (#1042) 2018-03-12 14:47:41 +01:00
1c18d65313 Examples: Renamed glfw error callback for clarity. 2018-03-12 14:43:37 +01:00
b2453d7e8f Fixed resize window validation errors with removing frame prerender once and present last but one frame functionality. Frame rate is still similar. 2018-03-12 14:34:36 +01:00
887712a6f1 Updated templates, added pull request template. 2018-03-12 14:20:39 +01:00
e7670c0bcc Style: CloseButton() now display a proper cross. Using Button colors for background. Removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. (#707) 2018-03-12 11:48:04 +01:00
b9ac127b0b Internals: Columns renaming fields 2018-03-12 11:03:27 +01:00
1f6ad7a894 ImFont: Added FindGlyphNoFallback. Fixed MergeMode broken by 1ef1acbd8d 2018-03-10 10:33:12 +01:00
351b3fa7b0 Updated Changelog following merge of #1619 + fixed entry added to wrong version Changelog in 1ef1acbd8d 2018-03-09 10:29:41 +01:00
5fdde52444 Merge branch '2018-03-font_offset' into master2 2018-03-09 10:29:22 +01:00
a3d5f92214 Merge branch 'master' into font_offset 2018-03-08 16:49:39 +01:00
1ef1acbd8d Font: Fixed MergeMode adding duplicate glyphs data instead of reusing existing (broken by 072d6d8cb5) 2018-03-08 16:47:41 +01:00
3dfac93ebe Fonts: Fixed debug name not being zero-terminated if longer than storage buffer + made buffer slightly longer as well. 2018-03-08 15:58:56 +01:00
642c6748ac Comments, Changelog 2018-03-08 11:15:27 +01:00
a1f3949d71 Drag and Drop: Increased payload data type to 32 characters. (#143) 2018-03-08 10:42:51 +01:00
7fd62baa42 Examples: Added Makefile for SDL+OpenGL2 example. (#1668) 2018-03-07 11:50:56 +01:00
6190d794d4 Update README.md 2018-03-07 10:01:20 +01:00
a2ed3ee2cf Examples: OpenGL3: Added a way to override the glsl version number through the Init call. (#1667, #1466) 2018-03-06 19:48:30 +01:00
cea7492bab Render: Removed the code that disable render if style.Alpha is 0.0f, it is both incorrect (as style Alpha can be modified mid-frame), not really necessary (just tested that full Alpha = 0 will lead to empty draw lists!) and misleading (bulk of the work was already done). 2018-03-05 22:47:53 +01:00
945f4d1ecd Removed redundant semi colons. (#1653) 2018-03-05 16:16:27 +01:00
51afaf7117 Fixed type cast warning. 2018-03-05 13:15:15 +01:00
0ec356eb6e Comments, FAQ update. 2018-03-05 13:05:47 +01:00
5ed45d0aec Columns: Fixed destructive small resize. (#1656). The OffsetNorm clamp introduced by #913 was ok as it didn't write back into the storage, which #1499 started doing making it destructive. Right now I don't think the clamp is needed at all. It had uses (eg: hide the issue fixed by bf7481eba0). 2018-03-04 17:55:59 +01:00
bf7481eba0 Columns: Extent stop at the right-most clipped pixel. The right-most column might appear a little wider but it's usable space matches the others. (#125). +9 Internal: Store InnerClipRect. 2018-03-04 17:44:17 +01:00
968a8d2a3f Columns: Clamping MaxX above MinX. This shouldn't have much of a benefit / affect, but the internal values are more sane this way. (#125) 2018-03-04 16:58:24 +01:00
ee770af72c Columns: Adding per-window display in Metrics. Tidying up, removing old code/comments. (#125, #1499, #1656) 2018-03-04 16:56:21 +01:00
69e700f869 Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT for consistency with other enums. Added 2018-03-03 20:15:10 +01:00
8a4093f38b Added ArrowButton(). Exposed ImGuiDir. 2018-03-03 20:08:03 +01:00
1549c5cf5e BeginCombo(): Added ImGuiComboFlags_NoArrowButton and ImGuiComboFlags_NoPreview flags + hover color matches drag and sliders. 2018-03-03 19:43:31 +01:00
ad7ff7504e Merge branch 'patch-1' of https://github.com/stfx/imgui into stfx-patch-1 2018-03-03 19:34:47 +01:00
839cdd37a3 Combo: Arrow button isn't displayed over frame color, so color is consistent with other button + the button doesn't have inner rounding. 2018-03-03 19:23:48 +01:00
11f13ab24f Internal: renamed RenderTriangle() to RenderArrow(). 2018-03-03 19:08:22 +01:00
df8a9c49eb Allow user to override ImTextureId. (#1641) 2018-03-01 16:29:32 +01:00
b37ef20c5c Makefile: updated sdl_opengl3_example with all changes from #885. 2018-03-01 15:54:12 +01:00
124d8522b1 Do not store compiled objects outside the project tree. 2018-03-01 15:50:39 +01:00
b6f251103b Define SOURCES instead of OBJS in Makefiles.
OBJS is still deduced from SOURCES, but this change gives better control
over where the object files get actually written.
2018-03-01 15:46:43 +01:00
d4f63c3844 Use make variables $@ and $^ where appropriate. 2018-03-01 15:45:34 +01:00
551932697d Ensure make clean is idempotent.
Prior to this, `make clean` would fail if the project was not already
fully built, and a second invokation would always fail.
2018-03-01 15:45:23 +01:00
6797ee4b68 Nav: Added links to PNG/PSD files for PS4 and Switch. Fixed suggested Joy-con mapping as per typical Nintendo-style mapping. (#787) 2018-03-01 13:03:12 +01:00
c994796e26 Internal: Moved IM_NEWLINE helper to imgui_internal.h 2018-02-28 21:45:02 +01:00
b3594a6407 Added ImGuiConfigFlags_IsSRGB, ImGuiConfigFlags_IsTouchScreen (strictly for user storage) 2018-02-28 21:16:47 +01:00
2c9f45bbe7 Renamed ImGuiNavFlags io.NavFlags to ImGuiConfigFlags io.ConfigFlags. (#787) 2018-02-28 18:51:40 +01:00
a869e944b0 README.md typo fix 2018-02-26 17:43:41 +01:00
c7835dd189 ImRect: Removed misleading IsFinite() function used by some Nav code. 2018-02-26 16:35:46 +01:00
5427eca960 Compacted some old Breaking Changes notes (Pre July 2015 stuff) 2018-02-25 19:05:31 +01:00
bd267ad739 Changelog: Added all change infos since 1.53 up to the current version. 2018-02-25 14:15:38 +01:00
133f06d658 Changelog: Added Changelog with info from 1.48 to 1.53. Haven't added 1.53..current yet. 2018-02-25 14:15:37 +01:00
27667fc035 TreeNode: Renamed Beta ImGuiTreeNodeFlags_NavCloseFromChild to ImGuiTreeNodeFlags_NavLeftJumpsBackHere. (#1079) 2018-02-25 14:15:37 +01:00
403b2d7d59 ImDrawList: Better looking non-AA rectangle (lower-right corner and rounding). (#1646) 2018-02-25 14:15:37 +01:00
d7f97922b8 Examples: Fix d749d49903 missing the deletion code. (#1217) 2018-02-23 22:46:14 +01:00
d749d49903 Examples: OpenGL3: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. (#1217) 2018-02-23 12:37:49 +01:00
6662fe7b18 stb_truetype: Fixed unused variable warnings for configuration where asserts are disabled. (#1642) 2018-02-23 11:07:51 +01:00
79969931e6 ImDrawList: PushTextureID(): Removed unnecessary param by reference. 2018-02-23 00:01:34 +01:00
288351a801 Examples: DirectX12: Tweaked assertion to more accurately represent what it wants to say. (#301) 2018-02-23 00:00:43 +01:00
a1a36e762e Merge branch 'podgorskiy-master' 2018-02-22 23:24:44 +01:00
8040cf1425 Merge branch 'master' of https://github.com/podgorskiy/imgui into podgorskiy-master 2018-02-22 23:22:16 +01:00
63be3e7c82 Update README.txt 2018-02-22 23:20:37 +01:00
7e24ce0956 Examples: DirectX12: Fixed shutdown issue. (#301) 2018-02-22 23:04:28 +01:00
9be7d048c8 Examples: DirectX12: Merge, various styling tweaks, update for 1.60 wip, synchronized Win32 features with other examples. (#301) 2018-02-22 23:03:47 +01:00
913f3692a2 Examples: DirectX12: Removed from current solution which is meant to be VS2010 compatible for now (will change soon). 2018-02-22 22:38:22 +01:00
0d063585e8 Merge branch 'jdm3_master' 2018-02-22 17:04:15 +01:00
94466745bb A tiny optimization to ImLineClosestPoint. Removed unnecessary sqrtf call.
ab_lenSqr -> ab_len_sqr
Moved line where ab_len_sqr is computed after the first return
2018-02-22 10:57:20 -05:00
b28995b667 Nav: Internals: Exposed NavMoveRequestCancel in imgui_internal.h (#1640) 2018-02-22 15:39:49 +01:00
f43068c543 Examples: DirectX10, DirectX11: Simplified main example code. 2018-02-22 13:15:16 +01:00
493ec0bc98 Simplified .gitignore list 2018-02-21 23:13:53 +01:00
9b9d9321cf Examples: SDL: Using %SDL2_DIR% in the .vcproj instead of %SDL_DIR%, the earlier is more standard. 2018-02-21 22:46:49 +01:00
2c3c5125b3 Drag and Drop: BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is really usable in typical conditions at the moment. (#143, #1637) 2018-02-21 21:33:58 +01:00
16ff9faf51 Update issue_template.md 2018-02-21 13:12:13 +01:00
9c20a40b36 Examples: OpenGL: Cast call to glPolygonMode(). (#1628). 2018-02-20 15:49:17 +01:00
201408a119 Update .travis.yml 2018-02-20 15:12:17 +01:00
32bbd8be96 Update .travis.yml 2018-02-20 15:07:34 +01:00
3186acdf8c Trying to download and build GLFW since APT repository are unreliable 2018-02-20 14:56:43 +01:00
98c2ca557c Update .travis.yml PPA source for glfw in the end of getting a newer version of GLFW 2018-02-20 14:40:12 +01:00
daddd09cd5 Examples: Mouse cursor handling comments/tweaks to homogenize. (#1495) 2018-02-20 14:23:22 +01:00
d534207622 Examples: GLFW: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). (#1495) 2018-02-20 14:18:02 +01:00
11b12488e8 Examples: GLFW*: Renamed GLFW callbacks exposed in .h to not include GL2/GL3/Vulkan in their name. 2018-02-20 14:09:46 +01:00
7e2e0535dd Examples: DirectX 9,10,11: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). (#1495) 2018-02-20 13:55:09 +01:00
7cbcccd96b Update Breaking Change section with moved misc/fonts/ (#1631) 2018-02-20 12:08:37 +01:00
7ee2bc8f5e FAQ about backslashes in string literal since the one in main.cpp isn't being noticed enough. (#1397) 2018-02-20 10:24:31 +01:00
b33f0e215f Initialization happens during CreateContext(), which makes it easier for platform layers to interact with the context during their initialization. 2018-02-18 23:28:56 +01:00
1399c9c8a9 Merged a bunch of small inconsequential things from my work branch, to reduce the diff noise. 2018-02-18 20:21:21 +01:00
bdb27366e7 Nav: Tweak windowing highlighting for full viewport windows. 2018-02-17 00:19:04 +01:00
f5f3730b16 Examples: GLFW+GL2/GL3: Added glPixelStorei() calls borrowed from SDL examples. 2018-02-16 23:19:38 +01:00
9e713b115f Examples: Renamed .sln file. 2018-02-16 22:38:19 +01:00
243fd67b1c Examples: Vulkan: Fix for empty draw data (init time) + fixed warning. 2018-02-16 22:37:46 +01:00
10752423ec Examples: Vulkan: Added .vcproj files. 2018-02-16 22:37:41 +01:00
31158e575f Examples: SDL: Fixed minor warning. 2018-02-16 22:37:29 +01:00
00b24f27c2 Examples: SDL: Added .vcproj files. 2018-02-16 22:37:24 +01:00
03a44acf6f Examples: SDL: Minor stylistic tweaks. Fixed handling of ImGuiMouseCursor_None so it doesn't underflow array. Fixed harmless uninitialized pointer. (#1626) 2018-02-16 19:55:16 +01:00
7c75835200 Renamed misleading ImGuiMouseCursor_Move to ImGuiMouseCursor_ResizeAll. SDL: Fixed cursor. (#1626) 2018-02-16 19:49:33 +01:00
ffb6e89f30 Use SDL system cursors in SDL examples. (#1626)
(Squashed 4 commits)
2018-02-16 19:41:27 +01:00
63332d152a Obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display..(#1599)
Examples: Updated examples.
2018-02-16 19:18:16 +01:00
0cefd40888 Examples: Added Changelog to make updates easier. 2018-02-16 17:20:18 +01:00
20c14f9589 Fixed GCC zealous warnings (#1623) 2018-02-16 15:43:28 +01:00
1cbfe0700c Plot: plot a flat line if scale_min==scale_max (#1621) 2018-02-16 14:34:49 +01:00
ff5f56dd21 Updated to stb_truetype 1.19 (include minor fix for #1622) 2018-02-16 11:59:23 +01:00
41ecebff5a Examples: SDL: Added Changelog at the top of the imgui_impl files. (#1618) 2018-02-15 11:11:31 +01:00
c433bbcd8e ImFont: stb_truetype now rounding Ascent/Descent the same way as freetype does, they seem to vertically align better this way. 2018-02-15 10:47:20 +01:00
30c469f7c5 ImFont: DisplayOffset.y defaults to 0 instead of +1. 2018-02-15 10:46:28 +01:00
6668e80bed Update README.md 2018-02-15 10:33:22 +01:00
024e23c4d7 Comments, moved ImFontAtlas::Flags to "public" area. 2018-02-14 12:04:21 +01:00
fed0a884f7 ImFontAtlas: Added ImFontAtlasFlags_NoPowerOfTwoHeight, ImFontAtlasFlags_NoMouseCursors flags. (#1613) 2018-02-14 11:58:52 +01:00
42bf6a4d03 Update .travis.yml 2018-02-14 11:33:46 +01:00
c0af35098a Update .travis.yml 2018-02-14 11:29:49 +01:00
06e823e116 Update .travis.yml 2018-02-14 11:26:08 +01:00
26d4d32d67 Travis: testing without adding external apt repositories (which frequently fails), may be unnecessary today 2018-02-14 11:20:22 +01:00
0a0142adab Update README.md 2018-02-14 11:15:14 +01:00
6bc3e7b043 ImFontAtlas: if stbtt_PackBegin() because of failing allocation we return a little more nicely. (keeps Coverity static analyzer happy!) 2018-02-13 21:57:15 +01:00
df32b60b37 Update README.md 2018-02-13 21:52:27 +01:00
1a381dcaf6 Update README.md 2018-02-13 21:13:23 +01:00
4ec931853e Demo: Fonts; Added Font Offset. 2018-02-13 21:03:30 +01:00
9263bd68db Fixed legacy forward function IsRootWindowOrAnyChildHovered() broken by a63fbbca8b 2018-02-13 21:03:30 +01:00
faa3c66154 Update README.md 2018-02-13 20:49:36 +01:00
f33440bbc2 Update README.md 2018-02-13 20:42:01 +01:00
e2aba3cf5f Update README.md 2018-02-13 20:17:34 +01:00
f44a7115ca Update README.md 2018-02-13 19:22:34 +01:00
1adeaed000 Update README.md 2018-02-13 19:09:19 +01:00
f0a3dfa0dd Added sample gif, removed section about performances (unnecessary) 2018-02-13 18:57:42 +01:00
7e603ea469 Update README.md 2018-02-13 18:14:17 +01:00
fee6022f0c Fixed warning: variable ‘L1’ set but not used [-Wunused-but-set-variable] 2018-02-13 11:17:55 +01:00
24b1c30644 Update issue_template.md 2018-02-12 22:07:05 +01:00
a265837876 Update issue_template.md 2018-02-12 21:44:22 +01:00
9b4e674688 Update issue_template.md 2018-02-12 17:19:24 +01:00
4a8871f4f9 Create issue_template.md 2018-02-12 17:17:29 +01:00
ace22168e0 Contributing guidelines for issues 2018-02-12 17:11:14 +01:00
242bf9d9e2 Create issue_template.md 2018-02-12 17:06:04 +01:00
eb1d481915 Comments (#1230, #1611) 2018-02-12 15:38:04 +01:00
d8d1da27fd Merge branch 'master' of https://github.com/RandyGaul/imgui into RandyGaul-master 2018-02-12 15:35:16 +01:00
ed9d4a2d85 stb_rect_pack: update to 0.11 (minor changes) 2018-02-12 15:30:37 +01:00
2c4a761982 __cdecl markup for non-standard calling conventions via MSVC 2018-02-12 00:50:40 -08:00
64e0666803 Internals: Moved some of NewFrame() into UpdateMovingWindow(). 2018-02-11 22:48:30 +01:00
7cc1bc7635 Added IsAnyMouseDown() helper.
Examples: DirectX9/10/11: Using IsAnyMouseDown() instead of local function.
2018-02-10 16:50:19 +01:00
febde0eb21 Update README.md 2018-02-10 15:44:46 +01:00
5641115568 Update README.md 2018-02-09 12:08:53 +01:00
f38979b266 Update README.md 2018-02-09 11:57:23 +01:00
3b163ac35b Internals: Clarified internal storage for RootWindow with specific semantic (the Docking branch will need to introduce finer differenciation there.) 2018-02-08 23:11:51 +01:00
88dcbeb7ff Styles: Comments and re-ordered. 2018-02-08 21:14:57 +01:00
8099f8c270 Comments 2018-02-06 23:19:53 +01:00
35804b4438 Update README.md 2018-02-06 21:05:49 +01:00
1d5a5ca12e README update, updated binaries, sponsors 2018-02-06 21:04:12 +01:00
2493f609ef Examples: Vulkan: Fix (something changed in GLFW not including vulkan.h, was unwillingly relying on that) 2018-02-06 20:57:33 +01:00
d17d21da1b Warning fix. (#1565) 2018-02-06 20:21:29 +01:00
7c16d52f72 Updated version to 1.60 WIP to emphasis on the addition of required calls CreateContext/DestroyContext + merged the massive Navigation branch (#1565, #787) 2018-02-06 20:20:34 +01:00
f0364aa359 Merge branch 'context'
# Conflicts:
#	examples/allegro5_example/main.cpp
#	examples/directx10_example/main.cpp
#	examples/directx11_example/main.cpp
#	examples/directx9_example/main.cpp
#	examples/marmalade_example/main.cpp
#	examples/opengl2_example/main.cpp
#	examples/opengl3_example/main.cpp
#	examples/sdl_opengl2_example/main.cpp
#	examples/sdl_opengl3_example/main.cpp
#	examples/vulkan_example/main.cpp
2018-02-06 20:16:03 +01:00
07ee539017 Merge branch 'navigation' 2018-02-06 20:13:55 +01:00
4e5b7612ae Nav: Documentation tweaks. (#787) 2018-02-06 20:10:05 +01:00
ae30efc0fd Nav: Examples: Added commented out io.NavFlags |= ImGuiNavFlags_EnableKeyboard to all examples. (#787) 2018-02-06 19:58:23 +01:00
3171f90a1a Nav: Keyboard is now automatically mapped based on io.KeyDown[]. (#787) 2018-02-06 19:54:30 +01:00
9e3a807813 Removed comments 2018-02-06 19:34:09 +01:00
057807f4a7 Added ImGuiKey_Space, mapped in every examples. Will be required for navigation. (#787) 2018-02-06 19:29:31 +01:00
7e32fc7109 Nav: Toward automatically mapping keyboard input. Renamed ImGuiNavInput_PadXXX to ImGuiNavInput_XXX. Renamed ImGuiNavInput_KeyXXX to ImGuiNavInput_KeyXXX_ (internal). (#787) 2018-02-06 19:23:12 +01:00
ed4bbc4fd4 Nav: Comments, guides. 2018-02-06 18:48:31 +01:00
cea8017e0b Merge branch 'master' into context 2018-02-06 18:04:44 +01:00
3b7bd4563a ImVec2: added [] operator. This is becoming desirable for some types of code, better added sooner than later. 2018-02-06 16:35:32 +01:00
ad09396672 ImVec2: added [] operator. This is becoming desirable for some types of code, better added sooner than later. 2018-02-06 16:32:51 +01:00
db071184a0 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2018-02-06 13:51:09 +01:00
b50dce54ea Drag and Drop: TreeNode as drop target displays rectangle over full frame. Added optional internal storage for item display rect. Will expose later. (#1597, #143) 2018-02-06 13:46:14 +01:00
c6ba7c8231 Internals: TreeNode: Renaming local to be more consistent with other widgets. 2018-02-06 13:41:46 +01:00
e6926d9f7c Internals: Refactored bool LastItemRectHovered into flags. (#1597) 2018-02-06 13:34:41 +01:00
ce2b8d3255 Nav: Comments, removed extraneous parameter. 2018-02-06 13:16:44 +01:00
0c0d811859 Nav: SetItemDefaultFocus() doesn't make the navigation cursorr highlight visible. Renamed NavInitResultExplicit to NavInitRequestFromMove. (#787) 2018-02-05 23:53:40 +01:00
4b49f03a40 Examples: SDL+GL3: Added Navigation keyboard mapping. (#787) 2018-02-05 23:16:40 +01:00
7e1496e994 Merge branch 'master' into navigation 2018-02-05 23:14:42 +01:00
fcf1c9d151 Examples: SDL: Using SDL_GetPerformanceCounter() / SDL_GetPerformanceFrequency() to handle framerate over 1000 fps properly. Noticed bad inputs artefacts in Nav branch at 2000 fps without this. (#996) 2018-02-05 23:13:53 +01:00
60fb7d31fd Examples: SDL2: Enabling vsync. Using scancode consistently, fixed keyboard weirdness. 2018-02-05 22:35:29 +01:00
73d493c780 Examples: Organized header files to make available features more visible. 2018-02-05 20:34:11 +01:00
fb9fecea5e Nav: Sliders and Drags are toggle activated instead of requiring user to cross Cross/Space. (#787) 2018-02-05 20:16:38 +01:00
4932303e62 Nav: DragBehavior: Tweaks (to take the noise out of the next commit). 2018-02-05 20:15:31 +01:00
e5e3cc617e Nav: Maintaining a NavActivatePressedId field that widget can conveniently use along with NavActivateDownId. 2018-02-05 19:37:29 +01:00
fb7cf4a475 Nav: Removed old unnecessary ifdefs. 2018-02-05 18:25:03 +01:00
f35734c925 Nav: Debugging code. (#787) 2018-02-05 17:02:30 +01:00
92ee6b1185 Nav: Sets io.WantCaptureKeyboard when navigation is active. This is a little agressive but probably the best default and also a good way to get feedback. Added ImGuiNavFlags_NoCaptureKeyboard to disable this behavior. Comments. (#787) 2018-02-05 16:07:54 +01:00
348c46d21e Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2018-02-05 15:50:28 +01:00
5c83b55d04 Nav: Added ImGuiWindowFlags_NoNav shortcut, comments. (#787) 2018-02-05 15:49:35 +01:00
11d0fc8220 Tooltip: BeginTooltip() sets NoInputs flag. 2018-02-05 15:10:07 +01:00
1dedbf8091 Style: Fixed missing style.MouseCursorScale initialization (#939), messed up original commit badly. 2018-02-05 15:07:25 +01:00
533fe8cb55 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2018-02-05 14:55:57 +01:00
8ad88f725c Nav: Minor tidying up. (#787) 2018-02-05 14:53:22 +01:00
3f297e74e4 Merging the minor/shallow changes from Navigation branch. 2018-02-05 14:52:28 +01:00
bed55a41e1 Internals: ImRect: Added IsInverted() helper. 2018-02-05 14:51:28 +01:00
2081fc15b5 Added assert in BeginChild(ImGuiId id). 2018-02-05 13:42:34 +01:00
223be68d77 Nav: Debugging stuff. 2018-02-05 13:42:33 +01:00
cf6b39600b imgui_freetype: comments about correct blending and sRGB (#618, #578) 2018-02-05 11:22:09 +01:00
a33b86dac7 Removed root .gitignore. (#1594) 2018-02-05 09:14:33 +01:00
b76cf9cc87 Merge pull request #1594 from gerryhernandez/fix-apple-example
Examples: Apple: Fix iOS code; fixes entire XCode build for Apple example
2018-02-05 09:12:51 +01:00
4786321754 Fix iOS code; fixes entire XCode build for Apple example 2018-02-04 21:47:08 -05:00
66ff820eaa Nav: Ensure g.NavScoringRectScreen is always finite and not inverted. (#787) 2018-02-04 18:30:46 +01:00
e2654a097b ImRect: added IsInverted() helper. 2018-02-04 18:30:37 +01:00
0bd15b52a6 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2018-02-04 13:16:13 +01:00
7b005bd7de imgui_freetype: Documentation, tweaks. (#618) 2018-02-04 13:13:06 +01:00
e9a617b22a Moved imgui_freetype from imgui_club (#618) 2018-02-04 12:35:17 +01:00
147ec8d1e2 Style Added style.MouseCursorScale, may remove (#939). 2018-02-04 12:17:35 +01:00
648de2fc00 Nav: Press Left on a child with ImGuiTreeNodeFlags_NavCloseFromChild moves you to parent node instead of closing it immediately. More standard. (#787, #1079) 2018-02-02 18:38:18 +01:00
ce9d7baaba Nav: TreeNode: Added ImGuiTreeNodeFlags_NavCloseFromChild flag, allow closing a TreeNode() from any of child. The explicit flag is not great, perhaps allowing some form of inheritance would help. (#787, #1079) 2018-02-02 17:47:05 +01:00
9120938200 Nav: Revert 5c9ea4d53a with comments. (#787) 2018-02-01 23:53:00 +01:00
6a83a9152f Natvis: Showing some flags for ImGuiWindow. 2018-02-01 23:39:23 +01:00
96ddfbc973 Nav: Modal windows can't be closed with Nav PadCancel. (#787) 2018-02-01 23:36:22 +01:00
efbd8cebe7 Nav: Comments (#787) 2018-02-01 22:53:08 +01:00
c4fc879508 CloseButton: Fixed cross positioning. 2018-02-01 22:33:48 +01:00
942c140710 CloseButton: Fixed cross positioning. 2018-02-01 22:32:52 +01:00
68d3e139a7 Nav: When focusing a parent window while closing a popup, hide its highlight for one frame to avoid potential double highlight and flicker with the common pattern of menu items leading to the opening other windows. (#787) 2018-02-01 22:28:58 +01:00
950f260a32 Nav: Fixed Selectable/MenuItem Nav Highlight from using rounding when outer highlight stays square. (#787) 2018-02-01 22:25:25 +01:00
c7b7b181b5 Nav: CloseButton reacts when clipped. (#787) 2018-02-01 22:13:25 +01:00
5c9ea4d53a Nav: Fixed press Left on sub-menu when parent wasn't a menu - we were just checking at the wrong level. (#787) 2018-02-01 21:33:23 +01:00
eb737e0a42 Nav: Child window is restored on focus follow up. Fix bdd868704f. (#787, ~#727) One visible issue was pressing Left to leave a child menu. 2018-02-01 21:27:46 +01:00
95f9c74b9a Metrics: Displaying some of the important internal window flags. 2018-02-01 21:27:45 +01:00
79ff3c2d49 Merge branch 'master' into navigation 2018-02-01 18:33:40 +01:00
07163804df Internals: Renamed CloseInactivePopups() to a better ClosePopupsOverWindow(). Exposed in imgui_internal.h 2018-02-01 18:31:41 +01:00
5812d0b751 Nav: Using CTRL+TAB / PadFocusNext/Prev to Focus a window closes the previous window popups. (#787) 2018-02-01 18:29:30 +01:00
fd6d8863f7 Nav: SetFocusID() clears NavInitRequest for consistency (repro would a same frame interaction / race condition). (#787) 2018-02-01 18:19:36 +01:00
ef2c3bcdee Nav: Fixed InitRequest leaking when changing window (repro was to navigate inside File->Options->[Child] then press Left and notice how we would land on parent window on the fist item after the current one). (#787) 2018-02-01 18:02:55 +01:00
8cc2dbc3bd Internals: Nav: Extracted code into IsWindowNavFocusable(). (#787) 2018-02-01 14:56:56 +01:00
bdd868704f Nav: Child window is restored on focus when returning to layer 0 or refocusing. This is a little experimental and potentially error-prone right now. (#787, vaguely relate to ~#727) Ideally we should maintain a non-sorted last-focused list that include childs windows. 2018-02-01 00:50:42 +01:00
7b22a91578 Nav / Slider: Fixed reaching edge of integer slider with navigation input, bug introduced on January 25 in Nav branch 10a4a77b27. (#787) 2018-02-01 00:08:13 +01:00
eaa6f490a2 Merge branch 'master' into navigation
# Conflicts:
#	imgui_demo.cpp
2018-01-31 23:38:05 +01:00
9bc5c089b6 Internal: Avoid needlessly bringing parent of front-most child back to front. This is mostly to reduce flicker/confusion in Metrics when traversing windows. We could aim at separating the child windows from non-child windows at some point. 2018-01-31 23:37:05 +01:00
dbdbf01b9f Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions. 2018-01-31 23:35:54 +01:00
76d8af4036 Nav: when browsing a window that has no activable items (scroll only) we keep a highlight on the child. (#787) 2018-01-31 21:25:52 +01:00
aa2dda7610 Nav: Tweak code to be easier to follow + updated todo list after clarifying an issue. 2018-01-31 21:06:47 +01:00
38d45ee73f Demo: Tweaked the Child demos, added a menu bar to the second child to test some navigation functions. 2018-01-31 19:13:20 +01:00
e6c0b212e8 Nav: Fixed initial movement (which sends an InitRequest) from clearing NavDisableHighlight and fully enabling Nav feedbacks. (#787)
NB: Setting g.NavInitResultExplicit = false on InitRequest match was added in initial commit c2cb2a6928
2018-01-31 18:53:15 +01:00
9c8fb804ed Log: Comments and extraneous assets to clarify intent. (#1584) 2018-01-31 17:41:26 +01:00
27980d9688 Merge branch 'master' into context 2018-01-31 16:02:26 +01:00
47e81a6194 Merge branch 'master' into navigation 2018-01-31 16:00:25 +01:00
cd3dd886de Moved extra_fonts/ to misc/fonts/. Moved .natvis file to misc/natvis/ (#1569) 2018-01-31 16:00:07 +01:00
23c11e9764 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2018-01-31 15:43:19 +01:00
dd41a1650a Comments 2018-01-31 15:41:48 +01:00
6c38aa2dc7 Examples: Apple: Tweak code and sync with other examples better (untested). 2018-01-31 00:16:44 +01:00
cca9c3e3da Examples: Using Dark theme by default. (#707). Tweaked demo code. 2018-01-31 00:15:47 +01:00
596b6d6de2 Style: Enable window border by default. (#707) 2018-01-31 00:03:11 +01:00
955d86199f Examples: Tweaks formatting. 2018-01-30 23:55:23 +01:00
bebe03db05 Metrics: Minor formatting tweaks 2018-01-30 21:17:27 +01:00
bd579e5429 Nav: Removed io.NavUsable --> io.NavActive, io.NavActive --> io.NavVisible. (#787). NavActive takes account of NavFlags enable flags. 2018-01-30 20:07:12 +01:00
22f7de0fbd Nav: Updated TODO list. 2018-01-30 19:20:20 +01:00
9fc6f5907b Nav: Fixed NavRectRel being cleared for one frame when restoring layer 0 with Alt/Menu key or Escape. Maybe was inconsequential. (#787) 2018-01-30 18:34:32 +01:00
1ed7bce3ed Nav: Removed old unused code. (#787) 2018-01-30 18:34:17 +01:00
a8763d14c5 Internals: Renaming. 2018-01-30 15:08:53 +01:00
38197a236d Internals: Renaming. 2018-01-30 15:07:20 +01:00
a7ad5134e5 Nav: window that are filling the entire display/viewport gets their windowing highlight clamped within. (#787) 2018-01-30 15:05:46 +01:00
acf21ee429 Nav: Windows with ImGuiWindowFlags_NoBringToFrontOnFocus flag aren't temporarily displayed on the front when using CTRL-TAB. (#787) 2018-01-30 15:05:32 +01:00
bed6ef03f5 Nav: workaround to kindly handle ALT-TAB without detecting TAB-release on backends that clear all keys on unfocus. (#787) 2018-01-29 23:59:47 +01:00
c851b33352 Nav: Added proper version of ImGuiWindowFlags_NavFlattened that handles scrolling nicely. Marked as private as I'm not happy with the name. (#787) 2018-01-29 23:59:46 +01:00
b40dc5c4f2 Nav: NavScoreItem uses g.CurrentWindow and not g.NavWindow. This was changed as part of b3cba62b80 when first trying to implement the NavFlattenedFlag. As it turns out we won't need it. Committing separately for safety. (#787) 2018-01-29 23:59:43 +01:00
020b153d35 Nav: calling NavMoveRequestCancel() more consistently when hijacking a request. Not strictly necessary. (#787) 2018-01-29 23:59:43 +01:00
c8d8dc7f0a Nav: Internals: Renamed RootNavWindow to NavRootWindow (#787) 2018-01-29 23:59:43 +01:00
72485a5d04 Nav: Refactor NavMoveResult** flags into ImGuiNavMoveResult structure as we are going to want two instances of it. (#787) (+1 squashed commits)
+ store window inside result.
2018-01-29 23:59:42 +01:00
1cf38d0334 Internals: Nav: Renamed ImGuiNavForward enum (#787) 2018-01-29 18:12:32 +01:00
2933e6765c Merge branch 'master' into navigation 2018-01-29 17:42:39 +01:00
4654040bcb Nav: Comments, added enum to clarify NavForward code. (#787) 2018-01-29 17:35:36 +01:00
c8b9b2c6bd Nav: Mouse hovering selectable / menu items only activate them if they are on the active NavLayer. (#787) 2018-01-29 15:46:41 +01:00
21771adb94 Nav: Debug overlay uses default font. (#787) 2018-01-29 15:35:51 +01:00
6a25a8720a Examples: Using #include "imgui.h" instead of <imgui.h> appear correct-er as per standard? xcode+clang are very nitpicky there. 2018-01-29 14:38:46 +01:00
91d77be36e Examples: Makefile leave CXX alone, instead leave commented out options. (nb: codeship doesn't seem have clang++) 2018-01-29 00:55:16 +01:00
3cdd2096ec Examples: Use Clang in old Makefile. 2018-01-29 00:48:21 +01:00
ddff378daf Examples: Synced Makefile comments. Added build/ folder into git ignore list/ 2018-01-29 00:38:00 +01:00
858d75ab59 Examples: Apple: Fixed filenames in OSX xcode project. 2018-01-28 23:24:57 +01:00
66d5712a8a Examples: Vulkan: FIxed warnings in 32-bit modes (vulkan uses VkDeviceSize which is always 64-bit long) 2018-01-28 20:03:41 +01:00
94090eb08f Added IMGUI_USER_CONFIG to define a custom configuration filename. (#255, #1573, #1144, #41) 2018-01-28 17:47:28 +01:00
3571ab8b88 imconfig.h comments 2018-01-28 17:40:48 +01:00
578016d08b ImVector comment (#1577) 2018-01-27 17:26:59 +01:00
3ded262776 Merge branch 'master' into navigation 2018-01-26 16:07:43 +01:00
2d9d7a10ca Scrollbar: Fix for ScrollbarY enable check after ScrollbarX has been enabled. (#1574) Looks like a bug introduced in c36e586cce. 2018-01-26 11:43:43 +01:00
1f3b66b10a Scrollbar: Fix ScrollbarX enable test subtracting WindowPadding.x. This has been here since 65a191c005 (#246) tho at the time it is possible that SizeContents wasn't calculated as evenly.
Test: auto-resize with: ImGui::Begin("Test", NULL, ImGuiWindowFlags_HorizontalScrollbar); ImGui::Button("##xxx", ImVec2(500,500)); ImGui::End();
2018-01-26 11:43:31 +01:00
10a4a77b27 Nav: Drag, Slider: When already past a limit and pushing in the direction of the limit, we don't clamp values again. (#787) 2018-01-25 20:39:34 +01:00
04d5783ffd Nav: Cleaning up + using ImGuiInputSource source enum instead of a silly bool. (#787) 2018-01-25 19:36:38 +01:00
d088bd86ad Nav: Added keyboard moving and resizing via the CTRL-TAB windowing mode. (#787) 2018-01-25 19:25:30 +01:00
486f0a8ba0 Fixed potential warning (forward declaration and definition didn't match signature. forward declaration only here for consistency) 2018-01-25 19:07:35 +01:00
f2d5300408 Nav: Keyboard: Added CTRL+TAB (and CTRL+Shift+TAB) style window selection. (#787) 2018-01-25 19:03:47 +01:00
ed088b00be Nav: Style: Improved display of windowing highlight (for focus selection via PadMenu or Ctrl+TAB). (#787, #707) 2018-01-25 18:50:30 +01:00
827f4b17d3 Nav: Examples: Glfw+GL3: Added basic gamepad mapping code when io.NavFlags & ImGuiNavFlags_EnableGamepad is set. (will iterate/tweak before spreading to other examples). (#787) 2018-01-25 16:18:57 +01:00
e9070e768e Nav: Fixed renaming of c09016b12a that were incorrect. ImGuiNavInput_PadLeft -> PadDpadLeft, _PadScrollLeft -> PadLStickLeft. (#787) 2018-01-25 16:17:36 +01:00
3967ff58b2 Nav: Examples: DirectX11, Glfw+GL3: Basic code to map keyboard inputs when io.NavFlags & ImGuiNavFlags_EnableKeyboard is set. (will iterate/tweak before spreading to other examples). (#787) 2018-01-25 16:02:33 +01:00
5d31e1696f Fix SetNextWindowContentSize() with 0.0f on Y axis (or SetNextWindowContentWidth()) overwriting the contents size. Broken in eab6333a0b. (#1363) 2018-01-25 15:37:24 +01:00
8bf0c89c0d Internals: ImRect::Contains(ImRect&) include boundaries (whereas Contains(ImVec2) should not). 2018-01-25 14:24:57 +01:00
194850db31 Merge pull request #1572 from rainbru/build-examples-fix
Fix building instruction in a couple of README
2018-01-25 13:58:27 +01:00
94ed44b5cb Fix allegro5_example build instructions 2018-01-25 13:33:35 +01:00
c226e02ca0 Fix sdl_opengl2_example filename in README.md's build instructions 2018-01-25 13:27:57 +01:00
2c7324da56 TODO list, added uSynergy README 2018-01-25 12:38:15 +01:00
5f7f27c8de Nav: Comments. (#787) 2018-01-24 20:07:35 +01:00
d404b93b6b Nav: Mouse clicking on a window (to select/move) disables hides nav highlight. (#787) + comments 2018-01-24 19:57:39 +01:00
89b0ca1f8f Nav: FocusWindow() doesn't reset NavRectRel (which was flickering e.g. when returning to a parent menu). This was added in the initial nav branch commit and I don't see a reason for it. (#787) 2018-01-24 19:55:56 +01:00
c8def61f5c Merge branch 'master' into navigation 2018-01-24 19:36:48 +01:00
f3776055d6 Merge branch 'master' into context 2018-01-24 19:31:11 +01:00
8c57d8cc1e Natvis: Fix ImRect expanded height display being broken and dumb. (#1569) 2018-01-24 19:10:09 +01:00
6f27d6b5b8 Natvis: Made ImGuiWindow display shorter. 2018-01-24 18:52:26 +01:00
c2e92ab61b Added imgui.natvis helper for visual studio users. Added to examples projects. 2018-01-24 18:40:54 +01:00
277f6e7842 Examples: Comments 2018-01-24 18:40:23 +01:00
6f366fff6b Demo: Tweaked example menu with colors + menu items, was currently particularly inconvenient for Nav. Will rework later. (#787) 2018-01-24 17:41:47 +01:00
455989b8b1 Nav: Added io.NavFlags to hold various options. Added ImGuiNavFlags_EnableGamepad and ImGuiNavFlags_EnableKeyboard for bindings to use (#787) 2018-01-24 17:41:47 +01:00
28671aa821 Nav: Internals: Moved some enums and functions to internals, renamed ImGuiNavReadMode to ImGuiInputReadMode as well. (#787) 2018-01-24 17:41:47 +01:00
8227176c17 Nav: Menus: Fix for using Left direction inside a menu with widgets layed out horizontally. Left to close is now handled as a fallback inside EndMenu(). (#787) 2018-01-24 17:41:47 +01:00
c09016b12a Nav: Renamed ImGuiNavInput_PadLeft / etc. to ImGuiNavInput_PadLStickLeft. Renamed ImGuiNavInput_PadScrollLeft to ImGuiNavInput_PadRStickLeft, aka removing trying-too-hard semantic from the enums. (#787) 2018-01-24 17:41:47 +01:00
bd278e958e Nav: Added ImGuiNavInput_KeyLeft/Right/Up/Down set so we can differenciate gamepad/keyboard inputs. (#787) 2018-01-24 17:41:47 +01:00
680162eb32 Merge branch 'master' into navigation 2018-01-24 17:41:14 +01:00
5148937d4d Fixed old Begin() calling SetNextWindowBgAlpha() with negative values. (#1567, #1568) 2018-01-24 17:39:21 +01:00
37ee99983f Clear BgAlphaCond properly after consuming it. Fixes 9a76fd30fd (#1567) 2018-01-24 15:09:02 +01:00
823e1f0b94 Nav: Reordered NavInput enums to match directional order of ImGuiDir_ and ImGuiKey_ + comments (#787) 2018-01-24 10:43:57 +01:00
64b786c2aa Nav: Tweak/fixed popup positioning when using nav without the io.NavMovesMouse flag (it was always assuming a mouse cursor and allocating space for it) (#787)
Note that this bit include badly hardcoded sizes, expecting an improvement later.
2018-01-24 10:31:54 +01:00
cea78cc576 Nav: Update hovered logic, so IsItemHovered and ButtonBehavior are more consistent with each other. The known case this fixes is nav focusing on a color button, tooltip appears, mouse move: previously tooltip would stay up. (#787) 2018-01-24 10:24:41 +01:00
eb7ec781dc Nav: Tweak GetNavInputAmount(). Split debug defines. 2018-01-23 21:56:15 +01:00
f6ee8d30fb Comments (#1567) 2018-01-23 19:21:17 +01:00
d500113f1d Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2018-01-23 19:16:43 +01:00
9a76fd30fd Added SetNextWindowBgAlpha() helper. (#1567) particularly helpul with the marking of the old 5-parameters version of Begin() as obsolete. 2018-01-23 19:13:49 +01:00
2645ab5f7f Comments + added legacy renamed GetItemsLineHeightWithSpacing() as stated in the doc, fixes 6190ab0084 2018-01-23 17:25:59 +01:00
13c407591e Nav: Comments, tweaks 2018-01-23 16:45:46 +01:00
db2ba13154 Internals: Exposed SetCurrentFont() in imgui_internal.h 2018-01-23 16:33:06 +01:00
9076366c17 Style: Exposed ImGuiStyleVar_WindowTitleAlign, ImGuiStyleVar_ScrollbarSize, ImGuiStyleVar_ScrollbarRounding, ImGuiStyleVar_GrabRounding + added an assert to reduce accidental breakage. (#1181) 2018-01-23 09:57:49 +01:00
1acb155419 Internals: Moved unnecessary MovingWindowMoveId field. 2018-01-22 14:31:20 +01:00
5097368bd5 Tweaked FAQ. 2018-01-22 12:01:24 +01:00
2026e792cd Context: NewFrame() asserts (#1565) 2018-01-21 21:12:52 +01:00
dd89c9ea59 Examples: Made the Win32 proc handlers not assert if there is no active context yet, to be more flexible with creation order. (#1565) 2018-01-21 20:58:50 +01:00
9edf211c0e Merge branch 'master' into navigation 2018-01-21 20:46:50 +01:00
3ed2ddbfbe Metrics: Removed context size display. 2018-01-21 20:32:05 +01:00
d3e826c247 Examples: Updated for reorganized context functions. Calling CreateContext(), DestroyContext() in example code. Removed Shutdown() from binding code. (#1565, #586, #992, #1007, #1558) 2018-01-21 20:16:55 +01:00
5e2aa6185c Reorganized context handling to be more explicit,
- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
- removed Shutdown() function, as DestroyContext() serve this purpose.
- you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwhise CreateContext() will create its own font atlas instance.
- removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
- removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts
(#1565, #586, #992, #1007, #1558)
2018-01-21 20:16:54 +01:00
7e4d28a49d Context: Renamed SetMemoryAllocators() to SetAllocatorFunctions(). Tweaked comments. (#1565, #586, #992, #1007, #1558) 2018-01-21 20:16:54 +01:00
e45d7a7060 Context: Added IMGUI_DISABLE_DEFAULT_ALLOCATORS to disable linking with malloc/free. (#1565, #586, #992, #1007, #1558) 2018-01-21 20:16:54 +01:00
5a301c29dc Context: Removed allocator parameters from CreateContext(), they are now setup with SetMemoryAllocators() and shared by all contexts. (#1565, #586, #992, #1007, #1558) 2018-01-21 20:16:54 +01:00
ac5b7a1bdf Comments 2018-01-21 20:10:23 +01:00
8b64d50cc4 Merge pull request #1564 from PanosK92/master
Simplified return of ImGui::IsKeyReleased().
2018-01-21 17:20:44 +01:00
7c8a19978d Simplified return of ImGui::IsKeyReleased() 2018-01-21 16:02:09 +00:00
5eb293c879 ImFontAtlas: Added TexUvScale (= 1.0f / (float)TexWidth, 1.0f / (float)TexHeight) 2018-01-20 20:32:23 +01:00
cd1409f4bf ImFontAtlas: Moved mouse cursor data out of ImGuiContext, fix drawing them with multiple context. Also remove the last remaining undesirable dependency on GImGui in imgui_draw.cpp, finishing the work recently done with ImDrawListSharedData. Hurra! (#939) 2018-01-20 20:25:12 +01:00
7e7c017b75 Examples: Simplified mouse wheel handling. (#1463) 2018-01-20 12:45:31 +01:00
7dea158175 Examples: Allegro, Apple, DirectX9/10/11, Glfw+Vulkan :Added support for horizontal mouse wheel. (#1463) 2018-01-20 12:36:59 +01:00
0b1fecb792 Horizontal mouse wheel: renamed io.MouseHorizWheel to io.MouseWheelH. Reorganized the code in NewFrame(). Examples: Updated GLFW+GL and SDL+GL accordingly. (#1463) 2018-01-20 12:36:16 +01:00
6f6b6194b2 Merge branch 'tseeker/20171127-feature-horiz-wheel' of https://github.com/tseeker/imgui into tseeker-tseeker/20171127-feature-horiz-wheel
# Conflicts:
#	examples/sdl_opengl2_example/imgui_impl_sdl_gl2.cpp
#	examples/sdl_opengl3_example/imgui_impl_sdl_gl3.cpp
2018-01-20 12:06:06 +01:00
d4bf9b4686 Renaming for consistency. 2018-01-19 15:47:10 +01:00
8877622fa8 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2018-01-19 15:42:28 +01:00
e5a6e85f6d Basic undocumented/unsupported combination of Child+Tooltip. The full feature needs substancially more work but this is enough for simplest cases. (#1345) 2018-01-19 15:37:25 +01:00
42a612d7c9 Begin: Removed asserts that got in the way of some flags combination. (#1345) 2018-01-19 15:33:35 +01:00
0978f00911 MovingWindow: Track click offset based on root window (undo 514d30d8cd). This should not affect the patch used for #1345 as the RootWindow for Child+Tooltip window points to itself now. 2018-01-19 15:14:53 +01:00
f3e510a9bf Examples: SDL: Using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. (#1559)
Digging into sdl window/mouse stuff will also be useful for multi-viewport work.
2018-01-19 10:46:54 +01:00
00351ee2ab Examples: SDL: Minor renaming. 2018-01-19 09:55:49 +01:00
ba99900023 Examples: GLFW+GL2: Renamed imgui_impl_glfw.* to imgui_impl_glfw_gl2.* for consistency and to emphasis on GL2-ness. 2018-01-19 09:50:58 +01:00
79dca9d5e6 Examples: SDL+GL2: Renamed imgui_impl_sdl.* to imgui_impl_sdl_gl2.* for consistency and to emphasis on GL2-ness. 2018-01-19 09:50:58 +01:00
15fd5b6c4c Examples: SDL: Minor renaming. 2018-01-19 09:43:28 +01:00
ce17e0f274 Examples: SDL: Using SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS (which is ~~hovered). We should use SDL_CaptureMouse + SDL_WINDOW_MOUSE_CAPTURE_FLAG which requires SDL 2.0.4 will give it a try shortly. (#1559) 2018-01-19 09:25:31 +01:00
74dc70c543 DragFloat: Fix/workaround for backends which do not preserve a valid mouse position when dragged out of bounds. (#1559) 2018-01-19 09:16:26 +01:00
c2ffce3e5a Drag and Drop: Fix comment. Removed IMGUI_PAYLOAD_TYPE_DOCKABLE from master branch. (#143) 2018-01-18 17:39:40 +01:00
63d47e8328 Drag and Drop: Increased payload type string to 12 characters instead of 8.(#143) 2018-01-18 17:32:34 +01:00
932d3f0198 NewFrame(): Added an assert to detect incorrect filling of the io.KeyMap[] array earlier. (#1555) + comments. 2018-01-18 10:06:58 +01:00
60d5dc7902 Examples: SDL: Fixed mapping of Insert key (#1555, fix bug introduced in #1541) 2018-01-18 10:01:36 +01:00
d1f726cd9d Comments about Begin/End pair and handling of return value. 2018-01-17 12:46:07 +01:00
cc15512bfc InputText: Minor tweak. 2018-01-17 12:15:24 +01:00
7ccbb765e2 InputText: Cursor X position not lost when clicking outside on an item that's submitted after the InputText(). It was only noticeable when restoring focus programmatically. (#1418, #1554) 2018-01-17 12:15:00 +01:00
2f15cc0855 Nav: Fixed popup wrap-around logic for windows with scrolling. (#787) 2018-01-15 21:55:32 +01:00
05885b2e6d Merge fix. 2018-01-15 20:18:01 +01:00
a221d253f3 Nav: Comment. 2018-01-15 20:13:49 +01:00
472ba1394c Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2018-01-15 20:13:42 +01:00
28a76af185 Internal: DrawData: Tidying, renaming. 2018-01-15 20:12:48 +01:00
a77913054f Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2018-01-15 18:02:58 +01:00
1182174d81 Internals: DrawData: We don't need an intermediate layer for popups. 2018-01-15 18:00:13 +01:00
0c06b43e6b Metrics: Tweaks to hover-window-drawlist to see window bounding box. 2018-01-15 17:55:38 +01:00
038453258e Internals: DrawData: Refactored chunks into a ImDrawDataBuilder we can reuse. 2018-01-15 17:48:32 +01:00
061d8df033 MIssing IMGUI_API for a type with non-inline methods. 2018-01-15 17:48:32 +01:00
06eef2ce6f Internals: DrawData: renamed fields only (committing separately so that next commit is less nosiy). 2018-01-15 17:48:32 +01:00
6eff21ee5e Revert "Nav: Fixed RenderNavHighlight() clipping, essentially revert 6ea90af6b7. (#787)"
This reverts commit 03f5cd6ca1.
2018-01-15 16:19:01 +01:00
514d30d8cd MovingWindow: Track click offset based on MovingWindow and not its RootWindow. Followup to 3849bb4470. Comments + adding a local to ease patch #1345. 2018-01-14 14:13:54 +01:00
8b432cf590 Merge pull request #1551 from Crunkle/master
Fix incorrect header name on Linux MinGW systems.
2018-01-14 11:26:03 +01:00
daa38f2ad0 Fix cross compilers 2018-01-14 03:31:22 +00:00
db63e71f13 Internals: Exposed SetCurrentFont() in imgui_internal.h 2018-01-12 20:07:01 +01:00
1493de4f81 Internals: Merge of harmless stuff from Navigation stuff. Added GetHoveredID() internal helper. 2018-01-12 19:53:27 +01:00
c85d7d6e49 Nav: Remove GetItemID(), hide ActivateItem() before this feature is unfinished and has issue (full feature is on hold). Undo part of 59c6f35bf6 (#787) 2018-01-12 19:28:37 +01:00
c9be7d7254 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2018-01-12 19:21:12 +01:00
0a98202714 Nav: Standardized FIXME-NAV marker. 2018-01-12 19:13:15 +01:00
16285603f2 Internals: Initializing fields in same order as declaration order + fixed uninitialized DragDropAcceptIdCurrRectSurface (was harmless) 2018-01-12 19:11:11 +01:00
cc173d7619 Begin: FIx previous commit - no need to call on collapsed window. Handle manual resize (grip, border, gamepad) before setting up window DrawList main clipping rectangle. Sane (and required for viewport code). (#822, #1542) 2018-01-11 23:21:24 +01:00
5e9ae92ae9 Begin: Handle manual resize (grip, border, gamepad) before setting up window DrawList main clipping rectangle. Sane (and required for viewport code). (#822, #1542) 2018-01-11 23:17:34 +01:00
f7b10fc954 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2018-01-11 18:18:44 +01:00
6a1011cf53 MovingWindow: Proper fix for 651538e attempt, without altering MovingWindow which has side-effects. Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else. (ref #1381, #1337) 2018-01-11 18:16:16 +01:00
b74f24c3e5 Revert "Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else. (ref #1381, #1337)"
This reverts commit 651538e13b.
2018-01-11 18:08:14 +01:00
1c95dea88c Merge branch 'master' into navigation 2018-01-11 17:37:02 +01:00
7d2a068dea Begin: Shuffling bits of code around. 2018-01-11 17:33:37 +01:00
cd7e178eac Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2018-01-11 16:49:59 +01:00
651538e13b Clicking on a window with the ImGuiWIndowFlags_NoMove flags takes an ActiveId so we can't hover something else. (ref #1381, #1337) 2018-01-11 16:43:03 +01:00
a8bbb0b7dd Demo: Using IM_COL32() instead of ImColor() in ImDrawList centric contexts. 2018-01-11 15:47:07 +01:00
12aa3cb09e Demo: Tweaks format. 2018-01-11 15:22:33 +01:00
398a4e1865 Made obsolete IsAnyWindowHovered()/IsAnyWindowFocused() static inline. static only tends to trigger warnings. (#1382) 2018-01-11 13:58:25 +01:00
a63fbbca8b Added ImGuiHoveredFlags_AnyWindow, ImGuiFocusedFlags_AnyWindow. Obsoleted IsAnyWindowHovered()/IsAnyWindowFocused() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow)/IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Added to demo. (#1382) 2018-01-11 13:51:18 +01:00
67671c0ab5 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2018-01-10 23:11:26 +01:00
1eee10778b Internals: Begin: Refactor some code into an UpdateManualResize() function. 2018-01-10 23:06:51 +01:00
483f9b0d07 Internals: Begin: Moved DrawList setup code below, the viewport system will need to push the outer clipping rectangle as late as possible. 2018-01-10 22:55:29 +01:00
03f5cd6ca1 Nav: Fixed RenderNavHighlight() clipping, essentially revert 6ea90af6b7. (#787) 2018-01-10 18:58:55 +01:00
919fc548ad Merge branch 'master' into navigation 2018-01-10 18:58:26 +01:00
6c583315e6 Begin: Moving some code around for the benefits of the wip viewport branch. 2018-01-10 18:56:51 +01:00
f610e25682 Internals: Using ImFloor().when appropriate. 2018-01-10 18:33:29 +01:00
0cabd81071 Internals: Rect: Added ClipWillFull helper + comments on variations. 2018-01-10 14:43:08 +01:00
92d75c44bc Internals: ImVec2 versions of ImMin, ImMax inline float version for a faster full-on-debug-no-inline experience. 2018-01-10 14:43:02 +01:00
fe919995da Merge branch 'master' into navigation 2018-01-08 16:35:12 +01:00
933ee6cd5d InputText: Added alternative clipboard shortcuts: Shift+Delete (cut), Ctrl+Insert (copy), Shift+Insert (paste). (#1541) 2018-01-08 16:01:30 +01:00
fd4d63a0c5 InputText: Moved code for checking clipboard shortcut so we can expand on it. (#1541) 2018-01-08 15:56:01 +01:00
ce95b84825 Added ImGuiKey_Insert for future use. Setup in all example bindings. (#1541) 2018-01-08 15:30:39 +01:00
39cb56c39e Examples: OpenGL3+GLFW: Using 3.2 context + GLSL version 150 (#1466) 2018-01-07 19:09:34 +01:00
7484c63449 Examples: OpenGL3+SDL: Changed GLSL shader version to 150 (#1466, #1504) 2018-01-07 19:09:33 +01:00
168200f915 Popups: Comments, reorganize bits of the header section, renamed parameters. 2018-01-07 18:17:47 +01:00
a8e5542d78 BeginPopup: Exposed extra_flags publicly. (#1533) 2018-01-07 18:13:01 +01:00
3f4eccf154 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2018-01-07 16:22:09 +01:00
3fc7cf190d OpenPopup(): Always reopen existing popup. Removed OpenPopupEx() bool reopen_existing which is always true. This also makes the public API on par with OpenPopupEx(). (#1497, #1533) 2018-01-07 16:20:02 +01:00
deab2ab015 Popups: Gently handle the user mistakenly calling OpenPopup() every frame. (when reopen_existing is true). (#1497) 2018-01-07 16:15:54 +01:00
69ff65f054 Internals: Popup: Renaming fields. 2018-01-07 16:11:25 +01:00
3678307cd9 Popup, Menus: Tweaks and comments. 2018-01-07 15:56:14 +01:00
369189b675 Internals: Popup: Explicitely setting up ImGuiPopupRef reduces confusion. 2018-01-07 15:40:46 +01:00
e09852fc49 Popups: Revert aca23fd3f0 (Oct 20, 2017). Because 1) I can't seem to find a default. 2) The if is definitively faulty and would have been all true. 3) It looks like possibly the following commit 6ab737a4bb could have made this unnecessary. Not absolutly certain. (~#439) 2018-01-07 15:34:15 +01:00
63e4677b81 Popup: BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid(), OpenPopupOnItemClick() all react on mouse release instead of mouse click. Note that they don't use the full ButtonBehavior() or tracking aabb on both click and release. Applications I've tried seems to behave inconsistently there but on-release-without-tracking is both fairly common and doesn't require extra code for the id tracking. (~#439) 2018-01-07 15:23:57 +01:00
c337cdcfd3 Internal: ButtonBehavior: Tweak to update g.ActiveIdClickOffset more consistently 2018-01-07 15:02:09 +01:00
7ad169fa09 Merge branch 'master' into navigation + fix previous merge
# Conflicts:
#	imgui.cpp
2018-01-07 14:33:44 +01:00
d730a763f6 Internal: Reworked FocusFrontMostActiveWindow() so it fits the Nav branch usage as well. 2018-01-07 14:32:42 +01:00
66b2ee6ea2 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2018-01-07 14:25:05 +01:00
a34490239c Internals: Popup: Separating MousePosOnOpen and PopupPosOnOpen. They are equal in the master branch but different in the navigation branch. 2018-01-07 14:03:56 +01:00
5fd19f037f Internals: renamed FocusPreviousWindow() to FocusfrontMostActiveWindow() 2018-01-07 12:48:11 +01:00
2874aabb93 Internals: BringWindowToFront() iterate front to back, faster in majority of use cases. 2018-01-07 12:48:11 +01:00
3d24a9eb40 Examples: DirectX9/10/11: Comments about CS_DBLCLKS + formatting tweaks. (#1538) 2018-01-05 22:32:27 +01:00
65dd55cb2b Merge pull request #1538 from ndandoulakis/ndandoulakis-CS_DBLCLKS-patch
Examples: DirectX9,10,10: Support for CS_DBLCLKS by treating double-click down messages are regular down. (#1538, #754)
2018-01-05 22:27:40 +01:00
407955d9fb Examples: Using IM_OFFSETOF macro. + Comments 2018-01-05 22:05:02 +01:00
bfc25bc8a3 CS_DBLCLKS support for DirectX 11 2018-01-05 22:28:27 +02:00
583e97b297 CS_DBLCLKS support for DirectX 10 2018-01-05 22:25:30 +02:00
20ae6439ea CS_DBLCLKS support for Directx9 2018-01-05 22:16:35 +02:00
95b773370f Revert "Internals: Added LastActiveId, LastActiveIdTimer. (#1537)" Will come up with a better design later.
This reverts commit 007f4034c9.
2018-01-05 17:40:51 +01:00
007f4034c9 Internals: Added LastActiveId, LastActiveIdTimer. (#1537) 2018-01-05 15:33:24 +01:00
4c90529c62 Examples: Visual Studio projects: Disabled extraneous function-level check in Release build. 2018-01-04 11:42:05 +01:00
ecbfdd3143 Added extraneous initialization to NULL. (#1527). 2018-01-04 11:06:12 +01:00
29c194b2a4 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2018-01-03 20:47:42 +01:00
4fc9f44073 Merge of minor left-overs from private work branch to reduce drifts. Should be functionally a no-op. 2018-01-03 20:46:54 +01:00
4b1240b2e1 Fixed non-popup child windows not honoring the HiddenFrames flag (can't see a reason). Docking relies on this. 2018-01-03 20:45:24 +01:00
b2ec0741f1 Internals: Settings api tweaks 2018-01-03 20:45:17 +01:00
2b8224692e Merge branch 'master' into navigation 2018-01-03 20:26:24 +01:00
0a0b252bb6 DragDrop: Removed IsDragDropActive() (introduced a few days ago, revert 06bea369c0) as our use case doesn't need it anymore. Will add it if there is a real need. 2018-01-03 17:02:51 +01:00
a7deb3a394 Demo: Minor tweaks. 2018-01-03 15:36:51 +01:00
9fbecac87e Demo: Improved Selectable() examples. (#1528) 2018-01-03 15:11:14 +01:00
33f7769d85 Columns: Clear offsets data when columns count changed. (#1525) 2018-01-03 14:38:01 +01:00
f9b2058d5a Internals: Renamed ImGuiSimpleColumns to ImGuiMenuColumns to avoid confusion. Reduced internal buffer size (we only use 3 slots). 2018-01-03 14:35:11 +01:00
79d38e5ade Updated copyright date for 2018 2018-01-03 14:32:16 +01:00
05ec0b0736 Casing tweaks + clarify license copyright (simpler/safer?) (#1346) 2018-01-03 14:32:16 +01:00
96ccc484f9 Merge branch 'master' into navigation
# Conflicts:
#	imgui_internal.h
2018-01-03 12:33:27 +01:00
3c6fbe0849 Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. 2018-01-03 12:31:56 +01:00
7fcbd45500 Internals: NextWindow: Renamed, moved functions to member. 2018-01-03 12:28:16 +01:00
e339949de1 Internals: NextWindow: Using ImGuiCond for consistency. 2018-01-03 12:22:02 +01:00
04b44398eb Internals: refactored g.SetNextWindow fields into g.NextWindow. structure (so it can be more easily transported/copied) 2018-01-03 12:12:41 +01:00
856ee17ed8 Fixed Android clang warning. 2018-01-03 10:29:37 +01:00
7e03ee8d85 Merge branch 'master' into navigation 2018-01-02 17:21:49 +01:00
bfc9c5216a Merge pull request #1529 from unprompted/master
Fix a memory leak of ImGuiColumnsSet's Columns vector.  ImVector doesn't call destructors.
2018-01-02 17:21:17 +01:00
561e9f286e Fix a memory leak of ImGuiColumnsSet's Columns vector. ImVector doesn't call destructors. 2018-01-02 10:46:20 -05:00
170bcb2d7c Internals: NewFrame: Shuffled some code around (to minimize upcoming patches) 2018-01-02 12:48:38 +01:00
4af84ac781 ImFontAtlas: Handle stb_truetype failure more gracefully, GetTexDataAsRGBA32() won't crash during conversion. (#1527) 2017-12-30 23:10:11 +01:00
7a15fc8de5 Merge branch 'master' into navigation 2017-12-29 18:28:23 +01:00
6ec00a366a Internals: ImRect: Minor formatting tweaks. 2017-12-29 18:28:04 +01:00
fbf2435f38 Exposed IM_OFFSETOF() helper in imgui.h 2017-12-29 18:16:19 +01:00
eef9120e07 Reorganized comments in the IMGUI_DISABLE_OBSOLETE_FUNCTIONS function. Added an IM_ASSERT(0). 2017-12-29 18:14:36 +01:00
2dd2ca0096 Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
Removed internal corresponding ImRect::GetClosestPoint() for now.
Essentially revert dcaafffe0e.
2017-12-29 17:59:13 +01:00
9f8632b131 Examples: Comments about invalid mouse pos. 2017-12-29 15:03:36 +01:00
c4e6d622c1 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui.h
2017-12-29 13:39:07 +01:00
4fbdb50dca MenuBar: Fixed menu bar pushing a clipping rect outside of its allocated bound (usually unnoticeable). 2017-12-28 23:53:36 +01:00
4ba2e85744 Demo: Tweak. Comments. Metrics: Added some Drag and Drop info. 2017-12-28 23:53:27 +01:00
90ff4ae5d1 BeginPopupModal(): the conditional test for SetNextWindowPos() was polling the wrong window, which in practice made the test succeed all the time. 2017-12-28 23:52:47 +01:00
e985baa35d Combo: When peeking into the popup window for alignment we check if the window was active, which is more correct. (no known issue in current codebase, but we'll need that change for later) 2017-12-28 23:52:42 +01:00
06bea369c0 DragDrop: Added IsDragDropActive() helper which is useful for binding to decide how to handle mouse inputs. 2017-12-28 23:52:37 +01:00
563d04fdb1 TreeNode: node with the ImGuiTreeNodeFlags_Leaf flag correctly disable highlight when DragDrop is active. (#143, #581) 2017-12-28 23:52:31 +01:00
49eed6e2d1 Version 1.54 WIP 2017-12-28 15:17:35 +01:00
6e30c33642 Demo dinaries update 2017-12-26 21:04:17 +01:00
7fd805497a Update README.md 2017-12-26 20:30:22 +01:00
436cad4bca Merge branch 'master' into navigation
# Conflicts:
#	imgui.h
2017-12-26 15:37:31 +01:00
d9034bf2d8 ListBox() changed signature of ListBox() to match Combo(). Still not very happy about not using const char** anymore. (#931) 2017-12-26 15:36:55 +01:00
149523a101 Fixing error: declaration of ‘size’ shadows a member of 'this' [-Werror=shadow] 2017-12-25 22:27:32 +01:00
9511f22e8b Demo: Console: More friendly to text color changes. 2017-12-25 18:47:44 +01:00
e916310b2e Version 1.53 2017-12-25 17:41:41 +01:00
3d48f5b8c2 Demo: BeginCombo() demo code 2017-12-25 17:41:02 +01:00
ed2105d4a2 Merge branch 'master' into navigation 2017-12-25 16:45:27 +01:00
3849bb4470 Moving window doesn't use accumulating MouseDelta so straying out of boundaries keeps moved window at the same spot. 2017-12-25 16:03:58 +01:00
78f48bb795 Examples: DirectX10,DirectX11: Moved call to OMSetRenderTargets() in main loop so example code can integrate more nicely with other code. 2017-12-25 14:54:54 +01:00
de5c304b49 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2017-12-24 18:59:40 +01:00
8d54b1b7af Misc comments, removed duplicated IM_ARRAYSIZE macro in imgui_demo.cpp (it is now declared in imgui.h) 2017-12-24 18:59:14 +01:00
3a4a2bb27c Examples: Vulkan: Tweak 2017-12-24 18:49:19 +01:00
ce13426a1a Examples: Comments, synched some minor drift between examples + stronger suggestion to use StyleColorsDark(). 2017-12-24 18:45:11 +01:00
1b86e7343f Renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). 2017-12-24 18:16:22 +01:00
cead207535 Comments 2017-12-24 17:58:41 +01:00
67191badc2 Merge branch 'master' into navigation 2017-12-23 23:10:41 +01:00
bb8dfe4a34 Fixed incorrect IM_DELETE macro (9cda86d55a) (#1517, #484, #504) 2017-12-23 23:10:26 +01:00
b1930c5672 Merge branch 'master' into navigation 2017-12-23 20:37:53 +01:00
e9ceef4762 ImVector: Revert 6172e93272 actually problematic with our current use (because we don't construct the instances). 2017-12-23 20:37:36 +01:00
6c63c7a8b1 Various zealous warning fixes (thanks Clang). (Navigation branch) 2017-12-23 16:40:12 +01:00
ffb4f6ca8c Merge branch 'master' into navigation 2017-12-23 16:27:48 +01:00
d976e4ea23 Internals: Missing IM_DELETE usage (#1517) 2017-12-23 16:27:16 +01:00
9cda86d55a Internals: Added IM_NEW, IM_DELETE helper macros (#1517, #484, #504) 2017-12-23 16:24:33 +01:00
a5739a0aa3 Fixed warning with Clang+MSVC using __int64 to define the helper ImU64 type (#1184) 2017-12-23 15:28:49 +01:00
983d8f5f8e Various zealous warning fixes (Clang). 2017-12-23 15:28:49 +01:00
53b24ff79a Removed reliance on ImU64 type for the ImDrawList assert. (#1184) 2017-12-23 15:02:36 +01:00
69879dd4f3 ImVector: Spacing. 2017-12-23 14:55:22 +01:00
8e8b5498f7 ImVector: insert() uses grow_capacity() - had inconsistent resize policy 2017-12-23 14:51:28 +01:00
6172e93272 ImVector: Added assignments and = operators + comments. 2017-12-23 14:49:23 +01:00
b263bc5689 Examples: DirectX: Using IM_ARRAYSIZE() 2017-12-23 14:07:27 +01:00
1f26652944 Various zealous warning fixes (thanks Clang). 2017-12-23 14:07:03 +01:00
cf9b893841 Examples: Added null_example/ which is helpful for quick testing on multiple compilers/settings without relyong on graphics library. 2017-12-23 13:40:01 +01:00
1c1e490316 Merge branch 'master' into navigation 2017-12-22 20:21:54 +01:00
46dcd9aa50 Columns: Made PixelsToOffsetNorm() properly symetrical to OffsetNormToPixels() (#125) 2017-12-22 20:21:35 +01:00
471bcf8b5e Columns: Fixed dragging when using a same of columns multiple times in the frame. (#125) 2017-12-22 20:21:02 +01:00
e1a103b251 Drag and Drop: Disable tracking mouse button ownership when an external drag source is active, to make it easier to achieve drag and drop over multiple OS windows. (#143) 2017-12-22 20:20:52 +01:00
8d21ee56d2 ImDrawList, Font: Fixed bug introduced in 531c11d5c7 (#1519) 2017-12-22 20:19:48 +01:00
287380261c Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2017-12-21 19:55:21 +01:00
c8c872c753 Internals: String functions uses size_t in their signature 2017-12-21 19:49:54 +01:00
996dfb21cf ImDrawList: Added ImDrawListFlags for AA settings. ImDrawList doesn't directly depends on GImGui anymore. 2017-12-21 19:49:54 +01:00
d139bd088d Begin: Moved modal darkening draw block 2017-12-21 19:49:54 +01:00
14cb8177d0 ImDrawList: Removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Anti-aliasing is controlled via the regular style.AntiAliased flags. 2017-12-21 19:01:53 +01:00
531c11d5c7 ImDrawList: Small refactor toward removing dependency on GImGui + PushClipRectFullscreen now correctly uses data provided by imgui which can takes account of DisplaySize + Removed static variable in PathArcToFast() which caused linking issues to some. 2017-12-21 18:52:34 +01:00
230f826ef5 ImDrawList: Comments 2017-12-21 18:48:09 +01:00
4c2514dc29 Merge branch 'master' into navigation 2017-12-21 11:18:42 +01:00
6193f46af2 Active Modal window always set the WantCaptureKeyboard flag (#744) 2017-12-21 11:18:30 +01:00
b366dd9322 BeginPopup: Moved flags into individual BeginPopupXXX calls/implementations and outside of BeginPopupex(). Removed _NoResize flag which is extraneous with AlwaysAutoResize. 2017-12-20 17:40:58 +01:00
7fed4eb82d Merge branch 'ibachar-master' 2017-12-20 16:25:21 +01:00
55c0d2b9ab InputText: renamed ImGuiInputTextFlags_DisableUndo to ImGuiInputTextFlags_NoUndoRedo (#1506, #1508) 2017-12-20 16:25:03 +01:00
abaf347deb Added a flag for text input to disable undo / redo 2017-12-17 15:27:56 +02:00
b1d90b565d Columns: Fixed previous commit (wrong chunk commited) (#125) 2017-12-15 17:09:41 +01:00
b9391d1692 Columns: Internal: Columns have their no set of flags so NoResize can be setup by internal code. (#125) 2017-12-15 17:06:47 +01:00
6497f5dc1b Merge branch 'master' into navigation
# Conflicts:
#	imgui.h
2017-12-15 11:59:50 +01:00
0c6e260f73 Drag and Drop: Added ImGuiDragDropFlags_SourceExtern to facilitate interfacing with WM_DROPFILES (#143) 2017-12-15 11:17:21 +01:00
6effcf21d6 Drag and Drop: Source can also inhibit the preview on target, useful for extern sources that only exists for one frame. (#143) 2017-12-15 11:17:21 +01:00
51433e26af Drag and Drop: Renamed to ImGuiDragDropFlags_SourceNoAutoTooltip to ImGuiDragDropFlags_SourceNoPreviewTooltip (#143) 2017-12-15 10:15:51 +01:00
eefea0588a Using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. (#1380, #1502) 2017-12-14 18:42:41 +01:00
ac8e708c3e Fixed unused variable warning. 2017-12-14 18:14:43 +01:00
07ed9f8451 TODO list update 2017-12-14 11:08:16 +01:00
fa68cb5364 Demo: Console: Tweak. 2017-12-13 23:07:07 +01:00
45bca7851d Added ImGuiHoveredFlags_RootAndChildWindows helper for consistency with focused flags. (#1382) 2017-12-13 22:30:16 +01:00
5f39758202 Minor tweaks, comments, spacing fixes 2017-12-13 22:21:49 +01:00
cc3192f347 Merge branch 'master' into navigation
# Conflicts:
#	imgui_internal.h
2017-12-13 22:09:08 +01:00
f265e16b84 Revert "Scrollbar: Minor simplication of the code using InnerRect data." > Introduced sheering on the scrollbar rectangle because InnerRect isn't setup at this point.
This reverts commit 7ac1583411.
2017-12-13 22:07:18 +01:00
3905816082 Added ShowFontSelector(), ShowStyleSelector(). (#707) 2017-12-13 21:59:16 +01:00
ddbcda8c1b Columns: Column width data is no longer lost while dragging toward the right side. (#1499, #125) 2017-12-13 21:51:23 +01:00
ba71e1c0e4 Columns: Minor stylistic fixes. (#125) 2017-12-13 21:48:56 +01:00
f7c5f420e7 BeginChild() fix using negative sizes as window position because of erroneous clamping. It was hard to notice until we added asserts for it. (#1500) 2017-12-13 19:45:03 +01:00
e8e84a6ad6 Columns: Added internal tracking of a few flag temporarily, to facilitate the work of third-parties who have columns patches. (#125) 2017-12-13 19:26:04 +01:00
4ae5c7e227 Columns: Refactor: Moved ColumnsSet[] to window out of DC as they are persistent data for most + fix for pre C++11 compilers. (#125, #1499) 2017-12-13 19:21:21 +01:00
b016215c80 Columns: Refactor: Not using statestorage lookup anymore. (#125, #1499) 2017-12-13 19:07:09 +01:00
3a31a75e3b Columns: Refactor: Renamed all members. (#125, #1499) 2017-12-13 18:42:06 +01:00
78320aa633 Columns: Refactor: Moved columns data into their own data structure. Minimum changes now to ease diffing. (#125, #1499) 2017-12-13 18:41:51 +01:00
027ffd91ea IsWindowFocused(): oops, that was bound to happen with loosely typed enums (this is sort of why I made both values identical - no direct side effects). 2017-12-12 23:49:04 +01:00
16fb58984f Merge branch 'master' into navigation 2017-12-12 23:41:48 +01:00
90d0b8b58b Navigation: minor sync to reduce drifts between changes 2017-12-12 23:41:20 +01:00
8b59ed0708 Drag and Drop: Exposed some internals. 2017-12-12 23:37:27 +01:00
90788a1242 ImVector: Added ImVector::contains() helper 2017-12-12 23:36:42 +01:00
7c7a7baf76 Merged miscellaneous small stuff (from nav/dock branches). 2017-12-12 23:36:25 +01:00
b174fcc9af Added IsAnyWindowFocused() (from Nav branch). 2017-12-12 23:35:04 +01:00
fa9327ccf8 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_draw.cpp
#	imgui_internal.h
2017-12-12 20:44:12 +01:00
d0a1be0de0 Merge branch 'drag_and_drop' 2017-12-12 20:39:52 +01:00
ab049c6fc0 Drag and Drop: Fix merge for IMGUI_DISABLE_OBSOLETE_FUNCTIONS 2017-12-12 20:34:16 +01:00
7faa5b16bb Tweak 2017-12-12 19:15:00 +01:00
3ea5e67ba2 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2017-12-12 18:47:23 +01:00
02e0a078f4 Begin: Tidying up code to make it more readable. 2017-12-12 18:46:42 +01:00
28bbf1ade6 Fixed ParentWindow setup which broke Modal windows (fix c65124f415) 2017-12-12 18:45:57 +01:00
d561a43a4d Drag and Drop: Drop target infer a fallback ID from the rectangle. Avoid Preview being accepted on drop frame when drop target has no ID. (#143) 2017-12-12 18:17:37 +01:00
ef1a683ebe Removed use of obsolete ImGui API. 2017-12-12 17:59:09 +01:00
e98df91dc4 Drag and Drop: Added ImGuiCol_DragDropTarget (#143, #707) 2017-12-12 15:44:22 +01:00
7ec934f439 Drag and Drop: Comments 2017-12-12 15:33:26 +01:00
052b6021dd Merge branch 'master' into drag_and_drop
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2017-12-12 15:02:05 +01:00
0a3db267c3 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
2017-12-12 14:58:53 +01:00
6190ab0084 Renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing() 2017-12-12 14:14:58 +01:00
c22657985a Added GetFrameHeight() function (used to be SmallSquareSize internally) 2017-12-12 14:12:49 +01:00
ee7f1921e8 Internals: Added GetSmallSquareSize() 2017-12-12 14:08:58 +01:00
08b72eb5c0 IsWindowFocused() refactor will flags. (#1382)
Marked IsRootWindowFocused() as obsolete in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow).
Marked IsRootWindowOrAnyChildFocused() as obsolete in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows).
2017-12-12 14:07:12 +01:00
8d8f4934fb Demo: mouse dragging demo tweaks 2017-12-12 13:11:40 +01:00
fa179d0ad8 Reordered ImGuiHoveredFlags to match upcoming ImGuiFocusedFlags (#1382) 2017-12-12 12:52:24 +01:00
de4a851f95 Font documentation update (#1498) 2017-12-12 12:50:43 +01:00
c65124f415 Internals: ParentWindow is now NULL for non-child windows and means what everyone expects. 2017-12-12 12:50:43 +01:00
f42d7b89e2 Internals: Removed misleading GetWindowParent() function. + renaming to clear confusing. 2017-12-12 12:50:42 +01:00
4a555d35f0 IsWindowHovered(): split ImGuiHoveredFlags_FlattenChild into separate ChildWindows and RootWindow flags. Allowing more combination and a better symetry with IsWindowFocused() flags. (#1382) 2017-12-12 12:50:42 +01:00
185c1eaaf3 Alignment + removed comments 2017-12-11 22:55:28 +01:00
f93945540f Renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. (#600, #1330) 2017-12-11 22:42:12 +01:00
45f440bb7d Internals: Renamed ImGuiButtonFlags_FlattenChilds -> ImGuiButtonFlags_FlattenChildren, ImGuiButtonFlags_AllowOverlapMode -> ImGuiButtonFlags_AllowItemOverlap 2017-12-11 22:39:10 +01:00
6b168b43ff Comments (#822) 2017-12-11 19:47:23 +01:00
2b9d8ab91d Merge branch 'master' into drag_and_drop
# Conflicts:
#	imgui.cpp
#	imgui.h
2017-12-11 16:39:27 +01:00
38bfdb357e Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui.h
2017-12-11 16:28:47 +01:00
f06f68f3ce Obsoleted old functions: SetScrollPosHere (marked obsolete in 1.42, July 2015). GetWindowFont(), GetWindowFontSize() (marked obsolete in 1.48, March 2016) 2017-12-11 16:22:52 +01:00
9fd15defe4 Added an implementation of SetItemDefaultFocus() in the master branch for combo patterns to use and be more forward-compatible. (#787) 2017-12-11 16:19:37 +01:00
6d93011fdf alloca fix to allow Clang with Microsoft CodeGen path 2017-12-11 10:25:44 +01:00
e67f3809ed Replaced obsolete function with new one. 2017-12-11 09:57:05 +01:00
d1db229907 Merge branch 'master' into navigation
# Conflicts:
#	imgui_demo.cpp
2017-12-10 19:01:59 +01:00
71296910a0 Demo: Tweaks and spacing. Stopped using rand() function in demo code. 2017-12-10 18:49:47 +01:00
4b8857d536 Demo: About box tweaks. 2017-12-10 18:45:05 +01:00
1096e14356 ImFont: Added GetDebugName() helper. 2017-12-10 18:34:32 +01:00
e3e0326ea9 Exposed BeginCombo() publicly. 2017-12-10 18:08:59 +01:00
080f61858f Sorted typedefs/enumations forward declarations in imgui.h 2017-12-10 17:57:27 +01:00
eab6333a0b SetNextWindowContentSize() adjust for client->window size, but the fate of borders isn't really clear for now (until now we always tried to make borders not affect layout, so if we want a 200x200 fully visible space with borders and zero window padding user need to include the borders) (#1490) 2017-12-10 17:36:30 +01:00
7ac1583411 Scrollbar: Minor simplication of the code using InnerRect data. 2017-12-10 17:27:37 +01:00
a9b01600ac Internals: window->InnerRect includes removal of borders so it'll be easier to use from other locations. 2017-12-10 17:24:10 +01:00
20ba79aa56 Demo: Added "No close" option. 2017-12-10 17:02:41 +01:00
b75acc21b0 Fix for border under title bar when WindowBorderSize == 0 and FrameBorderSize > 0 2017-12-10 16:48:18 +01:00
0872020c5c Comments 2017-12-10 16:11:29 +01:00
f72b002da8 Removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). (#246, #519, #1444) 2017-12-10 16:05:47 +01:00
e23083a080 Fixed warning: logical ‘and’ of equal expressions 2017-12-10 12:15:29 +01:00
0365c524a2 ColorPicker4: Fixed returning true when holding mouse button on the sat/value/alpha locations. (#1489) 2017-12-09 21:25:20 +01:00
a8c7b1a2a2 ColorEdit4: Made IsItemActive() return true when picker popup is active. (#1489) 2017-12-09 21:17:27 +01:00
871a5cecc1 Merge branch 'master' into navigation 2017-12-08 18:32:46 +01:00
c9f0275e22 Combo: Removed ImGuiWindowFlags_ComboBox flag. Moved internal window flags. 2017-12-08 18:32:12 +01:00
457011660e Mouse wheel scrolling doesn't change speed inside Combo box (uses to slow down from 5 to 3) but instead slow down on window that are smaller than the scroll speed. 2017-12-08 18:28:17 +01:00
a263dce2f2 Combo: Cleanup. Removed unrequired uses of the _ComboBox flag (the test in EndChild() is from commit no 1!). We could remove ImGuiWindowFlags_ComboBox soonish. 2017-12-08 17:21:45 +01:00
9ce51ad9f6 Fix bad merge 2017-12-08 15:11:35 +01:00
a6f37287d8 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2017-12-08 15:06:37 +01:00
7ac5f11b29 Standardizing the casing/format of internal window names + Misc comments. 2017-12-08 15:04:06 +01:00
befc58771c Combo: Recycling windows by using a stack number instead of a unique id, wasitng less windows. 2017-12-08 15:03:37 +01:00
e998c7d3e3 Combo: Moved functions (untouched). 2017-12-08 15:03:32 +01:00
a5e9392140 Combo: Added flags to BeginCombo() new api, removed explicit height, default to 8 instead of 7 items, allow popup height constraints via SetNextWindowSizeConstraints(), width expand if contents doesn't fit, popup reposition policy if it doesn't fit. 2017-12-08 15:03:26 +01:00
d9d231dc6b Internals: Renamed CalcSizeFullWithConstraint() to CalcSizeAfterConstraint() which is more appropriate + added explicit parameter to CalcSizeAutoFit() so it can be used externally. 2017-12-08 15:02:17 +01:00
74f42baf3e Fixed scrollbar issue, source size when explicit was read before applying custom size constraints (followup to cc2c023880 etc.) 2017-12-08 15:00:56 +01:00
541dfd7901 Combo: Comments + fixed missing lower window padding. 2017-12-08 15:00:02 +01:00
9872297a84 Internals: Renamed FindBestPopupWindowPos() to FindBestWindowPosForPopup() 2017-12-08 14:59:49 +01:00
a4863e8084 Demo: Picker with palette demo supports drag and drop. (#143, #346) 2017-12-08 12:49:35 +01:00
7bf85db6c4 Drag and drop: Added COL3F payload for color without alpha overwrite. Exposed standard color payload types in imgui.h (#143) 2017-12-08 12:48:53 +01:00
b6b940c8ee Merge branch 'master' into navigation + removed extraneous g.NavDisableMouseHover test in IsItemHovered()
# Conflicts:
#	imgui.cpp
2017-12-08 09:35:23 +01:00
e118239f69 IsItemHovered() comments (#1382) 2017-12-08 09:34:05 +01:00
553b0fcf8f Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2017-12-07 21:20:16 +01:00
ca0bb000ad Begin: Factored out a bit of code to CalcSizeContents() 2017-12-07 21:14:54 +01:00
f658edc72a Begin: Remove unnecessary usage of window_is_new flag, as both fields are zero on window creation. 2017-12-07 21:14:49 +01:00
45466a8cf9 Internals: BeginCombo() added dummy ImGuiComboFlags. 2017-12-07 21:14:41 +01:00
97edd42fc0 Indent(), Unindent(): Allow passing negative values. 2017-12-07 21:14:25 +01:00
7f2b9ea4c0 Begin: Minor refactor following fcf652f8ee7267055e331bf7a0133ed477816f27. Merging the if (Collapsed) block with the main one. 2017-12-07 21:14:13 +01:00
8dcc1a8a20 Begin: Sizing fixes regarding uses SetNextWindowSize() on individual axises. 2017-12-07 21:14:00 +01:00
e045eddd77 Minor tweaks. Using ImGuiAxis defines. 2017-12-07 21:13:23 +01:00
92f7bd3605 Fixed 64-bit warnings. 2017-12-07 21:06:15 +01:00
cc2c023880 Fixed scrollbar issue, followup to beda5fc5a0 and 2df8fa95df. 2017-12-07 17:04:53 +01:00
e6215b6ca0 Merge branch 'master' into navigation + merge fix
# Conflicts:
#	imgui.cpp
2017-12-07 16:42:52 +01:00
3c9f9a455e Internals: Cleanup FindBestPopupWindowPos() to be more digestible, since we are bounds to rework the logic there. No functional changes intended. FIXED TYPO. 2017-12-07 16:36:07 +01:00
8959c64b33 Internals: Cleanup FindBestPopupWindowPos() to be more digestible, since we are bounds to rework the logic there. No functional changes intended 2017-12-07 13:29:14 +01:00
abe5ad3c7a Demo: Added display for IsMouseDragging() function. 2017-12-07 13:27:55 +01:00
94bf12f14b Demo: Display better mouse cursor info for debugging backends. 2017-12-07 13:27:49 +01:00
20c7aab60c Exposed GetOverlayDrawList(). (~#545, ~#530) 2017-12-07 12:49:52 +01:00
6deb865f78 Nav: Merge fix. 2017-12-06 17:48:28 +01:00
2fc6a82665 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui.h
2017-12-06 17:44:40 +01:00
8f41508c52 Begin: Move the code that update the Appearing flag above the BeginDocked() branch. 2017-12-06 17:42:28 +01:00
2fc9a2e6e7 Fixed nav branch merge issue. 2017-12-06 15:20:36 +01:00
beda5fc5a0 Fixed scrollbar enable/disable calculation when size is modified programmatically. This is the generalization of the fix in 2df8fa95df. 2017-12-06 15:13:45 +01:00
ecacaf7f2d Lower-right resize grip only appears when hovered. (#822) 2017-12-06 15:13:45 +01:00
3b7e4eaf38 Comments about ImGuiWindowFlags_ResizeFromAnySide. Removed hovering color. May need its own color. (#822) 2017-12-06 15:13:45 +01:00
531e559e49 Windows can be resized from their borders when ImGuiWindowFlags_ResizeFromAnySide is set. (#822) The interaction is currently unsatisfying because we can only reach a window from its inner rectangle (because of HoveredWindow filtering). 2017-12-06 15:13:45 +01:00
e103fe8c1f Tweak four-corners resize grip code. Added ImRect::FixInverted() helper. (#822) 2017-12-06 15:13:45 +01:00
90ae1c59c4 Added ImGuiWindowFlags_ResizeFromAnySide flag and code to resize from any of the 4 corners (only 2 corners enabled). (#822) 2017-12-06 15:13:45 +01:00
fe2cf231a8 Update README.md 2017-12-06 11:18:17 +01:00
729333293c Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui.h
2017-12-05 22:56:35 +01:00
0f119865a6 Comments about ImGuiWindowFlags_ResizeFromAnySide. Removed hovering color. May need its own color. (#822) 2017-12-05 22:53:58 +01:00
5686c72bbd Windows can be resized from their borders when ImGuiWindowFlags_ResizeFromAnySide is set. (#822) The interaction is currently unsatisfying because we can only reach a window from its inner rectangle (because of HoveredWindow filtering). 2017-12-05 22:47:20 +01:00
b9dc0caee3 Tweak four-corners resize grip code. Added ImRect::FixInverted() helper. (#822) 2017-12-05 22:44:52 +01:00
2ca4f9e862 Added ImGuiWindowFlags_ResizeFromAnySide flag and code to resize from any of the 4 corners (only 2 corners enabled). (#822) 2017-12-05 22:42:57 +01:00
364251146b Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2017-12-05 16:15:05 +01:00
77d1a4b636 Fixed a one frame glitch, when window claiming focus themselves on appear, the title bar wouldn't use the focused color on that frame. 2017-12-05 16:12:45 +01:00
16d9fa30b2 Merge branch 'master' into drag_and_drop 2017-12-05 09:21:07 +01:00
5f7cd7fb1c Internals: Splitter Behavior doesn't show a border. (#319) 2017-12-01 17:39:50 +01:00
be6384eb2a Style: Tweaked default WindowRounding value from 9 to 7 (#707) 2017-12-01 17:39:31 +01:00
c860a0a85c Internals: ImRect: Added IsFinite() helper. 2017-12-01 17:39:13 +01:00
aea3fe41b9 Style: Tweaks Dark and Light styles. (#707) 2017-11-30 23:15:55 +01:00
6ea744d8f4 Drag and Drop: Added DragSource from color square. Added DragTarget on ColorEdit4 widget. (#143) 2017-11-30 16:54:39 +01:00
81cbaef806 Merge branch 'master' into navigation 2017-11-29 23:49:17 +01:00
0d53c8d480 Demo: Console: Fixed incorrect positioning which was hidden by a minor scroll issue (this would affect people who copied the console code as is) 2017-11-29 23:48:32 +01:00
b513fdce48 Scrolling: SetScrollFromPosY() tweak to match change in a0d53fee81084a547bf21f46e736ea89f79fffb5 with similar desirable jump/discontinuity at each limit to skip the (ItemSpacing>WindowPadding) difference (followup to 0e5b64ecd2, #150) 2017-11-29 23:48:32 +01:00
c36e586cce Style, Scrolling: Fixed padding and scrolling asymetry where lower/right sides of a window wouldn't use WindowPadding properly + causing minor scrolling glitches. 2017-11-29 23:48:32 +01:00
a20fe279c5 Demo: Layout: Removed unnecessary BeginChild/EndChild calls 2017-11-29 23:48:32 +01:00
25c159fac8 Internals: Removed unnecessary duplicate scrolling code + added extra infos to Metrics window. 2017-11-29 21:10:59 +01:00
52e475230f Settings: Internals: Renaming. 2017-11-28 23:16:09 +01:00
2e1013a0c6 Settings: Internals: Simplifying code a bit. Creating Settings structure during first save. Windows where ImGuiWindowFlags_NoSavedSettings was late toggled will save settings correctly. (#1000) 2017-11-28 21:04:38 +01:00
7ae71e4984 Settings: Internals: Added FindSettingsHandler() 2017-11-28 21:04:38 +01:00
35eb5c5c99 Settings: Internals: Exposed FindWindowSettings(). Simplified some code. 2017-11-28 21:04:38 +01:00
963259d128 Settings: Internals: Renamed ImGuiSettingsWindow to ImGuiWindowSettings. 2017-11-28 21:04:38 +01:00
63712d5f5c Merge branch 'master' into drag_and_drop 2017-11-28 17:28:45 +01:00
9191b17218 Merge branch 'master' into navigation 2017-11-28 17:28:08 +01:00
4a43632163 Build fix 2017-11-28 17:27:54 +01:00
1a8a7c9d17 Settings: Import old style .ini file 2017-11-28 16:23:46 +01:00
c8b5b569da Examples: DirectX9: Call EndFrame(), fix for assert added in 9a44d447cd 2017-11-28 11:26:14 +01:00
e5ebe42207 Settings: Make ImGuiWindow settings always first in the list. 2017-11-28 10:49:43 +01:00
4c4f1b0224 ImVector: Added ImVector::push_front helper. 2017-11-28 10:49:43 +01:00
f3ec608c19 Settings: Initializing ImGuiSettingsWindow so external users don't end up with uncleared data. Exposed MarkIniSettingsDirty() in imgui_internal.h 2017-11-28 10:49:43 +01:00
e000ee0116 Examples: DirectX9: Handle loss of D3D9 device (D3DERR_DEVICELOST). (#1464) 2017-11-28 10:48:01 +01:00
7e2d0d734c Settings: basic refactor so that additional data structures can be loaded/saved. Parser/saver is still the minimum viable poor-man parsing. 2017-11-27 23:57:11 +01:00
d552cabd15 Settings: Internal renaming of structure and fields names. 2017-11-27 23:57:10 +01:00
77a310736d Horizontal mouse wheel support
This patch adds support for the horizontal mouse wheel in ImGui. It
affects windows that can be scrolled, as long as the Ctrl key is not
being pressed.

The scrolling speed has been set empirically so that it matches the
scrolling speed on the Firefox browser when the horizontal wheel is
used.

Internally, it adds a MouseHorizWheel to ImGuiIO, which is then used in
NewFrame to scroll the current window.

The SDL/GL2, SDL/GL3, GLFW/GL2 and GLFW/GL3 examples has been modified
to use it.
2017-11-27 20:59:05 +01:00
ade09b9e3c Settings: Basic internal refactor to have functions for saving from/to memory (not exposed) 2017-11-27 19:02:40 +01:00
532f564fd3 ImGuiTextBuffer: Renamed append() helper to appendf(), appendv() to appendfv(). Added reserve(). 2017-11-27 19:02:00 +01:00
0f955b818d Fixed DroidSans font link (#1460) 2017-11-26 11:44:52 +01:00
d9c5d72962 ImGuiStorage: Added BuildSortByKey() helper to rebuild storage from stratch. 2017-11-24 16:56:17 +01:00
46e994de4e Nav: Do not clear last navigation id stored in a hidden child window. (#787) 2017-11-24 16:55:57 +01:00
4e3c7f1557 Nav: Exposed NavInitWindow() in imgui_internal (#787) 2017-11-24 16:55:49 +01:00
f5c47faee8 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2017-11-24 16:55:31 +01:00
ef5dd30625 Sisyphus says: tweaked comments about not using old-style OpenGL examples (#1459, #1394 etc.) 2017-11-24 09:27:45 +01:00
6bd3b45b34 Sisyphus says: tweaked comments about not using old-style OpenGL examples (#1459, #1394 etc.) 2017-11-24 09:23:17 +01:00
6d3cfba834 Add Slider hover color just like Drag
I feel like there should be hover color options for each different control instead of the grouped frame color to make it usable for everyone. This also would not reduce performance as all controls already check for hover state as required by the ImGUI::IsHoveredItem() API.
2017-11-23 12:37:11 +01:00
7763ab3fcc Menu bar: better software clipping to handle small windows, in particular child window don't have the minimum constraint added in e9a7e73bba so we need to render clipped menus better. 2017-11-22 15:58:20 +01:00
06a32a2b00 Merge pull request #1455 from elect86/patch-3
Update imgui_draw.cpp, fixed light colors order
2017-11-22 13:21:33 +01:00
1b2ec35b8d Update imgui_draw.cpp 2017-11-22 12:58:11 +01:00
b618629d99 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2017-11-22 12:34:59 +01:00
7d09a0ae99 Menu bar: better software clipping to handle small windows, in particular child window don't have the minimum constraint added in e9a7e73bba so we need to render clipped menus better. 2017-11-22 12:33:59 +01:00
aafa6cece5 Tweak expression to be less weird (how did that ever happen?) 2017-11-22 11:26:16 +01:00
3141df1459 Merge pull request #1454 from elect86/patch-2
Tweak
2017-11-22 11:24:20 +01:00
21b456e567 Update imgui.cpp 2017-11-22 11:19:52 +01:00
68b26b4867 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2017-11-22 11:04:00 +01:00
176d8fbe74 Fixed unreferenced variable warnings. 2017-11-22 11:02:42 +01:00
302757447a Internals: Added SplitterBehavior(). (#319) 2017-11-20 19:41:17 +01:00
195abc3d17 Begin: Fix border size latch when rounding uses Child or Popup value. (#707) 2017-11-20 15:19:54 +01:00
2543807e56 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2017-11-20 13:54:06 +01:00
3f5b2a3fe3 Exposed ImDrawCornerFlags, replaced occurences of ~0 with an explicit ImDrawCornerFlags_All. Inversed BotLeft (prev 1<<3, now 1<<2) and BotRight (prev 1<<2, now 1<<3). 2017-11-20 13:53:16 +01:00
31683cfe34 ImDrawList::AddImageRounded: removed PrimDistributeUV declaration, fixed coding style, restored argument order from original PR. (#845) 2017-11-20 13:31:40 +01:00
3c5e64db78 Demo: Tweaked Image() code. 2017-11-20 13:30:25 +01:00
7f447c8270 Color picker: Tweak vertex shading code, since we aren't shading between PrimReserve and PrimVert the code can be expressed more naturally. (#346) 2017-11-20 13:16:57 +01:00
ba095f81a5 Merge branch '2016-08-rounded-image' of https://github.com/thedmd/imgui into thedmd-2016-08-rounded-image 2017-11-20 13:07:14 +01:00
8c0f2e4946 Added comment to help people dealing with 58345b11e1 breakage (#707) 2017-11-20 13:05:50 +01:00
e996286c38 Todo list update 2017-11-20 12:40:38 +01:00
79f07f6ff0 Add AddImageRounded() to ImDrawList 2017-11-19 21:56:46 +01:00
8b2d449b16 Add ShadeVertsLinearUV() 2017-11-19 21:56:36 +01:00
dc2768503f Fix for drag and drop branch. 2017-11-19 16:24:17 +01:00
92212b17aa Merge branch 'master' into drag_and_drop 2017-11-19 16:23:37 +01:00
9848a7023b Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2017-11-19 16:21:21 +01:00
28a31997b7 Style Editor: Simplified settings also show PopupBorderSize as a checkbox. (#707, #1019) 2017-11-19 16:03:42 +01:00
abbf836fd0 Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. (#707, fix #819, #1031, ref #1019, ref #447) 2017-11-19 15:56:51 +01:00
c433bc971f Reorder fields for consistency. 2017-11-19 14:58:10 +01:00
f7fe824805 Style: Tweaked border settings to homogenize a little how they look over different backgrounds. (#707) 2017-11-19 13:55:38 +01:00
39137ccc3e Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. (#707) 2017-11-19 13:52:40 +01:00
022f8c2342 fixed incomplete replacement of unsigned short with ImWchar in interface of ImFont::FindGlyph 2017-11-19 12:44:23 +01:00
9886b09a0a Minor tweak, removed extraneous empty destructor. 2017-11-19 12:42:17 +01:00
e605f21797 TreePush with zero arguments was ambiguous. Resolved by making it call TreePush(const void*) 2017-11-19 12:36:14 +01:00
9a44d447cd NewFrame() now asserts if neither Render or EndFrame have been called. Exposed EndFrame(). Made it legal to call EndFrame() more than one. (#1423 etc.) 2017-11-19 12:06:45 +01:00
538a704143 NewFrame(): using literal strings in the most-frequently firing IM_ASSERT expression to increase the odd of programmers seeing them (especially those who don't use a debugger). 2017-11-19 12:00:07 +01:00
9289e8055c Merge pull request #1445 from franciscod/uninitialized_o3_werror
ImFontAtlas: Fix maybe-uninitialized warning.
2017-11-19 00:53:35 +01:00
4cdd998be8 Demo: Fix warning "format not a string literal and no format arguments" for over-zealous compilers settings. (#1450, #1451) 2017-11-19 00:49:23 +01:00
d323e8cca2 Fixed Style merge for nav branch (#707, #787) 2017-11-19 00:47:00 +01:00
d211a0e338 Merge branch 'master' into navigation (with style breakable)
# Conflicts:
#	imgui.cpp
#	imgui_draw.cpp
2017-11-19 00:39:37 +01:00
4022ada843 Merge branch 'master' into drag_and_drop 2017-11-19 00:36:32 +01:00
4daf377c9b Added comment about TextUnformatted(). (#1450) 2017-11-19 00:32:47 +01:00
8a7f03cbf9 Combo: Offset popup position by border size so that a double border isn't so visible. (#707) 2017-11-19 00:29:59 +01:00
d7af1a218e Style: Added PopupRounding setting. (#1112) 2017-11-19 00:29:29 +01:00
067605052d Fix IsItemHovered() returning true for non-title bar hidden items that are clipped due to window collapsing logic. Fix 27fd1b913b. (#823) 2017-11-19 00:29:29 +01:00
6f7b1bf2e1 Internals: Renamed ImGuiWindow::Accessed to WriteAccessed. 2017-11-19 00:29:29 +01:00
0e4f1df1a4 Style: Made changes to Classic style (!!!). Tweaked Dark style. (#707) 2017-11-19 00:29:29 +01:00
0a61b7195c Style: Added a default StyleColorsLight(). (#707) 2017-11-19 00:29:29 +01:00
e7e81b265d Demo: Tweaks. 2017-11-18 23:44:16 +01:00
58345b11e1 Style: Removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. (#707) 2017-11-18 23:44:16 +01:00
1c41603b31 Style Editor: Using local storage so Save/Revert button made some more sense without code passing its storage. Tweaked layout, added horizontal scroll bar, Fixed Save/Revert button to be always accessible. (fix #1211) 2017-11-18 23:44:16 +01:00
c1b5eab868 Style Editor: Sneakily adding a combo box to change colors (#707) 2017-11-18 23:18:18 +01:00
331eac511e Style: Dark: Tweaks + setting BorderShadow correctly. 2017-11-18 19:08:52 +01:00
29e0078b66 Internals: Window minor internal renaming + added WindowRounding latch. 2017-11-18 19:06:11 +01:00
bd4bc929ce Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. 2017-11-18 18:28:21 +01:00
4e62118b61 Merge pull request #1448 from codecat/minor-fixes
Examples: DirectX: fix wrong comment in dx implementation headers
2017-11-18 14:22:53 +01:00
979fe30a6f Fix wrong comment in dx implementation headers 2017-11-18 13:56:59 +01:00
da2be7bbdc Style: ScaleAllSizes() helper rounds down every values so they are aligned on integers. 2017-11-17 21:29:37 +01:00
f5871c0b92 fix uninitialized atlas packing context 2017-11-16 21:45:21 -03:00
834fa52c8e Columns: Added ImGuiColumnsFlags_GrowParentContentsSize to internal API to restore old content sizes behavior. (#1444, #125) 2017-11-16 17:34:34 +01:00
7746dd104c Merge branch 'master' into drag_and_drop 2017-11-16 13:28:22 +01:00
44c590393c Merge branch 'master' into navigation 2017-11-16 13:28:10 +01:00
29d962069d Internals: Updating condition/allow flags with a function. 2017-11-16 13:28:01 +01:00
4ad414c8d4 Internals: Window: Store whether the windows has a close button (we need that info for window/tabs dropping preview calculation) 2017-11-16 13:23:50 +01:00
7c4be0a000 Internals: Added BringWindowToFront(), BringWindowToBack() helpers. 2017-11-16 13:11:49 +01:00
6817f3a3d9 Merge branch 'master' into navigation 2017-11-15 23:44:50 +01:00
e9a7e73bba Windows with MenuBar have a larger minimum height to avoid artefacts (I fixed most of the vertical/horizontal artefacts, but the ones in rounded corners were too hard to fix). 2017-11-15 23:42:18 +01:00
f36037b384 Menu: Fixed minor rendering issues on the right size with rounded window when resizing a window small. 2017-11-15 23:38:17 +01:00
9b82d9fbef Scrollbar: Minor graphical fix for when scrollbar don't have enough visible space to display the full grab. 2017-11-15 23:14:23 +01:00
f5bdf443c9 Minor comments, tweaks 2017-11-15 22:37:43 +01:00
5ea6e80da1 Make it possible to use SetNextWindowPos() on a child window. Useful internally. 2017-11-15 22:23:33 +01:00
5027311e7f Drag and drop: Standardizing payload types as defines. (#143) 2017-11-15 22:23:21 +01:00
44b761b308 Merge branch 'master' into drag_and_drop 2017-11-15 14:41:27 +01:00
27fd1b913b Made it guaranteed by API that after calling Begin() the last Item represent the title bar. (#823) 2017-11-15 14:35:45 +01:00
ae060b1d67 Merge branch 'master' into drag_and_drop 2017-11-15 10:24:54 +01:00
64031852de Merge branch 'master' into navigation 2017-11-14 23:17:58 +01:00
64e79035d5 Scrollbar flicker fix for menus/popups (fixes 4d00dd8326 and 2df8fa95df). Hopefully right this time. 2017-11-14 23:17:28 +01:00
6001d9c7a4 Columns: Clipping columns borders on Y axis on CPU because some GPU drivers appears to be unhappy with triangle spanning large regions (not sure why tbh). (#125)
Demo: Columns: Adding a billion of extra lines and using clipper.
2017-11-14 22:41:54 +01:00
0858c3d7cb Demo: Custom Rendering: Fixed clipping rectangle extruding out of parent window. 2017-11-14 22:21:38 +01:00
ffad688fc8 Drag and Drop: Added payload->IsPreview() to user can render their custom preview while handling overlapping drop targets. (#143) 2017-11-14 22:11:43 +01:00
852ece3a0e Fixed build (3e06450d27 not meant for master branch, but ok) 2017-11-13 16:04:03 +01:00
2275cb8b83 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2017-11-13 15:19:43 +01:00
3e06450d27 Internals: Added ArrowButton() helper. 2017-11-13 15:18:31 +01:00
7908cce25f Drag and Drop: Added internal BeginDragDropTargetCustom() convenient to avoid submitting dummy ItemAdd. (#143) 2017-11-13 15:17:41 +01:00
4d00dd8326 Fixed scrollbar flickering on/off when uncollapsing a window (fixes 2df8fa95df) 2017-11-13 15:15:48 +01:00
30bf40195b io.OptNoCursorBlink -> io.OptCursorBlink (#1427) 2017-11-12 16:06:44 +01:00
669498ff26 Added io.OptNoCursorBlink option to disable cursor blinking. (#1427). Renamed io.OSXBehaviors to io.OptMacOSXBehaviors. Should affect users as the compile-time default is usually enough. (#473, #650) 2017-11-12 16:03:09 +01:00
a1c736fa6a Update README.md 2017-11-11 18:22:00 +01:00
631bd8a9f8 Added bindings 2017-11-11 18:12:33 +01:00
161670418b Update documentation for extra fonts 2017-11-11 16:20:34 +01:00
9daac64ff8 Clean g.WindowsById storage on shutdown. 2017-11-11 10:01:50 +01:00
06075f20ba Merge branch 'master' into navigation 2017-11-10 11:42:08 +01:00
ba09de3a39 Begin: Fixed appending into a child window with a second Begin() from a different window stack querying the wrong window for the window->Collapsed test. 2017-11-10 11:38:01 +01:00
8451855a30 ButtonBehavior: Fixed ImGuiButtonFlags_AllowOverlapMode to avoid temporarily activating widgets on click before they have been correctly double-hovered. (#319, #600) 2017-11-09 20:20:02 +01:00
4b94738c7e Drag and Drop: Drop target rectangle goes out of clipping range (#143) 2017-11-09 20:18:17 +01:00
b1653cd361 Drag and Drop: Allow NULL payload (since type only can be useful). (#143) 2017-11-09 20:18:05 +01:00
a297cbafdb Merge branch 'master' into navigation 2017-11-08 23:17:14 +01:00
2df8fa95df Fixed vertical scrollbar flickering/appearing, typically when manually resizing and using a pattern of filling available height (e.g. full sized BeginChild). THIS IS A GREAT FIX, this glitch was nasty and annoying (and yet somehow nobody reported it?). Hopefully haven't broken anything else... 2017-11-08 23:17:08 +01:00
a4cc3d4637 Minor tweaks/comments. Note that the reordering the one subtraction caused subtle havoc before the patch in 9ac8820ee2. 2017-11-08 22:36:31 +01:00
9ac8820ee2 Fixed non-pixel aligned bounding box of window resize grip, / which triumphally led to any re-arrangement of operations inside the resize grip code outputting non-exact size_target values which led to unstable window position because clamping code uses size in a subtraction, etc etc. Lovely how a whole system can be made to act weird with a single bad input. 2017-11-08 22:32:22 +01:00
b6504b8eee Drag and drop: Handle overlapping drag target priorities given their surface, which appears to make most sense for drag and drop operations. 2017-11-08 15:47:52 +01:00
2ab27be3de Child window with MenuBar use regular WindowPadding.y so layout look consistent in child or in a regular window. 2017-11-07 22:23:20 +01:00
41862b8c0e ButtonBehavior: Fixed ImGuiButtonFlags_NoHoldingActiveID from incorrectly setting ActiveIdClickOffset, which probably have no known effect, but it is more correct this way. (#1418) 2017-11-07 16:41:58 +01:00
aae52522c3 Internals: Remove requirement to define IMGUI_DEFINE_PLACEMENT_NEW (#1103) 2017-11-07 14:06:02 +01:00
1870738880 LowerBound() minor tweaks 2017-11-07 14:05:48 +01:00
571b08f315 Internal: FindWindowByName() faster and doesn't touch every windows 2017-11-07 13:59:55 +01:00
8e6adc78af Examples: Constrained Resize: Added more test cases (for #1417) 2017-11-07 11:38:39 +01:00
2c7ba21417 Fixed auto-resize allocating too much space for scrollbar when SizeContents is bigger than maximum window size (fixes c0547d358d) (#1417) 2017-11-07 11:37:38 +01:00
0d4c320f88 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_draw.cpp
2017-11-06 23:58:28 +01:00
f0b4097c54 Begin: Simplified code and fixed a bug where appending into a window a second time (from a remote window) would incorrectly overwrite RootWindow with the current window in the stack. Our docking code uses this pattern. 2017-11-06 23:55:40 +01:00
de1e7dc088 Drag and Drop: Moved internal fields out of public sight. (#143) 2017-11-06 20:04:10 +01:00
8b725c94cb Drag and Drop: Rework internal to allow overlapping targets (#143) 2017-11-06 19:39:23 +01:00
16a5da9521 RenderTriangle() minor tweak to align Left/Right and Up/Down arrow extents visually 2017-11-03 20:20:25 +01:00
553bdeedf7 Drag and Drop: Made it legal to not call SetDragDropPayload() between BeginDragDropSource() and EndDragDropSource(). (#143) 2017-11-02 18:30:46 +01:00
3461a2f296 Merge branch 'master' into drag_and_drop 2017-11-02 18:06:04 +01:00
982ce50b37 IsWindowHovered() returns true when moving window (#1382, #1404) 2017-11-02 16:44:32 +01:00
ff4d4ca651 IsWindowHovered(): Added ImGuiHoveredFlags_FlattenChilds flag. Made IsRootWindowOrAnyChildHovered() obsolete in favor of IsWindowHovered( ImGuiHoveredFlags_FlattenChilds) (#1382, #1404) 2017-11-02 16:44:24 +01:00
803ac3a5c6 IsWindowHovered() Fix behavior when an item is active to use the same logic as IsItemHovered() (#1382, #1404) 2017-11-02 16:23:03 +01:00
1e7cc23867 Merge branch 'elect86-patch-1' 2017-11-02 10:41:31 +01:00
2a3a25e792 Reordered fields in other Style functions (#1409) 2017-11-02 10:41:21 +01:00
c547b97e4e Merge branch 'patch-1' of https://github.com/elect86/imgui into elect86-patch-1 2017-11-02 10:40:01 +01:00
78f9511f4d Merge pull request #1410 from elect86/master
Fixed a comment
2017-11-01 17:58:42 +01:00
6fb43f2011 Update imgui.h 2017-11-01 17:56:03 +01:00
66f42324ad Drag and Drop: Added ImGuiDragDropFlags_SourceNoHoldToOpenOthers flag. 2017-11-01 17:25:42 +01:00
db190c16f6 Update imgui_draw.cpp 2017-11-01 16:48:56 +01:00
63f6f2dd13 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui.h
2017-11-01 15:09:23 +01:00
fba704bf5d Examples: Added a bunch of comments/referencs related to io.WantCaptureMouse, io.WantCaptureKeyboard (#1262, #1237, #1219, #635, #1058, #1051, #912, #533, #703, #446, #459, #364, #213, #52, and more) 2017-11-01 14:24:09 +01:00
59323b54da Demo: Comments (#1408) 2017-11-01 12:57:12 +01:00
6ab20ff9bf Minor tweaks to the user guide. 2017-11-01 12:33:58 +01:00
e55caf0b95 Merge pull request #1402 from elect86/patch-1
Minor fix typo
2017-10-30 09:51:49 +01:00
7f06d385a1 Added assertions and comments for incorrect use/understanding of IsWindowFocused() etc. functions 2017-10-30 09:50:54 +01:00
9e3f9fc2dd Update imgui.cpp 2017-10-30 09:35:42 +01:00
5956fff7e2 Drag and Drop: ImGuiButtonFlags_PressedOnDragDropHold focuses the target window. 2017-10-30 00:10:05 +01:00
a810619555 Drag and Drop: Added support for drag and drop hold-long-to-open for CollapsingHeader() and TreeNode(). Open only! 2017-10-30 00:03:04 +01:00
1d7d8f8574 Merge branch 'master' into drag_and_drop 2017-10-29 23:49:24 +01:00
b13d281356 Maintaining ActiveIdTimer and HoveredIdTimer (the later is useful for drag and drop, both will be of course for creators of custom widgets) 2017-10-29 23:49:01 +01:00
d46772b429 Comments 2017-10-29 23:14:17 +01:00
0e775807b4 Drag and Drop: Added a mechanism to allow widgets with no identifiers (such as Text/Image) to be used with BeginDragDropSource() given the explicit ImGuiDragDropFlags_SourceAllowNullID flag. 2017-10-29 23:10:44 +01:00
acf78da742 Drag and drop: moved to imgui.h 2017-10-29 21:37:14 +01:00
b5f714e9f9 Drag and Drop: made BeginDragDropSource() clear the IsItemHovered() by default, added a flag to keep it. 2017-10-29 21:31:49 +01:00
c5536e49ef Drag and drop API experiment 2017-10-29 21:15:02 +01:00
fd88bc270a Merge branch 'nProtect-master' 2017-10-29 11:29:21 +01:00
53f9e28c77 GetGlyphRangesThai(): removed extraneous codepoints (#1396) 2017-10-29 11:28:29 +01:00
ae3dc66214 Merge branch 'master' of https://github.com/nProtect/imgui into nProtect-master 2017-10-29 11:24:25 +01:00
f793562b4e TODO 2017-10-29 11:23:38 +01:00
36f00811b9 Examples: Comments to guide people unfamiliar with the librairies used. 2017-10-28 19:28:22 +02:00
cb38caeda4 Examples: Added more comments near the fonts loading section, to catch common questions and errors (e.g. #1397, #1366, #1341, #1222, #1193, #1115, #951, etc.) 2017-10-28 18:21:44 +02:00
3185a3a697 Add missing thai punctuations 2017-10-28 16:59:39 +07:00
17dd8e7c30 Merge branch 'master' into navigation 2017-10-27 23:01:54 +02:00
b9ebb34a04 Nav: ColorButton: Fixed a case of not using local 'hovered' flag directly, messes with some of my drag and drop work, and I can't find/understand the reason why this was left as is (there _was_ a reason at the time but it appears to be obsolete now?) 2017-10-27 20:54:48 +02:00
f962ca0b01 ColorTooltip: Resize ColorButton to align better with text, now that ColorButton provides a text baseline (0260fdd1c6) 2017-10-27 20:36:51 +02:00
d55b69ad6e Styles: Nav tweaks. 2017-10-27 20:06:45 +02:00
edafbcd630 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui.h
2017-10-27 20:04:51 +02:00
c503a50cff Styles: Moved Classic colors code to imgui_draw.cpp. Sneakily added a StyleColorsDark() function. 2017-10-27 20:01:30 +02:00
77df1ba9e0 Version 1.53 WIP 2017-10-27 19:54:56 +02:00
b422f35872 IO: Tracking extra mouse dragging data which is convenient for implementating various manual drag and drop patterns. 2017-10-27 18:21:30 +02:00
c0b366b316 Merge branch 'master' into navigation
# Conflicts:
#	imgui.h
2017-10-27 17:27:53 +02:00
cc78e9a213 Merge branch 'master' into navigation 2017-10-27 16:46:03 +02:00
5afee1c6f3 Merge branch 'master' into navigation
# Conflicts:
#	imgui_internal.h
2017-10-27 16:42:06 +02:00
f10a1d7b9e Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2017-10-27 15:53:59 +02:00
549f9e3f03 Merge branch 'master' into navigation
# Conflicts:
#	imgui_internal.h
2017-10-25 16:37:10 +02:00
fc25881207 Merge branch 'master' into navigation 2017-10-24 21:13:24 +02:00
d513546325 Merge branch 'master' into navigation 2017-10-24 15:49:01 +02:00
f6ff373b22 Nav: #define IMGUI_HAS_NAV to ease sharing code across branches of imgui 2017-10-23 14:54:23 +02:00
20983773f1 Nav: MainMenuBar now releases focus when user gets out of the menu layer. WindowingTarget when applying focus to a window with only menus automatically sets the layer. (#787)
This is enough for basic mouse/gamepad usage, but 1- previous window gets an unfocused title bar color temporarily, 2- generaly for gamepad and especially keyboard we need much more to get this done right
2017-10-23 12:38:39 +02:00
025d4f0c97 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2017-10-23 12:34:46 +02:00
2ef2c104a1 Begin: Minor tweaks 2017-10-23 11:36:43 +02:00
be12f8c55d Nav: Fixed handling of ImGuiNavInput_KeyMenu so it doesn't set g.NavWindowingTarget at all, reducing size effects + handling menu layer toggle on Alt Release (#787) 2017-10-23 11:26:52 +02:00
6f0aa766e1 Nav: Added internal ImGuiNavReadMode_Released test for key releases. 2017-10-23 11:26:30 +02:00
d769e2515a Merge branch 'master' into navigation 2017-10-23 10:05:36 +02:00
5fa81f2a26 Nav: Added ImGuiNavInput_KeyMenu aside from ImGuiNavInput_PadMenu as it is one differenciator between pad and keyboard that's very annoying with the keyboard.
Remove the move/resize behavior that appears than holding the button for a while. (#787)
2017-10-20 22:12:10 +02:00
1c5b3fb1d2 Merge branch 'master' into navigation 2017-10-20 21:17:57 +02:00
23b9060468 Nav: Honoring ImGuiItemFlags_NoNav which is used by color picker (#787) 2017-10-20 20:35:39 +02:00
e4bb9102f9 Merge branch 'master' into navigation 2017-10-20 20:32:17 +02:00
0ea66dc260 Fixed bad merge from Master 2017-10-20 18:16:53 +02:00
1172ff62e1 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
2017-10-20 18:10:07 +02:00
51eed2f257 Merge branch 'master' into navigation 2017-10-19 19:42:27 +02:00
938f1b720f Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2017-10-19 00:04:53 +02:00
073dd60b4b Merge branch 'master' into navigation 2017-10-18 19:55:34 +02:00
29a652adee CollapsingHeader(bool*) variant: fixed for IsItemHovered() to work properly in the nav branch.Basically the close button now has to use ItemAdd() to be navable into, which overwrite the IsItemHovered data. (#600, #787) 2017-10-18 19:51:32 +02:00
a126c702d9 Merge branch 'master' into navigation
# Conflicts:
#	imgui_internal.h
2017-10-18 13:09:28 +02:00
d96b6ecf88 Merge branch 'master' into navigation
# Conflicts:
#	imgui_demo.cpp
2017-10-17 16:20:35 +02:00
af565ea828 Nav: InputTextMultiline: Fixed navigation/selection. Disabled selecting all when activating a multi-line text editor. (#787) 2017-10-16 02:41:28 +02:00
7ea52ac1e4 Nav: InputTextMultiline: Fixed navigation/selection. Disabled selecting all when activating a multi-line text editor. (#787) 2017-10-16 02:30:59 +02:00
82a27fd3aa Nav: InputText: Fixed using Up/Down history callback feature when Nav is enabled (#787) 2017-10-16 02:06:42 +02:00
b70c2fa887 Nav: Internals: Moved some internal code to namespace, comments 2017-10-16 00:46:23 +02:00
ae1866c424 Nav: NavProcessItem() updates current NavLayer. Basically we're hearing toward rebuilidng nav info from an id. (#787). 2017-10-16 00:38:42 +02:00
97851f7376 Nav: NavProcessItem() computes window-relative rectangle using own Window rather than NavWindow. Not sure what it may mean for child-flattened-nav (disabled). (#787) 2017-10-16 00:36:31 +02:00
7d14262202 Nav: SetFocusID() update NavWindow and NavRectRel just as we get them. Needed by upcoming commit, committing separately as I'm curious if it has any side-effect. (#787) 2017-10-16 00:33:30 +02:00
83416fa5da Merge branch 'master' into navigation 2017-10-15 21:28:17 +02:00
d761825cfb Nav: Renaming a field + Comments. 2017-10-15 17:57:15 +02:00
db5f1b79cd Nav: ButtonBehavior() keep _displaying_ NavId item as howered when refocusing or moving window, which is consistent with IsItemHovered() and reduce noise/flicker (#787) 2017-10-13 19:18:59 +02:00
c42baf392a Reluctantly exposed GetActiveID(), GetHoveredID() in imgui_internal because the demo code will need it. 2017-10-13 16:48:14 +02:00
53780a4fcc Nav: Shallow tweaks. 2017-10-13 16:23:44 +02:00
f852b9a52a Exposed Scrollbar() in imgui_internal.h and removed a bool arg 2017-10-13 13:31:34 +02:00
b667d5a9e7 Nav: Internals: Renamed ImGuiButtonFlags_NoNavOverride to ImGuiButtonFlags_NoNavFocus + fixed a theorically missing test in ButtonBehavior() (#787) 2017-10-13 13:31:34 +02:00
0371219222 Nav: Internals: Renamed SetActiveIDNoNav -> SetActiveID() and old SetActiveID() -> SetFocusID(), both functions needs to be called when both are desirabled. (#787)
May break code relying on imgui_internal.h, relying on nav and not calling ButtonBehavior().
2017-10-13 13:31:34 +02:00
8b095e483b Internals: Moved SetNavID() and renamed casing to be consistent with stuff exposed in imgui_internal.h 2017-10-13 13:31:34 +02:00
48498b337d Internals: SetActiveID window cannot be NULL 2017-10-13 13:07:07 +02:00
4548bcb5c9 Nav: commiting shallow bits to reduce noise from working copy/upcoming commit. 2017-10-12 02:09:13 +02:00
17519c313a Nav: Extract part of NavUpdate() into a saner NavUpdateWindowingTarget() (#787) 2017-10-11 20:47:41 +02:00
b05b31e690 Nav: Made NavWindow always refresh from NavId so we can lazily retrieve the window for user functions that don't have it. This is not required by current commit but I'd rather test it earlier. Idea: eventually if we switch to 64-bit identifiers we could reserve e.g. 20 bits to store a simplified window identifier so we can always retrieve a window from an id. (#787) 2017-10-11 20:37:45 +02:00
f0d437dd9c Nav: SetActiveId() uses SetActiveIDNoNav() to avoid duplicating logic. (#787) 2017-10-11 20:29:53 +02:00
2047c58efb Nav: Extract part of NavUpdate() into a saner NavScrollToBringItemIntoView() (#787) 2017-10-11 20:28:16 +02:00
7a14d7dfdc Nav: More consistently drawing a (thin) navigation rectangle hover filled frames such as tree nodes, collapsing header, menus. (#787) 2017-10-11 19:05:36 +02:00
3833f1f7a2 Merge branch 'master' into navigation 2017-10-11 15:38:33 +02:00
69dd895358 Nav: Renaming NavInitDefaultRequest -> NavInitRequest 2017-10-06 15:54:29 -07:00
4d83078885 Nav: Moving code next to its peers 2017-10-06 15:50:32 -07:00
d2975115cd Nav: Caching into g.NavAnyRequest to minimize hot path cost (and so we can add many more request sources) 2017-10-06 15:14:28 -07:00
d91b093be6 Nav: Minor tweaks in NavProcessItem() used by ItemAdd() 2017-10-06 14:56:25 -07:00
c3105919ba Nav: Minor tweaks also toward removing processing from ItemAdd() 2017-10-06 14:51:15 -07:00
d16309ca77 Internal: ItemAdd() minor shallow tweaks 2017-10-06 14:40:53 -07:00
64ce83b9ed Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2017-10-06 14:27:29 -07:00
6e1199c603 Merge branch 'master' into navigation 2017-10-06 11:24:58 -07:00
f451785c9e Nav: Shuffled code in ItemAdd() so that NavProcessItem() may have access to LastItemId (will be required by tabbing) 2017-10-06 10:17:01 -07:00
e12cfa9dfd Nav: Minor midying up and comments, 2017-10-06 09:44:50 -07:00
40df7a5155 Nav: Removed possibly redundant test prior to calling NavProcessItem() from ItemAdd() 2017-10-06 09:40:13 -07:00
a77dd02e8a Nav: Moving code next to its peers 2017-10-05 22:06:46 -07:00
f5bd4663dd Nav: Moving the big chunk of code from ItemAdd() to NavProcessItem() 2017-10-05 22:02:13 -07:00
59c6f35bf6 Added ActivateItem(), GetItemID() functions. 2017-10-05 21:34:01 -07:00
80c4e2fe7b Nav: Tidying up activation mechanism so that setting NavActivateId can trigger buttons. 2017-10-05 21:27:08 -07:00
2f27b733be Nav: Fixed uninitialized context variables for sanity. 2017-10-05 18:33:40 -07:00
518f02f4de Demo: better demo for SetKeyboardFocusHere() 2017-10-05 18:10:59 -07:00
f2c9bd8d4f Nav: Fixed uninitialized context variables for sanity. 2017-10-05 16:39:59 -07:00
a3d0755181 Merge branch 'master' into navigation 2017-10-05 10:31:37 -07:00
f326fac64a Nav: Menus and popups now have move request wrap around vertically (using the move request forward thing added recently). (#787) 2017-10-05 10:29:17 -07:00
3ddcdcf6e7 Merge branch 'master' into navigation 2017-10-04 18:46:09 -07:00
42ee537be3 Comments 2017-10-04 10:45:35 -07:00
a56b71e866 Nav: Added code to render thin highlight type. (#787) 2017-10-04 10:44:27 -07:00
6ea90af6b7 Nav: Highlight clipped within host window then extruded out. (#787) 2017-10-03 13:53:17 -07:00
cb4e6c8212 Nav: Selectable(): activating selectable also sets NavId + removed the MouseDelta test (added in 43ee5d73e9, #323) as I don't think it is needed. (#787) 2017-10-03 13:44:48 -07:00
64a51327d3 Nav: Added NavMoveResultParentId internal info to record when the parent/context of a given NavId. Useful for various algorithms (currently looking at range selection stuff) (#787) 2017-10-03 13:25:40 -07:00
74da533c93 Nav: Added NavJustNavigatedId internal info to record when we land on a given item after a navigation request, useful for various algorithms (currently looking at range selection stuff) (#787) 2017-10-03 11:22:38 -07:00
491edfd8d8 Nav: Fixed a crash introduced yesterday. 2017-09-30 23:46:23 +02:00
0046c618b0 Nav: Allow to collapse tree nodes with NavLeft and open them with NavRight (#787, #1079) 2017-09-30 00:47:07 +02:00
ecd72cc0c7 Nav: Disabled the final axial check when considering candidates in most situations except menubars.
It's definitively undesirable inside Menu as we want to catch nav request failures reliably.
I think it may be considered as an option if we find this desirable i some circumstances. Right now ideally I'd remove it totally but with current scoring setup, without it we can't easily reach the Window Close button. (#787)
2017-09-30 00:26:55 +02:00
88a354585a Nav: It's now possible to navigate sibling of a menu-bar while navigating inside one of their child. If a Left<>Right navigation request fails to find a match we forward the request to the root menu. (#787, #126)
Currently the sibling menu is isn't automatically opened, that's still left to it (and even that can be anoying in Windows when the first menu-item is a child menu)
2017-09-29 23:39:34 +02:00
587e637db0 Nav: Taking note that we should aim to remove MenuBarAppending later. 2017-09-29 23:37:14 +02:00
1eaa9d0621 Nav: Fixed uninitialized variable (that had no side-effects due to the code/data flow involved) 2017-09-29 23:37:14 +02:00
f4e4c38705 BeginMenu(): fixed logic to distinguish vertical menu from one layed out in a menu bar. Makes MenuItem() in a regular window behave more consistently, and this will be also needed by upcoming menu-navigation changes in the nav branch. (#126, #787) 2017-09-29 23:37:14 +02:00
cf3b21179b Nav: Comments 2017-09-29 20:03:02 +02:00
5a9ebeca9e Nav: Fix typo from 9712a81f85 2017-09-29 19:49:20 +02:00
bfaa426f7f Nav: Minor tidying up (adding local variables to be a little more sane). 2017-09-29 19:48:16 +02:00
8a5a29f0be Nav: Renamed internal field. 2017-09-29 19:28:19 +02:00
9712a81f85 Nav: Rectangle rectangle stored per window and per layer as well. Makes things simpler, allows enable us to visualize more data. 2017-09-29 19:26:03 +02:00
54eb4c485e Nav: Marked misleading/broken code that will never execute. 2017-09-29 19:15:24 +02:00
e3c89aeb10 Nav: Fixed menuitems/selectable on menu layer (layer 1) from storing themselves in wrong layer of LastNavIds when hovered.causing inconsistencies and bugs when hovering menu with mouse then pressing ALT to return to layer 0).
NB: this is not a new bug introduced by the previous commit (which is related to nav layers), bug has been there for a while. (#787)
2017-09-29 18:24:43 +02:00
9737efb2f1 Nav: Store per-window last nav id also per-layer so we can easily query them for menu navigation code. (#787) 2017-09-29 17:58:25 +02:00
8a814487fe Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2017-09-29 16:30:43 +02:00
cf308f4039 Nav: Fixed SetItemDefaultFocus from stealing default focus when we are initializing default focus for a menu bar layer (#787) 2017-09-29 00:20:51 +02:00
f4398226cc Nav: Support for fallback horizontal scrolling with PadLeft/PadRight (nb: fallback scrolling is only used to navigate windows that have no interactive items). (#787) 2017-09-29 00:01:26 +02:00
30b1d85962 Nav: Commiting some better organized Debug helper because this going to stay for a bit. 2017-09-28 23:48:30 +02:00
1f7f54e196 Removed extraneous test. 2017-09-28 22:00:17 +02:00
df366b230e ColorPicker4: Use nav flag to provide a slighly better experience when using navigation (#787, #346) 2017-09-28 20:22:30 +02:00
7c2926de17 Demo: Added an extra test related to baseline and fixed an id collision. 2017-09-28 20:15:32 +02:00
2d859dee4e Nav: Added ImGuiItemFlags_NoNav item flag 2017-09-28 19:58:01 +02:00
878fa96896 Nav: Re-arranged ItemAdd() to maximize early out (#787) 2017-09-28 19:57:24 +02:00
dd0855de5c ButtonBehavior: Tidying up. 2017-09-28 19:47:45 +02:00
4b4e455c40 Nav: Internal nenaming 2017-09-28 19:41:30 +02:00
50ba543743 Comments 2017-09-28 19:35:10 +02:00
e0a2a832cd Nav: Changed internal flag to NoNavDefaultFocus to be false by allow, and more consistent (#787) 2017-09-28 19:18:41 +02:00
af38749ea1 Nav: Fixed ButtonBehavior mistakenly setting active id when the Activate button is held and we have a new NavId, which affected browsing some popups (#787) 2017-09-28 19:07:52 +02:00
ca4db8c905 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2017-09-28 17:40:25 +02:00
d394c7ad0b Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2017-09-28 15:45:35 +02:00
2a8eb618dc Nav: Fixed NavDown to open menu from a menu bar (#787) 2017-09-28 00:36:58 +02:00
35f65e05ed Merge branch 'master' into navigation 2017-09-28 00:33:29 +02:00
79ef64430c Nav: Fixed merge cc26db8ec7 2017-09-27 17:27:21 +02:00
cc26db8ec7 Merge branch 'master' into navigation 2017-09-27 17:25:50 +02:00
869732c456 Nav: Removed unnecessary combo code (that kept the combo arrow highlighted after reverting to mouse controls). (#787) 2017-09-27 12:34:18 +02:00
a2b2e56e8e Merge branch 'master' into navigation 2017-09-27 12:31:12 +02:00
8fd4beddb8 Merge branch 'master' into navigation 2017-09-26 20:28:40 +02:00
f1a20ec66d Merge branch 'master' into navigation 2017-09-26 16:54:37 +02:00
9577ebf008 Merge branch 'master' into navigation 2017-09-25 22:14:37 +02:00
7e8069dd23 Merge branch 'master' into navigation 2017-09-25 22:08:38 +02:00
3fd5790814 Pass render target format in ImGui_ImplDX12_Init() instead of hard-coded. 2017-09-24 14:57:46 -07:00
f6b6dace9e Pass command list in using ImGui_ImplDX12_NewFrame() instead of ImGui_ImplDX12_Init() 2017-09-24 14:43:46 -07:00
f72b95d73f Merge 'ocornut/master' into 'jdmo3/master' 2017-09-24 14:43:11 -07:00
b9c185402e Nav: minor tidying up NavUpdate() to use a local variables, easier to test replacing g.NavWindow with g NavMoveResultWindow for navigation accross flattened child windows. 2017-09-20 23:58:56 +02:00
113b2467cd Minor bits. Reduce usage of GImGui multiple times in same function. 2017-09-20 23:02:06 +02:00
92e55a8a79 Merge branch 'master' into navigation
# Conflicts:
#	imgui.h
2017-09-18 16:06:48 +02:00
f24b5f71ca Merge branch 'master' into navigation 2017-09-18 15:35:47 +02:00
44e8d94aba Merge branch 'master' into navigation 2017-09-18 15:32:31 +02:00
6c91a1ef7f Minor comments 2017-09-17 23:35:39 +02:00
66a9d4856c Merge branch 'master' into navigation
# Conflicts:
#	imgui_internal.h
2017-09-06 20:37:29 +02:00
62d7fa4324 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2017-09-06 20:33:39 +02:00
38ed66f55e Merge branch 'master' into navigation
# Conflicts:
#	imgui_demo.cpp
2017-09-06 19:25:07 +02:00
5c4fda0fbc Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2017-09-06 19:17:51 +02:00
1a62d46db5 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2017-08-29 18:47:23 +08:00
97a40e74fb Nav: Fixed bad merge of 6def01be5d so the bug fixed in #840 wasn't fully fixed in Nav branch. 2017-08-29 18:45:58 +08:00
9a0171b803 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2017-08-29 18:29:44 +08:00
a9e1d9aab9 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2017-08-29 16:21:46 +08:00
6752cba4bc Removed duplicate comments 2017-08-29 15:39:11 +08:00
2ee1b70652 Merge branch 'master' into navigation
# Conflicts:
#	imgui_internal.h
2017-08-29 15:36:36 +08:00
807322c9a5 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2017-08-26 18:43:10 +08:00
e6ed2f9939 Nav: Tooltip do not appear in navigation focus list. (#1294, #787) 2017-08-25 00:06:57 +08:00
b0fc30bd19 Merge branch 'master' into navigation 2017-08-22 20:49:02 +08:00
7c5556c921 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2017-08-22 20:48:36 +08:00
6ed75d3046 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui.h
2017-08-22 20:27:39 +08:00
2e35957a81 Undo reordering of ImGuiKey in Nav branch 2017-08-22 20:02:52 +08:00
8581050002 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2017-08-22 19:55:59 +08:00
8e89809078 Merge branch 'master' into navigation 2017-08-22 19:48:01 +08:00
f3ab5e6252 Fixed InputText() bug with ImGuiInputTextFlags_EnterReturnsTrue (in nav branch only) (#787). Thanks @Grouflon 2017-08-22 19:43:49 +08:00
bea06117bb Nav: Fix navigation inside child windows. Removed GetChildID() and storin/g the info within the window. (#1291) 2017-08-22 19:26:21 +08:00
ce7f3d4831 Merge branch 'master' into navigation 2017-08-22 18:27:29 +08:00
444792f75f Merge fixes from ,master branch 2017-08-22 18:27:23 +08:00
7de68fbe3d Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2017-08-22 18:22:41 +08:00
9670fe9ca7 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_internal.h
2017-08-22 17:51:20 +08:00
6c82af2b96 Navigation branch fix (we changed Clip) 2017-08-22 17:44:49 +08:00
53e73182ff Merge branch 'master' into navigation
# Conflicts:
#	imgui_internal.h
2017-08-21 00:04:45 +08:00
bf0d9c123e Merge branch 'master' into navigation 2017-08-18 00:25:12 +08:00
9bf5028fd3 Merge branch 'master' into navigation 2017-08-15 00:50:59 +08:00
e3fae56089 Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
2017-08-11 14:30:17 +08:00
73f9c9d80c Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui_demo.cpp
2017-08-11 13:44:25 +08:00
059e838b2c Merge branch 'master' into navigation 2017-08-08 18:04:38 +08:00
453ad17a09 Merge branch 'master' into navigation
# Conflicts:
#	imgui_demo.cpp
2017-08-08 17:50:08 +08:00
30d1e5712a Merge branch 'master' into navigation
# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
2017-08-08 17:30:32 +08:00
23fae61109 Merge branch 'master' into 2016-07-navigation
# Conflicts:
#	imgui.cpp
2017-08-08 11:29:54 +08:00
03700ad15e Merge remote-tracking branch 'origin' into 2016-07-navigation 2017-08-07 22:51:18 +08:00
8228dc20df Merge branch 'master' into 2016-07-navigation 2017-05-26 13:44:08 +02:00
27b83a2cac Merge branch 'master' into 2016-07-navigation 2017-05-01 12:38:33 +02:00
288dccd5a5 Merge branch 'master' into 2016-07-navigation 2017-03-17 21:30:16 +01:00
2a3c61e5f8 Merge branch 'master' into 2016-07-navigation 2017-03-16 19:31:12 +01:00
30954b4a88 Merge latest from ocornut/imgui 2017-03-13 13:26:55 -07:00
c76be71acf Merge branch 'master' into 2016-07-navigation 2017-01-11 21:03:25 +01:00
bb4d19ff7c Merge branch 'master' - merge fix 2016-12-23 12:15:09 +01:00
fdc70456f4 Merge branch 'master' into 2016-07-navigation 2016-12-23 12:13:52 +01:00
37a27a8025 Merge branch 'master' into 2016-07-navigation 2016-11-27 18:35:48 +01:00
67c6d6026a Nav: SliderFloat() Fixed non-linear sliders in Nav branch (#787, #323) 2016-11-27 18:29:38 +01:00
3028ccc25b Merge remote-tracking branch 'origin' into 2016-07-navigation 2016-11-27 18:25:20 +01:00
941cf1b436 Merge branch 'master' into 2016-07-navigation 2016-11-09 15:21:36 +01:00
bdb34d1c11 Merge branch 'master' into 2016-07-navigation 2016-10-16 14:01:13 +02:00
e4deb7a190 Merge remote-tracking branch 'origin' into 2016-07-navigation 2016-10-07 09:52:14 +02:00
f5b37dbc52 Merge remote-tracking branch 'origin' into 2016-07-navigation 2016-09-25 15:31:36 +02:00
fea0fcb7c3 Merge remote-tracking branch 'origin' into 2016-07-navigation 2016-09-25 15:25:55 +02:00
ed279c0095 Merge remote-tracking branch 'origin' into 2016-07-navigation 2016-09-25 12:59:24 +02:00
f39513ac47 Merge remote-tracking branch 'origin' into 2016-07-navigation 2016-08-23 17:00:11 +02:00
e8e5c6d788 Nav: Comments. Fixed two -Wall warnings. Removed unused function. (#787) 2016-08-23 08:58:51 +02:00
3883a2027f Nav: Fixed Selectable() crash introduced earlier today in 43ee5d73 + added comments/assert (#323) 2016-08-21 17:52:42 +02:00
df9bdf38f9 Nav: NavActivateId, NavInputId are no repeat actions. Repeat buttons handle it themselves already anyway. (#323) 2016-08-21 17:32:15 +02:00
67fd805839 Merge remote-tracking branch 'origin' into 2016-07-navigation 2016-08-21 16:13:40 +02:00
c6c7371a4c Nav: Removed unnecessary test following 49ca1c2b88 (#323) 2016-08-21 16:11:53 +02:00
49ca1c2b88 Nav: InitDefaultRequest saves a fallback item so PadMenu on a collapsed window gets us to the collapse button (#323) 2016-08-21 16:07:55 +02:00
2303b67c40 Close button submitted after collapse button. Should have no effect. Consistent with expectation & will be used as fallback for nav (#323) 2016-08-21 16:05:19 +02:00
252f094101 Nav: Undo 87eb749cbc, agressively including nav focus test in IsItemHovered() (#323) 2016-08-21 15:26:40 +02:00
fddf9ca10e Nav: Fixed nav highlight clipping (affected non non-menu items within menubar) (#323) 2016-08-21 15:25:29 +02:00
78b7e2dfb3 Nav: Process and apply mouse move request immediately after move request result comes (#323) 2016-08-21 14:53:26 +02:00
f71cdd13b7 Internal tidying up, moved code to CalcNextScrollFromScrollTargetAndClamp() so it can be reused by upcoming nav code. 2016-08-21 14:39:13 +02:00
ac7826c8a5 ImRect: Added Translate() helper, removed redundant and misleading Reduce() 2016-08-21 14:37:48 +02:00
87eb749cbc Added IsItemHoveredOrFocused() (provisional name), better handling of popup/tooltip positioning when using mouse+nav (#323) 2016-08-21 13:25:40 +02:00
ea2425ad9a Nav: Fixed entering child with PadActivate not setting ActiveIdSource to Nav (#323) 2016-08-21 12:44:59 +02:00
43ee5d73e9 Nav: Hovering MenuItem/Selectable with mouse makes NavId, matching what seems to be Windows beahvior at least for menus (#323) 2016-08-21 11:45:50 +02:00
30c04d0dbe Nav: Mouse pos passed to backend always rounded, so that lossy application of non-integer mouse pos doesn't lead to undesirable movement (#3 2016-08-21 00:10:48 +02:00
bf42657850 Nav: Clearing mouse hover flag using MouseClicked[] test instead of MouseDown[] so that invalid mouse button won't keep breaking nav (#323) 2016-08-20 23:59:54 +02:00
695ca7bb45 Nav: Tidying up. Comments. (#323) 2016-08-20 23:27:25 +02:00
4f7c63a7af Nav: Fixed a bug where mouse positioning requests would be sent while opening submenus with mouse (#323) 2016-08-20 23:25:53 +02:00
e4c099d67c Nav: Comments + fixed handling of PadLeft in menus (fix e55882f) (#323) 2016-08-20 22:11:00 +02:00
e3fec8c0aa Renamed function (#323) 2016-08-20 19:19:58 +02:00
ead79dcdac Metrics: 64-bit display fix 2016-08-15 17:34:17 +02:00
3ab0d5cdfd Nav: NavHighlight gets its own color (default to Header color), made rectangle thicker (#323) 2016-08-15 13:07:39 +02:00
cf16ba6572 Nav: Exposed RenderNavHighlight() in imgui_internal.h to increase discoverability and reordered arguments to be more consistent (#323) 2016-08-15 11:52:02 +02:00
6c19d7b13c Nav: Fixed clipping rect of navigation highlight, notably for collapsing arrow (#323) 2016-08-15 11:41:56 +02:00
9501cd9991 InputText: Fixed calling callback on frame of losing active id, fix part of 848e62bfe0 (nav branch only)
#323 #701
2016-08-13 14:22:34 +02:00
a83f9b7885 Merge branch 'master' into 2016-07-navigation 2016-08-11 23:21:04 +02:00
2afffcdeb9 Merge remote-tracking branch 'origin' into 2016-07-navigation 2016-08-11 23:00:47 +02:00
df1d1b5b25 Nav: DragBehavior: Adjust minimum step to displayed precision when using navigation (#323, #180) 2016-08-07 20:40:57 +02:00
09cba02d3f Nav: DragBehavior: Fix for fast speed (#323 #180) 2016-08-07 20:31:51 +02:00
761a74c62b Selectable/MenuItem: Not activated on Click but only on Release is more standard (#126, #245, #323)
Apparently menu items started with OnClick (vs OnClickHoldRelease) when
doing #126. Hope to not break anything.
Also allows using xxx_DontClosePopup flags.
2016-08-07 20:21:18 +02:00
8828889d5e Refactored rare transient bool stacks into a set of flags, added unexposed ImGuiItemFlags_SelectableDontClosePopup (#323) 2016-08-07 20:05:24 +02:00
785f51227a Demo tweaks 2016-08-07 19:07:24 +02:00
525ef5b357 Nav: Tweaked default highlight clipping (clipped by scrollbar) and removed subtle background (#323) 2016-08-07 15:31:00 +02:00
a68132948b Nav: Added ImGuiCol_NavWindowingHighlight into style (#323) 2016-08-07 15:26:04 +02:00
6aa8019763 Nav: Fixed bug where pressing NavInput(Triangle) to turn slider/drag into text input would then change subsequent NavActivate as well (#323) 2016-08-07 15:19:29 +02:00
e55882f74b Nav: Allow PadLeft to close a menu (#323) 2016-08-07 15:18:04 +02:00
c203be94c6 Merge remote-tracking branch 'origin' into 2016-07-navigation 2016-08-07 13:55:59 +02:00
8a6d209f68 Nav: Failed movement request with no current NavId fallback to an InitDefaultRequest so that we always land somewhere on first move (#323) 2016-08-07 13:34:25 +02:00
5ef8452509 Nav: Comments (#323) 2016-08-07 13:33:15 +02:00
cbf24c13ca Merge remote-tracking branch 'origin' into 2016-07-navigation 2016-08-07 12:15:21 +02:00
d85c1be6b6 Nav: Reordered Cancel handling code so you you can leave a child within a popup without closing the popup (#323) 2016-08-04 12:53:46 +02:00
c263961f07 Nav: Menu: Allow PadDown to open a menu from a menu bar, PadRight from a menu (#323, #126) 2016-08-04 10:41:33 +02:00
dcff032429 Nav: Moving all nav inputs to io.NavInputs[] float array, new enum labelled for gamepad. (#323) 2016-08-03 23:23:04 +02:00
4ccc87c91d Typo in commented default-value 2016-08-03 21:53:07 +02:00
c0dcef4e16 Nav: Moving window with nav stick disables mouse hover (#323) 2016-08-03 21:02:27 +02:00
4e91b521ee Demo: Arrange some inputs panels. 2016-08-03 20:55:54 +02:00
36fa2b9523 Nav: DragBehavior removed bogus test (#323) 2016-08-01 22:23:56 +02:00
d0801057ba Demo: Tweak handling of "animate" flag in graph demo so it doesn't keep running. 2016-08-01 20:55:54 +02:00
2e52bee12e Merge remote-tracking branch 'origin' into 2016-07-navigation 2016-07-31 17:00:44 +02:00
8b190f1100 Nav: quick tap on NavMenu with no focused window doesn't focus one (holding still does) (#323) 2016-07-31 16:12:01 +02:00
e9c881e4de Nav: fixed using NavMenu/windowing select when no window is already focused + cleanup code (#323) 2016-07-31 16:07:58 +02:00
1ecbf73c97 Nav: working on early bits of documentation (#323) 2016-07-31 15:41:51 +02:00
a154625a56 Nav: Not exposing ImGuiWindowFlags_NavFlattened because it requires much more work (#323) 2016-07-31 13:40:14 +02:00
08a28c16ae Nav: Merge FocusedWindow and NavWindow that were basically duplicate at this point (#323) 2016-07-31 13:38:57 +02:00
2545d75c3b Tidying up, removed two unnecessary window flags from being exposed in imgui.h 2016-07-31 13:05:13 +02:00
b3cba62b80 Nav: Added experiment ImGuiWindowFlags_NavFlattened flag to cross over between parent and non-scrolling child windows (#323) 2016-07-31 12:55:23 +02:00
769a1dd748 Nav: No scrolling while using windowing functionalities (#323) 2016-07-31 10:41:41 +02:00
a88d189f18 Nav: MoveRequest doesn't affect io.NavUsable so that navigation failure doesn't trigger false positive & not needed (undo part of 3cc1419df) 2016-07-30 23:52:03 +02:00
f72e2fd1b1 Merge remote-tracking branch 'origin' into 2016-07-navigation 2016-07-30 23:46:09 +02:00
68b73b61b5 Nav: Comment (#323) 2016-07-30 23:17:32 +02:00
79e7ece259 Nav/Examples: honoring the io.WantMoveMouse flag in most common examples (#323)
Missing support Vulkan (#549), Apple (#575, #247), SDL (#58, #356),
Allegro, Marmalade (#368, #375)
2016-07-30 23:17:11 +02:00
d88dcc26cc Demo: console text input keeps focus in a less harsher and more navigation friendly way (#323) 2016-07-30 19:17:26 +02:00
3cc1419df3 Nav: making io.NavActive more suitable for end-user detecting if they should pass inputs to game (#323) 2016-07-30 19:16:41 +02:00
cc66731c39 Nav: Calling SetItemDefaultFocus() doesn't make mouse cursor dirty if nav highlight is off (#323) 2016-07-30 19:15:12 +02:00
8d0186c82b Nav: programmatic call to SetKeyboardFocusHere() doesn't quality as a nav input (doesn't position mouse) (#323) 2016-07-30 19:08:20 +02:00
e2dd48ae65 Nav: Split _NoNav window flag into _NoNavInputs and _NoNavFocus (#323) 2016-07-30 18:06:05 +02:00
4c4d750cae Nav: Fixed Collapse icon disappearing when Nav is disabled (since b2aaab873d) (#323) 2016-07-30 18:05:14 +02:00
3672105b87 Tidying up 2016-07-30 17:20:59 +02:00
04157da291 Nav: first committed pass for manual moving and manual scrolling (after a bunch of attempts) (#323) 2016-07-30 17:18:34 +02:00
4309b8c1ed Clarifying that MovedWindow* apply to mouse moving only 2016-07-30 16:25:45 +02:00
f2d1472481 Nav: Fixed navigating outside of current scrolling bounds (bug from 0cc20fca83) (#323)
+ spaces
2016-07-30 15:17:12 +02:00
efc8858328 ImRect: fixed Clip() function being the other way around (INTERNAL API BREAKING CHANGE- wasn't exposed, hoping nobody uses that) + actually fixes the function behavior. 2016-07-30 14:38:33 +02:00
d6ce800a20 Nav: ActiveIdAllowNavMove -> ActiveIdAllowNavDirFlags for more flexibility (nav up/down typically allowed on a single-line text input) (#323) 2016-07-30 14:31:34 +02:00
d9d6b0e629 Nav: Renamed private ImGuiNavDir_ enum to use left/right/up/down to be consistent with key enums (#323) 2016-07-30 13:45:46 +02:00
cbe03e3108 Nav: CalcListClipping/ImGuiListClipper: fix to ensure we can navigate clipped lists (#323) 2016-07-30 11:22:18 +02:00
b3ddae07d1 Nav: not activating widgets with NavActivate when NavMenu is held (#323) 2016-07-30 11:11:17 +02:00
b2aaab873d Nav: collapse button is interactve, allow collapsing, tidying up, resize speed takes account of framebuffer scale (#323) 2016-07-30 10:56:52 +02:00
4735802096 Shallow tidying up ctrl+wheel scaling code in NewFrame() 2016-07-30 10:26:57 +02:00
20a0fde012 Tidying up default clipboard handler for non Windows-OS 2016-07-30 10:02:46 +02:00
f34d7ea199 Fixed bad merge 2016-07-29 11:23:04 +02:00
5f6f4d0ffc Merge remote-tracking branch 'origin' into 2016-07-navigation 2016-07-29 11:17:13 +02:00
aeabda5a5f Navigation: Tap NavMenu to access menu and close buttons, hold to focus/resize (#323)
Introducing a concept of NavLayer to filter navigable items
2016-07-24 14:56:14 +02:00
c3aa36d9ab Navigation: Renamed ImGuiKey_NavWindowing to ImGuiKey_NavMenu (#323) 2016-07-24 14:49:16 +02:00
175f42420c Navigation: Can nav-out but not nav-in a window with ImGuiWindowFlags_NoNav flag (#323) 2016-07-24 14:41:27 +02:00
67feb5ac6c Navigation: comments + moving init block of code above in NavUpdate(), should have no side-effect (committed to simplify next commit) (#323) 2016-07-24 14:15:34 +02:00
a424d6f805 Navigation: Fixed missing initialization (had no side-effect, would be set in Begin) (#323) 2016-07-24 14:08:50 +02:00
49ec65b1b5 Navigation: can't manually focus out of a modal window with controller (#323) 2016-07-24 14:00:29 +02:00
5cac4926c8 Fixed display of TitleBgActive color on window before a Modal window + modal window availability for navigation (#323) 2016-07-24 13:56:31 +02:00
ba43310df1 Navigation: Renaming, shortened some unnecessary long fields names (#323) 2016-07-24 12:46:25 +02:00
4bbdaa4e3c Navigation: Moving NavInitWindow() around and making it static (#323) 2016-07-24 11:56:36 +02:00
b2ad33ce41 Merge remote-tracking branch 'origin' into 2016-07-navigation 2016-07-23 20:33:25 +02:00
e9d8b48a4c Navigation: Allow to navigate out of text input with direction or NavCancel (#323) 2016-07-23 20:30:44 +02:00
2f94563564 Navigation: Collapsed window uses ImGuiCol_TitleBgActive when navigation is active (#323) 2016-07-23 20:09:41 +02:00
afadc7cf59 Navigation: Scoring: Improved directional navigation. Not totally cancelling out dx. Better support for zero-spaced items. (#323) 2016-07-23 20:05:17 +02:00
e74d96642f Navigation: mouse/popup position gets clamped within visible display (#323) 2016-07-23 19:42:19 +02:00
0cc20fca83 Navigation: Scoring uses rectangle as clipped by parent. Fix selectable extending past parent column among other things (#323) 2016-07-23 19:24:56 +02:00
2f1fb41579 Navigation: Fixed automatic fallback scrolling from glitching near scroll limits because of miscalculation of SizeContents (#323) 2016-07-23 16:31:23 +02:00
ad48309047 Navigation: Fixed using NavWindowed when a menu is open. (#323) 2016-07-23 16:01:27 +02:00
2cab404a81 Fixed tooltip positioning issues when using navigation (#323) 2016-07-23 15:44:56 +02:00
c2cb2a6928 Gamepad/Keyboard navigation support, initial commit, WIP (#323) 2016-07-20 00:02:59 +02:00
4a11cc35b9 Updated code for repeat delay / repeat handling. GetKeyPressedAmount() now returns a count to support fast repeat rate (where DeltaTime > RepeatRate).
Renamed from recently added IsKeyPressed() variant to GetKeyPressedAmount(). (no API breakage, added in branch, bbd3b75609) (#323)
2016-07-19 21:26:36 +02:00
88c1966629 Added IsAnyWindowFocused(). Renamed IsMouseHoveringAnyWindow() -> IsAnyWindowHovered(), IsPosHoveringAnyWindow() -> IsAnyWindowHoveredAtPos(), IsMouseHoveringWindow() -> IsWindowHoveredRect() for consistency. Kept inline rediection function. 2016-07-18 18:24:23 +02:00
23a81027e8 Comment on invalid comment regarding preserving keyboard focus of a closed window, due to commit 19d02becef. This is probably still what we want. (followup #727) 2016-07-18 18:22:11 +02:00
eb405ab375 DragBehavior: Moving code around, in what should be a no-op, to simplify upcoming Nav diff (#323, #180) 2016-07-18 18:22:10 +02:00
c816e6c742 Fixed SetScrollX() handling of center ratio (which actually wasn't exposed publicly). (#323, #246) 2016-07-18 18:22:09 +02:00
e10ecfe28a BeginChild(): tweak to make the code easier to understand 2016-07-18 18:22:08 +02:00
24f79b91bd Style: minor tweak to default color theme to make currently focused window more prominent (#323, #707) 2016-07-18 18:22:07 +02:00
e72e3b2cbc Demo: tweaks. 2016-07-18 18:22:06 +02:00
0300e73b3f Comments 2016-07-18 15:26:07 +02:00
2df229d002 Fixed incorrect comment for ParentWindow (#615, #604) 2016-07-18 15:26:06 +02:00
068984691e Tab-key focusing inhibited when CTRL is held (#323) 2016-07-18 15:26:05 +02:00
267e54cf06 NewFrame(): update activeid data and keyboard before mouse. Should have no side-effects! (So that later we can update Nav between Keyboard and Mouse) (#323) 2016-07-18 15:26:04 +02:00
272745bd93 ImGuiIO: initializing fields in the same order as the declaration. 2016-07-18 15:26:03 +02:00
848e62bfe0 InputText: don't process keys during the activation frame (this is mostly a workaround to that activation with enter doesn't validate immediately, which is turns triggers an assert in InputScalarAsWidgetReplacement - can't see an issue with changing it this way so trying out) + using local flag clear_active_id to only clear the active id at the end of the frame, which is one of the step that my stash for #701 requires. (#323) 2016-07-18 15:26:02 +02:00
57841f417d SliderBehavior, RoundScalar: split into separate functions for usage in upcoming nav commits. Testing power==1.0f without fabsf(). Maybe just use == 1.0f as well? (#323) 2016-07-18 15:26:01 +02:00
6f7da2f9f2 Popup: Fixed popup initial frame reading MousePos again instead of the value already stored within the CurrentPopupStack in the previous frame. Doesn't make a big difference here, but will do as gamepad/keyboard navigation will set its own popup position. (#323) 2016-07-18 15:26:01 +02:00
91e1c56da6 Minor bits. 2016-07-18 15:25:59 +02:00
bbd3b75609 Added IsKeyPressed() with explicit repeat delay and repeat rate (for usage by nav) (#323) 2016-07-18 15:25:58 +02:00
9f92cc255b SetActiveId() sets ActiveIdIsJustActivated only when id changes. (#323) 2016-07-18 15:25:57 +02:00
f6181b3428 Examples: DirectX12: Add directx12_example 2016-02-22 15:22:48 -08:00
227 changed files with 41492 additions and 20513 deletions

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# editorconfig.org
# top-most EditorConfig file
root = true
# Default settings:
# Use 4 spaces as indentation
[*]
indent_style = space
indent_size = 4
insert_final_newline = true
trim_trailing_whitespace = true
[imstb_*]
indent_size = 3
trim_trailing_whitespace = false
[Makefile]
indent_style = tab
indent_size = 4

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language: cpp
sudo: required
dist: trusty
os:
- linux
@ -9,10 +11,24 @@ compiler:
- clang
before_install:
- 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
- if [ $TRAVIS_OS_NAME == linux ]; then
sudo apt-get update -qq;
sudo apt-get install -y --no-install-recommends libxrandr-dev libxi-dev libxxf86vm-dev libsdl2-dev;
wget https://github.com/glfw/glfw/releases/download/3.2.1/glfw-3.2.1.zip;
unzip glfw-3.2.1.zip && cd glfw-3.2.1;
cmake -DBUILD_SHARED_LIBS=true -DGLFW_BUILD_EXAMPLES=false -DGLFW_BUILD_TESTS=false -DGLFW_BUILD_DOCS=false .;
sudo make -j $CPU_NUM install && cd ..;
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
- make -C examples/example_glfw_opengl2
- make -C examples/example_glfw_opengl3
- make -C examples/example_sdl_opengl3
- if [ $TRAVIS_OS_NAME == osx ]; then
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos;
fi

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@ -1,6 +1,6 @@
The MIT License (MIT)
Copyright (c) 2014-2017 Omar Cornut and ImGui contributors
Copyright (c) 2014-2019 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

247
README.md
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dear imgui,
=====
[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
(This library is free but 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>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
One-off donations via PayPal:
<br>[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
Dear ImGui is designed to enable fast iteration and empower programmers to create content creation tools and visualization/ debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
Dear ImGui is particularly suited to integration in realtime 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
- imgui.cpp
- imgui.h
- imgui_demo.cpp
- imgui_draw.cpp
- imgui_internal.h
- imconfig.h (empty by default, user-editable)
- stb_rect_pack.h
- stb_textedit.h
- stb_truetype.h
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
Your code passes mouse/keyboard inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it like in this example:
![screenshot of sample code alongside its output with dear imgui](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png)
Dear ImGui outputs vertex buffers and simple command-lists that you can render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
_A common misunderstanding is to think that immediate mode gui == immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes, as the gui functions are called by the user. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
Binaries/Demo
-------------
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20171013.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20171013.zip) (Windows binaries, Dear ImGui 1.52 WIP built 2017/10/13, 5 executables)
Bindings
--------
Integrating Dear ImGui within your custom engine is a matter of wiring mouse/keyboard inputs and providing a render function that can bind a texture and render simple textured triangles. The examples/ folder is populated with applications doing just that. If you are an experienced programmer it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation!
_NB: those third-party bindings may be more or less maintained, more or less close to the spirit of original API and therefore I cannot give much guarantee about them. People who create language bindings sometimes haven't used the C++ API themselves (for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages:
- C (cimgui): thin c-api wrapper for ImGui https://github.com/Extrawurst/cimgui
- C#/.Net (ImGui.NET): An ImGui wrapper for .NET Core https://github.com/mellinoe/ImGui.NET
- D (DerelictImgui): Dynamic bindings for the D programming language: https://github.com/Extrawurst/DerelictImgui
- Go (go-imgui): https://github.com/Armored-Dragon/go-imgui
- Lua: https://github.com/patrickriordan/imgui_lua_bindings
- Pascal (imgui-pas) https://github.com/dpethes/imgui-pas
- Python (CyImGui): Python bindings for dear imgui using Cython: https://github.com/chromy/cyimgui
- Python (pyimgui): Another Python bindings for dear imgui: https://github.com/swistakm/pyimgui
- Rust (imgui-rs): Rust bindings for dear imgui https://github.com/Gekkio/imgui-rs
Frameworks:
- Main ImGui repository include examples for DirectX9, DirectX10, DirectX11, OpenGL2/3, Vulkan, Allegro 5, SDL+GL2/3, iOS and Marmalade: https://github.com/ocornut/imgui/tree/master/examples
- Unmerged PR: DirectX12: https://github.com/ocornut/imgui/pull/301
- Unmerged PR: SDL2 + OpenGLES + Emscripten: https://github.com/ocornut/imgui/pull/336
- Unmerged PR: FreeGlut + OpenGL2: https://github.com/ocornut/imgui/pull/801
- Unmerged PR: Native Win32 and OSX: https://github.com/ocornut/imgui/pull/281
- Unmerged PR: Android: https://github.com/ocornut/imgui/pull/421
- Cinder: https://github.com/simongeilfus/Cinder-ImGui
- cocos2d-x: https://github.com/c0i/imguix https://github.com/ocornut/imgui/issues/551
- Flexium/SFML (FlexGUI): https://github.com/DXsmiley/FlexGUI
- Irrlicht (IrrIMGUI): https://github.com/ZahlGraf/IrrIMGUI
- Ogre: https://bitbucket.org/LMCrashy/ogreimgui/src
- openFrameworks (ofxImGui): https://github.com/jvcleave/ofxImGui
- LÖVE: https://github.com/slages/love-imgui
- NanoRT (software raytraced) https://github.com/syoyo/imgui/tree/nanort/examples/raytrace_example
- Qt3d https://github.com/alpqr/imgui-qt3d
- Unreal Engine 4: https://github.com/segross/UnrealImGui or https://github.com/sronsse/UnrealEngine_ImGui
- SFML: https://github.com/EliasD/imgui-sfml or https://github.com/Mischa-Alff/imgui-backends
For other bindings: see [this page](https://github.com/ocornut/imgui/wiki/Links/).
Please contact me with the Issues tracker or Twitter to fix/update this list.
Gallery
-------
See the [Screenshots Thread](https://github.com/ocornut/imgui/issues/123) for some user creations.
Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
![screenshot 1](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_01.png)
[![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
![screenshot 2](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_02.png)
[![screenshot profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler-880.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png)
![screenshot picker](https://user-images.githubusercontent.com/8225057/29062188-471e95ba-7c53-11e7-9618-c4484c0b75fe.PNG)
![screenshot 5](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v151/menus.png)
![screenshot 6](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/skinning_sample_02.png)
![screenshot 7](https://cloud.githubusercontent.com/assets/8225057/7903336/96f0fb7c-07d0-11e5-95d6-41c6a1595e5a.png)
Dear 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());
// For Microsoft IME, pass your HWND to enable IME positioning:
io.ImeWindowHandle = my_hwnd;
```
![Japanese screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01_jp.png)
References
----------
The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
- [Nicolas Guillemot's CppCon'16 flashtalk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k).
- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/).
See the [Links page](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to different languages and frameworks.
Frequently Asked Question (FAQ)
-------------------------------
<b>Where is the documentation?</b>
- The documentation is at the top of imgui.cpp + effectively imgui.h.
- Example code is in imgui_demo.cpp and particularly the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
<b>Which version should I get?</b>
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master. The library is fairly stable and regressions tend to be fixed fast when reported. You may also want to checkout the [navigation branch](https://github.com/ocornut/imgui/tree/navigation) if you want to use Dear ImGui with a gamepad (it is also possible to map keyboard inputs to some degree). The Navigation branch is being kept up to date with Master.
<b>Why the odd dual naming, "dear imgui" vs "ImGui"?</b>
The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
<b>What is ImTextureID and how do I display an image?</b>
<br><b>I integrated Dear ImGui in my engine and the text or lines are blurry..</b>
<br><b>I integrated Dear 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 labels/IDs.</b>
<br><b>How can I tell when Dear 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 Dear ImGui context across reloading a DLL? (loss of the global/static variables)</b>
<br><b>How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)</b>
See the FAQ in imgui.cpp for answers.
<b>How do you use Dear ImGui on a platform that may not have a mouse or keyboard?</b>
I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/symless/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. Dear ImGui allows to increase the hit box of widgets (via the _style.TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate. You can also checkout the beta [navigation branch](https://github.com/ocornut/imgui/tree/navigation) which provides support for using Dear ImGui with a game controller.
<b>Can you create elaborate/serious tools with Dear ImGui?</b>
Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools).
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
<b>Is Dear ImGui fast?</b>
Probably fast enough for most uses. Down to the foundation of its visual design, Dear ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but Dear ImGui aims to minimize it.
Mileage may vary but the following screenshot can give you a rough idea of the cost of running and rendering UI code (In the case of a trivial demo application like this one, your driver/os setup are likely to be the bottleneck. Testing performance as part of a real application is recommended).
![performance screenshot](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v138/performance_01.png)
This is showing framerate for the full application loop on my 2011 iMac running Windows 7, OpenGL, AMD Radeon HD 6700M with an optimized executable. In contrast, librairies featuring higher-quality rendering and layouting techniques may have a higher resources footprint.
If you intend to display large lists of items (say, 1000+) it can be beneficial for your code to perform clipping manually - one way is using helpers such as ImGuiListClipper - in order to avoid submitting them to Dear ImGui in the first place. Even though ImGui will discard your clipped items it still needs to calculate their size and that overhead will add up if you have thousands of items. If you can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem.
<b>Can you reskin the look of Dear ImGui?</b>
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimised to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Below is a screenshot from [LumixEngine](https://github.com/nem0/LumixEngine) with custom colors + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged):
![LumixEngine](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v151/lumix-201710-rearranged.png)
<b>Why using C++ (as opposed to C)?</b>
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
There is an reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly designed for binding in other languages. I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Links](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to other languages.
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>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
One-off donations via PayPal:
<br>[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
If your company uses dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development). I can invoice for private support, custom development etc. E-mail: omarcornut at gmail. Thanks!
Credits
-------
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
I first discovered imgui principles at [Q-Games](http://www.q-games.com) where Atman had dropped his own simple imgui implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating on it.
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
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 dear imgui development is financially supported on [**Patreon**](http://www.patreon.com/imgui).
Double-chocolate sponsors:
- Media Molecule
- Mobigame
- Insomniac Games (sponsored the gamepad/keyboard navigation branch)
- Aras Pranckevičius
- Lizardcube
- Greggman
Salty caramel supporters:
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse.
Caramel supporters:
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić.
And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
License
-------
Dear ImGui is licensed under the MIT License, see LICENSE for more information.

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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)
- window: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate.
!- 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: add always-allow-overlap mode.
- 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: option to Tab after an Enter validation.
- 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. reorderable. (#513, #125)
- columns: optional sorting modifiers (up/down), sort list so sorting can be done multi-critera. notify user when sort order changed.
- columns: option to alternate background colors on odd/even scanlines.
- 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 (for patterns where we need to set active id etc.)
- clipper: ability to disable the clipping through a simple flag/bool.
- clipper: ability to run without knowing full count in advance.
- 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 option (#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: 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)
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
- 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: columns, selected tree nodes?
- 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. (#447)
- 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: enforce monospace through ImFontConfig (for icons?)
- font: finish CustomRectRegister() to allow mapping unicode codepoint to custom texture data
- 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.
!- nav/keyboard: tooltip & combo boxes are messing up / not honoring keyboard tabbing.
- nav: integrate navigation branch into master. (#787)
- nav: integrate/design keyboard controls.
- nav: once tab should go through most/all widgets (in submission order?)
- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
- 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)
- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
- inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71)
- inputs: allow to pass explicit double-clicks if that's the only thing the user's backend can get them. (e.g. for windows by the CS_DBLCLKS style).
- inputs: support track pad style scrolling & slider edit.
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags.
- 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)
- misc: detect user not calling Render() and suggest to call EndFrame()?
- remote: make a system like RemoteImGui first-class citizen/project (#75)
- demo: add vertical separator 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)
- examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // the problem is that DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
- 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

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dear imgui
=====
[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
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_(This library is free as in freedom, but needs your support to sustain its development. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal.)_
Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
<br>&nbsp;&nbsp;[![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_01.png)](http://www.patreon.com/imgui)
Individuals/hobbyists: support continued maintenance and development via PayPal:
<br>&nbsp;&nbsp;[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
Businesses: support continued maintenance and development via support contracts or sponsoring:
<br>&nbsp;&nbsp;_E-mail: omarcornut at gmail dot com_
Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries.
Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
See [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui), [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Gallery](https://github.com/ocornut/imgui/issues/2529) pages to get an idea of its use cases.
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
- imgui.cpp
- imgui.h
- imgui_demo.cpp
- imgui_draw.cpp
- imgui_widgets.cpp
- imgui_internal.h
- imconfig.h (empty by default, user-editable)
- imstb_rectpack.h
- imstb_textedit.h
- imstb_truetype.h
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
### Usage
Your code passes mouse/keyboard/gamepad inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it from \_anywhere\_ in your program loop:
Code:
```cpp
ImGui::Text("Hello, world %d", 123);
if (ImGui::Button("Save"))
{
// do stuff
}
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
```
Result:
<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02.png)
<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px / Rounding: 5)_
Code:
```cpp
// Create a window called "My First Tool", with a menu bar.
ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("File"))
{
if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ }
if (ImGui::MenuItem("Save", "Ctrl+S")) { /* Do stuff */ }
if (ImGui::MenuItem("Close", "Ctrl+W")) { my_tool_active = false; }
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
// Edit a color (stored as ~4 floats)
ImGui::ColorEdit4("Color", my_color);
// Plot some values
const float my_values[] = { 0.2f, 0.1f, 1.0f, 0.5f, 0.9f, 2.2f };
ImGui::PlotLines("Frame Times", my_values, IM_ARRAYSIZE(my_values));
// Display contents in a scrolling region
ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
ImGui::BeginChild("Scrolling");
for (int n = 0; n < 50; n++)
ImGui::Text("%04d: Some text", n);
ImGui::EndChild();
ImGui::End();
```
Result:
<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_03_color.gif)
### How it works
Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
Demo Binaries
-------------
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 Dear ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20190219.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190219.zip) (Windows binaries, Dear ImGui 1.68 built 2019/02/19, master branch, 5 executables)
The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
Bindings
--------
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you about an hour to integrate Dear ImGui in your custom engine. Make sure to spend time reading the FAQ, the comments and other documentation!
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
Languages: (third-party bindings)
- C: [cimgui](https://github.com/cimgui/cimgui) (2018: now auto-generated! you can use its json output to generate bindings for other languages)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
- Go: [imgui-go](https://github.com/inkyblackness/imgui-go) or [go-imgui](https://github.com/Armored-Dragon/go-imgui)
- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui)
- Java: [jimgui](https://github.com/ice1000/jimgui)
- JavaScript: [imgui-js](https://github.com/flyover/imgui-js)
- Julia: [CImGui.jl](https://github.com/Gnimuc/CImGui.jl)
- Lua: [LuaJIT-ImGui](https://github.com/sonoro1234/LuaJIT-ImGui), [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings)
- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui)
- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas)
- PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui)
- Python: [pyimgui](https://github.com/swistakm/pyimgui) or [bimpy](https://github.com/podgorskiy/bimpy)
- Ruby: [ruby-imgui](https://github.com/vaiorabbit/ruby-imgui)
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust)
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
- Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Emscripten, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551)
- Flexium: [FlexGUI](https://github.com/DXsmiley/FlexGUI)
- GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml)
- Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI)
- Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src)
- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui)
- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c)
- ORX: [ImGuiOrx](https://github.com/thegwydd/ImGuiOrx), [#1843](https://github.com/ocornut/imgui/pull/1843)
- px_render: [px_render_imgui.h](https://github.com/pplux/px/blob/master/px_render_imgui.h), [#1935](https://github.com/ocornut/imgui/pull/1935)
- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui)
- Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html))
- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort)
- Qt: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d) / [QOpenGLWindow (qtimgui)](https://github.com/ocornut/imgui/issues/1910) / [QtDirect3D](https://github.com/giladreich/QtDirect3D) / [qt6](https://github.com/alpqr/qvk6/tree/imgui/examples/rhi/imguidemo)
- SFML: [imgui-sfml](https://github.com/eliasdaler/imgui-sfml)
- Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer)
- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui)
For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/). Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
Roadmap
-------
Some of the goals for 2019 are:
- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public `docking` branch looking for feedback)
- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public `docking` branch looking for feedback)
- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
- Add an automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
- Make Columns better. (they are currently pretty terrible!)
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware.
Gallery
-------
User screenshots:
<br>[Gallery Part 1](https://github.com/ocornut/imgui/issues/123) (Feb 2015 to Feb 2016)
<br>[Gallery Part 2](https://github.com/ocornut/imgui/issues/539) (Feb 2016 to Aug 2016)
<br>[Gallery Part 3](https://github.com/ocornut/imgui/issues/772) (Aug 2016 to Jan 2017)
<br>[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
<br>[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
<br>[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 to June 2018)
<br>[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 to January 2019)
<br>[Gallery Part 8](https://github.com/ocornut/imgui/issues/2265) (January 2019 to May 2019)
<br>[Gallery Part 9](https://github.com/ocornut/imgui/issues/2529) (May 2019 onward)
Custom engine
[![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
Custom engine
[![screenshot tool](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white_preview.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
Demo window
![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png)
[Tracy Profiler](https://bitbucket.org/wolfpld/tracy)
![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/tracy_profiler.png)
References
----------
The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
- [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/).
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
- [Nicolas Guillemot's CppCon'16 flash-talk 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 [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks.
Support
-------
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: please post on the Discourse forums: https://discourse.dearimgui.org.
Otherwise for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
Private support is available for paying customers.
Frequently Asked Question (FAQ)
-------------------------------
**Where is the documentation?**
This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.
- Run the examples/ applications and explore them.
- See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
- The demo covers most features of Dear ImGui, so you can read the code and see its output.
- See documentation and comments at the top of imgui.cpp + effectively imgui.h.
- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
**Which version should I get?**
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features in the `docking` branch. Many projects are using this branch and it is kept in sync with master regularly.
**Who uses Dear ImGui?**
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for a list of games/software which are publicly known to use dear imgui. Please add yours if you can!
**Why the odd dual naming, "Dear ImGui" vs "ImGui"?**
The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce this 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. Please try to refer to this library as "Dear ImGui".
**How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?**
<br>**How can I display an image? What is ImTextureID, how does it works?**
<br>**Why are multiple widgets reacting when I interact with a single one? How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack...**
<br>**How can I use my own math types instead of ImVec2/ImVec4?**
<br>**How can I load a different font than the default?**
<br>**How can I easily use icons in my application?**
<br>**How can I load multiple fonts?**
<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([example](https://github.com/ocornut/imgui/wiki/Loading-Font-Example))
<br>**How can I interact with standard C++ types (such as std::string and std::vector)?**
<br>**How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API)**
<br>**How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)**
<br>**I integrated Dear ImGui in my engine and the text or lines are blurry..**
<br>**I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..**
<br>**How can I help?**
See the FAQ in [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for answers.
**Can you create elaborate/serious tools with Dear ImGui?**
Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
**Can you reskin the look of Dear ImGui?**
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Below is a screenshot from [LumixEngine](https://github.com/nem0/LumixEngine) with custom colors + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged):
![LumixEngine](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v151/lumix-201710-rearranged.png)
**Why using C++ (as opposed to C)?**
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
Support dear imgui
------------------
**How can I help?**
- You may participate in the [Discourse forums](https://discourse.dearimgui.org) and the GitHub [issues tracker](https://github.com/ocornut/imgui/issues).
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it.
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
- Have your company financially support this project.
**How can I help financing further development of Dear ImGui?**
Your contributions are keeping this project alive. The library is free as in freedom, but continued maintenance and development are a full-time endeavor. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. Thank you!
Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
<br>&nbsp;&nbsp;[![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_01.png)](http://www.patreon.com/imgui)
Individuals/hobbyists: support continued maintenance and development via PayPal:
<br>&nbsp;&nbsp;[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
Businesses: support continued maintenance and development via support contracts or sponsoring:
<br>&nbsp;&nbsp;_E-mail: omarcornut at gmail dot com_
Ongoing dear imgui development is financially supported by users and private sponsors, recently:
**Platinum-chocolate sponsors**
- **Blizzard Entertainment**.
**Double-chocolate sponsors**
- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
**Salty caramel supporters**
- Remedy Entertainment, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford.
**Caramel supporters**
- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra.
And all other past and present supporters; THANK YOU!
(Please contact me if you would like to be added or removed from this list)
Credits
-------
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it.
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
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.
License
-------
Dear ImGui is licensed under the MIT License, see [LICENSE.txt](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) for more information.

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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.).
- doc/tips: tips of the day: website? applet in imgui_club?
- window: preserve/restore relative focus ordering (persistent or not) (#2304) -> also see docking reference to same #.
- 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: begin with *p_open == false could 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: 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: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call.
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
- window: investigate better auto-positioning for new windows.
- window: top most window flag? (#2574)
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false.
- window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?).
- window/child: border could be emitted in parent as well.
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
- window/tab: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
- 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)
- scrolling/style: shadows on scrollable areas to denote that there is more contents
- drawdata: make it easy to clone (or swap?) a ImDrawData so user can easily save that data if they use threaded rendering.
! drawlist: add calctextsize func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
- 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: primitives/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
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
- drawlist: non-AA strokes have gaps between points (#593, #288), glitch especially on RenderCheckmark() and ColorPicker4().
- drawlist: would be good to be able to deep copy of ImDrawData (we have a deep copy of ImDrawList now).
- drawlist: rendering: provide a way for imgui to output to a single/global vertex buffer, re-order indices only at the end of the frame (ref: https://gist.github.com/floooh/10388a0afbe08fce9e617d8aefa7d302)
- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).
- drawlist: AddRect vs AddLine position confusing (#2441)
- drawlist: channel splitter should be external helper and not stored in ImDrawList.
- drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962)
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
- drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas.
- 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 visuals for Disabled/ReadOnly mode and expose publicly (#211)
- widgets: add always-allow-overlap mode. This should perhaps be the default.
- widgets: start exposing PushItemFlag() and ImGuiItemFlags
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
- widgets: activate by identifier (trigger button, focus given id)
- widgets: a way to represent "mixed" values, so e.g. all values replaced with **, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed)
- widgets: selectable: generic BeginSelectable()/EndSelectable() mechanism.
- widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
- widgets: checkbox: checkbox with custom glyph inside frame.
- widgets: coloredit: keep reporting as active when picker is on?
- widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
- 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: hover tooltip could show unclamped text
- input text: option to Tab after an Enter validation.
- 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 dependent). actually a very old bug but no one appears to have noticed it.
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
- input text: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
- input text: global callback system so user can plug in an expression evaluator easily. (#1691)
- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
- input text: a way for the user to provide syntax coloring.
- input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
- 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: support for cut/paste without selection (cut/paste the current line)
- 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 multi-line: single call to AddText() should be coarse clipped on InputTextEx() end.
- 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: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284)
- group: BeginGroup() needs a border option. (~#1496)
- group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable?
- group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
- 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. re-orderable. (#513, #125)
- columns: optional sorting modifiers (up/down), sort list so sorting can be done multi-criteria. notify user when sort order changed.
- columns: option to alternate background colors on odd/even scanlines.
- columns: allow columns to recurse.
- columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them.
- 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
- plot: full featured plot/graph api w/ scrolling, zooming etc. all bell & whistle. why not!
- plot: PlotLines() should use the polygon-stroke facilities, less vertices (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 (for patterns where we need to set active id etc.)
- clipper: ability to disable the clipping through a simple flag/bool.
- clipper: ability to run without knowing full count in advance.
- clipper: horizontal clipping support. (#2580)
- separator: expose flags (#759)
- separator: width, thickness, centering (#1643)
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
- dock: merge docking branch (#2109)
- dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
- 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 can be problematic. (#2464, #1390)
- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar)
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946)
- 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: relative dragging? + precision dragging
- slider: step option (#1183)
- slider style: fill % of the bar instead of positioning a drag.
- knob: rotating knob widget (#942)
- drag float: power/logarithmic slider and drags are weird. (#1316)
- drag float: up/down axis
- drag float: power != 0.0f with current value being outside the range keeps the value stuck.
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
- combo: use clipper: make it easier to disable clipper with a single flag.
- combo: flag for BeginCombo to not return true when unchanged (#1182)
- combo: a way/helper to customize the combo preview (#1658)
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
- listbox: refactor and clean the begin/end api
- listbox: multiple selection.
- listbox: unselect option (#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?) (wip stash)
- 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: disable capturing mouse wheel if the listbox has no scrolling. (#1681)
- listbox: scrolling should track modified selection.
- listbox: future api should allow to enable horizontal scrolling (#2510)
!- 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/modal: make modal title bar blink when trying to click outside the modal
- popups: reopening context menu at new position should be the behavior by default? (equivalent to internal OpenPopupEx() with reopen_existing=true) (~#1497)
- 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: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
- tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse.
- tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
- tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485)
- menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207)
- menus: menu bars inside modal windows are acting weird.
- status-bar: add a per-window status bar helper similar to what menu-bar 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: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
- text: selectable text (for copy) as a generic feature (ItemFlags?)
- 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)
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
- 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)
- tree node: leaf/non-leaf highlight mismatch.
- tree node: _NoIndentOnOpen flag? would require to store a per-depth bit mask to store info for pop (or whatever is cheaper)
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
- 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. (#707)
- style: add a highlighted text color (for headers, etc.)
- style: border types: out-screen, in-screen, etc. (#447)
- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
- 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: FramePadding could be different for up vs down (#584)
- 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: 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.
- log: obsolete LogButtons() all together.
- log: LogButtons() options for specifying depth and/or hiding depth slider
- filters: set a current filter that tree node can automatically query to hide themselves
- filters: handle wild-cards (with implicit leading/trailing *), reg-exprs
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
- drag and drop: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers.
- drag and drop: fix/support/options for overlapping drag sources.
- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov.
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
- drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637)
- drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem)
- drag and drop: demo with reordering nodes (in a list, or a tree node). (#143)
- drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration)
- drag and drop: allow for multiple payload types. (#143)
- drag and drop: make payload optional? (#143)
- drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process"
- drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?)
- node/graph editor (#306)
- pie menus patterns (#434)
- markup: simple markup language for color change? (#902)
- font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype)
- font: free the Alpha buffer if user only requested RGBA.
!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
- font: a CalcTextHeight() helper could run faster than CalcTextSize().y
- font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
- font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
- font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575)
- font: PushFontSize API (#1018)
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
- font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width
- font/demo: add tools to show glyphs used by a text blob, display U16 value, list missing glyphs.
- font/demo: demonstrate use of ImFontGlyphRangesBuilder.
- font/atlas: add a missing Glyphs.reserve()
- font/atlas: incremental updates
- font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
- font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
- font/draw: need to be able to specify wrap start position.
- font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines)
- font/draw: underline, squiggle line rendering helpers.
- 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), would save on cache line.
- 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 atlas has been built.
- font: what would it take to support codepoint higher than 0xFFFF? (smileys, etc.) (#2538, #2541)
- font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
- nav: patterns to make it possible for arrows key to update selection
- nav: restore/find nearest navid when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
- nav: allow input system to be be more tolerant of io.DeltaTime=0.0f
- nav: ESC within a menu of a child window seems to exit the child window.
- nav: NavFlattened: ESC on a flattened child should select something.
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
- nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
- nav: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
- nav/menus: allow pressing Menu to leave a sub-menu.
- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB)
- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
- nav/menus: main menu bar currently cannot restore a NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do?
- nav: simulate right-click or context activation? (SHIFT+F10)
- nav: tabs should go through most/all widgets (in submission order?).
- nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
- nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
- nav: configuration flag to disable global shortcuts (currently only CTRL-tab) ?
- 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)
- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
- inputs: we need an explicit flag about whether the imgui window is focused, to be able to distinguish focused key releases vs alt-tabbing all release behaviors.
- inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71)
- inputs: support track pad style scrolling & slider edit.
- inputs/io: backspace and arrows in the context of a text input could use system repeat rate.
- inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
- inputs: add mouse cursor for unavailable/no? IDC_NO/SDL_SYSTEM_CURSOR_NO.
- inputs/scrolling: support for smooth scrolling (#2462, #2569)
- misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for back-end to be able stop refreshing easily.
- misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls.
- misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost.
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
- misc: use more size_t in public api?
- misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683)
- misc: possible compile-time support for wchar_t instead of char*?
- backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- remote: make a system like RemoteImGui first-class citizen/project (#75)
- demo: find a way to demonstrate textures in the examples application, as it such a common issue for new users.
- demo: demonstrate using PushStyleVar() in more details.
- demo: add vertical separator demo
- demo: add virtual scrolling example?
- demo: demonstrate Plot offset
- examples: window minimize, maximize (#583)
- examples: provide a zero frame-rate/idle example.
- examples: apple: example_apple should be using modern GL3.
- examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
- examples: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
- examples: opengl: could use a single vertex buffer and glBufferSubData for uploads?
- examples: opengl: explicitly disable GL_STENCIL_TEST in bindings.
- examples: vulkan: viewport: support for synchronized swapping of multiple swap chains.
- 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: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering.
- 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

46
docs/issue_template.md Normal file
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(Click "Preview" to turn any http URL into a clickable link)
1. PLEASE CAREFULLY READ:
https://github.com/ocornut/imgui/issues/2261
2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/LOADING FONTS, please post on the "Getting Started" Discourse forum:
https://discourse.dearimgui.org
3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1).
4. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
5. Delete points 1-5 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
Thank you!
----
_(you may also go to Demo>About Window, and click "Config/Build Information" to obtain a bunch of detailed information that you can paste here)_
**Version/Branch of Dear ImGui:**
Version: XXX
Branch: XXX _(master/viewport/docking/etc.)_
**Back-end/Renderer/Compiler/OS**
Back-ends: imgui_impl_XXX.cpp + imgui_impl_XXX.cpp _(or specify if using a custom engine/back-end)_
Compiler: XXX _(if the question is related to building or platform specific features)_
Operating System: XXX
**My Issue/Question:**
XXX _(please provide as much context as possible)_
**Screenshots/Video**
XXX _(you can drag files here)_
**Standalone, minimal, complete and verifiable example:** _(see https://github.com/ocornut/imgui/issues/2261)_
```
// Please do not forget this!
ImGui::Begin("Example Bug");
MoreCodeToExplainMyIssue();
ImGui::End();
```

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(Click "Preview" to turn any http URL into a clickable link)
PLEASE CAREFULLY READ:
https://github.com/ocornut/imgui/issues/2261
(Clear this template before submitting your PR)

73
examples/.gitignore vendored
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@ -1,49 +1,42 @@
## Visual Studio files
Debug/*
Release/*
ipch/*
x64/*
directx9_example/Debug/*
directx9_example/Release/*
directx9_example/ipch/*
directx9_example/x64/*
directx10_example/Debug/*
directx10_example/Release/*
directx10_example/ipch/*
directx10_example/x64/*
directx11_example/Debug/*
directx11_example/Release/*
directx11_example/ipch/*
directx11_example/x64/*
opengl2_example/Debug/*
opengl2_example/Release/*
opengl2_example/ipch/*
opengl2_example/x64/*
opengl2_example/opengl_example
opengl3_example/Debug/*
opengl3_example/Release/*
opengl3_example/ipch/*
opengl3_example/x64/*
opengl3_example/opengl3_example
sdl_opengl2_example/Debug/*
sdl_opengl2_example/Release/*
sdl_opengl2_example/ipch/*
sdl_opengl2_example/x64/*
sdl_opengl3_example/Debug/*
sdl_opengl3_example/Release/*
sdl_opengl3_example/ipch/*
sdl_opengl3_example/x64/*
*.opensdf
*.sdf
*.suo
*.vcxproj.user
build/*
*/Debug/*
*/Release/*
*/x64/*
*.o
*.obj
*.exe
## Visual Studio cruft
.vs/*
*/ipch/*
*.opensdf
*.log
*.pdb
*.ilk
*.user
*.sdf
*.suo
*.VC.db
*.VC.VC.opendb
## Ini files
## Xcode cruft
.DS_Store
project.xcworkspace
xcuserdata
## Emscripten output
*.o.tmp
*.out.js
*.out.wasm
example_emscripten/example_emscripten.*
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
example_glut_opengl2/example_glut_opengl2
example_null/example_null
example_sdl_opengl2/example_sdl_opengl2
example_sdl_opengl3/example_sdl_opengl3
## Dear ImGui Ini files
imgui.ini

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@ -1,98 +1,259 @@
Those are standalone ready-to-build applications to demonstrate ImGui.
Binaries of some of those demos: http://www.miracleworld.net/imgui/binaries
-----------------------------------------------------------------------
dear imgui, v1.71
-----------------------------------------------------------------------
examples/README.txt
(This is the README file for the examples/ folder. See docs/ for more documentation)
-----------------------------------------------------------------------
Third party languages and frameworks bindings: https://github.com/ocornut/imgui/wiki/Links
(languages: C, .net, rust, D, Python, Lua..)
(frameworks: DX12, Vulkan, Cinder, OpenGLES, openFrameworks, Cocos2d-x, SFML, Flexium, NanoRT, Irrlicht..)
(extras: RemoteImGui, ImWindow, imgui_wm..)
Dear ImGui is highly portable and only requires a few things to run and render:
TL;DR;
- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
to your project and use them unmodified.
- To LEARN how the library is setup, you may refer to 'opengl2_example' because is the simplest one to read.
However, do NOT USE the 'opengl2_example' if your code is using any modern GL3+ calls.
Mixing old fixed-pipeline OpenGL2 and modern OpenGL3+ is going to make everything more complicated.
Read comments below for details. If you are not sure, in doubt, use 'opengl3_example'.
- If you have your own engine, you probably want to read a few of the examples first then adapt it to
your engine. Please note that if your engine is based on OpenGL/DirectX you can perfectly use the
existing rendering backends, don't feel forced to rewrite them with your own engine API, or you can
do that later when you already got things to work.
ImGui is highly portable and only requires a few things to run:
- Providing mouse/keyboard inputs
- Load the font atlas texture into graphics memory
- Uploading the font atlas texture into graphics memory
- Providing a render function to render indexed textured triangles
- Optional: clipboard support, mouse cursor supports, Windows IME support, etc.
So this is essentially what those examples are doing + the obligatory cruft for portability.
Unfortunately in 2016 it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software. For most examples here I choose to provide:
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
This is essentially what the example bindings in this folder are providing + obligatory portability cruft.
ImGui has zero frame of lag for most behaviors and one frame of lag for some behaviors.
At 60 FPS your experience should be pleasant. Consider that OS mouse cursors are typically drawn through
a specific hardware accelerated route and may feel smoother than other GPU rendered contents. You may
experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself, to visualize
the lag between a hardware cursor and a software cursor. It might be beneficial to the user experience
to switch to a software rendered cursor when an interactive drag is in progress.
Also note that some setup or GPU drivers may be causing extra lag (possibly by enforcing triple buffering),
leaving you with no option but sadness/anger (Intel GPU drivers were reported as such).
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
and examples bindings which we are describing here (examples/ folder).
You should be able to write bindings for pretty much any platform and any 3D graphics API. With some extra
effort you can even perform the rendering remotely, on a different machine than the one running the logic.
opengl2_example/
*DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
GLFW + OpenGL example (old, fixed graphic pipeline).
This is mostly provided as a reference to learn how ImGui integration works, because it is easier to read.
If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything
more complicated, will require your code to reset every single OpenGL attributes to their initial state,
and might confuse your GPU driver. Prefer using opengl3_example.
This folder contains two things:
opengl3_example/
GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W).
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL3/4 in your application.
- Example bindings for popular platforms/graphics API, which you can use as is or adapt for your own use.
They are the imgui_impl_XXXX files found in the examples/ folder.
directx9_example/
DirectX9 example, Windows only.
directx10_example/
DirectX10 example, Windows only.
This is quite long and tedious, because: DirectX10.
- Example applications (standalone, ready-to-build) using the aforementioned bindings.
They are the in the XXXX_example/ sub-folders.
directx11_example/
DirectX11 example, Windows only.
This is quite long and tedious, because: DirectX11.
apple_example/
OSX & iOS example.
On iOS, Using Synergy to access keyboard/mouse data from server computer.
Synergy keyboard integration is rather hacky.
You can find binaries of some of those example applications at:
http://www.dearimgui.org/binaries
sdl_opengl2_example/
*DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL*
SDL2 + OpenGL example (old fixed pipeline).
This is mostly provided as a reference to learn how ImGui integration works, because it is easier to read.
If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything
more complicated, will require your code to reset every single OpenGL attributes to their initial state,
and might confuse your GPU driver. Prefer using sdl_opengl3_example.
sdl_opengl3_example/
SDL2 + OpenGL3 example.
---------------------------------------
MISC COMMENTS AND SUGGESTIONS
---------------------------------------
allegro5_example/
- Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
Please read the comments and instruction at the top of each file.
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual
ChangeLog at the top of the .cpp files, so if you want to update them later it will be easier to
catch up with what changed.
- Dear ImGui has 0 to 1 frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
However, consider that OS mouse cursors are typically drawn through a specific hardware accelerated path
and will feel smoother than common GPU rendered contents (including Dear ImGui windows).
You may experiment with the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor itself,
to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor
at 60 FPS will feel slow. It might be beneficial to the user experience to switch to a software rendered
cursor only when an interactive drag is in progress.
Note that some setup or GPU drivers are likely to be causing extra lag depending on their settings.
If you feel that dragging windows feels laggy and you are not sure who to blame: try to build an
application drawing a shape directly under the mouse cursor.
---------------------------------------
EXAMPLE BINDINGS
---------------------------------------
Most the example bindings are split in 2 parts:
- The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp)
- The "Renderer" bindings, in charge of: creating the main font texture, rendering imgui draw data.
Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp)
- The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program.
Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
- Some bindings for higher level frameworks carry both "Platform" and "Renderer" parts in one file.
This is the case for Allegro 5 (imgui_impl_allegro5.cpp), Marmalade (imgui_impl_marmalade5.cpp).
- If you use your own engine, you may decide to use some of existing bindings and/or rewrite some using
your own API. As a recommendation, if you are new to Dear ImGui, try using the existing binding as-is
first, before moving on to rewrite some of the code. Although it is tempting to rewrite both of the
imgui_impl_xxxx files to fit under your coding style, consider that it is not necessary!
In fact, if you are new to Dear ImGui, rewriting them will almost always be harder.
Example: your engine is built over Windows + DirectX11 but you have your own high-level rendering
system layered over DirectX11.
Suggestion: step 1: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first.
Once this work, _if_ you want you can replace the imgui_impl_dx11.cpp code with a custom renderer
using your own functions, etc.
Please consider using the bindings to the lower-level platform/graphics API as-is.
Example: your engine is multi-platform (consoles, phones, etc.), you have high-level systems everywhere.
Suggestion: step 1: try using a non-portable binding first (e.g. win32 + underlying graphics API)!
This is counter-intuitive, but this will get you running faster! Once you better understand how imgui
works and is bound, you can rewrite the code using your own systems.
- Road-map: Dear ImGui 1.80 (WIP currently in the "docking" branch) will allows imgui windows to be
seamlessly detached from the main application window. This is achieved using an extra layer to the
platform and renderer bindings, which allows Dear ImGui to communicate platform-specific requests.
If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
improvements and fixes related to viewports and platform windows without extra work on your side.
List of Platforms Bindings in this repository:
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl back-ends)
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2019)
List of Renderer Bindings in this repository:
imgui_impl_dx9.cpp ; DirectX9
imgui_impl_dx10.cpp ; DirectX10
imgui_impl_dx11.cpp ; DirectX11
imgui_impl_dx12.cpp ; DirectX12
imgui_impl_metal.mm ; Metal (with ObjC)
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
imgui_impl_vulkan.cpp ; Vulkan
List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)
imgui_impl_allegro5.cpp
imgui_impl_marmalade.cpp
Note that Dear ImGui works with Emscripten.
The examples_emscripten/ app uses sdl.cpp + opengl3.cpp but other combinations are possible.
Third-party framework, graphics API and languages bindings are listed at:
https://github.com/ocornut/imgui/wiki/Bindings
Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, OpenSceneGraph,
openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
Miscellaneous: Software Renderer, RemoteImgui, etc.
---------------------------------------
EXAMPLE APPLICATIONS
---------------------------------------
Building:
Unfortunately in 2018 it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software. For most examples here I choose to provide:
- Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+
- Xcode project files for the Apple examples
Please let me know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
example_allegro5/
Allegro 5 example.
marmalade_example/
Marmalade example using IwGx
vulkan_example/
Vulkan example.
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_allegro5.cpp
TODO: Apple, SDL GL/GL3, Allegro, Marmalade, Vulkan examples do not honor the io.WantMoveMouse flag.
example_apple_metal/
OSX & iOS + Metal.
= main.m + imgui_impl_osx.mm + imgui_impl_metal.mm
It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
example_apple_opengl2/
OSX + OpenGL2.
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
(NB: imgui_impl_osx.mm is currently not as feature complete as other platforms back-ends.
You may prefer to use the GLFW Or SDL back-ends, which will also support Windows and Linux.)
example_empscripten:
Emcripten + SDL2 + OpenGL3+/ES2/ES3 example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
Note that other examples based on SDL or GLFW + OpenGL could easily be modified to work with Emscripten.
We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
example_glfw_metal/
GLFW (Mac) + Metal example.
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm.
example_glfw_opengl2/
GLFW + OpenGL2 example (legacy, fixed pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
example_glfw_opengl3/
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 example (programmable pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
example_glfw_vulkan/
GLFW (Win32, Mac, Linux) + Vulkan example.
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
This is quite long and tedious, because: Vulkan.
example_glut_opengl2/
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2.
= main.cpp + imgui_impl_glut.cpp + imgui_impl_opengl2.cpp
Note that GLUT/FreeGLUT is largely obsolete software, prefer using GLFW or SDL.
example_marmalade/
Marmalade example using IwGx.
= main.cpp + imgui_impl_marmalade.cpp
example_null
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output.
= main.cpp
This is used to quickly test compilation of core imgui files in as many setups as possible.
Because this application doesn't create a window nor a graphic context, there's no graphics output.
example_sdl_opengl2/
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
example_sdl_opengl3/
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
(Please be mindful that accessing OpenGL3+ functions requires a function loader, which are a frequent
source for confusion for new users. We use a loader in imgui_impl_opengl3.cpp which may be different
from the one your app normally use. Read imgui_impl_opengl3.h for details and how to change it.)
example_sdl_vulkan/
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
This is quite long and tedious, because: Vulkan.
example_win32_directx9/
DirectX9 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx9.cpp
example_win32_directx10/
DirectX10 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx10.cpp
example_win32_directx11/
DirectX11 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
example_win32_directx12/
DirectX12 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
This is quite long and tedious, because: DirectX12.

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# How to Build
- On Ubuntu 14.04+
```bash
g++ -I ../imgui main.cpp imgui_impl_a5.cpp ../imgui/imgui*.cpp -lallegro -lallegro_primitives
```
- On Windows with Visual Studio's CLI
```
set ALLEGRODIR=path_to_your_allegro5_folder
cl /Zi /MD /I %ALLEGRODIR%\include /I ..\.. main.cpp imgui_impl_a5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
```

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@ -1,295 +0,0 @@
// ImGui Allegro 5 bindings
// In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// TODO:
// - Clipboard is not supported.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// by @birthggd
#include <stdint.h> // uint64_t
#include <cstring> // memcpy
#include <imgui.h>
#include "imgui_impl_a5.h"
#include <allegro5/allegro.h>
#include <allegro5/allegro_primitives.h>
#ifdef _WIN32
#include <allegro5/allegro_windows.h>
#endif
// Data
static ALLEGRO_DISPLAY* g_Display = NULL;
static ALLEGRO_BITMAP* g_Texture = NULL;
static double g_Time = 0.0;
static ALLEGRO_MOUSE_CURSOR* g_MouseCursorInvisible = NULL;
static ALLEGRO_VERTEX_DECL* g_VertexDecl = NULL;
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
struct ImDrawVertAllegro
{
ImVec2 pos;
ImVec2 uv;
ALLEGRO_COLOR col;
};
void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
{
int op, src, dst;
al_get_blender(&op, &src, &dst);
al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats
static ImVector<ImDrawVertAllegro> vertices;
vertices.resize(cmd_list->VtxBuffer.Size);
for (int i = 0; i < cmd_list->VtxBuffer.Size; ++i)
{
const ImDrawVert &dv = cmd_list->VtxBuffer[i];
ImDrawVertAllegro v;
v.pos = dv.pos;
v.uv = dv.uv;
unsigned char *c = (unsigned char*)&dv.col;
v.col = al_map_rgba(c[0], c[1], c[2], c[3]);
vertices[i] = v;
}
// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices
// You can also use '#define ImDrawIdx unsigned int' in imconfig.h and request ImGui to output 32-bit indices
static ImVector<int> indices;
indices.resize(cmd_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; ++i)
indices[i] = (int)cmd_list->IdxBuffer.Data[i];
int idx_offset = 0;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
al_set_clipping_rectangle(pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z-pcmd->ClipRect.x, pcmd->ClipRect.w-pcmd->ClipRect.y);
al_draw_indexed_prim(&vertices[0], g_VertexDecl, texture, &indices[idx_offset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
}
idx_offset += pcmd->ElemCount;
}
}
// Restore modified state
al_set_blender(op, src, dst);
al_set_clipping_rectangle(0, 0, al_get_display_width(g_Display), al_get_display_height(g_Display));
}
bool Imgui_ImplA5_CreateDeviceObjects()
{
// Build texture atlas
ImGuiIO &io = ImGui::GetIO();
unsigned char *pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create texture
int flags = al_get_new_bitmap_flags();
int fmt = al_get_new_bitmap_format();
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP|ALLEGRO_MIN_LINEAR|ALLEGRO_MAG_LINEAR);
al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE);
ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
al_set_new_bitmap_flags(flags);
al_set_new_bitmap_format(fmt);
if (!img)
return false;
ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
if (!locked_img)
{
al_destroy_bitmap(img);
return false;
}
memcpy(locked_img->data, pixels, sizeof(int)*width*height);
al_unlock_bitmap(img);
// Convert software texture to hardware texture.
ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
al_destroy_bitmap(img);
if (!cloned_img)
return false;
// Store our identifier
io.Fonts->TexID = (void*)cloned_img;
g_Texture = cloned_img;
// Create an invisible mouse cursor
// Because al_hide_mouse_cursor() seems to mess up with the actual inputs..
ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8,8);
g_MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0);
al_destroy_bitmap(mouse_cursor);
return true;
}
void ImGui_ImplA5_InvalidateDeviceObjects()
{
if (g_Texture)
{
al_destroy_bitmap(g_Texture);
ImGui::GetIO().Fonts->TexID = NULL;
g_Texture = NULL;
}
if (g_MouseCursorInvisible)
{
al_destroy_mouse_cursor(g_MouseCursorInvisible);
g_MouseCursorInvisible = NULL;
}
}
bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display)
{
g_Display = display;
// Create custom vertex declaration.
// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
ALLEGRO_VERTEX_ELEMENT elems[] =
{
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, pos) },
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, uv) },
{ ALLEGRO_PRIM_COLOR_ATTR, 0, OFFSETOF(ImDrawVertAllegro, col) },
{ 0, 0, 0 }
};
g_VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = ALLEGRO_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = ALLEGRO_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = ALLEGRO_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = ALLEGRO_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = ALLEGRO_KEY_DOWN;
io.KeyMap[ImGuiKey_PageUp] = ALLEGRO_KEY_PGUP;
io.KeyMap[ImGuiKey_PageDown] = ALLEGRO_KEY_PGDN;
io.KeyMap[ImGuiKey_Home] = ALLEGRO_KEY_HOME;
io.KeyMap[ImGuiKey_End] = ALLEGRO_KEY_END;
io.KeyMap[ImGuiKey_Delete] = ALLEGRO_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = ALLEGRO_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X;
io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
io.RenderDrawListsFn = ImGui_ImplA5_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
#ifdef _WIN32
io.ImeWindowHandle = al_get_win_window_handle(g_Display);
#endif
return true;
}
void ImGui_ImplA5_Shutdown()
{
ImGui_ImplA5_InvalidateDeviceObjects();
ImGui::Shutdown();
}
bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
{
ImGuiIO &io = ImGui::GetIO();
switch (ev->type)
{
case ALLEGRO_EVENT_MOUSE_AXES:
io.MouseWheel += ev->mouse.dz;
return true;
case ALLEGRO_EVENT_KEY_CHAR:
if (ev->keyboard.display == g_Display)
if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000)
io.AddInputCharacter((unsigned short)ev->keyboard.unichar);
return true;
case ALLEGRO_EVENT_KEY_DOWN:
case ALLEGRO_EVENT_KEY_UP:
if (ev->keyboard.display == g_Display)
io.KeysDown[ev->keyboard.keycode] = (ev->type == ALLEGRO_EVENT_KEY_DOWN);
return true;
}
return false;
}
void ImGui_ImplA5_NewFrame()
{
if (!g_Texture)
Imgui_ImplA5_CreateDeviceObjects();
ImGuiIO &io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
int w, h;
w = al_get_display_width(g_Display);
h = al_get_display_height(g_Display);
io.DisplaySize = ImVec2((float)w, (float)h);
// Setup time step
double current_time = al_get_time();
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
g_Time = current_time;
// Setup inputs
ALLEGRO_KEYBOARD_STATE keys;
al_get_keyboard_state(&keys);
io.KeyCtrl = al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL);
io.KeyShift = al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT);
io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN);
ALLEGRO_MOUSE_STATE mouse;
if (keys.display == g_Display)
{
al_get_mouse_state(&mouse);
io.MousePos = ImVec2((float)mouse.x, (float)mouse.y);
}
else
{
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
}
al_get_mouse_state(&mouse);
io.MouseDown[0] = mouse.buttons & (1 << 0);
io.MouseDown[1] = mouse.buttons & (1 << 1);
io.MouseDown[2] = mouse.buttons & (1 << 2);
// Hide OS mouse cursor if ImGui is drawing it
if (io.MouseDrawCursor)
{
al_set_mouse_cursor(g_Display, g_MouseCursorInvisible);
}
else
{
ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT;
switch (ImGui::GetMouseCursor())
{
case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break;
case ImGuiMouseCursor_Move: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break;
case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break;
case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
}
al_set_system_mouse_cursor(g_Display, cursor_id);
}
// Start the frame
ImGui::NewFrame();
}

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@ -1,22 +0,0 @@
// ImGui Allegro 5 bindings
// In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// by @birthggd
#pragma once
struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT;
IMGUI_API bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display);
IMGUI_API void ImGui_ImplA5_Shutdown();
IMGUI_API void ImGui_ImplA5_NewFrame();
IMGUI_API bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT* event);
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API bool Imgui_ImplA5_CreateDeviceObjects();
IMGUI_API void ImGui_ImplA5_InvalidateDeviceObjects();

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@ -1,99 +0,0 @@
// ImGui - standalone example application for Allegro 5
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
#include <stdint.h>
#include <allegro5/allegro.h>
#include <allegro5/allegro_primitives.h>
#include <imgui.h>
#include "imgui_impl_a5.h"
int main(int, char**)
{
// Setup Allegro
al_init();
al_install_keyboard();
al_install_mouse();
al_init_primitives_addon();
al_set_new_display_flags(ALLEGRO_RESIZABLE);
ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
al_set_window_title(display, "ImGui Allegro 5 example");
ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
al_register_event_source(queue, al_get_display_event_source(display));
al_register_event_source(queue, al_get_keyboard_event_source());
al_register_event_source(queue, al_get_mouse_event_source());
// Setup ImGui binding
ImGui_ImplA5_Init(display);
// Load Fonts
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
bool running = true;
while (running)
{
ALLEGRO_EVENT ev;
while (al_get_next_event(queue, &ev))
{
ImGui_ImplA5_ProcessEvent(&ev);
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE) running = false;
if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
{
ImGui_ImplA5_InvalidateDeviceObjects();
al_acknowledge_resize(display);
Imgui_ImplA5_CreateDeviceObjects();
}
}
ImGui_ImplA5_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello from another window!");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
// Rendering
al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
ImGui::Render();
al_flip_display();
}
// Cleanup
ImGui_ImplA5_Shutdown();
al_destroy_event_queue(queue);
al_destroy_display(display);
return 0;
}

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@ -1,3 +0,0 @@
.DS_Store
imguiex.xcodeproj/project.xcworkspace/
imguiex.xcodeproj/xcuserdata/

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@ -1,41 +0,0 @@
# iOS / OSX example
## Introduction
This example is the default XCode "OpenGL" example code, modified to support ImGui and [Synergy](http://synergy-project.org/) to share mouse/keyboard on an iOS device.
It is a rather complex and messy example because of all of the faff required to get an XCode/iOS application running. Refer to the regular OpenGL examples if you want to learn about integrating ImGui. **The opengl3_example/ should also work on OS X and is much simpler.** This is an integration for iOS with Synergy.
Synergy (remote keyboard/mouse) is not required, but it's pretty hard to use ImGui without it. Synergy includes a "uSynergy" library that allows embedding a synergy client, this is what is used here. ImGui supports "TouchPadding", and this is enabled when Synergy is not active.
## How to Use on iOS
* In Synergy, go to Preferences, and uncheck "Use SSL encryption"
* Run the example app.
* Tap the "servername" button in the corner
* Enter the name or the IP of your synergy host
* If you had previously connected to a server, you may need to kill and re-start the app.
## How to Build on OSX
* Make sure you have install `brew`, if not, please refer to [Homebrew Website](http://brew.sh)
* Run the command: `brew install glfw3`
* Double click `imguiex.xcodeproj` and select `imguiex-osx` scheme
* Click `Run` button
## Notes and TODOs
Things that would be nice but I didn't get around to doing:
* iOS software keyboard not supported for text inputs
* iOS hardware (bluetooth) keyboards not supported
* Graceful disconnect/reconnect from uSynergy.
* Copy/Paste not well-supported
## C++ on iOS / OSX
ImGui is a c++ library. If you want to include it directly, rename your Obj-C file to have the ".mm" extension.
Alternatively, you can wrap your debug code in a C interface, this is what I am demonstrating here with the "debug_hud.h" interface. Either approach works, use whatever you prefer.
In my case, most of my game code is already in C++ so it's not really an issue and I can use ImGui directly.

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@ -1,13 +0,0 @@
//
// AppDelegate.h
// imguiex
#import <UIKit/UIKit.h>
@interface AppDelegate : UIResponder <UIApplicationDelegate>
@property (strong, nonatomic) UIWindow *window;
@end

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@ -1,41 +0,0 @@
//
// AppDelegate.m
// imguiex
#import "AppDelegate.h"
@interface AppDelegate ()
@end
@implementation AppDelegate
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
// Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
- (void)applicationWillTerminate:(UIApplication *)application {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
@end

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@ -1,32 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.XIB" version="3.0" toolsVersion="7706" systemVersion="14D136" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES">
<dependencies>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="7703"/>
<capability name="Constraints with non-1.0 multipliers" minToolsVersion="5.1"/>
</dependencies>
<objects>
<placeholder placeholderIdentifier="IBFilesOwner" id="-1" userLabel="File's Owner"/>
<placeholder placeholderIdentifier="IBFirstResponder" id="-2" customClass="UIResponder"/>
<view contentMode="scaleToFill" id="iN0-l3-epB">
<rect key="frame" x="0.0" y="0.0" width="480" height="480"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<subviews>
<label opaque="NO" clipsSubviews="YES" userInteractionEnabled="NO" contentMode="left" horizontalHuggingPriority="251" verticalHuggingPriority="251" text="imguiex" textAlignment="center" lineBreakMode="middleTruncation" baselineAdjustment="alignBaselines" minimumFontSize="18" translatesAutoresizingMaskIntoConstraints="NO" id="kId-c2-rCX">
<rect key="frame" x="20" y="140" width="441" height="43"/>
<fontDescription key="fontDescription" type="boldSystem" pointSize="36"/>
<color key="textColor" cocoaTouchSystemColor="darkTextColor"/>
<nil key="highlightedColor"/>
</label>
</subviews>
<color key="backgroundColor" white="1" alpha="1" colorSpace="custom" customColorSpace="calibratedWhite"/>
<constraints>
<constraint firstItem="kId-c2-rCX" firstAttribute="centerY" secondItem="iN0-l3-epB" secondAttribute="bottom" multiplier="1/3" constant="1" id="5cJ-9S-tgC"/>
<constraint firstAttribute="centerX" secondItem="kId-c2-rCX" secondAttribute="centerX" id="Koa-jz-hwk"/>
<constraint firstItem="kId-c2-rCX" firstAttribute="leading" secondItem="iN0-l3-epB" secondAttribute="leading" constant="20" symbolic="YES" id="fvb-Df-36g"/>
</constraints>
<nil key="simulatedStatusBarMetrics"/>
<freeformSimulatedSizeMetrics key="simulatedDestinationMetrics"/>
<point key="canvasLocation" x="548" y="455"/>
</view>
</objects>
</document>

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@ -1,44 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="7706" systemVersion="14D136" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" useTraitCollections="YES" initialViewController="BV1-FR-VrT">
<dependencies>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="7703"/>
<capability name="Constraints to layout margins" minToolsVersion="6.0"/>
</dependencies>
<scenes>
<!--Game View Controller-->
<scene sceneID="tXr-a1-R10">
<objects>
<viewController id="BV1-FR-VrT" customClass="GameViewController" sceneMemberID="viewController">
<layoutGuides>
<viewControllerLayoutGuide type="top" id="8aa-yV-Osq"/>
<viewControllerLayoutGuide type="bottom" id="qHh-Mt-9TT"/>
</layoutGuides>
<view key="view" contentMode="scaleToFill" id="3se-qz-xqx" customClass="GLKView">
<rect key="frame" x="0.0" y="0.0" width="600" height="600"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<subviews>
<button opaque="NO" contentMode="scaleToFill" misplaced="YES" contentHorizontalAlignment="left" contentVerticalAlignment="center" buttonType="roundedRect" lineBreakMode="middleTruncation" translatesAutoresizingMaskIntoConstraints="NO" id="piS-r7-VWh">
<rect key="frame" x="16" y="550" width="136" height="30"/>
<state key="normal" title="servername">
<color key="titleShadowColor" white="0.5" alpha="1" colorSpace="calibratedWhite"/>
</state>
<connections>
<action selector="onServernameTapped:" destination="BV1-FR-VrT" eventType="touchUpInside" id="9sO-yv-0be"/>
</connections>
</button>
</subviews>
<color key="backgroundColor" white="0.0" alpha="1" colorSpace="custom" customColorSpace="calibratedWhite"/>
<constraints>
<constraint firstItem="qHh-Mt-9TT" firstAttribute="top" secondItem="piS-r7-VWh" secondAttribute="bottom" constant="20" id="JxW-fj-qni"/>
<constraint firstItem="piS-r7-VWh" firstAttribute="leading" secondItem="3se-qz-xqx" secondAttribute="leadingMargin" constant="20" id="w5q-gx-tJj"/>
</constraints>
</view>
<connections>
<outlet property="btnServername" destination="piS-r7-VWh" id="9iV-ef-l6M"/>
</connections>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="SZV-WD-TEh" sceneMemberID="firstResponder"/>
</objects>
</scene>
</scenes>
</document>

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@ -1,12 +0,0 @@
//
// GameViewController.h
// imguiex
// This is the OpenGL Example template from XCode, modified to support ImGui
#import <UIKit/UIKit.h>
#import <GLKit/GLKit.h>
@interface GameViewController : GLKViewController
@end

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@ -1,481 +0,0 @@
//
// GameViewController.m
// imguiex
//
#import "GameViewController.h"
#import <OpenGLES/ES2/glext.h>
#import "imgui_impl_ios.h"
#import "debug_hud.h"
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
#define SERVERNAME_KEY @"ServerName"
#define SERVERNAME_ALERT_TAG (10)
// Uniform index.
enum
{
UNIFORM_MODELVIEWPROJECTION_MATRIX,
UNIFORM_NORMAL_MATRIX,
UNIFORM_DIFFUSE_COLOR,
NUM_UNIFORMS
};
GLint uniforms[NUM_UNIFORMS];
// Attribute index.
enum
{
ATTRIB_VERTEX,
ATTRIB_NORMAL,
NUM_ATTRIBUTES
};
GLfloat gCubeVertexData[216] =
{
// Data layout for each line below is:
// positionX, positionY, positionZ, normalX, normalY, normalZ,
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f,
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f,
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f
};
@interface GameViewController () <UIAlertViewDelegate>
{
GLuint _program;
GLKMatrix4 _modelViewProjectionMatrix;
GLKMatrix3 _normalMatrix;
float _rotation;
GLuint _vertexArray;
GLuint _vertexBuffer;
DebugHUD _hud;
}
@property (strong, nonatomic) EAGLContext *context;
@property (strong, nonatomic) GLKBaseEffect *effect;
@property (strong, nonatomic) ImGuiHelper *imgui;
@property (weak, nonatomic) IBOutlet UIButton *btnServername;
@property (strong, nonatomic) NSString *serverName;
- (IBAction)onServernameTapped:(id)sender;
- (void)setupGL;
- (void)tearDownGL;
- (BOOL)loadShaders;
- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file;
- (BOOL)linkProgram:(GLuint)prog;
- (BOOL)validateProgram:(GLuint)prog;
@end
@implementation GameViewController
- (void)viewDidLoad
{
[super viewDidLoad];
self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
if (!self.context) {
NSLog(@"Failed to create ES context");
}
GLKView *view = (GLKView *)self.view;
view.context = self.context;
view.drawableDepthFormat = GLKViewDrawableDepthFormat24;
[self.btnServername setTitleColor:[UIColor whiteColor] forState:UIControlStateNormal];
[self setupGL];
NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
self.serverName = [userDefaults objectForKey: SERVERNAME_KEY ];
self.imgui = [[ImGuiHelper alloc] initWithView:self.view ];
if (self.serverName)
{
[self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
[self.imgui connectServer: self.serverName ];
}
DebugHUD_InitDefaults( &_hud );
}
- (void)dealloc
{
[self tearDownGL];
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
if ([self isViewLoaded] && ([[self view] window] == nil)) {
self.view = nil;
[self tearDownGL];
if ([EAGLContext currentContext] == self.context) {
[EAGLContext setCurrentContext:nil];
}
self.context = nil;
}
// Dispose of any resources that can be recreated.
}
- (BOOL)prefersStatusBarHidden {
return YES;
}
- (IBAction)onServernameTapped:(id)sender
{
UIAlertView * alert = [[UIAlertView alloc] initWithTitle:@"Set Server" message:@"Enter server name or IP for uSynergy" delegate:self cancelButtonTitle:@"OK" otherButtonTitles:@"Cancel", nil ];
alert.alertViewStyle = UIAlertViewStylePlainTextInput;
alert.tag = SERVERNAME_ALERT_TAG; // cheezy way to tell which alert view we're responding to
[alert show];
}
- (void)alertView:(UIAlertView *)alertView clickedButtonAtIndex:(NSInteger)buttonIndex
{
if ((buttonIndex==0)&&(alertView.tag==SERVERNAME_ALERT_TAG))
{
// This is really janky. I usually just hardcode the servername since I'm building it anyway.
// If you want to properly handle updating the server, you'll want to tear down and recreate
// the usynergy stuff in connectServer
BOOL serverNameWasSet = self.serverName.length > 0;
NSString *serverName = [[alertView textFieldAtIndex:0] text];
if ([serverName length] > 0) {
self.serverName = serverName;
NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
[userDefaults setObject:serverName forKey:SERVERNAME_KEY ];
[userDefaults synchronize];
[self.btnServername setTitle:self.serverName forState:UIControlStateNormal];
// If we hadn't previously connected, try now
if (!serverNameWasSet) {
[self.imgui connectServer:self.serverName];
}
else
{
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Servername Updated"
message:@"Restart the app to connect the server"
delegate:nil cancelButtonTitle:@"OK" otherButtonTitles: nil];
[alert show];
}
}
}
}
- (void)setupGL
{
[EAGLContext setCurrentContext:self.context];
[self loadShaders];
self.effect = [[GLKBaseEffect alloc] init];
self.effect.light0.enabled = GL_TRUE;
self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f);
glEnable(GL_DEPTH_TEST);
glGenVertexArraysOES(1, &_vertexArray);
glBindVertexArrayOES(_vertexArray);
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(gCubeVertexData), gCubeVertexData, GL_STATIC_DRAW);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
glBindVertexArrayOES(0);
}
- (void)tearDownGL
{
[EAGLContext setCurrentContext:self.context];
glDeleteBuffers(1, &_vertexBuffer);
glDeleteVertexArraysOES(1, &_vertexArray);
self.effect = nil;
if (_program) {
glDeleteProgram(_program);
_program = 0;
}
}
#pragma mark - GLKView and GLKViewController delegate methods
- (void)update
{
float aspect = fabs(self.view.bounds.size.width / self.view.bounds.size.height);
GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f);
self.effect.transform.projectionMatrix = projectionMatrix;
GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f);
baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f);
// Compute the model view matrix for the object rendered with GLKit
GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f);
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
self.effect.transform.modelviewMatrix = modelViewMatrix;
// Compute the model view matrix for the object rendered with ES2
modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f);
modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f);
modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix);
_normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL);
_modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix);
_rotation += self.timeSinceLastUpdate * (_hud.rotation_speed * (M_PI / 180.0));
}
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect
{
glClearColor(0.65f, 0.65f, 0.65f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArrayOES(_vertexArray);
// Render the object with GLKit
[self.effect prepareToDraw];
glDrawArrays(GL_TRIANGLES, 0, 36);
// Render the object again with ES2
glUseProgram(_program);
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
glUniform3f(uniforms[UNIFORM_DIFFUSE_COLOR], _hud.cubeColor1[0], _hud.cubeColor1[1], _hud.cubeColor1[2] );
glDrawArrays(GL_TRIANGLES, 0, 36);
[self.imgui newFrame];
// Now do our ImGUI UI
DebugHUD_DoInterface( &_hud );
self.effect.light0.diffuseColor = GLKVector4Make( _hud.cubeColor2[0], _hud.cubeColor2[1], _hud.cubeColor2[2], 1.0f);
// Now render Imgui
[self.imgui render];
}
#pragma mark - OpenGL ES 2 shader compilation
- (BOOL)loadShaders
{
GLuint vertShader, fragShader;
NSString *vertShaderPathname, *fragShaderPathname;
// Create shader program.
_program = glCreateProgram();
// Create and compile vertex shader.
vertShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"vsh"];
if (![self compileShader:&vertShader type:GL_VERTEX_SHADER file:vertShaderPathname]) {
NSLog(@"Failed to compile vertex shader");
return NO;
}
// Create and compile fragment shader.
fragShaderPathname = [[NSBundle mainBundle] pathForResource:@"Shader" ofType:@"fsh"];
if (![self compileShader:&fragShader type:GL_FRAGMENT_SHADER file:fragShaderPathname]) {
NSLog(@"Failed to compile fragment shader");
return NO;
}
// Attach vertex shader to program.
glAttachShader(_program, vertShader);
// Attach fragment shader to program.
glAttachShader(_program, fragShader);
// Bind attribute locations.
// This needs to be done prior to linking.
glBindAttribLocation(_program, GLKVertexAttribPosition, "position");
glBindAttribLocation(_program, GLKVertexAttribNormal, "normal");
// Link program.
if (![self linkProgram:_program]) {
NSLog(@"Failed to link program: %d", _program);
if (vertShader) {
glDeleteShader(vertShader);
vertShader = 0;
}
if (fragShader) {
glDeleteShader(fragShader);
fragShader = 0;
}
if (_program) {
glDeleteProgram(_program);
_program = 0;
}
return NO;
}
// Get uniform locations.
uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
uniforms[UNIFORM_DIFFUSE_COLOR] = glGetUniformLocation(_program, "diffuseColor");
// Release vertex and fragment shaders.
if (vertShader) {
glDetachShader(_program, vertShader);
glDeleteShader(vertShader);
}
if (fragShader) {
glDetachShader(_program, fragShader);
glDeleteShader(fragShader);
}
return YES;
}
- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type file:(NSString *)file
{
GLint status;
const GLchar *source;
source = (GLchar *)[[NSString stringWithContentsOfFile:file encoding:NSUTF8StringEncoding error:nil] UTF8String];
if (!source) {
NSLog(@"Failed to load vertex shader");
return NO;
}
*shader = glCreateShader(type);
glShaderSource(*shader, 1, &source, NULL);
glCompileShader(*shader);
#if defined(DEBUG)
GLint logLength;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(*shader, logLength, &logLength, log);
NSLog(@"Shader compile log:\n%s", log);
free(log);
}
#endif
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
if (status == 0) {
glDeleteShader(*shader);
return NO;
}
return YES;
}
- (BOOL)linkProgram:(GLuint)prog
{
GLint status;
glLinkProgram(prog);
#if defined(DEBUG)
GLint logLength;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
NSLog(@"Program link log:\n%s", log);
free(log);
}
#endif
glGetProgramiv(prog, GL_LINK_STATUS, &status);
if (status == 0) {
return NO;
}
return YES;
}
- (BOOL)validateProgram:(GLuint)prog
{
GLint logLength, status;
glValidateProgram(prog);
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
NSLog(@"Program validate log:\n%s", log);
free(log);
}
glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
if (status == 0) {
return NO;
}
return YES;
}
@end

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@ -1,77 +0,0 @@
{
"images" : [
{
"idiom" : "iphone",
"size" : "29x29",
"scale" : "2x"
},
{
"idiom" : "iphone",
"size" : "29x29",
"scale" : "3x"
},
{
"idiom" : "iphone",
"size" : "40x40",
"scale" : "2x"
},
{
"idiom" : "iphone",
"size" : "40x40",
"scale" : "3x"
},
{
"size" : "60x60",
"idiom" : "iphone",
"filename" : "icon_imgui_60@2x~iphone.png",
"scale" : "2x"
},
{
"size" : "60x60",
"idiom" : "iphone",
"filename" : "icon_imgui_60@3x~iphone.png",
"scale" : "3x"
},
{
"idiom" : "ipad",
"size" : "29x29",
"scale" : "1x"
},
{
"idiom" : "ipad",
"size" : "29x29",
"scale" : "2x"
},
{
"idiom" : "ipad",
"size" : "40x40",
"scale" : "1x"
},
{
"idiom" : "ipad",
"size" : "40x40",
"scale" : "2x"
},
{
"size" : "76x76",
"idiom" : "ipad",
"filename" : "icon_imgui_76~ipad.png",
"scale" : "1x"
},
{
"size" : "76x76",
"idiom" : "ipad",
"filename" : "icon_imgui_76@2x~ipad.png",
"scale" : "2x"
},
{
"idiom" : "ipad",
"size" : "83.5x83.5",
"scale" : "2x"
}
],
"info" : {
"version" : 1,
"author" : "xcode"
}
}

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//
// Shader.fsh
// imguiex
varying lowp vec4 colorVarying;
void main()
{
gl_FragColor = colorVarying;
}

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//
// Shader.vsh
// imguiex
attribute vec4 position;
attribute vec3 normal;
varying lowp vec4 colorVarying;
uniform vec3 diffuseColor;
uniform mat4 modelViewProjectionMatrix;
uniform mat3 normalMatrix;
void main()
{
vec3 eyeNormal = normalize(normalMatrix * normal);
vec3 lightPosition = vec3(0.0, 0.0, 1.0);
float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));
vec3 colorLit = diffuseColor * nDotVP;
colorVarying = vec4( colorLit.x, colorLit.y, colorLit.z, 1.0 );
gl_Position = modelViewProjectionMatrix * position;
}

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//
// debug_hud.cpp
// imguiex
#include <stdio.h>
#include "debug_hud.h"
#include "imgui.h"
void DebugHUD_InitDefaults( DebugHUD *hud )
{
hud->show_test_window = true;
hud->show_example_window = true;
hud->rotation_speed = 15.0f;
hud->cubeColor1[0] = 0.4f;
hud->cubeColor1[1] = 0.4f;
hud->cubeColor1[2] = 1.0f;
hud->cubeColor1[3] = 1.0f;
hud->cubeColor2[0] = 1.0f;
hud->cubeColor2[1] = 0.4f;
hud->cubeColor2[2] = 0.4f;
hud->cubeColor2[3] = 1.0f;
}
void DebugHUD_DoInterface(DebugHUD *hud)
{
if (hud->show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&hud->show_test_window );
}
if (hud->show_example_window)
{
ImGui::Begin("Another Window", &hud->show_example_window);
ImGui::Text("Hello from another window!");
ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);
ImGui::End();
}
}

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//
// debug_hud.h
// imguiex
#pragma once
typedef struct DebugHUD
{
bool show_test_window;
bool show_example_window;
float rotation_speed;
float cubeColor1[4];
float cubeColor2[4];
} DebugHUD;
#if __cplusplus
extern "C" {
#endif
void DebugHUD_InitDefaults( DebugHUD *hud );
void DebugHUD_DoInterface( DebugHUD *hud );
#if __cplusplus
}
#endif

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// ImGui iOS+OpenGL+Synergy binding
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
// by Joel Davis (joeld42@gmail.com)
#pragma once
#include <Foundation/Foundation.h>
#include <UIKit/UIKit.h>
@interface ImGuiHelper : NSObject
- (id) initWithView: (UIView *)view;
- (void)connectServer: (NSString*)serverName;
- (void)render;
- (void)newFrame;
@end

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// ImGui iOS+OpenGL+Synergy binding
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
// TODO:
// - Clipboard is not supported.
#import <OpenGLES/ES3/gl.h>
#import <OpenGLES/ES3/glext.h>
#include <sys/time.h>
#include <sys/types.h>
#include <sys/socket.h>
#include <netdb.h>
#include "imgui_impl_ios.h"
#include "imgui.h"
#include "uSynergy.h"
// From Carbon HIToolbox/Events.h
// FIXME: Keyboard mapping is hacked in because Synergy doesn't give us character but only keycode which aren't really portable if you consider keyboard locale. See https://github.com/ocornut/imgui/pull/247
enum {
kVK_ANSI_A = 0x00,
kVK_ANSI_S = 0x01,
kVK_ANSI_D = 0x02,
kVK_ANSI_F = 0x03,
kVK_ANSI_H = 0x04,
kVK_ANSI_G = 0x05,
kVK_ANSI_Z = 0x06,
kVK_ANSI_X = 0x07,
kVK_ANSI_C = 0x08,
kVK_ANSI_V = 0x09,
kVK_ANSI_B = 0x0B,
kVK_ANSI_Q = 0x0C,
kVK_ANSI_W = 0x0D,
kVK_ANSI_E = 0x0E,
kVK_ANSI_R = 0x0F,
kVK_ANSI_Y = 0x10,
kVK_ANSI_T = 0x11,
kVK_ANSI_1 = 0x12,
kVK_ANSI_2 = 0x13,
kVK_ANSI_3 = 0x14,
kVK_ANSI_4 = 0x15,
kVK_ANSI_6 = 0x16,
kVK_ANSI_5 = 0x17,
kVK_ANSI_Equal = 0x18,
kVK_ANSI_9 = 0x19,
kVK_ANSI_7 = 0x1A,
kVK_ANSI_Minus = 0x1B,
kVK_ANSI_8 = 0x1C,
kVK_ANSI_0 = 0x1D,
kVK_ANSI_RightBracket = 0x1E,
kVK_ANSI_O = 0x1F,
kVK_ANSI_U = 0x20,
kVK_ANSI_LeftBracket = 0x21,
kVK_ANSI_I = 0x22,
kVK_ANSI_P = 0x23,
kVK_ANSI_L = 0x25,
kVK_ANSI_J = 0x26,
kVK_ANSI_Quote = 0x27,
kVK_ANSI_K = 0x28,
kVK_ANSI_Semicolon = 0x29,
kVK_ANSI_Backslash = 0x2A,
kVK_ANSI_Comma = 0x2B,
kVK_ANSI_Slash = 0x2C,
kVK_ANSI_N = 0x2D,
kVK_ANSI_M = 0x2E,
kVK_ANSI_Period = 0x2F,
kVK_ANSI_Grave = 0x32,
kVK_ANSI_KeypadDecimal = 0x41,
kVK_ANSI_KeypadMultiply = 0x43,
kVK_ANSI_KeypadPlus = 0x45,
kVK_ANSI_KeypadClear = 0x47,
kVK_ANSI_KeypadDivide = 0x4B,
kVK_ANSI_KeypadEnter = 0x4C,
kVK_ANSI_KeypadMinus = 0x4E,
kVK_ANSI_KeypadEquals = 0x51,
kVK_ANSI_Keypad0 = 0x52,
kVK_ANSI_Keypad1 = 0x53,
kVK_ANSI_Keypad2 = 0x54,
kVK_ANSI_Keypad3 = 0x55,
kVK_ANSI_Keypad4 = 0x56,
kVK_ANSI_Keypad5 = 0x57,
kVK_ANSI_Keypad6 = 0x58,
kVK_ANSI_Keypad7 = 0x59,
kVK_ANSI_Keypad8 = 0x5B,
kVK_ANSI_Keypad9 = 0x5C
};
/* keycodes for keys that are independent of keyboard layout*/
enum {
kVK_Return = 0x24,
kVK_Tab = 0x30,
kVK_Space = 0x31,
kVK_Delete = 0x33,
kVK_Escape = 0x35,
kVK_Command = 0x37,
kVK_Shift = 0x38,
kVK_CapsLock = 0x39,
kVK_Option = 0x3A,
kVK_Control = 0x3B,
kVK_RightShift = 0x3C,
kVK_RightOption = 0x3D,
kVK_RightControl = 0x3E,
kVK_Function = 0x3F,
kVK_F17 = 0x40,
kVK_VolumeUp = 0x48,
kVK_VolumeDown = 0x49,
kVK_Mute = 0x4A,
kVK_F18 = 0x4F,
kVK_F19 = 0x50,
kVK_F20 = 0x5A,
kVK_F5 = 0x60,
kVK_F6 = 0x61,
kVK_F7 = 0x62,
kVK_F3 = 0x63,
kVK_F8 = 0x64,
kVK_F9 = 0x65,
kVK_F11 = 0x67,
kVK_F13 = 0x69,
kVK_F16 = 0x6A,
kVK_F14 = 0x6B,
kVK_F10 = 0x6D,
kVK_F12 = 0x6F,
kVK_F15 = 0x71,
kVK_Help = 0x72,
kVK_Home = 0x73,
kVK_PageUp = 0x74,
kVK_ForwardDelete = 0x75,
kVK_F4 = 0x76,
kVK_End = 0x77,
kVK_F2 = 0x78,
kVK_PageDown = 0x79,
kVK_F1 = 0x7A,
kVK_LeftArrow = 0x7B,
kVK_RightArrow = 0x7C,
kVK_DownArrow = 0x7D,
kVK_UpArrow = 0x7E
};
static char g_keycodeCharUnshifted[256] = {};
static char g_keycodeCharShifted[256] = {};
//static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
static float g_mouseWheelX = 0.0f;
static float g_mouseWheelY = 0.0f;
static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0;
static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0;
static size_t g_VboSize = 0;
static unsigned int g_VboHandle = 0, g_VaoHandle = 0;
static float g_displayScale;
static int usynergy_sockfd;
static bool g_synergyPtrActive = false;
static uint16_t g_mousePosX = 0;
static uint16_t g_mousePosY = 0;
static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data);
bool ImGui_ImplIOS_CreateDeviceObjects();
static NSString *g_serverName;
uSynergyBool ImGui_ConnectFunc(uSynergyCookie cookie)
{
// NOTE: You need to turn off "Use SSL Encryption" in Synergy preferences, since
// uSynergy does not support SSL.
NSLog( @"Connect Func!");
struct addrinfo hints, *res;
// first, load up address structs with getaddrinfo():
memset(&hints, 0, sizeof hints);
hints.ai_family = AF_UNSPEC; // use IPv4 or IPv6, whichever
hints.ai_socktype = SOCK_STREAM;
// get server address
getaddrinfo([g_serverName UTF8String], "24800", &hints, &res);
if (!res)
{
NSLog( @"Could not find server: %@", g_serverName );
return USYNERGY_FALSE;
}
// make a socket:
usynergy_sockfd = socket(res->ai_family, res->ai_socktype, res->ai_protocol);
// connect it to the address and port we passed in to getaddrinfo():
int ret = connect(usynergy_sockfd, res->ai_addr, res->ai_addrlen);
if (!ret) {
NSLog( @"Connect succeeded...");
} else {
NSLog( @"Connect failed, %d", ret );
}
return USYNERGY_TRUE;
}
uSynergyBool ImGui_SendFunc(uSynergyCookie cookie, const uint8_t *buffer, int length)
{
// NSLog( @"Send Func" );
send( usynergy_sockfd, buffer, length, 0 );
return USYNERGY_TRUE;
}
uSynergyBool ImGui_RecvFunc(uSynergyCookie cookie, uint8_t *buffer, int maxLength, int* outLength)
{
*outLength = (int)recv( usynergy_sockfd, buffer, maxLength, 0 );
return USYNERGY_TRUE;
}
void ImGui_SleepFunc(uSynergyCookie cookie, int timeMs)
{
usleep( timeMs * 1000 );
}
uint32_t ImGui_GetTimeFunc()
{
struct timeval tv;
gettimeofday(&tv, NULL);
return (int32_t)((tv.tv_sec) * 1000 + (tv.tv_usec) / 1000);
}
void ImGui_TraceFunc(uSynergyCookie cookie, const char *text)
{
puts(text);
}
void ImGui_ScreenActiveCallback(uSynergyCookie cookie, uSynergyBool active)
{
g_synergyPtrActive = active;
// printf( "Synergy: screen activate %s\n", active?"YES":"NO" );
}
void ImGui_MouseCallback(uSynergyCookie cookie, uint16_t x, uint16_t y, int16_t wheelX, int16_t wheelY,
uSynergyBool buttonLeft, uSynergyBool buttonRight, uSynergyBool buttonMiddle)
{
// printf("Synergy: mouse callback %d %d -- wheel %d %d\n", x, y, wheelX, wheelY );
uSynergyContext *ctx = (uSynergyContext*)cookie;
g_mousePosX = x;
g_mousePosY = y;
g_mouseWheelX = wheelX;
g_mouseWheelY = wheelY;
g_MousePressed[0] = buttonLeft;
g_MousePressed[1] = buttonMiddle;
g_MousePressed[2] = buttonRight;
ctx->m_mouseWheelX = 0;
ctx->m_mouseWheelY = 0;
}
void ImGui_KeyboardCallback(uSynergyCookie cookie, uint16_t key,
uint16_t modifiers, uSynergyBool down, uSynergyBool repeat)
{
int scanCode = key-1;
// printf("Synergy: keyboard callback: 0x%02X (%s)", scanCode, down?"true":"false");
ImGuiIO& io = ImGui::GetIO();
io.KeysDown[key] = down;
io.KeyShift = (modifiers & USYNERGY_MODIFIER_SHIFT);
io.KeyCtrl = (modifiers & USYNERGY_MODIFIER_CTRL);
io.KeyAlt = (modifiers & USYNERGY_MODIFIER_ALT);
io.KeySuper = (modifiers & USYNERGY_MODIFIER_WIN);
// Add this as keyboard input
if ((down) && (key) && (scanCode<256) && !(modifiers & USYNERGY_MODIFIER_CTRL))
{
// If this key maps to a character input, apply it
int charForKeycode = (modifiers & USYNERGY_MODIFIER_SHIFT) ? g_keycodeCharShifted[scanCode] : g_keycodeCharUnshifted[scanCode];
io.AddInputCharacter((unsigned short)charForKeycode);
}
}
void ImGui_JoystickCallback(uSynergyCookie cookie, uint8_t joyNum, uint16_t buttons, int8_t leftStickX, int8_t leftStickY, int8_t rightStickX, int8_t rightStickY)
{
printf("Synergy: joystick callback TODO\n");
}
void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat format, const uint8_t *data, uint32_t size)
{
printf("Synergy: clipboard callback TODO\n" );
}
@interface ImGuiHelper ()
{
BOOL _mouseDown;
BOOL _mouseTapped;
CGPoint _touchPos;
uSynergyContext _synergyCtx;
dispatch_queue_t _synergyQueue;
}
@property (nonatomic, weak) UIView *view;
@property (nonatomic, strong) NSString *serverName;
@end
@implementation ImGuiHelper
- (id) initWithView: (UIView *)view
{
self = [super init];
if (self)
{
self.view = view;
[self setupImGuiHooks];
}
return self;
}
- (void)setupKeymaps
{
// The keyboard mapping is a big headache. I tried for a while to find a better way to do this,
// but this was the best I could come up with. There are some device independent API's available
// to convert scan codes to unicode characters, but these are only available on mac and not
// on iOS as far as I can tell (it's part of Carbon). I didn't see any better way to do
// this or any way to get the character codes out of usynergy.
g_keycodeCharUnshifted[ kVK_ANSI_A ]='a';
g_keycodeCharUnshifted[ kVK_ANSI_S ]='s';
g_keycodeCharUnshifted[ kVK_ANSI_D ]='d';
g_keycodeCharUnshifted[ kVK_ANSI_F ]='f';
g_keycodeCharUnshifted[ kVK_ANSI_H ]='h';
g_keycodeCharUnshifted[ kVK_ANSI_G ]='g';
g_keycodeCharUnshifted[ kVK_ANSI_Z ]='z';
g_keycodeCharUnshifted[ kVK_ANSI_X ]='x';
g_keycodeCharUnshifted[ kVK_ANSI_C ]='c';
g_keycodeCharUnshifted[ kVK_ANSI_V ]='v';
g_keycodeCharUnshifted[ kVK_ANSI_B ]='b';
g_keycodeCharUnshifted[ kVK_ANSI_Q ]='q';
g_keycodeCharUnshifted[ kVK_ANSI_W ]='w';
g_keycodeCharUnshifted[ kVK_ANSI_E ]='e';
g_keycodeCharUnshifted[ kVK_ANSI_R ]='r';
g_keycodeCharUnshifted[ kVK_ANSI_Y ]='y';
g_keycodeCharUnshifted[ kVK_ANSI_T ]='t';
g_keycodeCharUnshifted[ kVK_ANSI_1 ]='1';
g_keycodeCharUnshifted[ kVK_ANSI_2 ]='2';
g_keycodeCharUnshifted[ kVK_ANSI_3 ]='3';
g_keycodeCharUnshifted[ kVK_ANSI_4 ]='4';
g_keycodeCharUnshifted[ kVK_ANSI_6 ]='6';
g_keycodeCharUnshifted[ kVK_ANSI_5 ]='5';
g_keycodeCharUnshifted[ kVK_ANSI_Equal ]='=';
g_keycodeCharUnshifted[ kVK_ANSI_9 ]='9';
g_keycodeCharUnshifted[ kVK_ANSI_7 ]='7';
g_keycodeCharUnshifted[ kVK_ANSI_Minus ]='-';
g_keycodeCharUnshifted[ kVK_ANSI_8 ]='8';
g_keycodeCharUnshifted[ kVK_ANSI_0 ]='0';
g_keycodeCharUnshifted[ kVK_ANSI_RightBracket ]=']';
g_keycodeCharUnshifted[ kVK_ANSI_O ]='o';
g_keycodeCharUnshifted[ kVK_ANSI_U ]='u';
g_keycodeCharUnshifted[ kVK_ANSI_LeftBracket ]='[';
g_keycodeCharUnshifted[ kVK_ANSI_I ]='i';
g_keycodeCharUnshifted[ kVK_ANSI_P ]='p';
g_keycodeCharUnshifted[ kVK_ANSI_L ]='l';
g_keycodeCharUnshifted[ kVK_ANSI_J ]='j';
g_keycodeCharUnshifted[ kVK_ANSI_Quote ]='\'';
g_keycodeCharUnshifted[ kVK_ANSI_K ]='k';
g_keycodeCharUnshifted[ kVK_ANSI_Semicolon ]=';';
g_keycodeCharUnshifted[ kVK_ANSI_Backslash ]='\\';
g_keycodeCharUnshifted[ kVK_ANSI_Comma ]=',';
g_keycodeCharUnshifted[ kVK_ANSI_Slash ]='/';
g_keycodeCharUnshifted[ kVK_ANSI_N ]='n';
g_keycodeCharUnshifted[ kVK_ANSI_M ]='m';
g_keycodeCharUnshifted[ kVK_ANSI_Period ]='.';
g_keycodeCharUnshifted[ kVK_ANSI_Grave ]='`';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadDecimal ]='.';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadMultiply ]='*';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadPlus ]='+';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadDivide ]='/';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadEnter ]='\n';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadMinus ]='-';
g_keycodeCharUnshifted[ kVK_ANSI_KeypadEquals ]='=';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad0 ]='0';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad1 ]='1';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad2 ]='2';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad3 ]='3';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad4 ]='4';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad5 ]='5';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad6 ]='6';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad7 ]='7';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad8 ]='8';
g_keycodeCharUnshifted[ kVK_ANSI_Keypad9 ]='9';
g_keycodeCharUnshifted[ kVK_Space ]=' ';
g_keycodeCharShifted[ kVK_ANSI_A ]='A';
g_keycodeCharShifted[ kVK_ANSI_S ]='S';
g_keycodeCharShifted[ kVK_ANSI_D ]='D';
g_keycodeCharShifted[ kVK_ANSI_F ]='F';
g_keycodeCharShifted[ kVK_ANSI_H ]='H';
g_keycodeCharShifted[ kVK_ANSI_G ]='G';
g_keycodeCharShifted[ kVK_ANSI_Z ]='Z';
g_keycodeCharShifted[ kVK_ANSI_X ]='X';
g_keycodeCharShifted[ kVK_ANSI_C ]='C';
g_keycodeCharShifted[ kVK_ANSI_V ]='V';
g_keycodeCharShifted[ kVK_ANSI_B ]='B';
g_keycodeCharShifted[ kVK_ANSI_Q ]='Q';
g_keycodeCharShifted[ kVK_ANSI_W ]='W';
g_keycodeCharShifted[ kVK_ANSI_E ]='E';
g_keycodeCharShifted[ kVK_ANSI_R ]='R';
g_keycodeCharShifted[ kVK_ANSI_Y ]='Y';
g_keycodeCharShifted[ kVK_ANSI_T ]='T';
g_keycodeCharShifted[ kVK_ANSI_1 ]='!';
g_keycodeCharShifted[ kVK_ANSI_2 ]='@';
g_keycodeCharShifted[ kVK_ANSI_3 ]='#';
g_keycodeCharShifted[ kVK_ANSI_4 ]='$';
g_keycodeCharShifted[ kVK_ANSI_6 ]='^';
g_keycodeCharShifted[ kVK_ANSI_5 ]='%';
g_keycodeCharShifted[ kVK_ANSI_Equal ]='+';
g_keycodeCharShifted[ kVK_ANSI_9 ]='(';
g_keycodeCharShifted[ kVK_ANSI_7 ]='&';
g_keycodeCharShifted[ kVK_ANSI_Minus ]='_';
g_keycodeCharShifted[ kVK_ANSI_8 ]='*';
g_keycodeCharShifted[ kVK_ANSI_0 ]=')';
g_keycodeCharShifted[ kVK_ANSI_RightBracket ]='}';
g_keycodeCharShifted[ kVK_ANSI_O ]='O';
g_keycodeCharShifted[ kVK_ANSI_U ]='U';
g_keycodeCharShifted[ kVK_ANSI_LeftBracket ]='{';
g_keycodeCharShifted[ kVK_ANSI_I ]='I';
g_keycodeCharShifted[ kVK_ANSI_P ]='P';
g_keycodeCharShifted[ kVK_ANSI_L ]='L';
g_keycodeCharShifted[ kVK_ANSI_J ]='J';
g_keycodeCharShifted[ kVK_ANSI_Quote ]='\"';
g_keycodeCharShifted[ kVK_ANSI_K ]='K';
g_keycodeCharShifted[ kVK_ANSI_Semicolon ]=':';
g_keycodeCharShifted[ kVK_ANSI_Backslash ]='|';
g_keycodeCharShifted[ kVK_ANSI_Comma ]='<';
g_keycodeCharShifted[ kVK_ANSI_Slash ]='?';
g_keycodeCharShifted[ kVK_ANSI_N ]='N';
g_keycodeCharShifted[ kVK_ANSI_M ]='M';
g_keycodeCharShifted[ kVK_ANSI_Period ]='>';
g_keycodeCharShifted[ kVK_ANSI_Grave ]='~';
g_keycodeCharShifted[ kVK_ANSI_KeypadDecimal ]='.';
g_keycodeCharShifted[ kVK_ANSI_KeypadMultiply ]='*';
g_keycodeCharShifted[ kVK_ANSI_KeypadPlus ]='+';
g_keycodeCharShifted[ kVK_ANSI_KeypadDivide ]='/';
g_keycodeCharShifted[ kVK_ANSI_KeypadEnter ]='\n';
g_keycodeCharShifted[ kVK_ANSI_KeypadMinus ]='-';
g_keycodeCharShifted[ kVK_ANSI_KeypadEquals ]='=';
g_keycodeCharShifted[ kVK_ANSI_Keypad0 ]='0';
g_keycodeCharShifted[ kVK_ANSI_Keypad1 ]='1';
g_keycodeCharShifted[ kVK_ANSI_Keypad2 ]='2';
g_keycodeCharShifted[ kVK_ANSI_Keypad3 ]='3';
g_keycodeCharShifted[ kVK_ANSI_Keypad4 ]='4';
g_keycodeCharShifted[ kVK_ANSI_Keypad5 ]='5';
g_keycodeCharShifted[ kVK_ANSI_Keypad6 ]='6';
g_keycodeCharShifted[ kVK_ANSI_Keypad7 ]='7';
g_keycodeCharShifted[ kVK_ANSI_Keypad8 ]='8';
g_keycodeCharShifted[ kVK_ANSI_Keypad9 ]='9';
g_keycodeCharShifted[ kVK_Space ]=' ';
}
- (void)setupImGuiHooks
{
ImGuiIO &io = ImGui::GetIO();
[self setupKeymaps];
// Account for retina display for glScissor
g_displayScale = [[UIScreen mainScreen] scale];
ImGuiStyle &style = ImGui::GetStyle();
style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
io.RenderDrawListsFn = ImGui_ImplIOS_RenderDrawLists;
UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(viewDidPan:) ];
[self.view addGestureRecognizer:panRecognizer];
UITapGestureRecognizer *tapRecoginzer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector( viewDidTap:)];
[self.view addGestureRecognizer:tapRecoginzer];
// Fill out the Synergy key map
// (for some reason synergy scan codes are off by 1)
io.KeyMap[ImGuiKey_Tab] = kVK_Tab+1;
io.KeyMap[ImGuiKey_LeftArrow] = kVK_LeftArrow+1;
io.KeyMap[ImGuiKey_RightArrow] = kVK_RightArrow+1;
io.KeyMap[ImGuiKey_UpArrow] = kVK_UpArrow+1;
io.KeyMap[ImGuiKey_DownArrow] = kVK_DownArrow+1;
io.KeyMap[ImGuiKey_Home] = kVK_Home+1;
io.KeyMap[ImGuiKey_End] = kVK_End+1;
io.KeyMap[ImGuiKey_Delete] = kVK_ForwardDelete+1;
io.KeyMap[ImGuiKey_Backspace] = kVK_Delete+1;
io.KeyMap[ImGuiKey_Enter] = kVK_Return+1;
io.KeyMap[ImGuiKey_Escape] = kVK_Escape+1;
io.KeyMap[ImGuiKey_A] = kVK_ANSI_A+1;
io.KeyMap[ImGuiKey_C] = kVK_ANSI_C+1;
io.KeyMap[ImGuiKey_V] = kVK_ANSI_V+1;
io.KeyMap[ImGuiKey_X] = kVK_ANSI_X+1;
io.KeyMap[ImGuiKey_Y] = kVK_ANSI_Y+1;
io.KeyMap[ImGuiKey_Z] = kVK_ANSI_Z+1;
}
- (void)connectServer: (NSString*)serverName
{
self.serverName = serverName;
g_serverName = serverName;
// Init synergy
NSString *bundleName = [[[NSBundle mainBundle] infoDictionary] objectForKey:(NSString*)kCFBundleNameKey];
uSynergyInit( &_synergyCtx );
_synergyCtx.m_clientName = strdup( [bundleName UTF8String] );
_synergyCtx.m_clientWidth = self.view.bounds.size.width;
_synergyCtx.m_clientHeight = self.view.bounds.size.height;
_synergyCtx.m_connectFunc = ImGui_ConnectFunc;
_synergyCtx.m_sendFunc = ImGui_SendFunc;
_synergyCtx.m_receiveFunc = ImGui_RecvFunc;
_synergyCtx.m_sleepFunc = ImGui_SleepFunc;
_synergyCtx.m_traceFunc = ImGui_TraceFunc;
_synergyCtx.m_getTimeFunc = ImGui_GetTimeFunc;
_synergyCtx.m_traceFunc = ImGui_TraceFunc;
_synergyCtx.m_screenActiveCallback = ImGui_ScreenActiveCallback;
_synergyCtx.m_mouseCallback = ImGui_MouseCallback;
_synergyCtx.m_keyboardCallback = ImGui_KeyboardCallback;
_synergyCtx.m_cookie = (uSynergyCookie)&_synergyCtx;
// Create a background thread for synergy
_synergyQueue = dispatch_queue_create( "imgui-usynergy", NULL );
dispatch_async( _synergyQueue, ^{
while (1) {
uSynergyUpdate( &_synergyCtx );
}
});
}
- (void)viewDidPan: (UIPanGestureRecognizer *)recognizer
{
if ((recognizer.state == UIGestureRecognizerStateBegan) ||
(recognizer.state == UIGestureRecognizerStateChanged))
{
_mouseDown = YES;
_touchPos = [recognizer locationInView:self.view];
}
else
{
_mouseDown = NO;
_touchPos = CGPointMake( -1, -1 );
}
}
- (void)viewDidTap: (UITapGestureRecognizer*)recognizer
{
_touchPos = [recognizer locationInView:self.view];
_mouseTapped = YES;
}
- (void)render
{
ImGui::Render();
}
- (void)newFrame
{
ImGuiIO& io = ImGui::GetIO();
ImGuiStyle &style = ImGui::GetStyle();
if (!g_FontTexture)
{
ImGui_ImplIOS_CreateDeviceObjects();
}
io.DisplaySize = ImVec2( _view.bounds.size.width, _view.bounds.size.height );
io.MouseDrawCursor = g_synergyPtrActive;
if (g_synergyPtrActive)
{
style.TouchExtraPadding = ImVec2( 0.0, 0.0 );
io.MousePos = ImVec2( g_mousePosX, g_mousePosY );
for (int i=0; i < 3; i++)
{
io.MouseDown[i] = g_MousePressed[i];
}
// This is an arbitrary scaling factor that works for me. Not sure what units these
// mousewheel values from synergy are supposed to be in
io.MouseWheel = g_mouseWheelY / 500.0;
}
else
{
// Synergy not active, use touch events
style.TouchExtraPadding = ImVec2( 4.0, 4.0 );
io.MousePos = ImVec2(_touchPos.x, _touchPos.y );
if ((_mouseDown) || (_mouseTapped))
{
io.MouseDown[0] = true;
_mouseTapped = NO;
}
else
{
io.MouseDown[0] = false;
}
}
ImGui::NewFrame();
}
@end
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// NOTE: this is copied pretty much entirely from the opengl3_example, with only minor changes for ES
static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
{
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
// FIXME: Backport changes from imgui_impl_glfw_gl3.cpp
GLint last_program, last_texture;
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
glActiveTexture(GL_TEXTURE0);
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
const float ortho_projection[4][4] =
{
{ 2.0f/width, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ -1.0f, 1.0f, 0.0f, 1.0f },
};
glUseProgram(g_ShaderHandle);
glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindVertexArray(g_VaoHandle);
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
ImDrawList* cmd_list = draw_data->CmdLists[n];
ImDrawIdx* idx_buffer = &cmd_list->IdxBuffer.front();
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
const int needed_vtx_size = cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
if (g_VboSize < needed_vtx_size)
{
// Grow our buffer if needed
g_VboSize = needed_vtx_size + 2000 * sizeof(ImDrawVert);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)g_VboSize, NULL, GL_STREAM_DRAW);
}
unsigned char* vtx_data = (unsigned char*)glMapBufferRange(GL_ARRAY_BUFFER, 0, needed_vtx_size, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
if (!vtx_data)
continue;
memcpy(vtx_data, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
glUnmapBuffer(GL_ARRAY_BUFFER);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glScissor((int)(pcmd->ClipRect.x * g_displayScale),
(int)((height - pcmd->ClipRect.w) * g_displayScale),
(int)((pcmd->ClipRect.z - pcmd->ClipRect.x) * g_displayScale),
(int)((pcmd->ClipRect.w - pcmd->ClipRect.y) * g_displayScale));
glDrawElements( GL_TRIANGLES, (GLsizei)pcmd->ElemCount, GL_UNSIGNED_SHORT, idx_buffer );
}
idx_buffer += pcmd->ElemCount;
}
}
// Restore modified state
glBindVertexArray(0);
glBindBuffer( GL_ARRAY_BUFFER, 0);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glUseProgram(last_program);
glDisable(GL_SCISSOR_TEST);
glBindTexture(GL_TEXTURE_2D, last_texture);
}
void ImGui_ImplIOS_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
// Upload texture to graphics system
GLint last_texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
glGenTextures(1, &g_FontTexture);
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)g_FontTexture;
// Restore state
glBindTexture(GL_TEXTURE_2D, last_texture);
}
bool ImGui_ImplIOS_CreateDeviceObjects()
{
const GLchar *vertex_shader =
"uniform mat4 ProjMtx;\n"
"attribute highp vec2 Position;\n"
"attribute highp vec2 UV;\n"
"attribute highp vec4 Color;\n"
"varying vec2 Frag_UV;\n"
"varying vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Color = Color;\n"
" gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader =
"uniform sampler2D Texture;\n"
"varying highp vec2 Frag_UV;\n"
"varying highp vec4 Frag_Color;\n"
"void main()\n"
"{\n"
" gl_FragColor = Frag_Color * texture2D( Texture, Frag_UV.st);\n"
"}\n";
g_ShaderHandle = glCreateProgram();
g_VertHandle = glCreateShader(GL_VERTEX_SHADER);
g_FragHandle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(g_VertHandle, 1, &vertex_shader, 0);
glShaderSource(g_FragHandle, 1, &fragment_shader, 0);
glCompileShader(g_VertHandle);
#if defined(DEBUG)
GLint logLength;
glGetShaderiv( g_VertHandle, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(g_VertHandle, logLength, &logLength, log);
NSLog(@"VERTEX Shader compile log:\n%s", log);
free(log);
}
#endif
glCompileShader(g_FragHandle);
#if defined(DEBUG)
glGetShaderiv( g_FragHandle, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(g_FragHandle, logLength, &logLength, log);
NSLog(@"FRAGMENT Shader compile log:\n%s", log);
free(log);
}
#endif
glAttachShader(g_ShaderHandle, g_VertHandle);
glAttachShader(g_ShaderHandle, g_FragHandle);
glLinkProgram(g_ShaderHandle);
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationPosition = glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationUV = glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationColor = glGetAttribLocation(g_ShaderHandle, "Color");
glGenBuffers(1, &g_VboHandle);
glGenVertexArrays(1, &g_VaoHandle);
glBindVertexArray(g_VaoHandle);
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glEnableVertexAttribArray(g_AttribLocationPosition);
glEnableVertexAttribArray(g_AttribLocationUV);
glEnableVertexAttribArray(g_AttribLocationColor);
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
#undef OFFSETOF
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
ImGui_ImplIOS_CreateFontsTexture();
return true;
}

View File

@ -1,15 +0,0 @@
//
// AppDelegate.h
// imguiex-osx
//
// Created by James Chen on 4/5/16.
// Copyright © 2016 Joel Davis. All rights reserved.
//
#import <Cocoa/Cocoa.h>
@interface AppDelegate : NSObject <NSApplicationDelegate>
@end

View File

@ -1,26 +0,0 @@
//
// AppDelegate.m
// imguiex-osx
//
// Created by James Chen on 4/5/16.
// Copyright © 2016 Joel Davis. All rights reserved.
//
#import "AppDelegate.h"
@interface AppDelegate ()
@property (weak) IBOutlet NSWindow *window;
@end
@implementation AppDelegate
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
// Insert code here to initialize your application
}
- (void)applicationWillTerminate:(NSNotification *)aNotification {
// Insert code here to tear down your application
}
@end

View File

@ -1,64 +0,0 @@
{
"images" : [
{
"idiom" : "mac",
"size" : "16x16",
"scale" : "1x"
},
{
"idiom" : "mac",
"size" : "16x16",
"scale" : "2x"
},
{
"idiom" : "mac",
"size" : "32x32",
"scale" : "1x"
},
{
"idiom" : "mac",
"size" : "32x32",
"scale" : "2x"
},
{
"idiom" : "mac",
"size" : "128x128",
"scale" : "1x"
},
{
"idiom" : "mac",
"size" : "128x128",
"scale" : "2x"
},
{
"idiom" : "mac",
"size" : "256x256",
"scale" : "1x"
},
{
"idiom" : "mac",
"size" : "256x256",
"scale" : "2x"
},
{
"idiom" : "mac",
"size" : "512x512",
"scale" : "1x"
},
{
"size" : "512x512",
"idiom" : "mac",
"filename" : "icon_imgui_180x180.png",
"scale" : "2x"
},
{
"idiom" : "mac",
"size" : "512x512",
"scale" : "2x"
}
],
"info" : {
"version" : 1,
"author" : "xcode"
}
}

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Before

Width:  |  Height:  |  Size: 5.8 KiB

View File

@ -1,6 +0,0 @@
{
"info" : {
"version" : 1,
"author" : "xcode"
}
}

View File

@ -1,13 +0,0 @@
//
// main.m
// imguiex-osx
//
// Created by James Chen on 4/5/16.
// Copyright © 2016 Joel Davis. All rights reserved.
//
#import <Cocoa/Cocoa.h>
int main(int argc, const char * argv[]) {
return NSApplicationMain(argc, argv);
}

View File

@ -1,539 +0,0 @@
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View File

@ -1,4 +0,0 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx10_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib

View File

@ -1,24 +0,0 @@
// ImGui Win32 + DirectX10 binding
// In this binding, ImTextureID is used to store a 'ID3D10ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
struct ID3D10Device;
IMGUI_API bool ImGui_ImplDX10_Init(void* hwnd, ID3D10Device* device);
IMGUI_API void ImGui_ImplDX10_Shutdown();
IMGUI_API void ImGui_ImplDX10_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplDX10_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplDX10_CreateDeviceObjects();
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
IMGUI_API LRESULT ImGui_ImplDX10_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/

View File

@ -1,195 +0,0 @@
// ImGui - standalone example application for DirectX 10
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
#include <imgui.h>
#include "imgui_impl_dx10.h"
#include <d3d10_1.h>
#include <d3d10.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#include <tchar.h>
// Data
static ID3D10Device* g_pd3dDevice = NULL;
static IDXGISwapChain* g_pSwapChain = NULL;
static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
void CreateRenderTarget()
{
DXGI_SWAP_CHAIN_DESC sd;
g_pSwapChain->GetDesc(&sd);
// Create the render target
ID3D10Texture2D* pBackBuffer;
D3D10_RENDER_TARGET_VIEW_DESC render_target_view_desc;
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
render_target_view_desc.Format = sd.BufferDesc.Format;
render_target_view_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
g_pd3dDevice->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
pBackBuffer->Release();
}
void CleanupRenderTarget()
{
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
}
HRESULT CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC sd;
{
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 2;
sd.BufferDesc.Width = 0;
sd.BufferDesc.Height = 0;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
}
UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
return E_FAIL;
CreateRenderTarget();
return S_OK;
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
ImGui_ImplDX10_InvalidateDeviceObjects();
CleanupRenderTarget();
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
CreateRenderTarget();
ImGui_ImplDX10_CreateDeviceObjects();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
int main(int, char**)
{
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (CreateDeviceD3D(hwnd) < 0)
{
CleanupDeviceD3D();
UnregisterClass(_T("ImGui Example"), wc.hInstance);
return 1;
}
// Show the window
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
// Setup ImGui binding
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
// Load Fonts
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
continue;
}
ImGui_ImplDX10_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello from another window!");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), 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_color);
ImGui::Render();
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
}
ImGui_ImplDX10_Shutdown();
CleanupDeviceD3D();
UnregisterClass(_T("ImGui Example"), wc.hInstance);
return 0;
}

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

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@ -1,25 +0,0 @@
// ImGui Win32 + DirectX11 binding
// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
struct ID3D11Device;
struct ID3D11DeviceContext;
IMGUI_API bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context);
IMGUI_API void ImGui_ImplDX11_Shutdown();
IMGUI_API void ImGui_ImplDX11_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplDX11_CreateDeviceObjects();
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/

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// ImGui - standalone example application for DirectX 11
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
#include <imgui.h>
#include "imgui_impl_dx11.h"
#include <d3d11.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#include <tchar.h>
// Data
static ID3D11Device* g_pd3dDevice = NULL;
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static IDXGISwapChain* g_pSwapChain = NULL;
static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
void CreateRenderTarget()
{
DXGI_SWAP_CHAIN_DESC sd;
g_pSwapChain->GetDesc(&sd);
// Create the render target
ID3D11Texture2D* pBackBuffer;
D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
render_target_view_desc.Format = sd.BufferDesc.Format;
render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
pBackBuffer->Release();
}
void CleanupRenderTarget()
{
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
}
HRESULT CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC sd;
{
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 2;
sd.BufferDesc.Width = 0;
sd.BufferDesc.Height = 0;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
}
UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
return E_FAIL;
CreateRenderTarget();
return S_OK;
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
ImGui_ImplDX11_InvalidateDeviceObjects();
CleanupRenderTarget();
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
CreateRenderTarget();
ImGui_ImplDX11_CreateDeviceObjects();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
int main(int, char**)
{
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (CreateDeviceD3D(hwnd) < 0)
{
CleanupDeviceD3D();
UnregisterClass(_T("ImGui Example"), wc.hInstance);
return 1;
}
// Show the window
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
// Setup ImGui binding
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
// Load Fonts
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
continue;
}
ImGui_ImplDX11_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello from another window!");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), 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_color);
ImGui::Render();
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
}
ImGui_ImplDX11_Shutdown();
CleanupDeviceD3D();
UnregisterClass(_T("ImGui Example"), wc.hInstance);
return 0;
}

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

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// ImGui Win32 + DirectX9 binding
// In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
#include <imgui.h>
#include "imgui_impl_dx9.h"
// DirectX
#include <d3d9.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
// Data
static HWND g_hWnd = 0;
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
static LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
static LPDIRECT3DTEXTURE9 g_FontTexture = NULL;
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
struct CUSTOMVERTEX
{
float pos[3];
D3DCOLOR col;
float uv[2];
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
{
// Avoid rendering when minimized
ImGuiIO& io = ImGui::GetIO();
if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f)
return;
// Create and grow buffers if needed
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
{
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
if (g_pd3dDevice->CreateVertexBuffer(g_VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
return;
}
if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
{
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
if (g_pd3dDevice->CreateIndexBuffer(g_IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &g_pIB, NULL) < 0)
return;
}
// Backup the DX9 state
IDirect3DStateBlock9* d3d9_state_block = NULL;
if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
return;
// Copy and convert all vertices into a single contiguous buffer
CUSTOMVERTEX* vtx_dst;
ImDrawIdx* idx_dst;
if (g_pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
return;
if (g_pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
return;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
{
vtx_dst->pos[0] = vtx_src->pos.x;
vtx_dst->pos[1] = vtx_src->pos.y;
vtx_dst->pos[2] = 0.0f;
vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
vtx_dst->uv[0] = vtx_src->uv.x;
vtx_dst->uv[1] = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
idx_dst += cmd_list->IdxBuffer.Size;
}
g_pVB->Unlock();
g_pIB->Unlock();
g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
g_pd3dDevice->SetIndices(g_pIB);
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
// Setup viewport
D3DVIEWPORT9 vp;
vp.X = vp.Y = 0;
vp.Width = (DWORD)io.DisplaySize.x;
vp.Height = (DWORD)io.DisplaySize.y;
vp.MinZ = 0.0f;
vp.MaxZ = 1.0f;
g_pd3dDevice->SetViewport(&vp);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
g_pd3dDevice->SetPixelShader(NULL);
g_pd3dDevice->SetVertexShader(NULL);
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
// Setup orthographic projection matrix
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
{
const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f;
D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } };
D3DMATRIX mat_projection =
{
2.0f/(R-L), 0.0f, 0.0f, 0.0f,
0.0f, 2.0f/(T-B), 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f,
};
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
}
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
{
pcmd->UserCallback(cmd_list, pcmd);
}
else
{
const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId);
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.Size;
}
// Restore the DX9 state
d3d9_state_block->Apply();
d3d9_state_block->Release();
}
static bool IsAnyMouseButtonDown()
{
ImGuiIO& io = ImGui::GetIO();
for (int n = 0; n < ARRAYSIZE(io.MouseDown); n++)
if (io.MouseDown[n])
return true;
return false;
}
// We use the Win32 capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
IMGUI_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
{
case WM_LBUTTONDOWN:
case WM_RBUTTONDOWN:
case WM_MBUTTONDOWN:
{
int button = 0;
if (msg == WM_LBUTTONDOWN) button = 0;
if (msg == WM_RBUTTONDOWN) button = 1;
if (msg == WM_MBUTTONDOWN) button = 2;
if (!IsAnyMouseButtonDown() && GetCapture() == NULL)
SetCapture(hwnd);
io.MouseDown[button] = true;
return 0;
}
case WM_LBUTTONUP:
case WM_RBUTTONUP:
case WM_MBUTTONUP:
{
int button = 0;
if (msg == WM_LBUTTONUP) button = 0;
if (msg == WM_RBUTTONUP) button = 1;
if (msg == WM_MBUTTONUP) button = 2;
io.MouseDown[button] = false;
if (!IsAnyMouseButtonDown() && GetCapture() == hwnd)
ReleaseCapture();
return 0;
}
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return 0;
case WM_MOUSEMOVE:
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
return 0;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
if (wParam < 256)
io.KeysDown[wParam] = 1;
return 0;
case WM_KEYUP:
case WM_SYSKEYUP:
if (wParam < 256)
io.KeysDown[wParam] = 0;
return 0;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacter((unsigned short)wParam);
return 0;
}
return 0;
}
bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
{
g_hWnd = (HWND)hwnd;
g_pd3dDevice = device;
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
return false;
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
return false;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImGui_ImplDX9_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.ImeWindowHandle = g_hWnd;
return true;
}
void ImGui_ImplDX9_Shutdown()
{
ImGui_ImplDX9_InvalidateDeviceObjects();
ImGui::Shutdown();
g_pd3dDevice = NULL;
g_hWnd = 0;
}
static bool ImGui_ImplDX9_CreateFontsTexture()
{
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height, bytes_per_pixel;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
// Upload texture to graphics system
g_FontTexture = NULL;
if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
return false;
D3DLOCKED_RECT tex_locked_rect;
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
return false;
for (int y = 0; y < height; y++)
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
g_FontTexture->UnlockRect(0);
// Store our identifier
io.Fonts->TexID = (void *)g_FontTexture;
return true;
}
bool ImGui_ImplDX9_CreateDeviceObjects()
{
if (!g_pd3dDevice)
return false;
if (!ImGui_ImplDX9_CreateFontsTexture())
return false;
return true;
}
void ImGui_ImplDX9_InvalidateDeviceObjects()
{
if (!g_pd3dDevice)
return;
if (g_pVB)
{
g_pVB->Release();
g_pVB = NULL;
}
if (g_pIB)
{
g_pIB->Release();
g_pIB = NULL;
}
// At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(g_FontTexture == io.Fonts->TexID);
if (g_FontTexture)
g_FontTexture->Release();
g_FontTexture = NULL;
io.Fonts->TexID = NULL;
}
void ImGui_ImplDX9_NewFrame()
{
if (!g_FontTexture)
ImGui_ImplDX9_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
RECT rect;
GetClientRect(g_hWnd, &rect);
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
// Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
g_Time = current_time;
// Read keyboard modifiers inputs
io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
io.KeySuper = false;
// io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
// io.MousePos : filled by WM_MOUSEMOVE events
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
if (io.WantMoveMouse)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
ClientToScreen(g_hWnd, &pos);
SetCursorPos(pos.x, pos.y);
}
// Hide OS mouse cursor if ImGui is drawing it
if (io.MouseDrawCursor)
SetCursor(NULL);
// Start the frame
ImGui::NewFrame();
}

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@ -1,24 +0,0 @@
// ImGui Win32 + DirectX9 binding
// In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
struct IDirect3DDevice9;
IMGUI_API bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device);
IMGUI_API void ImGui_ImplDX9_Shutdown();
IMGUI_API void ImGui_ImplDX9_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplDX9_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplDX9_CreateDeviceObjects();
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Commented out to avoid dragging dependencies on <windows.h> types. You can copy the extern declaration in your code.
/*
IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/

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@ -1,156 +0,0 @@
// ImGui - standalone example application for DirectX 9
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
#include <imgui.h>
#include "imgui_impl_dx9.h"
#include <d3d9.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#include <tchar.h>
// Data
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
static D3DPRESENT_PARAMETERS g_d3dpp;
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
ImGui_ImplDX9_InvalidateDeviceObjects();
g_d3dpp.BackBufferWidth = LOWORD(lParam);
g_d3dpp.BackBufferHeight = HIWORD(lParam);
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
if (hr == D3DERR_INVALIDCALL)
IM_ASSERT(0);
ImGui_ImplDX9_CreateDeviceObjects();
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
int main(int, char**)
{
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
LPDIRECT3D9 pD3D;
if ((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
{
UnregisterClass(_T("ImGui Example"), wc.hInstance);
return 0;
}
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
g_d3dpp.Windowed = TRUE;
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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)
{
pD3D->Release();
UnregisterClass(_T("ImGui Example"), wc.hInstance);
return 0;
}
// Setup ImGui binding
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
// Load Fonts
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
//ImGuiIO& io = ImGui::GetIO();
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../extra_fonts/ProggyTiny.ttf", 10.0f);
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
bool show_test_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
continue;
}
ImGui_ImplDX9_NewFrame();
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f = 0.0f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
ImGui::ColorEdit3("clear color", (float*)&clear_color);
if (ImGui::Button("Test Window")) show_test_window ^= 1;
if (ImGui::Button("Another Window")) show_another_window ^= 1;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello from another window!");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
// Rendering
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
if (g_pd3dDevice->BeginScene() >= 0)
{
ImGui::Render();
g_pd3dDevice->EndScene();
}
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
ImGui_ImplDX9_Shutdown();
if (g_pd3dDevice) g_pd3dDevice->Release();
if (pD3D) pD3D->Release();
UnregisterClass(_T("ImGui Example"), wc.hInstance);
return 0;
}

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@ -0,0 +1,33 @@
# Configuration
Dear ImGui outputs 16-bit vertex indices by default.
Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices.
You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename.
We are providing `imconfig_allegro5.h` that enables 32-bit indices.
Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion.
# How to Build
### On Ubuntu 14.04+
```bash
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
```
### On Windows with Visual Studio's CLI
You may install Allegro using vcpkg:
```
git clone https://github.com/Microsoft/vcpkg
cd vcpkg
.\bootstrap-vcpkg.bat
.\vcpkg install allegro5
.\vcpkg integrate install ; optional, automatically register include/libs in Visual Studio
```
Build:
```
set ALLEGRODIR=path_to_your_allegro5_folder
cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp ..\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
```

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//-----------------------------------------------------------------------------
// COMPILE-TIME OPTIONS FOR DEAR IMGUI ALLEGRO 5 EXAMPLE
// See imconfig.h for the full template
// Because Allegro doesn't support 16-bit vertex indices, we enable the compile-time option of imgui to use 32-bit indices
//-----------------------------------------------------------------------------
#pragma once
// Use 32-bit vertex indices because Allegro doesn't support 16-bit ones
// This allows us to avoid converting vertices format at runtime
#define ImDrawIdx int

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// dear imgui: standalone example application for Allegro 5
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
#include <stdint.h>
#include <allegro5/allegro.h>
#include <allegro5/allegro_primitives.h>
#include "imgui.h"
#include "imgui_impl_allegro5.h"
int main(int, char**)
{
// Setup Allegro
al_init();
al_install_keyboard();
al_install_mouse();
al_init_primitives_addon();
al_set_new_display_flags(ALLEGRO_RESIZABLE);
ALLEGRO_DISPLAY* display = al_create_display(1280, 720);
al_set_window_title(display, "Dear ImGui Allegro 5 example");
ALLEGRO_EVENT_QUEUE* queue = al_create_event_queue();
al_register_event_source(queue, al_get_display_event_source(display));
al_register_event_source(queue, al_get_keyboard_event_source());
al_register_event_source(queue, al_get_mouse_event_source());
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplAllegro5_Init(display);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
bool running = true;
while (running)
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
ALLEGRO_EVENT ev;
while (al_get_next_event(queue, &ev))
{
ImGui_ImplAllegro5_ProcessEvent(&ev);
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
running = false;
if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
{
ImGui_ImplAllegro5_InvalidateDeviceObjects();
al_acknowledge_resize(display);
ImGui_ImplAllegro5_CreateDeviceObjects();
}
}
// Start the Dear ImGui frame
ImGui_ImplAllegro5_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
al_clear_to_color(al_map_rgba_f(clear_color.x, clear_color.y, clear_color.z, clear_color.w));
ImGui_ImplAllegro5_RenderDrawData(ImGui::GetDrawData());
al_flip_display();
}
// Cleanup
ImGui_ImplAllegro5_Shutdown();
ImGui::DestroyContext();
al_destroy_event_queue(queue);
al_destroy_display(display);
return 0;
}

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@ -0,0 +1,8 @@
# iOS / OSX Metal example
## Introduction
This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)

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@ -0,0 +1,18 @@
#import <TargetConditionals.h>
#if TARGET_OS_IPHONE
#import <UIKit/UIKit.h>
@interface AppDelegate : UIResponder <UIApplicationDelegate>
@property (strong, nonatomic) UIWindow *window;
@end
#else
#import <Cocoa/Cocoa.h>
@interface AppDelegate : NSObject <NSApplicationDelegate>
@end
#endif

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@ -0,0 +1,11 @@
#import "AppDelegate.h"
@implementation AppDelegate
#if TARGET_OS_OSX
- (BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)sender {
return YES;
}
#endif
@end

View File

@ -0,0 +1,8 @@
#import <MetalKit/MetalKit.h>
@interface Renderer : NSObject <MTKViewDelegate>
-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
@end

View File

@ -0,0 +1,129 @@
#import "Renderer.h"
#import <Metal/Metal.h>
#include "imgui.h"
#include "imgui_impl_metal.h"
#if TARGET_OS_OSX
#include "imgui_impl_osx.h"
#endif
@interface Renderer ()
@property (nonatomic, strong) id <MTLDevice> device;
@property (nonatomic, strong) id <MTLCommandQueue> commandQueue;
@end
@implementation Renderer
-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
{
self = [super init];
if(self)
{
_device = view.device;
_commandQueue = [_device newCommandQueue];
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui::StyleColorsDark();
ImGui_ImplMetal_Init(_device);
}
return self;
}
- (void)drawInMTKView:(MTKView *)view
{
ImGuiIO &io = ImGui::GetIO();
io.DisplaySize.x = view.bounds.size.width;
io.DisplaySize.y = view.bounds.size.height;
#if TARGET_OS_OSX
CGFloat framebufferScale = view.window.screen.backingScaleFactor ?: NSScreen.mainScreen.backingScaleFactor;
#else
CGFloat framebufferScale = view.window.screen.scale ?: UIScreen.mainScreen.scale;
#endif
io.DisplayFramebufferScale = ImVec2(framebufferScale, framebufferScale);
io.DeltaTime = 1 / float(view.preferredFramesPerSecond ?: 60);
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
static bool show_demo_window = true;
static bool show_another_window = false;
static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
if (renderPassDescriptor != nil)
{
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
// Here, you could do additional rendering work, including other passes as necessary.
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
[renderEncoder pushDebugGroup:@"ImGui demo"];
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
#if TARGET_OS_OSX
ImGui_ImplOSX_NewFrame(view);
#endif
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
ImDrawData *drawData = ImGui::GetDrawData();
ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder);
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
[commandBuffer presentDrawable:view.currentDrawable];
}
[commandBuffer commit];
}
- (void)mtkView:(MTKView *)view drawableSizeWillChange:(CGSize)size
{
}
@end

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@ -0,0 +1,19 @@
#import <Metal/Metal.h>
#import <MetalKit/MetalKit.h>
#import "Renderer.h"
#if TARGET_OS_IPHONE
#import <UIKit/UIKit.h>
@interface ViewController : UIViewController
@end
#else
#import <Cocoa/Cocoa.h>
@interface ViewController : NSViewController
@end
#endif

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@ -0,0 +1,129 @@
#import "ViewController.h"
#import "Renderer.h"
#include "imgui.h"
#if TARGET_OS_OSX
#include "imgui_impl_osx.h"
#endif
@interface ViewController ()
@property (nonatomic, readonly) MTKView *mtkView;
@property (nonatomic, strong) Renderer *renderer;
@end
@implementation ViewController
- (MTKView *)mtkView {
return (MTKView *)self.view;
}
- (void)viewDidLoad
{
[super viewDidLoad];
self.mtkView.device = MTLCreateSystemDefaultDevice();
if (!self.mtkView.device) {
NSLog(@"Metal is not supported");
abort();
}
self.renderer = [[Renderer alloc] initWithView:self.mtkView];
[self.renderer mtkView:self.mtkView drawableSizeWillChange:self.mtkView.bounds.size];
self.mtkView.delegate = self.renderer;
#if TARGET_OS_OSX
// Add a tracking area in order to receive mouse events whenever the mouse is within the bounds of our view
NSTrackingArea *trackingArea = [[NSTrackingArea alloc] initWithRect:NSZeroRect
options:NSTrackingMouseMoved | NSTrackingInVisibleRect | NSTrackingActiveAlways
owner:self
userInfo:nil];
[self.view addTrackingArea:trackingArea];
// If we want to receive key events, we either need to be in the responder chain of the key view,
// or else we can install a local monitor. The consequence of this heavy-handed approach is that
// we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
// window, we'd want to be much more careful than just ingesting the complete event stream, though we
// do make an effort to be good citizens by passing along events when Dear ImGui doesn't want to capture.
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) {
BOOL wantsCapture = ImGui_ImplOSX_HandleEvent(event, self.view);
if (event.type == NSEventTypeKeyDown && wantsCapture) {
return nil;
} else {
return event;
}
}];
ImGui_ImplOSX_Init();
#endif
}
#if TARGET_OS_OSX
- (void)mouseMoved:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseDown:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)scrollWheel:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
#elif TARGET_OS_IOS
// This touch mapping is super cheesy/hacky. We treat any touch on the screen
// as if it were a depressed left mouse button, and we don't bother handling
// multitouch correctly at all. This causes the "cursor" to behave very erratically
// when there are multiple active touches. But for demo purposes, single-touch
// interaction actually works surprisingly well.
- (void)updateIOWithTouchEvent:(UIEvent *)event {
UITouch *anyTouch = event.allTouches.anyObject;
CGPoint touchLocation = [anyTouch locationInView:self.view];
ImGuiIO &io = ImGui::GetIO();
io.MousePos = ImVec2(touchLocation.x, touchLocation.y);
BOOL hasActiveTouch = NO;
for (UITouch *touch in event.allTouches) {
if (touch.phase != UITouchPhaseEnded && touch.phase != UITouchPhaseCancelled) {
hasActiveTouch = YES;
break;
}
}
io.MouseDown[0] = hasActiveTouch;
}
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self updateIOWithTouchEvent:event];
}
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self updateIOWithTouchEvent:event];
}
- (void)touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self updateIOWithTouchEvent:event];
}
- (void)touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self updateIOWithTouchEvent:event];
}
#endif
@end

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@ -1,7 +1,6 @@
//
// main.m
// imguiex
//
#import <TargetConditionals.h>
#if TARGET_OS_IPHONE
#import <UIKit/UIKit.h>
#import "AppDelegate.h"
@ -11,3 +10,13 @@ int main(int argc, char * argv[]) {
return UIApplicationMain(argc, argv, nil, NSStringFromClass([AppDelegate class]));
}
}
#else
#import <Cocoa/Cocoa.h>
int main(int argc, const char * argv[]) {
return NSApplicationMain(argc, argv);
}
#endif

View File

@ -0,0 +1,539 @@
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<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>$(PRODUCT_NAME)</string>
<string>imgui</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1</string>
<key>LSRequiresIPhoneOS</key>
<true/>
<key>UILaunchStoryboardName</key>
<string>LaunchScreen</string>
<string>Launch Screen</string>
<key>UIMainStoryboardFile</key>
<string>Main</string>
<key>UIRequiredDeviceCapabilities</key>
<array>
<string>armv7</string>
<string>metal</string>
</array>
<key>UIRequiresFullScreen</key>
<true/>
<key>UIStatusBarHidden</key>
<true/>
<key>UISupportedInterfaceOrientations</key>
@ -37,6 +38,7 @@
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
</array>
<key>UISupportedInterfaceOrientations~ipad</key>
<array>

View File

@ -0,0 +1,29 @@
<?xml version="1.0" encoding="UTF-8"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="14269.14" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" useTraitCollections="YES" useSafeAreas="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
<device id="retina4_7" orientation="portrait">
<adaptation id="fullscreen"/>
</device>
<dependencies>
<deployment identifier="iOS"/>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="14252.5"/>
<capability name="Safe area layout guides" minToolsVersion="9.0"/>
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
</dependencies>
<scenes>
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<scene sceneID="EHf-IW-A2E">
<objects>
<viewController id="01J-lp-oVM" sceneMemberID="viewController">
<view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
<rect key="frame" x="0.0" y="0.0" width="375" height="667"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<color key="backgroundColor" red="1" green="1" blue="1" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
<viewLayoutGuide key="safeArea" id="Bcu-3y-fUS"/>
</view>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
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<point key="canvasLocation" x="53" y="375"/>
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</scenes>
</document>

View File

@ -0,0 +1,130 @@
<?xml version="1.0" encoding="UTF-8"?>
<document type="com.apple.InterfaceBuilder3.Cocoa.Storyboard.XIB" version="3.0" toolsVersion="14269.14" targetRuntime="MacOSX.Cocoa" propertyAccessControl="none" useAutolayout="YES" initialViewController="B8D-0N-5wS">
<dependencies>
<deployment identifier="macosx"/>
<plugIn identifier="com.apple.InterfaceBuilder.CocoaPlugin" version="14269.14"/>
<capability name="documents saved in the Xcode 8 format" minToolsVersion="8.0"/>
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<scenes>
<!--Application-->
<scene sceneID="JPo-4y-FX3">
<objects>
<application id="hnw-xV-0zn" sceneMemberID="viewController">
<menu key="mainMenu" title="Main Menu" systemMenu="main" id="AYu-sK-qS6">
<items>
<menuItem title="ImGui" id="1Xt-HY-uBw">
<modifierMask key="keyEquivalentModifierMask"/>
<menu key="submenu" title="ImGui" systemMenu="apple" id="uQy-DD-JDr">
<items>
<menuItem title="Preferences…" keyEquivalent="," id="BOF-NM-1cW"/>
<menuItem isSeparatorItem="YES" id="wFC-TO-SCJ"/>
<menuItem title="Services" id="NMo-om-nkz">
<modifierMask key="keyEquivalentModifierMask"/>
<menu key="submenu" title="Services" systemMenu="services" id="hz9-B4-Xy5"/>
</menuItem>
<menuItem isSeparatorItem="YES" id="4je-JR-u6R"/>
<menuItem title="Hide" keyEquivalent="h" id="Olw-nP-bQN">
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<action selector="hide:" target="Ady-hI-5gd" id="PnN-Uc-m68"/>
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<menuItem title="Hide Others" keyEquivalent="h" id="Vdr-fp-XzO">
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<action selector="hideOtherApplications:" target="Ady-hI-5gd" id="VT4-aY-XCT"/>
</connections>
</menuItem>
<menuItem title="Show All" id="Kd2-mp-pUS">
<modifierMask key="keyEquivalentModifierMask"/>
<connections>
<action selector="unhideAllApplications:" target="Ady-hI-5gd" id="Dhg-Le-xox"/>
</connections>
</menuItem>
<menuItem isSeparatorItem="YES" id="kCx-OE-vgT"/>
<menuItem title="Quit" keyEquivalent="q" id="4sb-4s-VLi">
<connections>
<action selector="terminate:" target="Ady-hI-5gd" id="Te7-pn-YzF"/>
</connections>
</menuItem>
</items>
</menu>
</menuItem>
<menuItem title="View" id="H8h-7b-M4v">
<modifierMask key="keyEquivalentModifierMask"/>
<menu key="submenu" title="View" id="HyV-fh-RgO">
<items>
<menuItem title="Enter Full Screen" keyEquivalent="f" id="4J7-dP-txa">
<modifierMask key="keyEquivalentModifierMask" control="YES" command="YES"/>
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<action selector="toggleFullScreen:" target="Ady-hI-5gd" id="dU3-MA-1Rq"/>
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<menuItem title="Window" id="aUF-d1-5bR">
<modifierMask key="keyEquivalentModifierMask"/>
<menu key="submenu" title="Window" systemMenu="window" id="Td7-aD-5lo">
<items>
<menuItem title="Minimize" keyEquivalent="m" id="OY7-WF-poV">
<connections>
<action selector="performMiniaturize:" target="Ady-hI-5gd" id="VwT-WD-YPe"/>
</connections>
</menuItem>
<menuItem title="Zoom" id="R4o-n2-Eq4">
<modifierMask key="keyEquivalentModifierMask"/>
<connections>
<action selector="performZoom:" target="Ady-hI-5gd" id="DIl-cC-cCs"/>
</connections>
</menuItem>
</items>
</menu>
</menuItem>
</items>
</menu>
<connections>
<outlet property="delegate" destination="Voe-Tx-rLC" id="PrD-fu-P6m"/>
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</application>
<customObject id="Voe-Tx-rLC" customClass="AppDelegate"/>
<customObject id="YLy-65-1bz" customClass="NSFontManager"/>
<customObject id="Ady-hI-5gd" userLabel="First Responder" customClass="NSResponder" sceneMemberID="firstResponder"/>
</objects>
<point key="canvasLocation" x="75" y="0.0"/>
</scene>
<!--Window Controller-->
<scene sceneID="R2V-B0-nI4">
<objects>
<windowController id="B8D-0N-5wS" sceneMemberID="viewController">
<window key="window" title="ImGui" allowsToolTipsWhenApplicationIsInactive="NO" autorecalculatesKeyViewLoop="NO" releasedWhenClosed="NO" animationBehavior="default" titleVisibility="hidden" id="IQv-IB-iLA">
<windowStyleMask key="styleMask" titled="YES" closable="YES" miniaturizable="YES" resizable="YES"/>
<windowPositionMask key="initialPositionMask" leftStrut="YES" rightStrut="YES" topStrut="YES" bottomStrut="YES"/>
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<connections>
<outlet property="delegate" destination="B8D-0N-5wS" id="CyC-Pq-WbN"/>
</connections>
</window>
<connections>
<segue destination="XfG-lQ-9wD" kind="relationship" relationship="window.shadowedContentViewController" id="cq2-FE-JQM"/>
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</windowController>
<customObject id="Oky-zY-oP4" userLabel="First Responder" customClass="NSResponder" sceneMemberID="firstResponder"/>
</objects>
<point key="canvasLocation" x="-128" y="390"/>
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<!--View Controller-->
<scene sceneID="hIz-AP-VOD">
<objects>
<viewController id="XfG-lQ-9wD" customClass="ViewController" sceneMemberID="viewController">
<view key="view" wantsLayer="YES" id="m2S-Jp-Qdl" customClass="MTKView">
<rect key="frame" x="0.0" y="0.0" width="1280" height="720"/>
<autoresizingMask key="autoresizingMask"/>
</view>
</viewController>
<customObject id="rPt-NT-nkU" userLabel="First Responder" customClass="NSResponder" sceneMemberID="firstResponder"/>
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<point key="canvasLocation" x="205" y="1032"/>
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View File

@ -3,7 +3,7 @@
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<string>$(DEVELOPMENT_LANGUAGE)</string>
<key>CFBundleExecutable</key>
<string>$(EXECUTABLE_NAME)</string>
<key>CFBundleIconFile</key>
@ -13,21 +13,19 @@
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>$(PRODUCT_NAME)</string>
<string>imgui</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>1</string>
<key>LSMinimumSystemVersion</key>
<string>$(MACOSX_DEPLOYMENT_TARGET)</string>
<key>NSHumanReadableCopyright</key>
<string>Copyright © 2016 Joel Davis. All rights reserved.</string>
<key>NSMainNibFile</key>
<string>MainMenu</string>
<string>Copyright © 2018 Warren Moore. All rights reserved.</string>
<key>NSMainStoryboardFile</key>
<string>Main</string>
<key>NSPrincipalClass</key>
<string>NSApplication</string>
</dict>

View File

@ -0,0 +1,326 @@
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CLANG_WARN_STRICT_PROTOTYPES = YES;
CLANG_WARN_SUSPICIOUS_MOVE = YES;
CLANG_WARN_UNGUARDED_AVAILABILITY = YES_AGGRESSIVE;
CLANG_WARN_UNREACHABLE_CODE = YES;
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
CODE_SIGN_IDENTITY = "-";
COPY_PHASE_STRIP = NO;
DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
ENABLE_NS_ASSERTIONS = NO;
ENABLE_STRICT_OBJC_MSGSEND = YES;
GCC_C_LANGUAGE_STANDARD = gnu11;
GCC_NO_COMMON_BLOCKS = YES;
GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
GCC_WARN_UNDECLARED_SELECTOR = YES;
GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
GCC_WARN_UNUSED_FUNCTION = YES;
GCC_WARN_UNUSED_VARIABLE = YES;
MACOSX_DEPLOYMENT_TARGET = 10.13;
MTL_ENABLE_DEBUG_INFO = NO;
SDKROOT = macosx;
};
name = Release;
};
4080A97320B029B00036BA46 /* Debug */ = {
isa = XCBuildConfiguration;
buildSettings = {
CODE_SIGN_STYLE = Automatic;
MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_NAME = "$(TARGET_NAME)";
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
USER_HEADER_SEARCH_PATHS = ../..;
};
name = Debug;
};
4080A97420B029B00036BA46 /* Release */ = {
isa = XCBuildConfiguration;
buildSettings = {
CODE_SIGN_STYLE = Automatic;
MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_NAME = "$(TARGET_NAME)";
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
USER_HEADER_SEARCH_PATHS = ../..;
};
name = Release;
};
/* End XCBuildConfiguration section */
/* Begin XCConfigurationList section */
4080A96620B029B00036BA46 /* Build configuration list for PBXProject "example_apple_opengl2" */ = {
isa = XCConfigurationList;
buildConfigurations = (
4080A97020B029B00036BA46 /* Debug */,
4080A97120B029B00036BA46 /* Release */,
);
defaultConfigurationIsVisible = 0;
defaultConfigurationName = Release;
};
4080A97220B029B00036BA46 /* Build configuration list for PBXNativeTarget "example_osx_opengl2" */ = {
isa = XCConfigurationList;
buildConfigurations = (
4080A97320B029B00036BA46 /* Debug */,
4080A97420B029B00036BA46 /* Release */,
);
defaultConfigurationIsVisible = 0;
defaultConfigurationName = Release;
};
/* End XCConfigurationList section */
};
rootObject = 4080A96320B029B00036BA46 /* Project object */;
}

View File

@ -0,0 +1,282 @@
// dear imgui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
#include "imgui.h"
#include "../imgui_impl_osx.h"
#include "../imgui_impl_opengl2.h"
#include <stdio.h>
#import <Cocoa/Cocoa.h>
#import <OpenGL/gl.h>
#import <OpenGL/glu.h>
//-----------------------------------------------------------------------------------
// ImGuiExampleView
//-----------------------------------------------------------------------------------
@interface ImGuiExampleView : NSOpenGLView
{
NSTimer* animationTimer;
}
@end
@implementation ImGuiExampleView
-(void)animationTimerFired:(NSTimer*)timer
{
[self setNeedsDisplay:YES];
}
-(void)prepareOpenGL
{
[super prepareOpenGL];
#ifndef DEBUG
GLint swapInterval = 1;
[[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
if (swapInterval == 0)
NSLog(@"Error: Cannot set swap interval.");
#endif
}
-(void)updateAndDrawDemoView
{
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplOSX_NewFrame(self);
ImGui::NewFrame();
// Global data for the demo
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
[[self openGLContext] makeCurrentContext];
ImDrawData* draw_data = ImGui::GetDrawData();
GLsizei width = (GLsizei)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
GLsizei height = (GLsizei)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
glViewport(0, 0, width, height);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL2_RenderDrawData(draw_data);
// Present
[[self openGLContext] flushBuffer];
if (!animationTimer)
animationTimer = [NSTimer scheduledTimerWithTimeInterval:0.017 target:self selector:@selector(animationTimerFired:) userInfo:nil repeats:YES];
}
-(void)reshape
{
[[self openGLContext] update];
[self updateAndDrawDemoView];
}
-(void)drawRect:(NSRect)bounds
{
[self updateAndDrawDemoView];
}
-(BOOL)acceptsFirstResponder
{
return (YES);
}
-(BOOL)becomeFirstResponder
{
return (YES);
}
-(BOOL)resignFirstResponder
{
return (YES);
}
// Flip coordinate system upside down on Y
-(BOOL)isFlipped
{
return (YES);
}
-(void)dealloc
{
animationTimer = nil;
}
// Forward Mouse/Keyboard events to dear imgui OSX back-end. It returns true when imgui is expecting to use the event.
-(void)keyUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
@end
//-----------------------------------------------------------------------------------
// ImGuiExampleAppDelegate
//-----------------------------------------------------------------------------------
@interface ImGuiExampleAppDelegate : NSObject <NSApplicationDelegate>
@property (nonatomic, readonly) NSWindow* window;
@end
@implementation ImGuiExampleAppDelegate
@synthesize window = _window;
-(BOOL)applicationShouldTerminateAfterLastWindowClosed:(NSApplication *)theApplication
{
return YES;
}
-(NSWindow*)window
{
if (_window != nil)
return (_window);
NSRect viewRect = NSMakeRect(100.0, 100.0, 100.0 + 1280.0, 100 + 720.0);
_window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
[_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
[_window setOpaque:YES];
[_window makeKeyAndOrderFront:NSApp];
return (_window);
}
-(void)setupMenu
{
NSMenu* mainMenuBar = [[NSMenu alloc] init];
NSMenu* appMenu;
NSMenuItem* menuItem;
appMenu = [[NSMenu alloc] initWithTitle:@"Dear ImGui OSX+OpenGL2 Example"];
menuItem = [appMenu addItemWithTitle:@"Quit Dear ImGui OSX+OpenGL2 Example" action:@selector(terminate:) keyEquivalent:@"q"];
[menuItem setKeyEquivalentModifierMask:NSEventModifierFlagCommand];
menuItem = [[NSMenuItem alloc] init];
[menuItem setSubmenu:appMenu];
[mainMenuBar addItem:menuItem];
appMenu = nil;
[NSApp setMainMenu:mainMenuBar];
}
-(void)dealloc
{
_window = nil;
}
-(void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
// Make the application a foreground application (else it won't receive keyboard events)
ProcessSerialNumber psn = {0, kCurrentProcess};
TransformProcessType(&psn, kProcessTransformToForegroundApplication);
// Menu
[self setupMenu];
NSOpenGLPixelFormatAttribute attrs[] =
{
NSOpenGLPFADoubleBuffer,
NSOpenGLPFADepthSize, 32,
0
};
NSOpenGLPixelFormat* format = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs];
ImGuiExampleView* view = [[ImGuiExampleView alloc] initWithFrame:self.window.frame pixelFormat:format];
format = nil;
#if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6)
[view setWantsBestResolutionOpenGLSurface:YES];
#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
[self.window setContentView:view];
if ([view openGLContext] == nil)
NSLog(@"No OpenGL Context!");
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplOSX_Init();
ImGui_ImplOpenGL2_Init();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
}
@end
int main(int argc, const char* argv[])
{
@autoreleasepool
{
NSApp = [NSApplication sharedApplication];
ImGuiExampleAppDelegate* delegate = [[ImGuiExampleAppDelegate alloc] init];
[[NSApplication sharedApplication] setDelegate:delegate];
[NSApp run];
}
return NSApplicationMain(argc, argv);
}

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@ -0,0 +1,60 @@
#
# Makefile to use with emscripten
# See https://emscripten.org/docs/getting_started/downloads.html
# for installation instructions. This Makefile assumes you have
# loaded emscripten's environment.
#
# Running `make` will produce three files:
# - example_emscripten.html
# - example_emscripten.js
# - example_emscripten.wasm
#
# All three are needed to run the demo.
CC = emcc
CXX = em++
EXE = example_emscripten.html
SOURCES = main.cpp
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
EMS = -s USE_SDL=2 -s WASM=1
EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
EMS += -s ASSERTIONS=1 -s NO_FILESYSTEM=1
#EMS += -s SAFE_HEAP=1 ## Adds overhead
CPPFLAGS = -I../ -I../../
#CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os
CPPFLAGS += $(EMS)
LIBS = $(EMS)
LDFLAGS = --shell-file shell_minimal.html
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c
$(CC) $(CPPFLAGS) $(CFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(EXE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(LIBS) $(LDFLAGS)
clean:
rm -f $(EXE) $(OBJS) *.js *.wasm *.wasm.pre

View File

@ -0,0 +1,8 @@
# How to Build
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
```
em++ -I.. -I../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp -s USE_SDL=2 -s USE_WEBGL2=1 -s WASM=1 -s FULL_ES3=1 -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp --shell-file shell_minimal.html -o example-emscripten.html
```

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// dear imgui: standalone example application for Emscripten, using SDL2 + OpenGL3
// This is mostly the same code as the SDL2 + OpenGL3 example, simply with the modifications needed to run on Emscripten.
// It is possible to combine both code into a single source file that will compile properly on Desktop and using Emscripten.
// See https://github.com/ocornut/imgui/pull/2492 as an example on how to do just that.
//
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
#include "imgui.h"
#include "imgui_impl_sdl.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
#include <emscripten.h>
#include <SDL.h>
#include <SDL_opengles2.h>
// Emscripten requires to have full control over the main loop. We're going to store our SDL book-keeping variables globally.
// Having a single function that acts as a loop prevents us to store state in the stack of said function. So we need some location for this.
SDL_Window* g_Window = NULL;
SDL_GLContext g_GLContext = NULL;
// For clarity, our main loop code is declared at the end.
void main_loop(void*);
int main(int, char**)
{
// Setup SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;
}
// For the browser using Emscripten, we are going to use WebGL1 with GL ES2. See the Makefile. for requirement details.
// It is very likely the generated file won't work in many browsers. Firefox is the only sure bet, but I have successfully
// run this code on Chrome for Android for example.
const char* glsl_version = "#version 100";
//const char* glsl_version = "#version 300 es";
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
// Create window with graphics context
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
g_Window = SDL_CreateWindow("Dear ImGui Emscripten example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
g_GLContext = SDL_GL_CreateContext(g_Window);
if (!g_GLContext)
{
fprintf(stderr, "Failed to initialize WebGL context!\n");
return 1;
}
SDL_GL_SetSwapInterval(1); // Enable vsync
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
io.IniFilename = NULL;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplSDL2_InitForOpenGL(g_Window, g_GLContext);
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
emscripten_set_main_loop_arg(main_loop, NULL, 0, true);
}
void main_loop(void* arg)
{
ImGuiIO& io = ImGui::GetIO();
IM_UNUSED(arg); // We can pass this argument as the second parameter of emscripten_set_main_loop_arg(), but we don't use that.
// Our state (make them static = more or less global) as a convenience to keep the example terse.
static bool show_demo_window = true;
static bool show_another_window = false;
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
SDL_Event event;
while (SDL_PollEvent(&event))
{
ImGui_ImplSDL2_ProcessEvent(&event);
// Capture events here, based on io.WantCaptureMouse and io.WantCaptureKeyboard
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(g_Window);
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
SDL_GL_MakeCurrent(g_Window, g_GLContext);
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(g_Window);
}

View File

@ -0,0 +1,64 @@
<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no"/>
<title>Dear ImGui Emscripten example</title>
<style>
body { margin: 0; background-color: black }
.emscripten {
position: absolute;
top: 0px;
left: 0px;
margin: 0px;
border: 0;
width: 100%;
height: 100%;
overflow: hidden;
display: block;
image-rendering: optimizeSpeed;
image-rendering: -moz-crisp-edges;
image-rendering: -o-crisp-edges;
image-rendering: -webkit-optimize-contrast;
image-rendering: optimize-contrast;
image-rendering: crisp-edges;
image-rendering: pixelated;
-ms-interpolation-mode: nearest-neighbor;
}
</style>
</head>
<body>
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
<script type='text/javascript'>
var Module = {
preRun: [],
postRun: [],
print: (function() {
return function(text) {
text = Array.prototype.slice.call(arguments).join(' ');
console.log(text);
};
})(),
printErr: function(text) {
text = Array.prototype.slice.call(arguments).join(' ');
console.error(text);
},
canvas: (function() {
var canvas = document.getElementById('canvas');
//canvas.addEventListener("webglcontextlost", function(e) { alert('FIXME: WebGL context lost, please reload the page'); e.preventDefault(); }, false);
return canvas;
})(),
setStatus: function(text) {
console.log("status: " + text);
},
monitorRunDependencies: function(left) {
// no run dependencies to log
}
};
window.onerror = function() {
console.log("onerror: " + event);
};
</script>
{{{ SCRIPT }}}
</body>
</html>

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#
# You will need GLFW (http://www.glfw.org):
# brew install glfw
#
#CXX = g++
#CXX = clang++
EXE = example_glfw_metal
SOURCES = main.mm
SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_metal.mm
SOURCES += ../../imgui.cpp ../../imgui_widgets.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
LIBS += -L/usr/local/lib -lglfw
CXXFLAGS = -I../ -I../../ -I/usr/local/include
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
%.o:%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
all: $(EXE)
@echo Build complete
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)

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@ -0,0 +1,166 @@
// ImGui - standalone example application for GLFW + Metal, using programmable pipeline
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_metal.h"
#define GLFW_INCLUDE_NONE
#define GLFW_EXPOSE_NATIVE_COCOA
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#import <Metal/Metal.h>
#import <QuartzCore/QuartzCore.h>
#include <stdio.h>
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
int main(int, char**)
{
// Setup Dear ImGui binding
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Setup window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
// Create window with graphics context
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Metal example", NULL, NULL);
if (window == NULL)
return 1;
id <MTLDevice> device = MTLCreateSystemDefaultDevice();;
id <MTLCommandQueue> commandQueue = [device newCommandQueue];
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplMetal_Init(device);
NSWindow *nswin = glfwGetCocoaWindow(window);
CAMetalLayer *layer = [CAMetalLayer layer];
layer.device = device;
layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
nswin.contentView.layer = layer;
nswin.contentView.wantsLayer = YES;
MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];
bool show_demo_window = true;
bool show_another_window = false;
float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
// Main loop
while (!glfwWindowShouldClose(window))
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents();
int width, height;
glfwGetFramebufferSize(window, &width, &height);
layer.drawableSize = CGSizeMake(width, height);
id<CAMetalDrawable> drawable = [layer nextDrawable];
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
[renderEncoder pushDebugGroup:@"ImGui demo"];
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
[commandBuffer presentDrawable:drawable];
[commandBuffer commit];
}
// Cleanup
ImGui_ImplMetal_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}

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@ -0,0 +1,80 @@
#
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
# You will need GLFW (http://www.glfw.org):
# Linux:
# apt-get install libglfw-dev
# Mac OS X:
# brew install glfw
# MSYS2:
# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw
#
#CXX = g++
#CXX = clang++
EXE = example_glfw_opengl2
SOURCES = main.cpp
SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_opengl2.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -I../ -I../../
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS += -lGL `pkg-config --static --libs glfw3`
CXXFLAGS += `pkg-config --cflags glfw3`
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
LIBS += -L/usr/local/lib -L/opt/local/lib
#LIBS += -lglfw3
LIBS += -lglfw
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "MinGW"
LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
CXXFLAGS += -I../libs/gl3w `pkg-config --cflags glfw3`
CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)

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@ -0,0 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include *.cpp ..\imgui_impl_opengl2.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_opengl2.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib

View File

@ -20,30 +20,35 @@
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{9CDA7840-B7A5-496D-A527-E95571496D18}</ProjectGuid>
<RootNamespace>opengl2_example</RootNamespace>
<RootNamespace>example_glfw_opengl2</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -85,11 +90,11 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@ -99,11 +104,11 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@ -115,13 +120,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
@ -134,13 +140,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
@ -151,16 +158,20 @@
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="imgui_impl_glfw.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_glfw.cpp" />
<ClCompile Include="..\imgui_impl_opengl2.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="imgui_impl_glfw.h" />
<ClInclude Include="..\imgui_impl_glfw.h" />
<ClInclude Include="..\imgui_impl_opengl2.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@ -16,15 +16,21 @@
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="imgui_impl_glfw.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_demo.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_glfw.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_opengl2.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
@ -33,14 +39,20 @@
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="imgui_impl_glfw.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_glfw.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_opengl2.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\natvis\imgui.natvis">
<Filter>sources</Filter>
</None>
</ItemGroup>
</Project>

View File

@ -0,0 +1,157 @@
// dear imgui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the example_glfw_opengl2/ folder**
// See imgui_impl_glfw.cpp for details.
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl2.h"
#include <stdio.h>
#ifdef __APPLE__
#define GL_SILENCE_DEPRECATION
#endif
#include <GLFW/glfw3.h>
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
int main(int, char**)
{
// Setup window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL2 example", NULL, NULL);
if (window == NULL)
return 1;
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL2_Init();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (!glfwWindowShouldClose(window))
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents();
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore current shader using the commented lines below.
//GLint last_program;
//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
//glUseProgram(0);
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
//glUseProgram(last_program);
glfwMakeContextCurrent(window);
glfwSwapBuffers(window);
}
// Cleanup
ImGui_ImplOpenGL2_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}

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@ -0,0 +1,100 @@
#
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
# You will need GLFW (http://www.glfw.org):
# Linux:
# apt-get install libglfw-dev
# Mac OS X:
# brew install glfw
# MSYS2:
# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw
#
#CXX = g++
#CXX = clang++
EXE = example_glfw_opengl3
SOURCES = main.cpp
SOURCES += ../imgui_impl_glfw.cpp ../imgui_impl_opengl3.cpp
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -I../ -I../../
CXXFLAGS += -g -Wall -Wformat
LIBS =
##---------------------------------------------------------------------
## OPENGL LOADER
##---------------------------------------------------------------------
## Using OpenGL loader: gl3w [default]
SOURCES += ../libs/gl3w/GL/gl3w.c
CXXFLAGS += -I../libs/gl3w
## Using OpenGL loader: glew
## (This assumes a system-wide installation)
# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
## Using OpenGL loader: glad
## (You'll also need to change the rule at line ~77 of this Makefile to compile/link glad.c/.o)
# SOURCES += ../libs/glad/src/glad.c
# CXXFLAGS = -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS += -lGL `pkg-config --static --libs glfw3`
CXXFLAGS += `pkg-config --cflags glfw3`
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
LIBS += -L/usr/local/lib -L/opt/local/lib
#LIBS += -lglfw3
LIBS += -lglfw
CXXFLAGS += -I/usr/local/include -I/opt/local/include
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "MinGW"
LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
CXXFLAGS += `pkg-config --cflags glfw3`
CFLAGS = $(CXXFLAGS)
endif
##---------------------------------------------------------------------
## BUILD RULES
##---------------------------------------------------------------------
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c
# %.o:../libs/glad/src/%.c
$(CC) $(CFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)

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@ -0,0 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I ..\libs\gl3w *.cpp ..\imgui_impl_glfw.cpp ..\imgui_impl_opengl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/example_glfw_opengl3.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib

View File

@ -20,30 +20,35 @@
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{4a1fb5ea-22f5-42a8-ab92-1d2df5d47fb9}</ProjectGuid>
<RootNamespace>opengl3_example</RootNamespace>
<RootNamespace>example_glfw_opengl3</RootNamespace>
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v110</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
@ -85,11 +90,11 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@ -99,11 +104,11 @@
<ClCompile>
<WarningLevel>Level4</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
@ -115,13 +120,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
@ -134,13 +140,14 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;..\..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BufferSecurityCheck>false</BufferSecurityCheck>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
@ -151,19 +158,23 @@
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="..\..\imgui_demo.cpp" />
<ClCompile Include="..\..\imgui_draw.cpp" />
<ClCompile Include="..\..\imgui_widgets.cpp" />
<ClCompile Include="..\imgui_impl_glfw.cpp" />
<ClCompile Include="..\imgui_impl_opengl3.cpp" />
<ClCompile Include="..\libs\gl3w\GL\gl3w.c" />
<ClCompile Include="imgui_impl_glfw_gl3.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\imgui_internal.h" />
<ClInclude Include="..\imgui_impl_glfw.h" />
<ClInclude Include="..\imgui_impl_opengl3.h" />
<ClInclude Include="..\libs\gl3w\GL\gl3w.h" />
<ClInclude Include="..\libs\gl3w\GL\glcorearb.h" />
<ClInclude Include="imgui_impl_glfw_gl3.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\misc\natvis\imgui.natvis" />
<None Include="..\README.txt" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@ -19,9 +19,6 @@
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="imgui_impl_glfw_gl3.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\libs\gl3w\GL\gl3w.c">
<Filter>gl3w</Filter>
</ClCompile>
@ -31,6 +28,15 @@
<ClCompile Include="..\..\imgui_draw.cpp">
<Filter>imgui</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_glfw.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\imgui_impl_opengl3.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui_widgets.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
@ -39,9 +45,6 @@
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="imgui_impl_glfw_gl3.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\libs\gl3w\GL\gl3w.h">
<Filter>gl3w</Filter>
</ClInclude>
@ -51,8 +54,17 @@
<ClInclude Include="..\..\imgui_internal.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_glfw.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\imgui_impl_opengl3.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\README.txt" />
<None Include="..\..\misc\natvis\imgui.natvis">
<Filter>sources</Filter>
</None>
</ItemGroup>
</Project>

View File

@ -0,0 +1,192 @@
// dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include <stdio.h>
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Initialize with gl3wInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Initialize with glewInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Initialize with gladLoadGL()
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
// Include glfw3.h after our OpenGL definitions
#include <GLFW/glfw3.h>
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
int main(int, char**)
{
// Setup window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
// Decide GL+GLSL versions
#if __APPLE__
// GL 3.2 + GLSL 150
const char* glsl_version = "#version 150";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
#endif
// Create window with graphics context
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", NULL, NULL);
if (window == NULL)
return 1;
glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
// Initialize OpenGL loader
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
bool err = gl3wInit() != 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
bool err = glewInit() != GLEW_OK;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
bool err = gladLoadGL() == 0;
#else
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
#endif
if (err)
{
fprintf(stderr, "Failed to initialize OpenGL loader!\n");
return 1;
}
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (!glfwWindowShouldClose(window))
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents();
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}

View File

@ -1,5 +1,10 @@
# Example usage:
# mkdir build
# cd build
# cmake -g "Visual Studio 14 2015" ..
cmake_minimum_required(VERSION 2.8)
project(ImGuiGLFWVulkanExample C CXX)
project(imgui_example_glfw_vulkan C CXX)
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE)
@ -18,9 +23,9 @@ option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF)
add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL)
include_directories(${GLFW_DIR}/include)
# ImGui
# Dear ImGui
set(IMGUI_DIR ../../)
include_directories(${IMGUI_DIR})
include_directories(${IMGUI_DIR} ..)
# Libraries
find_library(VULKAN_LIBRARY
@ -32,5 +37,5 @@ include_directories(${GLFW_DIR}/deps)
file(GLOB sources *.cpp)
add_executable(vulkan_example ${sources} ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp)
target_link_libraries(vulkan_example ${LIBRARIES})
add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/examples/imgui_impl_glfw.cpp ${IMGUI_DIR}/examples/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_widgets.cpp)
target_link_libraries(example_glfw_vulkan ${LIBRARIES})

View File

@ -1,7 +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
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_vulkan.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
cl /nologo /Zi /MD /Ox /Oi /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeRelease/example_glfw_vulkan.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib

View File

@ -1,7 +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
cl /nologo /Zi /MD /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeDebug/example_glfw_vulkan.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
cl /nologo /Zi /MD /Ox /Oi /I .. /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\imgui_impl_vulkan.cpp ..\imgui_impl_glfw.cpp ..\..\imgui*.cpp /FeRelease/example_glfw_vulkan.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib

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@ -0,0 +1,180 @@
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@ -0,0 +1,58 @@
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@ -3,7 +3,7 @@ layout(location = 0) out vec4 fColor;
layout(set=0, binding=0) uniform sampler2D sTexture;
layout(location = 0) in struct{
layout(location = 0) in struct {
vec4 Color;
vec2 UV;
} In;

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@ -3,16 +3,16 @@ layout(location = 0) in vec2 aPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec4 aColor;
layout(push_constant) uniform uPushConstant{
layout(push_constant) uniform uPushConstant {
vec2 uScale;
vec2 uTranslate;
} pc;
out gl_PerVertex{
out gl_PerVertex {
vec4 gl_Position;
};
layout(location = 0) out struct{
layout(location = 0) out struct {
vec4 Color;
vec2 UV;
} Out;
@ -21,5 +21,5 @@ void main()
{
Out.Color = aColor;
Out.UV = aUV;
gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1);
gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
}

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@ -0,0 +1,529 @@
// dear imgui: standalone example application for Glfw + Vulkan
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_vulkan.h"
#include <stdio.h> // printf, fprintf
#include <stdlib.h> // abort
#define GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
#include <vulkan/vulkan.h>
// [Win32] Our example includes a copy of glfw3.lib pre-compiled with VS2010 to maximize ease of testing and compatibility with old VS compilers.
// To link with VS2010-era libraries, VS2015+ requires linking with legacy_stdio_definitions.lib, which we do using this pragma.
// Your own project should not be affected, as you are likely to link with a newer binary of GLFW that is adequate for your version of Visual Studio.
#if defined(_MSC_VER) && (_MSC_VER >= 1900) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
#pragma comment(lib, "legacy_stdio_definitions")
#endif
//#define IMGUI_UNLIMITED_FRAME_RATE
#ifdef _DEBUG
#define IMGUI_VULKAN_DEBUG_REPORT
#endif
static VkAllocationCallbacks* g_Allocator = NULL;
static VkInstance g_Instance = VK_NULL_HANDLE;
static VkPhysicalDevice g_PhysicalDevice = VK_NULL_HANDLE;
static VkDevice g_Device = VK_NULL_HANDLE;
static uint32_t g_QueueFamily = (uint32_t)-1;
static VkQueue g_Queue = VK_NULL_HANDLE;
static VkDebugReportCallbackEXT g_DebugReport = VK_NULL_HANDLE;
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
static ImGui_ImplVulkanH_Window g_MainWindowData;
static int g_MinImageCount = 2;
static bool g_SwapChainRebuild = false;
static int g_SwapChainResizeWidth = 0;
static int g_SwapChainResizeHeight = 0;
static void check_vk_result(VkResult err)
{
if (err == 0) return;
printf("VkResult %d\n", err);
if (err < 0)
abort();
}
#ifdef IMGUI_VULKAN_DEBUG_REPORT
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
{
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
fprintf(stderr, "[vulkan] ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
return VK_FALSE;
}
#endif // IMGUI_VULKAN_DEBUG_REPORT
static void SetupVulkan(const char** extensions, uint32_t extensions_count)
{
VkResult err;
// Create Vulkan Instance
{
VkInstanceCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
create_info.enabledExtensionCount = extensions_count;
create_info.ppEnabledExtensionNames = extensions;
#ifdef IMGUI_VULKAN_DEBUG_REPORT
// Enabling multiple validation layers grouped as LunarG standard validation
const char* layers[] = { "VK_LAYER_LUNARG_standard_validation" };
create_info.enabledLayerCount = 1;
create_info.ppEnabledLayerNames = layers;
// Enable debug report extension (we need additional storage, so we duplicate the user array to add our new extension to it)
const char** extensions_ext = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
memcpy(extensions_ext, extensions, extensions_count * sizeof(const char*));
extensions_ext[extensions_count] = "VK_EXT_debug_report";
create_info.enabledExtensionCount = extensions_count + 1;
create_info.ppEnabledExtensionNames = extensions_ext;
// Create Vulkan Instance
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
check_vk_result(err);
free(extensions_ext);
// Get the function pointer (required for any extensions)
auto vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
IM_ASSERT(vkCreateDebugReportCallbackEXT != NULL);
// Setup the debug report callback
VkDebugReportCallbackCreateInfoEXT debug_report_ci = {};
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
debug_report_ci.pfnCallback = debug_report;
debug_report_ci.pUserData = NULL;
err = vkCreateDebugReportCallbackEXT(g_Instance, &debug_report_ci, g_Allocator, &g_DebugReport);
check_vk_result(err);
#else
// Create Vulkan Instance without any debug feature
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
check_vk_result(err);
IM_UNUSED(g_DebugReport);
#endif
}
// Select GPU
{
uint32_t gpu_count;
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
check_vk_result(err);
IM_ASSERT(gpu_count > 0);
VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
check_vk_result(err);
// If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
// e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
// for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
g_PhysicalDevice = gpus[0];
free(gpus);
}
// Select graphics queue family
{
uint32_t count;
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, NULL);
VkQueueFamilyProperties* queues = (VkQueueFamilyProperties*)malloc(sizeof(VkQueueFamilyProperties) * count);
vkGetPhysicalDeviceQueueFamilyProperties(g_PhysicalDevice, &count, queues);
for (uint32_t i = 0; i < count; i++)
if (queues[i].queueFlags & VK_QUEUE_GRAPHICS_BIT)
{
g_QueueFamily = i;
break;
}
free(queues);
IM_ASSERT(g_QueueFamily != (uint32_t)-1);
}
// Create Logical Device (with 1 queue)
{
int device_extension_count = 1;
const char* device_extensions[] = { "VK_KHR_swapchain" };
const float queue_priority[] = { 1.0f };
VkDeviceQueueCreateInfo queue_info[1] = {};
queue_info[0].sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
queue_info[0].queueFamilyIndex = g_QueueFamily;
queue_info[0].queueCount = 1;
queue_info[0].pQueuePriorities = queue_priority;
VkDeviceCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
create_info.queueCreateInfoCount = sizeof(queue_info) / sizeof(queue_info[0]);
create_info.pQueueCreateInfos = queue_info;
create_info.enabledExtensionCount = device_extension_count;
create_info.ppEnabledExtensionNames = device_extensions;
err = vkCreateDevice(g_PhysicalDevice, &create_info, g_Allocator, &g_Device);
check_vk_result(err);
vkGetDeviceQueue(g_Device, g_QueueFamily, 0, &g_Queue);
}
// Create Descriptor Pool
{
VkDescriptorPoolSize pool_sizes[] =
{
{ VK_DESCRIPTOR_TYPE_SAMPLER, 1000 },
{ VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1000 },
{ VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, 1000 },
{ VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1000 },
{ VK_DESCRIPTOR_TYPE_UNIFORM_TEXEL_BUFFER, 1000 },
{ VK_DESCRIPTOR_TYPE_STORAGE_TEXEL_BUFFER, 1000 },
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1000 },
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1000 },
{ VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1000 },
{ VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC, 1000 },
{ VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT, 1000 }
};
VkDescriptorPoolCreateInfo pool_info = {};
pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT;
pool_info.maxSets = 1000 * IM_ARRAYSIZE(pool_sizes);
pool_info.poolSizeCount = (uint32_t)IM_ARRAYSIZE(pool_sizes);
pool_info.pPoolSizes = pool_sizes;
err = vkCreateDescriptorPool(g_Device, &pool_info, g_Allocator, &g_DescriptorPool);
check_vk_result(err);
}
}
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// Your real engine/app may not use them.
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
{
wd->Surface = surface;
// Check for WSI support
VkBool32 res;
vkGetPhysicalDeviceSurfaceSupportKHR(g_PhysicalDevice, g_QueueFamily, wd->Surface, &res);
if (res != VK_TRUE)
{
fprintf(stderr, "Error no WSI support on physical device 0\n");
exit(-1);
}
// Select Surface Format
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(g_PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
// Select Present Mode
#ifdef IMGUI_UNLIMITED_FRAME_RATE
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR };
#else
VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_FIFO_KHR };
#endif
wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(g_PhysicalDevice, wd->Surface, &present_modes[0], IM_ARRAYSIZE(present_modes));
//printf("[vulkan] Selected PresentMode = %d\n", wd->PresentMode);
// Create SwapChain, RenderPass, Framebuffer, etc.
IM_ASSERT(g_MinImageCount >= 2);
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
}
static void CleanupVulkan()
{
vkDestroyDescriptorPool(g_Device, g_DescriptorPool, g_Allocator);
#ifdef IMGUI_VULKAN_DEBUG_REPORT
// Remove the debug report callback
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
vkDestroyDebugReportCallbackEXT(g_Instance, g_DebugReport, g_Allocator);
#endif // IMGUI_VULKAN_DEBUG_REPORT
vkDestroyDevice(g_Device, g_Allocator);
vkDestroyInstance(g_Instance, g_Allocator);
}
static void CleanupVulkanWindow()
{
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
}
static void FrameRender(ImGui_ImplVulkanH_Window* wd)
{
VkResult err;
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
check_vk_result(err);
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
{
err = vkWaitForFences(g_Device, 1, &fd->Fence, VK_TRUE, UINT64_MAX); // wait indefinitely instead of periodically checking
check_vk_result(err);
err = vkResetFences(g_Device, 1, &fd->Fence);
check_vk_result(err);
}
{
err = vkResetCommandPool(g_Device, fd->CommandPool, 0);
check_vk_result(err);
VkCommandBufferBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
err = vkBeginCommandBuffer(fd->CommandBuffer, &info);
check_vk_result(err);
}
{
VkRenderPassBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
info.renderPass = wd->RenderPass;
info.framebuffer = fd->Framebuffer;
info.renderArea.extent.width = wd->Width;
info.renderArea.extent.height = wd->Height;
info.clearValueCount = 1;
info.pClearValues = &wd->ClearValue;
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
}
// Record Imgui Draw Data and draw funcs into command buffer
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer);
// Submit command buffer
vkCmdEndRenderPass(fd->CommandBuffer);
{
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkSubmitInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &image_acquired_semaphore;
info.pWaitDstStageMask = &wait_stage;
info.commandBufferCount = 1;
info.pCommandBuffers = &fd->CommandBuffer;
info.signalSemaphoreCount = 1;
info.pSignalSemaphores = &render_complete_semaphore;
err = vkEndCommandBuffer(fd->CommandBuffer);
check_vk_result(err);
err = vkQueueSubmit(g_Queue, 1, &info, fd->Fence);
check_vk_result(err);
}
}
static void FramePresent(ImGui_ImplVulkanH_Window* wd)
{
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
VkPresentInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &render_complete_semaphore;
info.swapchainCount = 1;
info.pSwapchains = &wd->Swapchain;
info.pImageIndices = &wd->FrameIndex;
VkResult err = vkQueuePresentKHR(g_Queue, &info);
check_vk_result(err);
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
}
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
}
static void glfw_resize_callback(GLFWwindow*, int w, int h)
{
g_SwapChainRebuild = true;
g_SwapChainResizeWidth = w;
g_SwapChainResizeHeight = h;
}
int main(int, char**)
{
// Setup GLFW window
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
return 1;
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+Vulkan example", NULL, NULL);
// Setup Vulkan
if (!glfwVulkanSupported())
{
printf("GLFW: Vulkan Not Supported\n");
return 1;
}
uint32_t extensions_count = 0;
const char** extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
SetupVulkan(extensions, extensions_count);
// Create Window Surface
VkSurfaceKHR surface;
VkResult err = glfwCreateWindowSurface(g_Instance, window, g_Allocator, &surface);
check_vk_result(err);
// Create Framebuffers
int w, h;
glfwGetFramebufferSize(window, &w, &h);
glfwSetFramebufferSizeCallback(window, glfw_resize_callback);
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
SetupVulkanWindow(wd, surface, w, h);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForVulkan(window, true);
ImGui_ImplVulkan_InitInfo init_info = {};
init_info.Instance = g_Instance;
init_info.PhysicalDevice = g_PhysicalDevice;
init_info.Device = g_Device;
init_info.QueueFamily = g_QueueFamily;
init_info.Queue = g_Queue;
init_info.PipelineCache = g_PipelineCache;
init_info.DescriptorPool = g_DescriptorPool;
init_info.Allocator = g_Allocator;
init_info.MinImageCount = g_MinImageCount;
init_info.ImageCount = wd->ImageCount;
init_info.CheckVkResultFn = check_vk_result;
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
// Upload Fonts
{
// Use any command queue
VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
err = vkResetCommandPool(g_Device, command_pool, 0);
check_vk_result(err);
VkCommandBufferBeginInfo begin_info = {};
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
err = vkBeginCommandBuffer(command_buffer, &begin_info);
check_vk_result(err);
ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
VkSubmitInfo end_info = {};
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
end_info.commandBufferCount = 1;
end_info.pCommandBuffers = &command_buffer;
err = vkEndCommandBuffer(command_buffer);
check_vk_result(err);
err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
check_vk_result(err);
err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
ImGui_ImplVulkan_DestroyFontUploadObjects();
}
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// Main loop
while (!glfwWindowShouldClose(window))
{
// Poll and handle events (inputs, window resize, etc.)
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
glfwPollEvents();
if (g_SwapChainRebuild)
{
g_SwapChainRebuild = false;
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount);
g_MainWindowData.FrameIndex = 0;
}
// Start the Dear ImGui frame
ImGui_ImplVulkan_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
// Rendering
ImGui::Render();
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
FrameRender(wd);
FramePresent(wd);
}
// Cleanup
err = vkDeviceWaitIdle(g_Device);
check_vk_result(err);
ImGui_ImplVulkan_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
CleanupVulkanWindow();
CleanupVulkan();
glfwDestroyWindow(window);
glfwTerminate();
return 0;
}

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