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195 Commits

Author SHA1 Message Date
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
74 changed files with 5981 additions and 2588 deletions

20
.editorconfig Normal file
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@ -0,0 +1,20 @@
# 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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@ -1,42 +0,0 @@
## How to create an Issue
Hello!
You may use the Issue Tracker to submit bug reports, feature requests or suggestions. You may ask for help or advice as well. However please read this wall of text before doing so. The amount of incomplete or ambiguous requests due to people not following those guidelines is often overwhelming. Please do your best to clarify your request. Thank you!
**IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/DISPLAYING/ADDING FONTS/WIRING INPUTS**
- Please post on the "Getting Started" Discourse forum: https://discourse.dearimgui.org/c/getting-started
**Prerequisites for new users of dear imgui:**
- Please read the FAQ in imgui.cpp.
- Please read misc/fonts/README.txt if your question relates to fonts or text.
- Please run ImGui::ShowDemoWindow() to explore the demo and its sources.
- Please use the Search function of GitHub to look for similar issues. You may also browse issues by tags.
- Please use the Search function of your IDE to search in the code for comments related to your situation.
- If you get a assert, use a debugger to locate the line triggering it and read the comments around the assert.
**Guidelines to report an issue or ask a question:**
- Please provide your imgui version number.
- Please state if you have made substantial modifications to your copy of imgui.
- Try to be explicit with your Goals, your Expectations and what you have Tried. What you have in mind or in your code is not obvious to other people. People frequently discuss problems without first mentioning their goal.
- If you are discussing an assert or a crash, please provide a debugger callstack. Never state "it crashes" without additional information. If you don't know how to use a debugger and retrieve a callstack, learning about it will be useful.
- Please make sure that your compilation settings have asserts enabled. Calls to IM_ASSERT() are scattered in the code to help catch common issues. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application report an error, it means that your asserts are disabled. Please make sure they are enabled.
- When discussing issues related to rendering or inputs, please state the OS/back-end/renderer you are using. Please state if you are using a vanilla copy of the example back-ends (imgui_impl_XXX files), or a modified one, or if you built your own.
- Please provide a Minimal, Complete and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem. An ideal submission includes a small piece of code that anyone can paste in one of the examples/ application (e.g. in main.cpp or imgui_demo.cpp) to understand and reproduce it. Narrowing your problem to its shortest and purest form is the easiest way to understand it. Please test your shortened code to ensure it actually exhibit the problem. Often while creating the MCVE you will end up solving the problem! Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time.
- Try to attach screenshots to clarify the context. They often convey useful information that are omitted by the description. You can drag pictures/files here (prefer github attachments over 3rd party hosting).
- When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.).
**Some unfortunate words of warning**
- If you are or were involved in cheating schemes (e.g. DLL injection) for competitive online multi-player games, please don't post here. We won't answer and you will be blocked. We've had too many of you.
- Due to frequent abuse of this service from aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions may be dismissed.
If you have been using dear imgui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fullfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information are useful in a given context.
## How to create an Pull Request
- When adding a feature, please describe the usage context (how you intend to use it, why you need it, etc.).
- When fixing a warning or compilation problem, please post the compiler log and specify the version and OS you are using.
- Try to attach screenshots to clarify the context and demonstrate the feature at a glance. You can drag pictures/files here (prefer github attachments over 3rd party hosting).
- Make sure your code follows the coding style already used in imgui (spaces instead of tabs, "local_variable", "FunctionName", "MemberName", etc.). We don't use modern C++ idioms and can compile without C++11.
- Make sure you create a branch for the pull request. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits).
Thank you for reading!

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@ -1,8 +0,0 @@
- Please read https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md
- When adding a feature, please describe the usage context (how you intend to use it, why you need it, etc.).
- When adding a feature, try to attach screenshots/gifs to clarify the context and demonstrate the feature at a glance.
- When fixing a warning or compilation problem, post the compiler log and specify the version and OS you are using.
- Make sure your code follows the coding style already used in the codebase (4 spaces identation, no tabs, `type* name`, `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment()`, etc.). We don't use modern C++ idioms, we don't use C++ style cast, we don't use C++ headers, and we can compile without a C++11 compatible compiler.
- Make sure you create a branch for the pull request. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR.
(Clear this form before submitting your PR)

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@ -1,6 +1,6 @@
The MIT License (MIT)
Copyright (c) 2014-2018 Omar Cornut
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

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@ -12,7 +12,7 @@ COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master
WHEN TO UPDATE?
- Keeping your copy of dear imgui updated once in a while is recommended.
- It is generally safe to sync to the latest commit in master.
- It is generally safe to sync to the latest commit in master.
The library is fairly stable and regressions tends to be fixed fast when reported.
HOW TO UPDATE?
@ -23,12 +23,143 @@ HOW TO UPDATE?
- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it.
- If you are dropping this repository in your codebase, please leave the demo and text files in there, they will be useful.
- You may diff your previous Changelog with the one you just copied and read that diff.
- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols.
Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development,
- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols.
Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development,
and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users.
- Please report any issue!
-----------------------------------------------------------------------
VERSION 1.68 (Released 2019-02-19)
-----------------------------------------------------------------------
Breaking Changes:
- Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
- Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame).
If for some reason your time step calculation gives you a zero value, replace it with a dummy small value!
Other Changes:
- Added .editorconfig file for text editors to standardize using spaces. (#2038) [@kudaba]
- 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)
- Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions
which are useful to implement variety of undo patterns. (#820, #956, #1875)
- InputText: Fixed a bug where ESCAPE would not restore the initial value in all situations. (#2321) [@relick]
- InputText: Fixed a bug where ESCAPE would be first captured by the Keyboard Navigation code. (#2321, #787)
- InputText: Fixed redo buffer exhaustion handling (rare) which could corrupt the undo character buffer. (#2333)
The way the redo/undo buffers work would have made it generally unnoticeable to the user.
- Fixed range-version of PushID() and GetID() not honoring the ### operator to restart from the seed value.
- Fixed CloseCurrentPopup() on a child-menu of a modal incorrectly closing the modal. (#2308)
- Tabs: Added ImGuiTabBarFlags_TabListPopupButton flag to show a popup button on manual tab bars. (#261, #351)
- Tabs: Removed ImGuiTabBarFlags_NoTabListPopupButton which was available in 1.67 but actually had zero use.
- Tabs: Fixed a minor clipping glitch when changing style's FramePadding from frame to frame.
- Tabs: Fixed border (when enabled) so it is aligned correctly mid-pixel and appears as bright as other borders.
- Style, Selectable: Added ImGuiStyle::SelectableTextAlign and ImGuiStyleVar_SelectableTextAlign. (#2347) [@haldean]
- 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)
- RadioButton: Fixed label horizontal alignment to precisely match Checkbox().
- Window: When resizing from an edge, the border is more visible and better follow the rounded corners.
- Window: Fixed initial width of collapsed windows not taking account of contents width (broken in 1.67). (#2336, #176)
- 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.
- ListBox: Better optimized when clipped / non-visible.
- InputTextMultiline: Better optimized when clipped / non-visible.
- 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) [@SlNPacifist]
- Font: Fixed building atlas when specifying duplicate/overlapping ranges within a same font. (#2353, #2233)
- 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]
- ImGuiTextBuffer: Added append() function (unformatted).
- ImFontAtlas: Added 0x2000-0x206F general punctuation range to default ChineseFull/ChineseSimplifiedCommon ranges. (#2093)
- ImFontAtlas: FreeType: Added support for imgui allocators + custom FreeType only SetAllocatorFunctions. (#2285) [@Vuhdo]
- ImFontAtlas: FreeType: Fixed using imgui_freetype.cpp in unity builds. (#2302)
- Demo: Fixed "Log" demo not initializing properly, leading to the first line not showing before a Clear. (#2318) [@bluescan]
- Demo: Added "Auto-scroll" option in Log/Console demos. (#2300) [@nicolasnoble, @ocornut]
- Examples: Metal, OpenGL2, OpenGL3, Vulkan: 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) [@rasky, @ocornut]
Also using ImDrawData::FramebufferScale instead of io.DisplayFramebufferScale.
- Examples: Clarified the use the ImDrawData::DisplayPos to offset clipping rectangles.
- Examples: Win32: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created
in a different thread or parent. (#1951, #2087, #2156, #2232) [many people]
- Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky]
- Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled).
- Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264)
- Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2230)
- Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings.
- Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt]
-----------------------------------------------------------------------
VERSION 1.67 (Released 2019-01-14)
-----------------------------------------------------------------------
Breaking Changes:
- Made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable
side-effect because the window would have ID zero. In particular it is causing problems in viewport/docking branches.
- Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark.
The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names.
- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete).
Other Changes:
- Added BETA api for Tab Bar/Tabs widgets: (#261, #351)
- 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.
This feature was merged from the Docking branch in order to allow the use of regular tabs in your code.
(It does not provide the docking/splitting/merging of windows available in the Docking branch)
- Added ImGuiWindowFlags_UnsavedDocument window flag to append '*' to title without altering the ID, as a convenience
to avoid using the ### operator. In the Docking branch this also has an effect on tab closing behavior.
- 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.
- Window: Contents size is preserved while a window collapsed. Fix auto-resizing window losing their size for one frame when uncollapsed.
- Window: Contents size is preserved while a window contents is hidden (unless it is hidden for resizing purpose).
- Window: 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-ends do.
- Window: Added io.ConfigWindowsMoveFromTitleBarOnly option. This 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)
- Window: 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.
- InputFloat: When using ImGuiInputTextFlags_ReadOnly the step buttons are disabled. (#2257)
- DragFloat: Fixed broken mouse direction change with power!=1.0. (#2174, #2206) [@Joshhua5]
- 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)
- Nav: Fixed animated window titles from being updated when displayed in the CTRL+Tab list. (#787)
- Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function closer
to the user call site (instead of being reported in EndFrame). Past the assert, they don't lead to crashes any more. (#1651)
Missing calls to End(), past the assert, should not lead to crashes or to the fallback Debug window appearing on screen.
Those changes makes it easier to integrate dear imgui with a scripting language allowing, given asserts are redirected
into e.g. an error log and stopping the script execution.
- ImFontAtlas: Stb and FreeType: Atlas width is now properly based on total surface rather than glyph count (unless overridden with TexDesiredWidth).
- ImFontAtlas: Stb and FreeType: Fixed atlas builder so missing glyphs won't influence the atlas texture width. (#2233)
- ImFontAtlas: Stb and FreeType: Fixed atlas builder so duplicate glyphs (when merging fonts) won't be included in the rasterized atlas.
- ImFontAtlas: FreeType: Fixed abnormally high atlas height.
- ImFontAtlas: FreeType: Fixed support for any values of TexGlyphPadding (not just only 1).
- ImDrawList: Optimized some of the functions for performance of debug builds where non-inline function call cost are non-negligible.
(Our test UI scene on VS2015 Debug Win64 with /RTC1 went ~5.9 ms -> ~4.9 ms. In Release same scene stays at ~0.3 ms.)
- IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by back-ends.
- IO: Renamed InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
- IO: 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.
- Style: 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.
- Demo: "Simple Layout" and "Style Editor" are now using tabs.
- Demo: Added a few more things under "Child windows" (changing ImGuiCol_ChildBg, positioning child, using IsItemHovered after a child).
- Examples: DirectX10/11/12: Made imgui_impl_dx10/dx11/dx12.cpp link d3dcompiler.lib from the .cpp file to ease integration.
- Examples: Allegro 5: Properly destroy globals on shutdown to allow for restart. (#2262) [@DomRe]
-----------------------------------------------------------------------
VERSION 1.66b (Released 2018-12-01)
-----------------------------------------------------------------------
@ -38,7 +169,7 @@ Other Changes:
- 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. [@pdoane]
- When the focused window become inactive don't restore focus to a window with the ImGuiWindowFlags_NoInputs flag. (#2213) [@zzzyap]
- Separator: Fixed Separator() outputting an extraneous empty line when captured into clipboard/text/file.
- Separator: Fixed Separator() outputting an extraneous empty line when captured into clipboard/text/file.
- Demo: Added ShowAboutWindow() call, previously was only accessible from the demo window.
- Demo: ShowAboutWindow() now display various Build/Config Information (compiler, os, etc.) that can easily be copied into bug reports.
- Fixed build issue with osxcross and macOS. (#2218) [@dos1]
@ -57,7 +188,7 @@ Breaking Changes:
Other Changes:
- Fixed calling SetNextWindowSize()/SetWindowSize() with non-integer values leading to
- Fixed calling SetNextWindowSize()/SetWindowSize() with non-integer values leading to
accidental alteration of window position. We now round the provided size. (#2067)
- Fixed calling DestroyContext() always saving .ini data with the current context instead
of the supplied context pointer. (#2066)
@ -66,7 +197,7 @@ Other Changes:
- Nav: Fixed an assert in certain circumstance (mostly when using popups) when mouse positions stop being valid. (#2168)
- 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)
- DragFloat: Fixed a situation where dragging with value rounding enabled or with a power curve
- 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).
- DragFloat: Disabled using power curve when one edge is FLT_MAX (broken in 1.61). (#2024)
- DragFloat: Disabled setting a default drag speed when one edge is FLT_MAX. (#2024)
@ -85,9 +216,9 @@ Other Changes:
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).
- TextUnformatted(): Fixed a case where large-text path would read bytes past the text_end marker depending
on the position of new lines in the buffer (it wasn't affecting the output but still not the right thing to do!)
- ListBox(): Fixed frame sizing when items_count==1 unnecessarily showing a scrollbar. (#2173) [@luk1337, @ocornut]
- ListBox(): Tweaked frame sizing so list boxes will look more consistent when FramePadding is far from ItemSpacing.
on the position of new lines in the buffer (it wasn't affecting the output but still not the right thing to do!)
- ListBox(): Fixed frame sizing when items_count==1 unnecessarily showing a scrollbar. (#2173) [@luk1337, @ocornut]
- ListBox(): Tweaked frame sizing so list boxes will look more consistent when FramePadding is far from ItemSpacing.
- RenderText(): Some optimization for very large text buffers, useful for non-optimized builds.
- BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f.
- ArrowButton(): Fixed arrow shape being horizontally misaligned by (FramePadding.y-FramePadding.x) if they are different.
@ -145,7 +276,7 @@ Changes:
isolate your patches. You can peak at imgui_widgets.cpp from 1.64 to get a sense of what is included in it,
then separate your changes into several patches that can more easily be applied to 1.64 on a per-file basis.
What I found worked nicely for me, was to open the diff of the old patches in an interactive merge/diff tool,
search for the corresponding function in the new code and apply the chunks manually.
search for the corresponding function in the new code and apply the chunks manually.
- As a reminder, if you have any change to imgui.cpp it is a good habit to discuss them on the github,
so a solution applicable on the Master branch can be found. If your company has changes that you cannot
disclose you may also contact me privately.
@ -157,38 +288,45 @@ Changes:
Breaking Changes:
- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features.
Kept redirection enum (will obsolete).
- Changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecision over time.
- Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor `io.ConfigResizeWindowsFromEdges=true` to enable the feature globally. (#1495)
- Removed per-window ImGuiWindowFlags_ResizeFromAnySide Beta flag in favor `io.ConfigResizeWindowsFromEdges=true` to
enable the feature globally. (#1495)
The feature is not currently enabled by default because it is not satisfying enough, but will eventually be.
- InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency.
Kept redirection types (will obsolete).
- InputText: Removed ImGuiTextEditCallbackData::ReadOnly since it is a duplication of (ImGuiTextEditCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
- Renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API.
- InputText: Renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData
for consistency. Kept redirection types (will obsolete).
- InputText: Removed ImGuiTextEditCallbackData::ReadOnly because it is a duplication of (::Flags & ImGuiInputTextFlags_ReadOnly).
- Renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API.
Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
- Renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to io.ConfigMacOSXBehaviors for consistency. (#1427, #473)
- Renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to
io.ConfigMacOSXBehaviors for consistency. (#1427, #473)
- Removed obsolete redirection functions: CollapsingHeader() variation with 2 bools - marked obsolete in v1.49, May 2016.
Other Changes:
- ArrowButton: Fixed to honor PushButtonRepeat() setting (and internals' ImGuiItemFlags_ButtonRepeat).
- ArrowButton: Setup current line text baseline so that ArrowButton() + SameLine() + Text() are aligned properly.
- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming Docking features. (#787)
- Nav: Added a CTRL+TAB window list and changed the highlight system accordingly. The change is motivated by upcoming
Docking features. (#787)
- 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.
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.
- Window: Allow menu and popups windows from ignoring the style.WindowMinSize values so short menus/popups are not padded. (#1909)
- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from the lower-left corner. (#1495)
- Window: Collapse button shows hovering highlight + clicking and dragging on it allows to drag the window as well.
- Added IsItemEdited() to query if the last item modified its value (or was pressed). This is equivalent to the bool returned by most widgets.
- Window: Added global io.ConfigResizeWindowsFromEdges option to enable resizing windows from their edges and from
the lower-left corner. (#1495)
- Window: Collapse button shows hovering highlight + clicking and dragging on it allows to drag the window as well.
- 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)
- InputText: Added support for buffer size/capacity changes via the ImGuiInputTextFlags_CallbackResize flag. (#2006, #1443, #1008).
- InputText: Fixed not tracking the cursor horizontally when modifying the text buffer through a callback.
- InputText: Fixed minor off-by-one issue when submitting a buffer size smaller than the initial zero-terminated buffer contents.
- InputText: Fixed a few pathological crash cases on single-line InputText widget with multiple millions characters worth of contents.
- 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,
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.
- Drag and Drop: Fixed an incorrect assert when dropping a source that is submitted after the target (bug introduced with 1.62 changes
- 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)
- Drag and Drop: Fixed ImGuiDragDropFlags_SourceNoDisableHover to affect hovering state prior to calling IsItemHovered() + fixed description. (#143)
- Drag and Drop: Calling BeginTooltip() between a BeginDragSource()/EndDragSource() or BeginDropTarget()/EndDropTarget() uses adjusted tooltip
@ -201,11 +339,11 @@ Other Changes:
- Misc: Added optional misc/stl/imgui_stl.h wrapper to use with STL types (e.g. InputText with std::string). (#2006, #1443, #1008)
[*EDIT* renamed to misc/std/imgui_stdlib.h in 1.66]
- Misc: Added IMGUI_VERSION_NUM for easy compile-time testing. (#2025)
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Added ImGuiMouseCursor_Hand cursor enum + corresponding software cursor. (#1913, 1914) [@aiekick, @ocornut]
- Misc: Tweaked software mouse cursor offset to match the offset of the corresponding Windows 10 cursors.
- Made assertion more clear when trying to call Begin() outside of the NewFrame()..EndFrame() scope. (#1987)
- Fixed assertion when transitioning from an active ID to another within a group, affecting ColorPicker (broken in 1.62). (#2023, #820, #956, #1875).
- 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).
- 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).
- Fixed horizontal mouse wheel not forwarding the request to the parent window if ImGuiWindowFlags_NoScrollWithMouse is set. (#1463, #1380, #1502)
- Fixed a include build issue for Cygwin in non-POSIX (Win32) mode. (#1917, #1319, #276)
- ImDrawList: Improved handling for worst-case vertices reservation policy when large amount of text (e.g. 1+ million character strings)
@ -224,15 +362,15 @@ Other Changes:
- Examples: OSX: Added early raw OSX platform backend. (#1873) [@pagghiu, @itamago, @ocornut]
- Examples: Added mac OSX & iOS + Metal example in example_apple_metal/. (#1929, #1873) [@warrenm]
- Examples: Added mac OSX + OpenGL2 example in example_apple_opengl2/. (#1873)
- Examples: OpenGL3: Added shaders more versions of GLSL. (#1938, #1941, #1900, #1513, #1466, etc.)
- Examples: OpenGL3: Tweaked the imgui_impl_opengl3.cpp to work as-is with Emscripten + WebGL 2.0. (#1941). [@o-micron]
- Examples: OpenGL3: Added shaders more versions of GLSL. (#1938, #1941, #1900, #1513, #1466, etc.)
- Examples: OpenGL3: Tweaked the imgui_impl_opengl3.cpp to work as-is with Emscripten + WebGL 2.0. (#1941). [@o-micron]
- Examples: OpenGL3: Made the example app default to GL 3.0 + GLSL 130 (instead of GL 3.2 + GLSL 150) unless on Mac.
- Examples: OpenGL3: Added error output when shaders fail to compile/link.
- Examples: OpenGL3: Added support for glew and glad OpenGL loaders out of the box. (#2001, #2002) [@jdumas]
- Examples: OpenGL2: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. (#1996)
- Examples: DirectX10, DirectX11: Fixed unreleased resources in Init and Shutdown functions. (#1944)
- Examples: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. (#1989) [@matt77hias]
- Examples: Vulkan: Fixed handling of VkSurfaceCapabilitiesKHR::maxImageCount = 0 case. Tweaked present mode selections.
- Examples: Vulkan: Fixed handling of VkSurfaceCapabilitiesKHR::maxImageCount = 0 case. Tweaked present mode selections.
- Examples: Win32, Glfw, SDL: Added support for the ImGuiMouseCursor_Hand cursor.
@ -242,11 +380,14 @@ Other Changes:
Breaking Changes:
- 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 this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864)
- 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 this case you can remove the ImGuiTreeNodeFlags_NoTreePushOnOpen flag from
your call (ImGuiTreeNodeFlags_CollapsingHeader & ~ImGuiTreeNodeFlags_NoTreePushOnOpen). (#1864)
This also apply if you were using internal's TreeNodeBehavior() with the ImGuiTreeNodeFlags_CollapsingHeader flag directly.
- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and discourage using the full set. (#1859)
- ImFontAtlas: Renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish new smaller variants and
discourage using the full set. (#1859)
Other Changes:
@ -259,44 +400,55 @@ Other Changes:
before: imgui_impl_glfw_vulkan.cpp --> after: imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl2.cpp
before: imgui_impl_sdl_gl3.cpp --> after: imgui_impl_sdl2.cpp + imgui_impl_opengl3.cpp etc.
- The idea is what we can now easily combine and maintain back-ends and reduce code redundancy. Individual files are smaller and more reusable.
Integration of imgui into a new/custom engine may also be easier as there is less overlap between "windowing / inputs" and "rendering" code,
so you may study or grab one half of the code and not the other.
- This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work from the Platform and Renderer
back-ends, and the amount of redundancy across files was becoming too difficult to maintain. If you use default back-ends, you'll benefit from an
easy update path to support multi-viewports later (for future ImGui 1.7x).
- This is not strictly a breaking change if you keep your old bindings, but when you'll want to fully update your bindings,
expect to have to reshuffle a few things.
- The idea is what we can now easily combine and maintain back-ends and reduce code redundancy. Individual files are
smaller and more reusable. Integration of imgui into a new/custom engine may also be easier as there is less overlap
between "windowing / inputs" and "rendering" code, so you may study or grab one half of the code and not the other.
- This change was motivated by the fact that adding support for the upcoming multi-viewport feature requires more work
from the Platform and Renderer back-ends, and the amount of redundancy across files was becoming too difficult to
maintain. If you use default back-ends, you'll benefit from an easy update path to support multi-viewports later
(for future ImGui 1.7x).
- This is not strictly a breaking change if you keep your old bindings, but when you'll want to fully update your bindings,
expect to have to reshuffle a few things.
- Each example still has its own main.cpp which you may refer you to understand how to initialize and glue everything together.
- Some frameworks (such as the Allegro, Marmalade) handle both the "platform" and "rendering" part, and your custom engine may as well.
- Read examples/README.txt for details.
- Added IsItemDeactivated() to query if the last item was active previously and isn't anymore. Useful for Undo/Redo patterns. (#820, #956, #1875)
- Added IsItemDeactivatedAfterChange() [*EDIT* renamed to IsItemDeactivatedAfterEdit() in 1.63] if the last item was active previously,
is not anymore, and during its active state modified a value. Note that you may still get false positive (e.g. drag value and while
- Added IsItemDeactivatedAfterChange() [*EDIT* renamed to IsItemDeactivatedAfterEdit() in 1.63] if the last item was active previously,
is not anymore, and during its active state modified a value. Note that you may still get false positive (e.g. drag value and while
holding return on the same value). (#820, #956, #1875)
- Nav: Added support for PageUp/PageDown (explorer-style: first aim at bottom/top most item, when scroll a page worth of contents). (#787)
- Nav: To keep the navigated item in view we also attempt to scroll the parent window as well as the current window. (#787)
- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826)
- 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)
- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip from the target site. (#143)
- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX instead of EndXXX, to not affect tooltips and child windows.
- ColorEdit3, ColorEdit4, ColorButton: Added ImGuiColorEditFlags_NoDragDrop flag to disable ColorEditX as drag target and ColorButton as drag source. (#1826)
- 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)
- BeginDragDropTarget(): Added ImGuiDragDropFlags_AcceptNoPreviewTooltip flag to request hiding the drag source tooltip
from the target site. (#143)
- BeginCombo(), BeginMainMenuBar(), BeginChildFrame(): Temporary style modification are restored at the end of BeginXXX
instead of EndXXX, to not affect tooltips and child windows.
- Popup: Improved handling of (erroneously) repeating calls to OpenPopup() to not close the popup's child popups. (#1497, #1533, #1865).
- InputTextMultiline(): Fixed double navigation highlight when scrollbar is active. (#787)
- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted, but text won't be corrupted).
- InputText(): Fixed Undo corruption after pasting large amount of text (Redo will still fail when undo buffers are exhausted,
but text won't be corrupted).
- SliderFloat(): When using keyboard/gamepad and a zero precision format string (e.g. "%.0f"), always step in integer units. (#1866)
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese characters. (#1859) [@JX-Master, @ocornut]
- ImFontConfig: Added GlyphMinAdvanceX/GlyphMaxAdvanceX settings useful to make a font appears monospaced, particularly useful
for icon fonts. (#1869)
- ImFontAtlas: Added GetGlyphRangesChineseSimplifiedCommon() helper that returns a list of ~2500 most common Simplified Chinese
characters. (#1859) [@JX-Master, @ocornut]
- Examples: OSX: Added imgui_impl_osx.mm binding to be used along with e.g. imgui_impl_opengl2.cpp. (#281, #1870) [@pagghiu, @itamago, @ocornut]
- Examples: GLFW: Made it possible to Shutdown/Init the backend again (by reseting the time storage properly). (#1827) [@ice1000]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: Win32: Fixed handling of mouse wheel messages to support sub-unit scrolling messages (typically sent by track-pads). (#1874) [@zx64]
- Examples: SDL+Vulkan: Added SDL+Vulkan example.
- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support.
- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end (will be fixed in Allegro 5.2.5+).
- Examples: Allegro5: Added support for ImGuiConfigFlags_NoMouseCursorChange flag. Added clipboard support.
- Examples: Allegro5: Unindexing buffers ourselves as Allegro indexed drawing primitives are buggy in the DirectX9 back-end
(will be fixed in Allegro 5.2.5+).
- Examples: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from ImGui_ImplDX12_NewFrame() to ImGui_ImplDX12_RenderDrawData() which makes a lots more sense. (#301)
- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings, a good occasion since we refactored the code.
- Examples: Vulkan: Reordered parameters ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings,
a good occasion since we refactored the code.
- Examples: FreeGLUT: Added FreeGLUT bindings. Added FreeGLUT+OpenGL2 example. (#801)
- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate some uses. (#1888)
- Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887)
- Examples: The functions in imgui_impl_xxx.cpp are prefixed with IMGUI_IMPL_API (which defaults to IMGUI_API) to facilitate
some uses. (#1888)
- Examples: Fixed bindings to use ImGuiMouseCursor_COUNT instead of old name ImGuiMouseCursor_Count_ so they can compile
with IMGUI_DISABLE_OBSOLETE_FUNCTIONS. (#1887)
- Misc: Updated stb_textedit from 1.09 + patches to 1.12 + minor patches.
- Internals: PushItemFlag() flags are inherited by BeginChild().
@ -307,41 +459,56 @@ Other Changes:
Breaking Changes:
- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to you find them.
- InputFloat(): Obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
consistent with other functions. Kept redirection functions (will obsolete).
- Misc: IM_DELETE() helper function added in 1.60 doesn't set the input pointer to NULL, more consistent with standard expectation and allows passing r-values.
- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally
any more. If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d,
giving time to users to upgrade their code.
If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your
codebase for e.g. "DragInt.*%f" to you find them.
- InputFloat(): Obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more
flexible "const char* format", consistent with other functions. Kept redirection functions (will obsolete).
- Misc: IM_DELETE() helper function added in 1.60 doesn't set the input pointer to NULL, more consistent with standard
expectation and allows passing r-values.
Other Changes:
- Added DragScalar, DragScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
- Added InputScalar, InputScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
- Added SliderScalar, SliderScalarN: supports signed/unsigned, 32/64 bits, float/double data types. (#643, #320, #708, #1011)
- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus displayed outside the safe area, etc.).
- Window: Fixed pop-ups/tooltips/menus not honoring style.DisplaySafeAreaPadding as well as it should have (part of menus
displayed outside the safe area, etc.).
- Window: Fixed windows using the ImGuiWindowFlags_NoSavedSettings flag from not using the same default position as other windows. (#1760)
- 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)
- Window: Fixed the default proportional item width lagging by one frame on resize.
- 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)
- 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)
- Settings: Fixed saving an empty .ini file if CreateContext/DestroyContext are called without a single call to NewFrame(). (#1741)
- Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory() to manually load/save .ini settings. (#923, #993)
- Settings: Added io.WantSaveIniSettings flag, which is set to notify the application that e.g. SaveIniSettingsToMemory() should be called. (#923, #993)
- 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)
- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that don't display all pixels. (#1439) [@dougbinks]
- Settings: Added LoadIniSettingsFromDisk(), LoadIniSettingsFromMemory(), SaveIniSettingsToDisk(), SaveIniSettingsToMemory()
to manually load/save .ini settings. (#923, #993)
- Settings: Added io.WantSaveIniSettings flag, which is set to notify the application that e.g. SaveIniSettingsToMemory()
should be called. (#923, #993)
- 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)
- MenuBar: Made BeginMainMenuBar() honor style.DisplaySafeAreaPadding so the text can be made visible on TV settings that
don't display all pixels. (#1439) [@dougbinks]
- InputText: On Mac OS X, filter out characters when the CMD modifier is held. (#1747) [@sivu]
- 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) [@lfnoise]
- InputText: Fixed returning true when edition is cancelled with ESC and the current buffer matches the initial value.
- 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)
- 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).
- 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)
- 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).
- DragFloat, DragInt: Honor natural type limits (e.g. INT_MAX, FLT_MAX) instead of wrapping around. (#708, #320)
- DragFloat, SliderFloat: Fixes to allow input of scientific notation numbers when using CTRL+Click to input the value. (~#648, #1011)
- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string, which allows for finer uses of %e %g etc. (#648, #642)
- DragFloat: Improved computation when using the power curve. Improved lost of input precision with very small steps. Added an assert than power-curve requires a min/max range. (~#642)
- DragFloat, SliderFloat: Rounding-on-write uses the provided format string instead of parsing the precision from the string,
which allows for finer uses of %e %g etc. (#648, #642)
- DragFloat: Improved computation when using the power curve. Improved lost of input precision with very small steps.
Added an assert than power-curve requires a min/max range. (~#642)
- DragFloat: The 'power' parameter is only honored if the min/max parameter are also setup.
- DragInt, SliderInt: Fixed handling of large integers (we previously passed data around internally as float, which reduced the range of valid integers).
- DragInt, SliderInt: Fixed handling of large integers (we previously passed data around internally as float, which reduced
the range of valid integers).
- ColorEdit: Fixed not being able to pass the ImGuiColorEditFlags_NoAlpha or ImGuiColorEditFlags_HDR flags to SetColorEditOptions().
- Nav: Fixed hovering a Selectable() with the mouse so that it update the navigation cursor (as it happened in the pre-1.60 navigation branch). (#787)
- Style: Changed default style.DisplaySafeAreaPadding values from (4,4) to (3,3) so it is smaller than FramePadding and has no effect on main menu bar on a computer. (#1439)
@ -392,7 +559,7 @@ Breaking Changes:
- Renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
- Removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it should be easy to replicate on your side (you can find the code in 1.53).
- [EDITED] Window: BeginChild() with an explicit name doesn't include the hash within the internal window name. (#1698)
This change was erroneously introduced, undoing the change done for #894, #713, and not documented properly in the original
This change was erroneously introduced, undoing the change done for #894, #713, and not documented properly in the original
1.60 release Changelog. It was fixed on 2018-09-28 (1.66) and I wrote this paragraph the same day.
Other Changes:
@ -406,7 +573,7 @@ Other Changes:
- See https://github.com/ocornut/imgui/issues/1599 for recommended gamepad mapping or download PNG/PSD at http://goo.gl/9LgVZW
- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. Read imgui.cpp for more details.
- To use Keyboard Navigation:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
- Basic controls: arrows to navigate, Alt to enter menus, Space to activate item, Enter to edit text, Escape to cancel/close, Ctrl-Tab to focus windows, etc.
- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag will be set.
For more advanced uses, you may want to read from io.NavActive or io.NavVisible. Read imgui.cpp for more details.
@ -681,6 +848,7 @@ Breaking Changes:
- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382)
- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382)
- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency.
- Renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete).
Other Changes:
@ -1077,6 +1245,469 @@ Other Changes:
- Various extra comments and clarification in the code.
- Various other fixes and optimizations.
-----------------------------------------------------------------------
VERSION 1.47 (2015-12-25)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.47
Changes:
- Rebranding "ImGui" -> "dear imgui" as an optional first name to reduce ambiguity with IMGUI term. (#21)
- Added ProgressBar(). (#333)
- InputText(): Added ImGuiInputTextFlags_Password mode: hide display, disable logging/copying to clipboard. (#237, #363, #374)
- Added GetColorU32() helper to retrieve color given enum with global alpha and extra applied.
- Added ImGuiIO::ClearInputCharacters() superfluous helper.
- Fixed ImDrawList draw command merging bug where using PopClipRect() along with PushTextureID()/PopTextureID() functions
would occasionally restore an incorrect clipping rectangle.
- Fixed ImDrawList draw command merging so PushTextureID(XXX)/PopTextureID()/PushTextureID(XXX) sequence are now properly merged.
- Fixed large popups positioning issues when their contents on either axis is larger than DisplaySize,
and WindowPadding < DisplaySafeAreaPadding.
- Fixed border rendering in various situations when using non-pixel aligned glyphs.
- Fixed border rendering of windows to always contain the border within the window.
- Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303)
- Fixed int>void\* warnings for 64-bits architectures with fancy warnings enabled.
- Renamed the dubious Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
- InputText(): Fixed and better handling of using keyboard while mouse button if being held and dragging. (#429)
- InputText(): Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing.
- TreeNode(), CollapsingHeader(), Bullet(), BulletText(): various sizing and layout fixes to better support laying out
multiple item with different height on same line. (#414, #282)
- Begin(): Initial window creation with ImGuiWindowFlags_NoBringToFrontOnFocus flag pushes it at the front of global window list.
- BeginPopupContextWindow() and BeginPopupContextVoid() reopen window on subsequent click. (#439)
- ColorEdit4(): Fixed broken tooltip on hovering the color button. (actually fixes #373, #380)
- ImageButton(): uses FrameRounding up to a maximum of available framing size. (#394)
- Columns: Fixed bug with indentation within columns, also making code a bit shorter/faster. (#414, #125)
- Columns: Columns set with no implicit id include the columns count within the id to reduce collisions. (#125)
- Columns: Removed one unnecessary allocation when columns are not used by a window. (#125)
- ImFontAtlas: Tweaked GetGlyphRangesJapanese() so it is easier to modify.
- ImFontAtlas: Updated stb_rect_pack.h to 0.08.
- Metrics: Fixed computing ImDrawCmd bounding box when the draw buffer have been unindexed.
- Demo: Added a simple "Property Editor" demo applet. (#125, #414)
- Demo: Fixed assertion in "Custom Rendering" demo when holding both mouse buttons. (#393)
- Demo: Lots of extra comments, fixes.
- Demo: Tweaks to Style Editor.
- Examples: Not clearing input data/tex data in atlas (will be required for dynamic atlas anyway).
- Examples: Added /Zi (output debug information) to Win32 batch files.
- Examples: Various fixes for resizing window and recreating graphic context.
- Examples: OpenGL2/3: Save/restore viewport as part of default render function. (#392, #441).
- Examples; OpenGL3: Fixed gl3w.c for Linux when compiled with a C++ compiler. (#411)
- Examples: DirectX: Removed assumption about Unicode build in example main.cpp. (#399)
- Examples: DirectX10: Added DirectX10 example. (#424)
- Examples: DirectX11: Downgraded requirement from shader model 5.0 to 4.0. (#420)
- Examples: DirectX11: Removed Debug flag from graphics context. (#415)
- Examples: Added SDL+OpenGL3 example. (#356)
-----------------------------------------------------------------------
VERSION 1.46 (2015-10-18)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.46
Changes:
- Begin*(): added ImGuiWindowFlags_NoFocusOnAppearing flag. (#314)
- Begin*(): added ImGuiWindowFlags_NoBringToFrontOnFocus flag.
- Added GetDrawData() alternative to setting a Render function pointer in ImGuiIO structure.
- Added SetClipboardText(), GetClipboardText() helper shortcuts that user code can call directly without reading
from the ImGuiIO structure (to match MemAlloc/MemFree)
- Fixed handling of malformed UTF-8 at the end of a non-zero terminated string range.
- Fixed mouse click detection when passing DeltaTime 0.0. (#338)
- Fixed IsKeyReleased() and IsMouseReleased() returning true on the first frame.
- Fixed using SetNextWindow\* functions on Modal windows with a ImGuiSetCond_Appearing condition. (#377)
- IsMouseHoveringRect(): Added 'bool clip' parameter to disable clipping provided rectangle. (#316)
- InputText(): added ImGuiInputTextFlags_ReadOnly flag. (#211)
- InputText(): lose cursor/undo-stack when reactivating focus is buffer has changed size.
- InputText(): fixed ignoring text inputs when ALT or ALTGR are pressed. (#334)
- InputText(): fixed mouse-dragging not tracking the cursor when text doesn't fit. (#339)
- InputText(): fixed cursor pixel-perfect alignment when horizontally scrolling.
- InputText(): fixed crash when passing a buf_size==0 (which can be of use for read-only selectable text boxes). (#360)
- InputFloat() fixed explicit precision modifier, both display and input were broken.
- PlotHistogram(): improved rendering of histogram with a lot of values.
- Dummy(): creates an item so functions such as IsItemHovered() can be used.
- BeginChildFrame() helper: added the extra_flags parameter.
- Scrollbar: fixed rounding of background + child window consistenly have ChildWindowBg color under ScrollbarBg fill. (#355).
- Scrollbar: background color less translucent in default style so it works better when changing background color.
- Scrollbar: fixed minor rendering offset when borders are enabled. (#365)
- ImDrawList: fixed 1 leak per ImDrawList using the ChannelsSplit() API (via Columns). (#318)
- ImDrawList: fixed rectangle rendering glitches with width/height <= 1/2 and rounding enabled.
- ImDrawList: AddImage() uv parameters default to (0,0) and (1,1).
- ImFontAtlas: Added TexDesiredWidth and tweaked default cheapo best-width choice. (#327)
- ImFontAtlas: Added GetGlyphRangesKorean() helper to retrieve unicode ranges for Korean. (#348)
- ImGuiTextFilter::Draw() helper return bool and build when filter is modified.
- ImGuiTextBuffer: added c_str() helper.
- ColorEdit4(): fixed hovering the color button always showing 1.0 alpha. (#373)
- ColorConvertFloat4ToU32() round the floats instead of truncating them.
- Window: Fixed window lower-right clipping limit so it plays more friendly with both OpenGL and DirectX coordinates.
- Internal: Extracted a EndFrame() function out of Render() but kept it internal/private + clarified some asserts. (#335)
- Internal: Added missing IMGUI_API definitions in imgui_internal.h (#326)
- Internal: ImLoadFileToMemory() return void\* instead of taking void*\* + allow optional int\* file_size.
- Demo: Horizontal scrollbar demo allows to enable simultanaeous scrollbars on both axises.
- Tools: binary_to_compressed_c.cpp: added -nocompress option.
- Examples: Added example for the Marmalade platform.
- Examples: Added batch files to build Windows examples with VS.
- Examples: OpenGL3: Saving/restoring more GL state correctly. (#347)
- Examples: OpenGL2/3: Added msys2/mingw64 target to Makefiles.
-----------------------------------------------------------------------
VERSION 1.45 (2015-09-01)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.45
Breaking Changes:
- With the addition of better horizontal scrolling primitives I had to make some consistency fixes.
`GetCursorPos()` `SetCursorPos()` `GetContentRegionMax()` `GetWindowContentRegionMin()` `GetWindowContentRegionMax()`
are now incorporating the scrolling amount. They were incorrectly not incorporating this amount previously.
It PROBABLY shouldn't break anything, but that depends on how you used them. Namely:
- If you always used SetCursorPos() with values relative to GetCursorPos() there shouldn't be a problem.
However if you used absolute coordinates, note that SetCursorPosY(100.0f) will put you at +100 from the initial Y position (which may be scrolled out of the view), NOT at +100 from the window top border. Since there wasn't any official scrolling value on X axis (past just manually moving the cursor) this can only affect you if you used to set absolute coordinates on the Y axis which is hopefully rare/unlikely, and trivial to fix.
- The value of GetWindowContentRegionMax() isn't necessarily close to GetWindowWidth() if horizontally scrolling.
Previously they were roughly interchangeable (roughly because the content region exclude window padding).
Other Changes:
- Added Horizontal Scrollbar via ImGuiWindowFlags_HorizontalScroll (#246).
- Added GetScrollX(), GetScrollX(), GetScrollMaxX() apis (#246).
- Added SetNextWindowContentSize(), SetNextWindowContentWidth() to explicitly set the content size of a window, which
define the range of scrollbar. When set explicitly it also define the base value from which widget width are derived.
- Added IO.WantTextInput telling when ImGui is expecting text input, so that e.g. OS on-screen keyboard can be enabled.
- Added printf attribute to printf-like text formatting functions (Clang/GCC).
- Added GetMousePosOnOpeningCurrentPopup() helper.
- Added GetContentRegionAvailWidth() helper.
- Malformed UTF-8 data don't terminate string, output 0xFFFD instead (#307).
- ImDrawList: Added AddBezierCurve(), PathBezierCurveTo() API for cubic bezier curves (#311).
- ImDrawList: Allow to override ImDrawIdx type (#292).
- ImDrawList: Added an assert on overflowing index value (#292).
- ImDrawList: Fixed issues with channels split/merge. Now functional without manually adding a draw cmd. Added comments.
- ImDrawData: Added ScaleClipRects() helper useful when rendering scaled. (#287).
- Fixed Bullet() inconsistent layout behaviour when clipped.
- Fixed IsWindowHovered() not taking account of window hoverability (may be disabled because of a popup).
- Fixed InvisibleButton() not honoring negative size consistently with other widgets that do so.
- Fixed OpenPopup() accessing current window, effectively opening "Debug" when called from an empty window stack.
- TreeNode(): Fixed IsItemHovered() result being inconsistent with interaction visuals (#282).
- TreeNode(): Fixed mouse interaction padding past the node label being accounted for in layout (#282).
- BeginChild(): Passing a ImGuiWindowFlags_NoMove inhibits moving parent window from this child.
- BeginChild() fixed missing rounding for child sizes which leaked into layout and have items misaligned.
- Begin(): Removed default name = "Debug" parameter. We already have a "Debug" window pushed to the stack in the first place so it's not really a useful default.
- Begin(): Minor fixes with windows main clipping rectangle (e.g. child window with border).
- Begin(): Window flags are only read on the first call of the frame. Subsequent calls ignore flags, which allows appending to a window without worryin about flags.
- InputText(): ignore character input when ctrl/alt are held. (Normally those text input are ignored by most wrappers.) (#279).
- Demo: Fixed incorrectly formed string passed to Combo (#298).
- Demo: Added simple Log demo.
- Demo: Added horizontal scrolling example + enabled in console, log and child examples (#246).
- Style: made scrollbars rounded by default. Because nice. Minor menu bar background alpha tweak. (#246)
- Metrics: display indices along with triangles count (#299) and some internal state.
- ImGuiTextFilter::PassFilter() supports string range. Added [] helper to ImGuiTextBuffer.
- ImGuiTextFilter::Draw() default parameter width=0.0f for no override, allow override with negative values.
- Examples: OpenGL2/OpenGL3: fix for retina displays. Default font current lack crispness.
- Examples: OpenGL2/OpenGL3: save/restore more GL state correctly.
- Examples: DirectX9/DirectX11: resizing buffers dynamically (#299).
- Examples: DirectX9/DirectX11: added missing middle mouse button to Windows event handler.
- Examples: DirectX11: fix for Visual Studio 2015 presumably shipping with an updated version of DX11.
- Examples: iOS: fixed missing files in project.
-----------------------------------------------------------------------
VERSION 1.44 (2015-08-08)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.44
Breaking Changes:
- imgui.cpp has been split intro extra files: imgui_demo.cpp, imgui_draw.cpp, imgui_internal.h.
Add the two extra .cpp to your project or #include them from another .cpp file. (#219)
Other Changes:
- Internal data structure and several useful functions are now exposed in imgui_internal.h. This should make it easier
and more natural to extend ImGui. However please note that none of the content in imgui_internal.h is guaranteed
for forward-compatibility and code using those types/functions may occasionally break. (#219)
- All sample code is in imgui_demo.cpp. Please keep this file in your project and consider allowing your code to call
the ShowTestWindow() function as de-facto guide to ImGui features. It will be stripped out by the linker when unused.
- Added GetContentRegionAvail() helper (basically GetContentRegionMax() - GetCursorPos()).
- Added ImGuiWindowFlags_NoInputs for totally input-passthru window.
- Button(): honor negative size consistently with other widgets that do so (width -100 to align the button 100 pixels
before the right-most position of the contents region).
- InputTextMultiline(): honor negative size consistently with other widgets that do so.
- Combo() clamp popup to lower edge of visible area.
- InputInt(): value doesn't pass through an int>float>int casting chain, fix handling lost of precision with "large" integer.
- InputInt() allow hexadecimal input (awkwardly via ImGuiInputTextFlags_CharsHexadecimal but we will allow format
string in InputInt* later).
- Checkbox(), RadioButton(): fixed scaling of checkbox and radio button for the filling of "active" visual.
- Columns: never assume horizontal space for scrollbar if NoScrollbar flag is explicitly set.
- Slider: fixed using FramePadding between frame and grab visual. Scaling that spacing would look odd.
- Fixed lower-right resize grip hit box not scaling along with its rendered size (#287)
- ImDrawList: Fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (v1.43) being off by an extra PI for no reason.
- ImDrawList: Added ImDrawList::AddText() shorthand helper.
- ImDrawList: Add missing support for anti-aliased thick-lines (#133, also ref #288)
- ImFontAtlas: Added AddFontFromMemoryCompressedBase85TTF() to load base85 encoded font string. Default font encoded
as base85 saves ~100 lines / 26 KB of source code. Added base85 output to the binary_to_compressed_c tool.
- Build fix for MinGW (#276).
- Examples: OpenGL3: Fixed running on script core profiles for OSX (#277).
- Examples: OpenGL3: Simplified code using glBufferData for vertices as well (#277, #278)
- Examples: DirectX11: Clear font texture view to ensure Release() doesn't get called twice (#290).
- Updated to stb_truetype 1.07 (back to vanilla version as our minor changes are now in master & fix unlikely assert
with odd fonts (#280)
-----------------------------------------------------------------------
VERSION 1.43 (2015-07-17)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.43
Breaking Changes:
- This is a rather important release and we unfortunately had to break the rendering API.
ImGui now requires you to render indexed vertices instead of non-indexed ones. The fix should be very easy.
Sorry for that! This change is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
Each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles
using indices from the index buffer.
- If you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update
your copy and you can ignore the rest.
- The signature of the io.RenderDrawListsFn handler has changed
From: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
To: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data)
With: argument 'cmd_lists' -> 'draw_data->CmdLists'
argument 'cmd_lists_count' -> 'draw_data->CmdListsCount'
ImDrawList 'commands' -> 'CmdBuffer'
ImDrawList 'vtx_buffer' -> 'VtxBuffer'
ImDrawList n/a -> 'IdxBuffer' (new)
ImDrawCmd 'vtx_count' -> 'ElemCount'
ImDrawCmd 'clip_rect' -> 'ClipRect'
ImDrawCmd 'user_callback' -> 'UserCallback'
ImDrawCmd 'texture_id' -> 'TextureId'
- If you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index
the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
Refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. Please upgrade!
Other Changes:
- Added anti-aliasing on lines and shapes based on primitives by @MikkoMononen (#133).
Between the use of indexed-rendering and the fact that the entire rendering codebase has been optimized and massaged
enough, with anti-aliasing enabled ImGui 1.43 is now running FASTER than 1.41.
Made some extra effort in making the code run faster in your typical Debug build.
- Anti-aliasing can be disabled in the ImGuiStyle structure via the AntiAliasedLines/AntiAliasedShapes fields for further gains.
- ImDrawList: Added AddPolyline(), AddConvexPolyFilled() with optional anti-aliasing.
- ImDrawList: Added stateful path building and stroking API. PathLineTo(), PathArcTo(), PathRect(), PathFill(), PathStroke()
with optional anti-aliasing.
- ImDrawList: Added AddRectFilledMultiColor() helper.
- ImDrawList: Added multi-channel rendering so out of order elements can be rendered in separate channels and then merged
back together (used by columns).
- ImDrawList: Fixed merging draw commands when equal clip rectangles are in the two first commands.
- ImDrawList: Fixed window draw lists not destructed properly on Shutdown().
- ImDrawData: Added DeIndexAllBuffers() helper.
- Added lots of new font options ImFontAtlas::AddFont() and the new ImFontConfig structure.
- Added support for oversampling (ImFontConfig: OversampleH, OversampleV) and sub-pixel positioning (ImFontConfig: PixelSnapH).
Oversampling allows sub-pixel positioning but can also be used as a way to get some leeway with scaling fonts without re-rasterizing.
- Added GlyphExtraSpacing option to add extra horizontal spacing between characters (#242).
- Added MergeMode option to merge glyphs from different font inputs into a same font (#182, #232).
- Added FontDataOwnedByAtlas option to keep ownership from the TTF data buffer and request the atlas to make a copy (#220).
- Updated to stb_truetype 1.06 (+ minor mods) with better font rasterization.
- InputText: Added ImGuiInputTextFlags_NoHorizontalScroll flag.
- InputText: Added ImGuiInputTextFlags_AlwaysInsertMode flag.
- InputText: Added HasSelection() helper in ImGuiTextEditCallbackData as a clarification.
- InputText: Fix for using END key on a multi-line text editor (#275)
- Columns: Dispatch render of each column in a sub-draw list and merge on closure, saving a lot of draw calls! (#125)
- Popups: Fixed Combo boxes inside menus. (#272)
- Style: Added GrabRounding setting to make the sliders etc. grabs rounded.
- Changed SameLine() parameters from int to float.
- Fixed incorrect assert triggering when code stole ActiveID from user moving a window by calling e.g. SetKeyboardFocusHere().
- Fixed CollapsingHeader() label rendering outside its frame in columns context where ClipRect max isn't aligned with the
right-side of the header.
- Metrics window: calculate bounding box of actual vertices when hovering a draw list.
- Examples: Showing more information in the Fonts section.
- Examples: Added a gratuitous About window.
- Examples: Updated all examples code (OpenGL/DX9/DX11/SDL/Allegro/iOS) to use indexed rendering.
- Examples: Fixed the SDL2 example to support Unicode text input (#274).
-----------------------------------------------------------------------
VERSION 1.42 (2015-07-08)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.42
Breaking Changes:
- Renamed SetScrollPosHere() to SetScrollHere(). Kept inline redirection function (will obsolete).
- Renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion and make scrolling API consistent,
because positions (e.g. cursor position) are not equivalent to scrolling amount.
- Removed obsolete GetDefaultFontData() function that would assert anyway.
If you are updating from <1.30 you'll get a compile error instead of an assertion. (obsoleted 2015/01/11)
Other Changes:
- Added SDL2 example application (courtesy of @CedricGuillemet)
- Added iOS example application (courtesy of @joeld42)
- Added Allegro 5 example application (courtesy of @bggd)
- Added TitleBgActive color in style so focused window is made visible. (#253)
- Added CaptureKeyboardFromApp() / CaptureMouseFromApp() to manually enforce inputs capturing.
- Added DragFloatRange2() DragIntRange2() helpers. (#76)
- Added a Y centering ratio to SetScrollFromCursorPos() which can be used to aim the top or bottom of the window. (#150)
- Added SetScrollY(), SetScrollFromPos(), GetCursorStartPos() for manual scrolling manipulations. (#150).
- Added GetKeyIndex() helper for converting from ImGuiKey_\* enum to user's keycodes. Basically pulls from io.KeysMap[].
- Added missing ImGuiKey_PageUp, ImGuiKey_PageDown so more UI code can be written without referring to implementation-side keycodes.
- MenuItem() can be activated on release. (#245)
- Allowing NewFrame() with DeltaTime==0.0f to not assert.
- Fixed IsMouseDragging(). (#260)
- Fixed PlotLines(), PlotHistogram() using incorrect hovering test so they would show their tooltip even when there is
a popup between mouse and the graph.
- Fixed window padding being reported incorrectly for child windows with borders when parent have no borders.
- Fixed a bug with TextUnformatted() clipping of long text blob when clipping y1 line sits on the first line of text. (#257)
- Fixed text baseline alignment of small button (no padding) after regular buttons.
- Fixed ListBoxHeader() not honoring negative sizes the same way as BeginChild() or BeginChildFrame(). (#263)
- Fixed warnings for more pedantic compiler settings (#258).
- ImVector<> cannot be re-defined anymore, cannot be replaced with std::vector<>. Allowed us to clean up and optimize
lots of code. Yeah! (#262)
- ImDrawList: store pointer to their owner name for easier auditing/debugging.
- Examples: added scroll tracking example with SetScrollFromCursorPos().
- Examples: metrics windows render clip rectangle when hovering over a draw call.
- Lots of small optimization (particularly to run faster on unoptimized builds) and tidying up.
- Added font links in extra_fonts/ + instructions for using compressed fonts in C array.
-----------------------------------------------------------------------
VERSION 1.41 (2015-06-26)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.41
Breaking Changes:
- Changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent).
Only makes a difference when texture have transparency.
- Changed Selectable() API from (label, selected, size) to (label, selected, flags, size).
Size override should be used very rarely so hopefully it doesn't affect many people. Sorry!
Other Changes:
- Added InputTextMultiline() multi-line text editor, vertical scrolling, selection, optimized enough to handle rather
big chunks of text in stateless context (thousands of lines are ok), option for allowing Tab to be input, option
for validating with Return or Ctrl+Return (#200).
- Added modal window API, BeginPopupModal(), follows the popup api scheme. Modal windows can be closed by clicking
outside. By default the rest of the screen is dimmed (using ImGuiCol_ModalWindowDarkening). Modal windows can be stacked.
- Added GetGlyphRangesCyrillic() helper (#237).
- Added SetNextWindowPosCenter() to center a window prior to knowing its size. (#249)
- Added IsWindowHovered() helper.
- Added IsMouseReleased(), IsKeyReleased() helpers to allow to user to avoid tracking them. (#248)
- Allow Set*WindowSize() calls to be used with popups.
- Window: AutoFit can be triggered on each axis separately via SetNextWindowSize(), etc.
- Window: fixed scrolling with mouse wheel while window was collapsed.
- Window: fixed mouse wheel scroll issues.
- DragFloat(), SliderFloat(): Fixed rounding of negative numbers which sometime made the negative lower bound unreachable.
- InputText(): lifted character count limit.
- InputText(): fixes in case of using per-window font scaling.
- Selectable(), MenuItem(): do not use frame rounding for hovering/selection.
- Selectable(): Added flag ImGuiSelectableFlags_DontClosePopups.
- Selectable(): Added flag ImGuiSelectableFlags_SpanAllColumns (#125).
- Combo(): Fixed issue with activating a Combo() not taking active id (#241).
- ColorButton(), ColorEdit4(): fix to ensure that the colored square stays square when non-default padding settings are used.
- BeginChildFrame(): returns bool like BeginChild() for clipping.
- SetScrollPosHere(): takes account of item height + more accurate centering + fixed precision issue.
- ImFont: ignoring '\r'.
- ImFont: added GetCharAdvance() helper. Exposed font Ascent and font Descent.
- ImFont: additional rendering optimizations.
- Metrics windows display storage size.
-----------------------------------------------------------------------
VERSION 1.40 (2015-05-31)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.40
Breaking Changes:
- The BeginPopup() API (introduced in 1.37) had to be changed to allow for stacked popups and menus.
Use OpenPopup() to toggle the opened state and BeginPopup() to append.**
- The third parameter of Button(), 'repeat_if_held' has been removed. While it's been very rarely used,
some code will possibly break if you didn't rely on the default parameter.
Use PushButtonRepeat()/PopButtonRepeat() to configure repeat.
- Renamed IsRectClipped() to !IsRectVisible() for consistency (opposite return value!). Kept inline redirection function (will obsolete)
- Renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline indirection function (will obsolete).
Other Changes:
- Menus: Added a menu system! Menus are typically populated with menu items and sub-menus, but you can add any sort of
widgets in them (buttons, text inputs, sliders, etc.). (#126)
- Menus: Added MenuItem() to append a menu item. Optional shortcut display, acts a button & toggle with checked/unchecked state,
disabled mode. Menu items can be used in any window.
- Menus: Added BeginMenu() to append a sub-menu. Note that you generally want to add sub-menu inside a popup or a menu-bar.
They will work inside a normal window but it will be a bit unusual.
- Menus: Added BeginMenuBar() to append to window menu-bar (set ImGuiWindowFlags_MenuBar to enable).
- Menus: Added BeginMainMenuBar() helper to append to a fullscreen main menu-bar.
- Popups: Support for stacked popups. Each popup level inhibit inputs to lower levels. The menus system is based on this. (#126).
- Popups: Added BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() to create a popup window on mouse-click.
- Popups: Popups have borders by default (#197), attenuated border alpha in default theme.
- Popups & Tooltip: Fit within display. Handling various positioning/sizing/scrolling edge cases. Better hysteresis when moving
in corners. Tooltip always tries to stay away from mouse-cursor.
- Added ImGuiStorage::GetVoidPtrRef() for manipulating stored void*.
- Added IsKeyDown() IsMouseDown() as convenience and for consistency with existing functions (instead of reading them from IO structures).
- Added Dummy() helper to advance layout by a given size. Unlike InvisibleButton() this doesn't catch any click.
- Added configurable io.KeyRepeatDelay, io.KeyRepeatRate keyboard and mouse repeat rate.
- Added PushButtonRepeat() / PopButtonRepeat() to enable hold-button-to-repeat press on any button.
- Removed the third 'repeat' parameter of Button().
- Added IsAnyItemHovered() helper.
- Added GetItemsLineHeightWithSpacing() helper.
- Added ImGuiListClipper helper for clipping large list of evenly sized items, to avoid using CalcListClipping() directly.
- Separator: within group start on group horizontal offset. (#205)
- InputText: Fixed incorrect edit state after text buffer is appended to by user via the callback. (#206)
- InputText: CTRL+letter-key shortcuts (e.g. CTRL+C/V/X) makes sure only CTRL is pressed. (#214)
- InputText: Fixed cursor generating a zero-width wire-frame rectangle turning into a division by zero (would go unnoticed
unless you trapped exceptions).
- InputFloatN/InputIntN: Flags parameter added to match scalar versions. (#218)
- Selectable: Horizontal filling not declared to ItemSize() so Selectable(),SameLine() works and we can better auto-fit the window.
- Selectable: Handling text baseline alignment for line that aren't of text height.
- Combo: Empty label doesn't add ItemInnerSpacing alignment, matching other widgets.
- EndGroup: Carries the text base offset from the last line of the group (sort of incorrect but better than nothing,
should use the first line of the group, will implement in the future).
- Columns: distinguish columns-set ID from other widgets as a convenience, added asserts and sailors.
- ListBox: ListBox() function only use public API to encourage creating custom versions. ListBoxHeader() can return false.
- ListBox: Uses ImGuiListClipper and assume items of matching height, so large lists can be handled.
- Plot: overlay label clipped within frame when not fitting.
- Window: Added ImGuiSetCond_Appearing to test the hidden->visible transition in SetWindow***/SetNextWindow*** functions.
- Window: Auto-fitting cancel out one worth of vertical spacing for vertical symmetry (like what group and tooltip do).
- Window: Default item width for auto-resizing windows expressed as a factor of font height, scales better with different font.
- Window: Fixed auto-fit calculation mismatch of whether a scrollbar will be added by maximum height clamping. Also honor NoScrollBar in the case of height clamping, not adding extra horizontal space.
- Window: Hovering require to hover same child window. Reverted 860cf57 (December 3). Might break something if you have
child overlapping items in parent window.
- Window: Fixed appending multiple times to an existing child via multiple BeginChild/EndChild calls to same child name.
Allows a simple form of out-of-order appending.
- Window: Fixed auto-filling child window using WindowMinSize at their minimum size, irrelevant.
- Metrics: Added io.MetricsActiveWindows counter. (#213.
- Metrics: Added io.MetricsAllocs counter (number of active memory allocations).
- Metrics: ShowMetricsWindow() shows popups stack, allocations.
- Style: Added style.DisplayWindowPadding to prevent windows from reaching edges of display (similar to style.DisplaySafeAreaPadding which is still in effect and also affect popups/tooltips).
- Style: Removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
- Style: Added style.ScrollbarRounding. (#212)
- Style: Added ImGuiCol_TextDisabled for disabled text. Added TextDisabled() helper.
- Style: Added style.WindowTitleAlign alignment options, to e.g. center title on windows. (#222)
- ImVector: tweak growth strategy, matches vector from VS2010.
- ImFontAtlas: Added ClearFonts(), making the different clear funcs more explicit. (#224)
- ImFontAtlas: Fixed appending new fonts without clearing existing fonts. Clearing input data left to application. (#224)
- ImDrawList: Merge draw command better, cases of multiple Begin/End gets merged properly.
- Store common stacked settings contiguously in memory to avoid heap allocation for unused features, and reduce cache misses.
- Shutdown() tests for g.IO.Fonts not being NULL to ease use of multiple ImGui contexts. (#207)
- Added IMGUI_DISABLE_OBSOLETE_FUNCTIONS define to disable the functions that are meant to be removed.
- Examples: Added ? marks with tooltips next to various widgets. Added more comments in the demo window.
- Examples: Added Menu-bar example.
- Examples: Added Simple Layout example.
- Examples: AutoResize demo doesn't use TextWrapped().
- Examples: Console example uses standard malloc/free, makes more sense as a copy & pastable example.
- Examples: DirectX9/11: Fixed key mapping for down arrow.
- Examples: DirectX9/11: hide OS cursor if ImGui is drawing it. (#155)
- Examples: DirectX11: explicitly set rasterizer state.
- Examples: OpenGL3: Add conditional compilation of forward compat as required by glfw on OSX. (#229)
- Fixed build with Visual Studio 2008 (possibly earlier versions as well).
- Other fixes, comments, tweaks.
-----------------------------------------------------------------------
For older version, see https://github.com/ocornut/imgui/releases

View File

@ -1,23 +1,26 @@
dear imgui,
dear imgui
=====
[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
_(This library is free but needs your support to sustain its development. There are many desirable features and maintenance ahead. 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 technical support, custom development etc. Email: omarcornut at gmail)._
_(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.)_
Monthly donations via Patreon:
<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
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)
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)
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.
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/1902) pages to get an idea of its use cases.
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/2265) 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
@ -73,7 +76,7 @@ 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");
@ -87,13 +90,13 @@ Result:
### 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.
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.
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.
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
-------------
@ -123,8 +126,9 @@ Languages: (third-party 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 [CyImGui](https://github.com/chromy/cyimgui) or [pyimgui](https://github.com/swistakm/pyimgui)
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs)
- 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:
@ -141,12 +145,12 @@ Frameworks:
- 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: [pr #1843](https://github.com/ocornut/imgui/pull/1843)
- ORX: [#1843](https://github.com/ocornut/imgui/pull/1843)
- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui)
- Magnum: [magnum-imgui](https://github.com/lecopivo/magnum-imgui), [MagnumImguiPort](https://github.com/lecopivo/MagnumImguiPort)
- 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)
- Qt3d: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d), QOpenGLWindow [qtimgui](https://github.com/ocornut/imgui/issues/1910)
- SFML: [imgui-sfml](https://github.com/EliasD/imgui-sfml)
- 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)
@ -155,10 +159,10 @@ For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Binding
Roadmap
-------
Some of the goals for 2019 are:
- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), public branch looking for feedback)
- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), public branch looking for feedback)
- 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.
- 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.
@ -171,41 +175,25 @@ User screenshots:
<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 onward)
<br>Also see the [Mega screenshots](https://github.com/ocornut/imgui/issues/1273) for an idea of the available features.
<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 onward)
Various tools
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)
![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/v160-misc-classic.png)
Demo window
![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.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)
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:
Code:
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
```
```cpp
ImGui::Text(u8"こんにちは!テスト %d", 123);
if (ImGui::Button(u8"ロード"))
{
// 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_jp.png)
<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
[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.
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/).
@ -215,61 +203,57 @@ The Immediate Mode GUI paradigm may at first appear unusual to some users. This
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 Forums
--------------
Support
-------
If you have issues with: compiling, linking, adding fonts, running or displaying Dear ImGui, or wiring inputs: please post on the Discourse forum: https://discourse.dearimgui.org.
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.
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.
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?**
- The documentation is at the top of imgui.cpp + effectively imgui.h.
- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() 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.
- The documentation is at the top of imgui.cpp + effectively imgui.h.
- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() 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.
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
**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.
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) branches. Even though they are marked beta, several projects are using them and they are kept in sync with master regularly.
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. Several 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) pages for an (incomplete) 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"?**
**Why the odd dual naming, "Dear ImGui" vs "ImGui"?**
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.
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 taker 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). 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. Please try to refer to it as "Dear ImGui".
**How can I tell whether to dispatch mouse/keyboard to imgui or to my application?**
<br>**How can I display an image? What is ImTextureID, how does it works?**
<br>**How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.**
<br>**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?**
<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 an 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 for answers.
**How do you use Dear ImGui on a platform that may not have a mouse or keyboard?**
You can control Dear ImGui with a gamepad, see the explanation in imgui.cpp about how to use the navigation feature (short version: map your gamepad inputs into the `io.NavInputs[]` array and set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`).
You can share your computer mouse seamlessly with your console/tablet/phone using [Synergy](http://synergy-project.org). This is the preferred solution for developer productivity. In particular, their [micro-synergy-client](https://github.com/symless/micro-synergy-client) repo there is _uSynergy.c_ sources for a small embeddable that you can use on any platform to connect to your host PC using Synergy 1.x. You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui).
For touch inputs, you can 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 or gamepad to allow optimizing for screen real-estate and precision.
**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.
@ -286,45 +270,54 @@ You can alter the look of the interface to some degree: changing colors, sizes,
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. This is designed for binding 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 third-party bindings to other languages.
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 the library alive. If you are an individual using dear imgui, please consider donating to enable me to spend more time improving the library.
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!
Monthly donations via Patreon:
<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
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)
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)
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)
Ongoing dear imgui development is financially supported on [**Patreon**](http://www.patreon.com/imgui) and by private sponsors.
If your company uses dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development. I can also invoice for private support, custom development etc. contact me for details: omarcornut at gmail). Thanks!
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.
- **Blizzard Entertainment**.
**Double-chocolate sponsors**
- Media Molecule, Mobigame, Insomniac Games, Aras Pranckevičius, Lizardcube, Greggman, DotEmu, Nadeo, Supercell, Runner.
- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
**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, Lionel Landwerlin, Nikolay Ivanov, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts.
- 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.
**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, 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, Jonas Bernemann, Johan Andersson, Nathan Hartman, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Felipe Alfonso, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Edsel Malasig, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Astrofra, Jonas Lehmann, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa.
- 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.
And all other supporters; THANK YOU!
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).
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.
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).
@ -335,4 +328,4 @@ Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Bin
License
-------
Dear ImGui is licensed under the MIT License, see LICENSE for more information.
Dear ImGui is licensed under the MIT License, see [LICENSE.txt](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) for more information.

View File

@ -8,16 +8,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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?
- 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? done. > need backends to honor mouse cursors properly. (#822)
- window: resize from borders: support some form of outer padding to make it easier to grab borders. (#822)
- window: fix resize glitch when collapsing an AlwaysAutoResize window.
- 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?
@ -28,8 +24,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate.
- window: investigate better auto-positioning for new windows.
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate.
- 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/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
- 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
@ -39,7 +38,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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), especially RenderCheckmark().
- 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).
@ -61,7 +60,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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)
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
- 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.
@ -74,6 +73,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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: 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.
- 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)
@ -93,19 +93,19 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
- layout: BeginGroup() needs a border option. (~#1496)
- layout: vertical alignment 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: 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: 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: 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!
@ -122,15 +122,16 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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: merge docking branch (#2109)
- 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)
- 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)
- ext: stl-ish friendly extension (imgui_stl.h) that has wrapper for std::string, std::vector etc.
- button: provide a button that looks framed.
- 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.
@ -142,7 +143,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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 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.
@ -156,6 +159,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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.
!- 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)
@ -168,8 +172,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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)
- 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.
@ -177,7 +181,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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.
- 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
@ -198,7 +202,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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: 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)
@ -219,6 +223,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- filters: handle wild-cards (with implicit leading/trailing *), reg-exprs
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
- 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)
@ -231,16 +236,16 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- pie menus patterns (#434)
- markup: simple markup language for color change? (#902)
!- font: need handling of missing glyphs by not packing/rasterizing glyph 0 of a given font.
- font: MergeMode: flags to select overwriting or not.
- font: MergeMode: duplicate glyphs are stored in the atlas texture which is suboptimal.
- 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: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
- font: PushFontSize API (#1018)
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
- 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.
@ -248,13 +253,16 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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: 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: 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 font has been built.
- font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF.
- font: what would it take to support codepoint higher than 0xFFFF? (smileys, etc.)
- 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)
@ -266,8 +274,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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: 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: 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.
@ -285,13 +295,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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)
- misc: idle refresh: expose cursor blink animation timer for backend to be able to lower framerate.
- 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: 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: ImVector: erase_unsorted() helper
- misc: imgui_cpp: perhaps a misc/ header file with more friendly helper (e.g. type-infer versions of DragScalar, vector<> variants if appropriate for some functions).
- backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- web/emscriptem: refactor some examples to facilitate integration with emscripten main loop system. (#1713, #336)
@ -302,7 +311,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- demo: find a way to demonstrate textures in the examples application, as it such a a common issue for new users.
- demo: add vertical separator demo
- demo: add virtual scrolling example?
- demo: demonstration Plot offset
- 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.
@ -310,6 +319,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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

View File

@ -1,13 +1,14 @@
(Click "Preview" to turn any http URL into a clickable link)
1. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/DISPLAYING/ADDING FONTS/WIRING INPUTS, please post on the "Getting Started" Discourse forum:
1. PLEASE CAREFULLY READ:
https://github.com/ocornut/imgui/issues/2261
2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/DISPLAYING/ADDING FONTS, please post on the "Getting Started" Discourse forum:
https://discourse.dearimgui.org/c/getting-started
2. You may use this Issue Tracker to ask for help and submit bug reports, feature requests or suggestions that don't fit in any category of (1). PLEASE CAREFULLY READ THE CONTRIBUTING DOCUMENT before submitting any issue: https://github.com/ocornut/imgui/blob/master/.github/CONTRIBUTING.md
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).
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 CONTRIBUTING.md file linked above.
4. Delete points 1-4 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
4. Delete points 1-4 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
----
@ -18,22 +19,24 @@ _(you may also go to Demo>About Window, and click "Config/Build Information" to
Version: XXX
Branch: XXX _(master/viewport/docking/etc.)_
**Back-end/Renderer/Compiler/OS**
**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)_
Operating System: XXX
Compiler: XXX _(if the question is related to building or platform specific features)_
Operating System: XXX
**My Issue/Question:** _(please provide context)_
**My Issue/Question:**
XXX
XXX _(please provide as much context as possible)_
**Standalone, minimal, complete and verifiable example:** _(see CONTRIBUTING.md)_
**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();
```
**Screenshots/Video** _(you can drag files here)_

View File

@ -0,0 +1,6 @@
(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)

View File

@ -25,7 +25,7 @@ This folder contains two things:
- Example applications (standalone, ready-to-build) using the aforementioned bindings.
They are the in the XXXX_example/ sub-folders.
You can find binaries of some of those example applications at:
You can find binaries of some of those example applications at:
http://www.miracleworld.net/imgui/binaries
@ -35,7 +35,7 @@ You can find binaries of some of those example applications at:
- 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
@ -43,13 +43,13 @@ You can find binaries of some of those example applications at:
- 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,
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.
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
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.
@ -71,17 +71,17 @@ Most the example bindings are split in 2 parts:
- 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
- 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
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
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.
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.
@ -89,10 +89,10 @@ Most the example bindings are split in 2 parts:
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 1.70 (WIP currently in the "viewport" branch) will allows imgui windows to be
seamlessly detached from the main application window. This is achieved using an extra layer to the
- Road-map: Dear ImGui 1.70 (WIP currently in the "viewport" 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 imgui to communicate platform-specific requests.
If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
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.
@ -125,7 +125,7 @@ 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, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, Emscripten, SFML, GML/GameMaker Studio, Irrlicht, Ogre,
OpenSceneGraph, openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
Miscellaneous: Software Renderer, RemoteImgui, etc.
@ -135,12 +135,12 @@ Third-party framework, graphics API and languages bindings are listed at:
---------------------------------------
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
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+
- 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
@ -150,7 +150,7 @@ Building:
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
@ -158,64 +158,64 @@ example_win32_directx10/
example_win32_directx11/
DirectX11 example, Windows only.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx11.cpp
example_win32_directx12/
DirectX12 example, Windows only.
This is quite long and tedious, because: DirectX12.
= main.cpp + imgui_impl_win32.cpp + imgui_impl_dx12.cpp
This is quite long and tedious, because: DirectX12.
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: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
= game template + imgui_impl_osx.mm + imgui_impl_metal.mm
example_apple_opengl2/
OSX + OpenGL2.
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
= main.mm + imgui_impl_osx.mm + imgui_impl_opengl2.cpp
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
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)**
GLFW + OpenGL2 example (legacy, fixed pipeline).
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.
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
example_glfw_opengl3/
GLFW (Win32, Mac, Linux) + OpenGL3+/ES2/ES3 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 OpenGL in your application (anything with shaders).
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).
example_glfw_vulkan/
GLFW (Win32, Mac, Linux) + Vulkan example.
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
This is quite long and tedious, because: Vulkan.
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)**
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
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.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
state, and might confuse your GPU driver. One star, not recommended.
example_sdl_opengl3/
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
= 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).
example_sdl_vulkan/
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
This is quite long and tedious, because: Vulkan.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
This is quite long and tedious, because: Vulkan.
example_allegro5/
Allegro 5 example.

View File

@ -28,16 +28,16 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// Setup Platform/Renderer bindings
ImGui_ImplAllegro5_Init(display);
// Setup Style
// 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 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.
@ -67,7 +67,7 @@ int main(int, char**)
while (al_get_next_event(queue, &ev))
{
ImGui_ImplAllegro5_ProcessEvent(&ev);
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
if (ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
running = false;
if (ev.type == ALLEGRO_EVENT_DISPLAY_RESIZE)
{
@ -96,7 +96,7 @@ int main(int, char**)
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::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)

View File

@ -1,4 +1,3 @@
#import <TargetConditionals.h>
#if TARGET_OS_IPHONE

View File

@ -1,4 +1,3 @@
#import "AppDelegate.h"
@implementation AppDelegate

View File

@ -1,4 +1,3 @@
#import <MetalKit/MetalKit.h>
@interface Renderer : NSObject <MTKViewDelegate>

View File

@ -1,4 +1,3 @@
#import "Renderer.h"
#import <Metal/Metal.h>
@ -26,11 +25,9 @@
IMGUI_CHECKVERSION();
ImGui::CreateContext();
(void)ImGui::GetIO();
ImGui_ImplMetal_Init(_device);
ImGui::StyleColorsDark();
ImGui_ImplMetal_Init(_device);
}
return self;
@ -52,7 +49,7 @@
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 };
@ -89,7 +86,7 @@
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::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)
@ -115,13 +112,13 @@
ImGui::Render();
ImDrawData *drawData = ImGui::GetDrawData();
ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder);
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
[commandBuffer presentDrawable:view.currentDrawable];
}
[commandBuffer commit];
}

View File

@ -1,4 +1,3 @@
#import <Metal/Metal.h>
#import <MetalKit/MetalKit.h>
#import "Renderer.h"

View File

@ -1,4 +1,3 @@
#import "ViewController.h"
#import "Renderer.h"
#include "imgui.h"
@ -21,9 +20,9 @@
- (void)viewDidLoad
{
[super viewDidLoad];
self.mtkView.device = MTLCreateSystemDefaultDevice();
if (!self.mtkView.device) {
NSLog(@"Metal is not supported");
abort();
@ -42,7 +41,7 @@
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
@ -56,9 +55,9 @@
} else {
return event;
}
}];
ImGui_ImplOSX_Init();
#endif
}
@ -97,7 +96,7 @@
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) {

View File

@ -1,4 +1,3 @@
#import <TargetConditionals.h>
#if TARGET_OS_IPHONE

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@ -231,14 +231,16 @@
TargetAttributes = {
8307E7C320E9F9C900473790 = {
CreatedOnToolsVersion = 9.4.1;
ProvisioningStyle = Automatic;
};
8307E7D920E9F9C900473790 = {
CreatedOnToolsVersion = 9.4.1;
ProvisioningStyle = Automatic;
};
};
};
buildConfigurationList = 8307E7B920E9F9C700473790 /* Build configuration list for PBXProject "example_apple_metal" */;
compatibilityVersion = "Xcode 9.3";
compatibilityVersion = "Xcode 8.0";
developmentRegion = en;
hasScannedForEncodings = 0;
knownRegions = (
@ -444,10 +446,7 @@
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/iOS/Info-iOS.plist";
IPHONEOS_DEPLOYMENT_TARGET = 10.0;
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/Frameworks",
);
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-ios";
PRODUCT_NAME = example_apple_metal;
SDKROOT = iphoneos;
@ -463,10 +462,7 @@
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/iOS/Info-iOS.plist";
IPHONEOS_DEPLOYMENT_TARGET = 10.0;
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/Frameworks",
);
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-ios";
PRODUCT_NAME = example_apple_metal;
SDKROOT = iphoneos;
@ -483,11 +479,8 @@
COMBINE_HIDPI_IMAGES = YES;
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/macOS/Info-macOS.plist";
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/../Frameworks",
);
MACOSX_DEPLOYMENT_TARGET = 10.13;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos";
PRODUCT_NAME = example_apple_metal;
SDKROOT = macosx;
@ -502,11 +495,8 @@
COMBINE_HIDPI_IMAGES = YES;
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/macOS/Info-macOS.plist";
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/../Frameworks",
);
MACOSX_DEPLOYMENT_TARGET = 10.13;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos";
PRODUCT_NAME = example_apple_metal;
SDKROOT = macosx;

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@ -135,11 +135,12 @@
TargetAttributes = {
4080A96A20B029B00036BA46 = {
CreatedOnToolsVersion = 9.3.1;
ProvisioningStyle = Automatic;
};
};
};
buildConfigurationList = 4080A96620B029B00036BA46 /* Build configuration list for PBXProject "example_apple_opengl2" */;
compatibilityVersion = "Xcode 9.3";
compatibilityVersion = "Xcode 8.0";
developmentRegion = en;
hasScannedForEncodings = 0;
knownRegions = (
@ -286,6 +287,7 @@
isa = XCBuildConfiguration;
buildSettings = {
CODE_SIGN_STYLE = Automatic;
MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_NAME = "$(TARGET_NAME)";
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
USER_HEADER_SEARCH_PATHS = ../..;
@ -296,6 +298,7 @@
isa = XCBuildConfiguration;
buildSettings = {
CODE_SIGN_STYLE = Automatic;
MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_NAME = "$(TARGET_NAME)";
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
USER_HEADER_SEARCH_PATHS = ../..;

View File

@ -9,7 +9,7 @@
#import <OpenGL/gl.h>
#import <OpenGL/glu.h>
//-----------------------------------------------------------------------------------
//-----------------------------------------------------------------------------------
// ImGuiExampleView
//-----------------------------------------------------------------------------------
@ -29,7 +29,7 @@
-(void)prepareOpenGL
{
[super prepareOpenGL];
#ifndef DEBUG
GLint swapInterval = 1;
[[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval];
@ -65,7 +65,7 @@
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::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)
@ -91,18 +91,18 @@
ImGui::Render();
[[self openGLContext] makeCurrentContext];
ImGuiIO& io = ImGui::GetIO();
GLsizei width = (GLsizei)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
GLsizei height = (GLsizei)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
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(ImGui::GetDrawData());
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];
}
@ -174,14 +174,14 @@
{
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);
}
@ -194,12 +194,12 @@
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];
}
@ -217,14 +217,14 @@
// 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;
@ -233,7 +233,7 @@
[view setWantsBestResolutionOpenGLSurface:YES];
#endif // MAC_OS_X_VERSION_MAX_ALLOWED >= 1070
[self.window setContentView:view];
if ([view openGLContext] == nil)
NSLog(@"No OpenGL Context!");
@ -243,14 +243,14 @@
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();
// 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.

View File

@ -32,7 +32,7 @@ void my_display_code()
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::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)
@ -82,7 +82,7 @@ void glut_display_func()
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
int main(int argc, char** argv)
{
{
// Create GLUT window
glutInit(&argc, argv);
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS);
@ -91,7 +91,7 @@ int main(int argc, char** argv)
glutCreateWindow("Dear ImGui FreeGLUT+OpenGL2 Example");
// Setup GLUT display function
// We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us,
// We will also call ImGui_ImplFreeGLUT_InstallFuncs() to get all the other functions installed for us,
// otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
glutDisplayFunc(glut_display_func);
@ -100,18 +100,18 @@ int main(int argc, char** argv)
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_ImplFreeGLUT_Init();
ImGui_ImplFreeGLUT_InstallFuncs();
ImGui_ImplOpenGL2_Init();
// 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 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.

View File

@ -10,10 +10,13 @@
#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.
// 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")
@ -43,17 +46,17 @@ int main(int, char**)
//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();
// 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 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.
@ -100,7 +103,7 @@ int main(int, char**)
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::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)
@ -129,8 +132,14 @@ int main(int, char**)
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound, but prefer using the GL3+ code.
// 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);

View File

@ -7,7 +7,7 @@
#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.
// 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)
@ -21,10 +21,10 @@
#endif
// Include glfw3.h after our OpenGL definitions
#include <GLFW/glfw3.h>
#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.
// 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")
@ -89,14 +89,14 @@ int main(int, char**)
//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);
// 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.

View File

@ -12,7 +12,7 @@
#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.
// 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")
@ -357,6 +357,10 @@ int main(int, char**)
//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 = {};
@ -371,13 +375,9 @@ int main(int, char**)
init_info.CheckVkResultFn = check_vk_result;
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
// 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 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.
@ -459,7 +459,7 @@ int main(int, char**)
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::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)

View File

@ -22,16 +22,16 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// Setup Platform/Renderer bindings
ImGui_Marmalade_Init(true);
// Setup Style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_Marmalade_Init(true);
// 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 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.
@ -81,7 +81,7 @@ int main(int, char**)
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::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)

View File

@ -30,7 +30,8 @@ int main(int, char**)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1); // Enable vsync
@ -40,17 +41,17 @@ int main(int, char**)
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_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL2_Init();
// 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 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.
@ -104,7 +105,7 @@ int main(int, char**)
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::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)

View File

@ -9,7 +9,7 @@
#include <stdio.h>
#include <SDL.h>
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// 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)
@ -54,7 +54,8 @@ int main(int, char**)
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1); // Enable vsync
@ -80,17 +81,17 @@ int main(int, char**)
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_ImplSDL2_InitForOpenGL(window, gl_context);
ImGui_ImplOpenGL3_Init(glsl_version);
// 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 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.
@ -146,7 +147,7 @@ int main(int, char**)
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::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)

View File

@ -308,7 +308,8 @@ int main(int, char**)
// Setup window
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_VULKAN|SDL_WINDOW_RESIZABLE);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
// Setup Vulkan
uint32_t extensions_count = 0;
@ -338,6 +339,10 @@ int main(int, char**)
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_ImplSDL2_InitForVulkan(window);
ImGui_ImplVulkan_InitInfo init_info = {};
@ -352,13 +357,9 @@ int main(int, char**)
init_info.CheckVkResultFn = check_vk_result;
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
// 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 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.
@ -420,7 +421,7 @@ int main(int, char**)
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_QUIT)
done = true;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(g_PhysicalDevice, g_Device, &g_WindowData, g_Allocator, (int)event.window.data1, (int)event.window.data2);
}
@ -444,7 +445,7 @@ int main(int, char**)
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::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)
@ -470,7 +471,7 @@ int main(int, char**)
ImGui::Render();
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
FrameRender(wd);
FramePresent(wd);
}

View File

@ -96,13 +96,13 @@ int main(int, char**)
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear 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);
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 1;
}
@ -116,17 +116,17 @@ int main(int, char**)
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_ImplWin32_Init(hwnd);
ImGui_ImplDX10_Init(g_pd3dDevice);
// 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 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.
@ -180,7 +180,7 @@ int main(int, char**)
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::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)
@ -218,7 +218,7 @@ int main(int, char**)
CleanupDeviceD3D();
DestroyWindow(hwnd);
UnregisterClass(_T("ImGui Example"), wc.hInstance);
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}

View File

@ -99,13 +99,13 @@ int main(int, char**)
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear 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);
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 1;
}
@ -119,17 +119,17 @@ int main(int, char**)
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_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// 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 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.
@ -184,7 +184,7 @@ int main(int, char**)
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::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)
@ -222,7 +222,7 @@ int main(int, char**)
CleanupDeviceD3D();
DestroyWindow(hwnd);
UnregisterClass(_T("ImGui Example"), wc.hInstance);
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}

View File

@ -21,7 +21,7 @@
<PropertyGroup Label="Globals">
<ProjectGuid>{b4cf9797-519d-4afe-a8f4-5141a6b521d3}</ProjectGuid>
<RootNamespace>example_win32_directx12</RootNamespace>
<WindowsTargetPlatformVersion>10.0.16299.0</WindowsTargetPlatformVersion>
<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">

View File

@ -164,7 +164,7 @@ HRESULT CreateDeviceD3D(HWND hWnd)
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
{
g_mainRenderTargetDescriptor[i] = rtvHandle;
rtvHandle.ptr += rtvDescriptorSize;
@ -272,13 +272,13 @@ int main(int, char**)
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear ImGui DirectX12 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);
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 1;
}
@ -292,20 +292,20 @@ int main(int, char**)
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
DXGI_FORMAT_R8G8B8A8_UNORM,
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// Setup Style
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
DXGI_FORMAT_R8G8B8A8_UNORM,
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// 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 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.
@ -359,7 +359,7 @@ int main(int, char**)
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::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)
@ -424,7 +424,7 @@ int main(int, char**)
CleanupDeviceD3D();
DestroyWindow(hwnd);
UnregisterClass(_T("ImGui Example"), wc.hInstance);
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}

View File

@ -49,13 +49,13 @@ int main(int, char**)
// Create application window
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("ImGui Example"), NULL };
RegisterClassEx(&wc);
HWND hwnd = CreateWindow(_T("ImGui Example"), _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
HWND hwnd = CreateWindow(wc.lpszClassName, _T("Dear 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);
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
@ -71,7 +71,7 @@ int main(int, char**)
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
{
pD3D->Release();
UnregisterClass(_T("ImGui Example"), wc.hInstance);
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
@ -81,17 +81,17 @@ int main(int, char**)
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_ImplWin32_Init(hwnd);
ImGui_ImplDX9_Init(g_pd3dDevice);
// 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 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.
@ -147,7 +147,7 @@ int main(int, char**)
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::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)
@ -200,7 +200,7 @@ int main(int, char**)
if (g_pd3dDevice) g_pd3dDevice->Release();
if (pD3D) pD3D->Release();
DestroyWindow(hwnd);
UnregisterClass(_T("ImGui Example"), wc.hInstance);
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}

View File

@ -122,8 +122,9 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
indices = (const int*)cmd_list->IdxBuffer.Data;
}
// Render command lists
int idx_offset = 0;
ImVec2 pos = draw_data->DisplayPos;
ImVec2 clip_off = draw_data->DisplayPos;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
@ -134,7 +135,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
else
{
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
al_set_clipping_rectangle(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y);
al_set_clipping_rectangle(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y);
al_draw_prim(&vertices[0], g_VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
}
idx_offset += pcmd->ElemCount;
@ -280,9 +281,14 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
void ImGui_ImplAllegro5_Shutdown()
{
ImGui_ImplAllegro5_InvalidateDeviceObjects();
g_Display = NULL;
// Destroy last known clipboard data
g_Display = NULL;
g_Time = 0.0;
if (g_VertexDecl)
al_destroy_vertex_decl(g_VertexDecl);
g_VertexDecl = NULL;
if (g_ClipboardTextData)
al_free(g_ClipboardTextData);
g_ClipboardTextData = NULL;

View File

@ -8,8 +8,9 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// CHANGELOG
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions.
// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example.
@ -27,6 +28,9 @@
#include <d3d10_1.h>
#include <d3d10.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// DirectX data
static ID3D10Device* g_pd3dDevice = NULL;
@ -195,7 +199,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
ImVec2 pos = draw_data->DisplayPos;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -210,7 +214,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
else
{
// Apply scissor/clipping rectangle
const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y)};
const D3D10_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y)};
ctx->RSSetScissorRects(1, &r);
// Bind texture, Draw
@ -307,9 +311,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
ImGui_ImplDX10_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX10 sample code but remove this dependency you can:
// If you would like to use this DX10 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
@ -349,7 +353,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
return false;
// Create the input layout
D3D10_INPUT_ELEMENT_DESC local_layout[] =
D3D10_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },

View File

@ -10,6 +10,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility.
// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions.
@ -26,6 +27,9 @@
#include <stdio.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// DirectX data
static ID3D11Device* g_pd3dDevice = NULL;
@ -106,7 +110,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
ctx->Unmap(g_pIB, 0);
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
{
D3D11_MAPPED_SUBRESOURCE mapped_resource;
if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
@ -200,7 +204,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
ImVec2 pos = draw_data->DisplayPos;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -215,7 +219,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
else
{
// Apply scissor/clipping rectangle
const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
ctx->RSSetScissorRects(1, &r);
// Bind texture, Draw
@ -314,9 +318,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
ImGui_ImplDX11_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
// If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
@ -356,7 +360,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
return false;
// Create the input layout
D3D11_INPUT_ELEMENT_DESC local_layout[] =
D3D11_INPUT_ELEMENT_DESC local_layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },

View File

@ -12,6 +12,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData().
// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example.
@ -25,6 +26,9 @@
#include <d3d12.h>
#include <dxgi1_4.h>
#include <d3dcompiler.h>
#ifdef _MSC_VER
#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below.
#endif
// DirectX data
static ID3D12Device* g_pd3dDevice = NULL;
@ -140,7 +144,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
g_pIB->Unmap(0, &range);
// Setup orthographic projection matrix into our constant buffer
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
VERTEX_CONSTANT_BUFFER vertex_constant_buffer;
{
VERTEX_CONSTANT_BUFFER* constant_buffer = &vertex_constant_buffer;
@ -195,7 +199,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
ImVec2 pos = draw_data->DisplayPos;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -208,7 +212,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
}
else
{
const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
ctx->RSSetScissorRects(1, &r);
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
@ -433,9 +437,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
}
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX12 sample code but remove this dependency you can:
// If you would like to use this DX12 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc;

View File

@ -19,7 +19,7 @@ struct D3D12_CPU_DESCRIPTOR_HANDLE;
struct D3D12_GPU_DESCRIPTOR_HANDLE;
// cmd_list is the command list that the implementation will use to render imgui draw lists.
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,

View File

@ -8,8 +8,9 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// CHANGELOG
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
@ -131,6 +132,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
@ -148,14 +150,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
float T = draw_data->DisplayPos.y + 0.5f;
float B = draw_data->DisplayPos.y + draw_data->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_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,
};
(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);
@ -164,7 +166,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
ImVec2 pos = draw_data->DisplayPos;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -177,7 +179,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
}
else
{
const RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
g_pd3dDevice->SetTexture(0, texture);
g_pd3dDevice->SetScissorRect(&r);

View File

@ -103,7 +103,7 @@ void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y)
if (c >= 32)
io.AddInputCharacter((unsigned short)c);
// Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
// Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
// This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here.
if (c >= 1 && c <= 26)
io.KeysDown[c] = io.KeysDown[c - 1 + 'a'] = io.KeysDown[c - 1 + 'A'] = true;

View File

@ -1,6 +1,7 @@
// dear imgui: Platform Binding for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.1+)
// Implemented features:
// [X] Platform: Clipboard support.
@ -96,7 +97,7 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yo
void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
if (g_PrevUserCallbackKey != NULL)
if (g_PrevUserCallbackKey != NULL)
g_PrevUserCallbackKey(window, key, scancode, action, mods);
ImGuiIO& io = ImGui::GetIO();
@ -171,7 +172,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
g_PrevUserCallbackMousebutton = NULL;
g_PrevUserCallbackScroll = NULL;
@ -264,12 +265,49 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
}
}
static void ImGui_ImplGlfw_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
// Update gamepad inputs
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
int axes_count = 0, buttons_count = 0;
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
#undef MAP_BUTTON
#undef MAP_ANALOG
if (axes_count > 0 && buttons_count > 0)
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
}
void ImGui_ImplGlfw_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(g_Window, &w, &h);
@ -285,37 +323,6 @@ void ImGui_ImplGlfw_NewFrame()
ImGui_ImplGlfw_UpdateMousePosAndButtons();
ImGui_ImplGlfw_UpdateMouseCursor();
// Gamepad navigation mapping [BETA]
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
{
// Update gamepad inputs
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
int axes_count = 0, buttons_count = 0;
const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count);
const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count);
MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A
MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B
MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X
MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f);
MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f);
MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f);
#undef MAP_BUTTON
#undef MAP_ANALOG
if (axes_count > 0 && buttons_count > 0)
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
else
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
}
// Gamepad navigation mapping
ImGui_ImplGlfw_UpdateGamepads();
}

View File

@ -3,6 +3,8 @@
// Implemented features:
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// Missing features:
// [ ] Renderer: Clipping rectangles are not honored.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -38,10 +40,6 @@ static ImVec2 g_RenderScale = ImVec2(1.0f,1.0f);
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
{
// Handle cases of screen coordinates != from framebuffer coordinates (e.g. retina displays)
ImGuiIO& io = ImGui::GetIO();
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
@ -54,7 +52,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
for (int i = 0; i < nVert; i++)
{
// TODO: optimize multiplication on gpu using vertex shader/projection matrix.
// FIXME-OPT: optimize multiplication on GPU using vertex shader/projection matrix.
pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_RenderScale.x;
pVertStream[i].y = cmd_list->VtxBuffer[i].pos.y * g_RenderScale.y;
pUVStream[i].x = cmd_list->VtxBuffer[i].uv.x;
@ -76,6 +74,7 @@ void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data)
}
else
{
// FIXME: Not honoring ClipRect fields.
CIwMaterial* pCurrentMaterial = IW_GX_ALLOC_MATERIAL();
pCurrentMaterial->SetShadeMode(CIwMaterial::SHADE_FLAT);
pCurrentMaterial->SetCullMode(CIwMaterial::CULL_NONE);

View File

@ -10,6 +10,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-07-05: Metal: Added new Metal backend implementation.
@ -17,7 +18,7 @@
#include "imgui_impl_metal.h"
#import <Metal/Metal.h>
#import <QuartzCore/CAMetalLayer.h>
// #import <QuartzCore/CAMetalLayer.h> // Not suported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...)
#import <simd/simd.h>
#pragma mark - Support classes
@ -73,7 +74,7 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)
dispatch_once(&onceToken, ^{
g_sharedMetalContext = [[MetalContext alloc] init];
});
ImGui_ImplMetal_CreateDeviceObjects(device);
return true;
@ -100,7 +101,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id<MTLCommandBuffer>
bool ImGui_ImplMetal_CreateFontsTexture(id<MTLDevice> device)
{
[g_sharedMetalContext makeFontTextureWithDevice:device];
ImGuiIO& io = ImGui::GetIO();
io.Fonts->TexID = (__bridge void *)g_sharedMetalContext.fontTexture; // ImTextureID == void*
@ -132,9 +133,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
#pragma mark - MetalBuffer implementation
@implementation MetalBuffer
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
- (instancetype)initWithBuffer:(id<MTLBuffer>)buffer
{
if ((self = [super init]))
if ((self = [super init]))
{
_buffer = buffer;
_lastReuseTime = [NSDate date].timeIntervalSince1970;
@ -146,9 +147,9 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
#pragma mark - FramebufferDescriptor implementation
@implementation FramebufferDescriptor
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor *)renderPassDescriptor
{
if ((self = [super init]))
if ((self = [super init]))
{
_sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount;
_colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat;
@ -158,7 +159,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return self;
}
- (nonnull id)copyWithZone:(nullable NSZone *)zone
- (nonnull id)copyWithZone:(nullable NSZone *)zone
{
FramebufferDescriptor *copy = [[FramebufferDescriptor allocWithZone:zone] init];
copy.sampleCount = self.sampleCount;
@ -168,7 +169,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return copy;
}
- (NSUInteger)hash
- (NSUInteger)hash
{
NSUInteger sc = _sampleCount & 0x3;
NSUInteger cf = _colorPixelFormat & 0x3FF;
@ -178,7 +179,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return hash;
}
- (BOOL)isEqual:(id)object
- (BOOL)isEqual:(id)object
{
FramebufferDescriptor *other = object;
if (![other isKindOfClass:[FramebufferDescriptor class]])
@ -195,7 +196,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
@implementation MetalContext
- (instancetype)init {
if ((self = [super init]))
if ((self = [super init]))
{
_renderPipelineStateCache = [NSMutableDictionary dictionary];
_bufferCache = [NSMutableArray array];
@ -204,7 +205,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
return self;
}
- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
- (void)makeDeviceObjectsWithDevice:(id<MTLDevice>)device
{
MTLDepthStencilDescriptor *depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init];
depthStencilDescriptor.depthWriteEnabled = NO;
@ -216,7 +217,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
// In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth.
// However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures.
// You can make that change in your implementation.
- (void)makeFontTextureWithDevice:(id<MTLDevice>)device
- (void)makeFontTextureWithDevice:(id<MTLDevice>)device
{
ImGuiIO &io = ImGui::GetIO();
unsigned char* pixels;
@ -237,17 +238,17 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
self.fontTexture = texture;
}
- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
- (MetalBuffer *)dequeueReusableBufferOfLength:(NSUInteger)length device:(id<MTLDevice>)device
{
NSTimeInterval now = [NSDate date].timeIntervalSince1970;
// Purge old buffers that haven't been useful for a while
if (now - self.lastBufferCachePurge > 1.0)
if (now - self.lastBufferCachePurge > 1.0)
{
NSMutableArray *survivors = [NSMutableArray array];
for (MetalBuffer *candidate in self.bufferCache)
for (MetalBuffer *candidate in self.bufferCache)
{
if (candidate.lastReuseTime > self.lastBufferCachePurge)
if (candidate.lastReuseTime > self.lastBufferCachePurge)
{
[survivors addObject:candidate];
}
@ -255,51 +256,51 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
self.bufferCache = [survivors mutableCopy];
self.lastBufferCachePurge = now;
}
// See if we have a buffer we can reuse
MetalBuffer *bestCandidate = nil;
for (MetalBuffer *candidate in self.bufferCache)
for (MetalBuffer *candidate in self.bufferCache)
if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))
bestCandidate = candidate;
if (bestCandidate != nil)
if (bestCandidate != nil)
{
[self.bufferCache removeObject:bestCandidate];
bestCandidate.lastReuseTime = now;
return bestCandidate;
}
// No luck; make a new buffer
id<MTLBuffer> backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared];
return [[MetalBuffer alloc] initWithBuffer:backing];
}
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer
- (void)enqueueReusableBuffer:(MetalBuffer *)buffer
{
[self.bufferCache addObject:buffer];
}
- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
{
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
// Thie hit rate for this cache should be very near 100%.
id<MTLRenderPipelineState> renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor];
if (renderPipelineState == nil)
if (renderPipelineState == nil)
{
// No luck; make a new render pipeline state
renderPipelineState = [self _renderPipelineStateForFramebufferDescriptor:self.framebufferDescriptor device:device];
// Cache render pipeline state for later reuse
self.renderPipelineStateCache[self.framebufferDescriptor] = renderPipelineState;
}
return renderPipelineState;
}
- (id<MTLRenderPipelineState>)_renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor *)descriptor device:(id<MTLDevice>)device
{
NSError *error = nil;
NSString *shaderSource = @""
"#include <metal_stdlib>\n"
"using namespace metal;\n"
@ -335,23 +336,23 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
" half4 texColor = texture.sample(linearSampler, in.texCoords);\n"
" return half4(in.color) * texColor;\n"
"}\n";
id<MTLLibrary> library = [device newLibraryWithSource:shaderSource options:nil error:&error];
if (library == nil)
if (library == nil)
{
NSLog(@"Error: failed to create Metal library: %@", error);
return nil;
}
id<MTLFunction> vertexFunction = [library newFunctionWithName:@"vertex_main"];
id<MTLFunction> fragmentFunction = [library newFunctionWithName:@"fragment_main"];
if (vertexFunction == nil || fragmentFunction == nil)
if (vertexFunction == nil || fragmentFunction == nil)
{
NSLog(@"Error: failed to find Metal shader functions in library: %@", error);
return nil;
}
MTLVertexDescriptor *vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
@ -365,7 +366,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
vertexDescriptor.layouts[0].stepRate = 1;
vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert);
MTLRenderPipelineDescriptor *pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init];
pipelineDescriptor.vertexFunction = vertexFunction;
pipelineDescriptor.fragmentFunction = fragmentFunction;
@ -381,17 +382,17 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha;
pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat;
pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat;
id<MTLRenderPipelineState> renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error];
if (error != nil)
if (error != nil)
{
NSLog(@"Error: failed to create Metal pipeline state: %@", error);
}
return renderPipelineState;
}
- (void)emptyRenderPipelineStateCache
- (void)emptyRenderPipelineStateCache
{
[self.renderPipelineStateCache removeAllObjects];
}
@ -401,27 +402,25 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
commandEncoder:(id<MTLRenderCommandEncoder>)commandEncoder
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO &io = ImGui::GetIO();
int fb_width = (int)(drawData->DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(drawData->DisplaySize.y * io.DisplayFramebufferScale.y);
int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0)
return;
drawData->ScaleClipRects(io.DisplayFramebufferScale);
[commandEncoder setCullMode:MTLCullModeNone];
[commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
MTLViewport viewport =
{
MTLViewport viewport =
{
.originX = 0.0,
.originY = 0.0,
.width = double(fb_width),
.height = double(fb_height),
.znear = 0.0,
.zfar = 1.0
.zfar = 1.0
};
[commandEncoder setViewport:viewport];
float L = drawData->DisplayPos.x;
@ -437,39 +436,36 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
{ 0.0f, 0.0f, 1/(F-N), 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f },
};
[commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1];
size_t vertexBufferLength = 0;
size_t indexBufferLength = 0;
for (int n = 0; n < drawData->CmdListsCount; n++)
{
const ImDrawList* cmd_list = drawData->CmdLists[n];
vertexBufferLength += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferLength += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
MetalBuffer *vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
MetalBuffer *indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
size_t vertexBufferLength = drawData->TotalVtxCount * sizeof(ImDrawVert);
size_t indexBufferLength = drawData->TotalIdxCount * sizeof(ImDrawIdx);
MetalBuffer* vertexBuffer = [self dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device];
MetalBuffer* indexBuffer = [self dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device];
id<MTLRenderPipelineState> renderPipelineState = [self renderPipelineStateForFrameAndDevice:commandBuffer.device];
[commandEncoder setRenderPipelineState:renderPipelineState];
[commandEncoder setVertexBuffer:vertexBuffer.buffer offset:0 atIndex:0];
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
size_t vertexBufferOffset = 0;
size_t indexBufferOffset = 0;
ImVec2 pos = drawData->DisplayPos;
for (int n = 0; n < drawData->CmdListsCount; n++)
{
const ImDrawList* cmd_list = drawData->CmdLists[n];
ImDrawIdx idx_buffer_offset = 0;
memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
@ -480,17 +476,26 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
}
else
{
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect;
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
MTLScissorRect scissorRect = { .x = NSUInteger(clip_rect.x),
MTLScissorRect scissorRect =
{
.x = NSUInteger(clip_rect.x),
.y = NSUInteger(clip_rect.y),
.width = NSUInteger(clip_rect.z - clip_rect.x),
.height = NSUInteger(clip_rect.w - clip_rect.y) };
.height = NSUInteger(clip_rect.w - clip_rect.y)
};
[commandEncoder setScissorRect:scissorRect];
// Bind texture, Draw
if (pcmd->TextureId != NULL)
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0];
@ -503,13 +508,13 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
}
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
}
vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
indexBufferOffset += cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx);
}
__weak id weakSelf = self;
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
[commandBuffer addCompletedHandler:^(id<MTLCommandBuffer>)
{
dispatch_async(dispatch_get_main_queue(), ^{
[weakSelf enqueueReusableBuffer:vertexBuffer];

View File

@ -13,11 +13,12 @@
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter 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.
// confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
// CHANGELOG
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
@ -43,6 +44,7 @@
#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this
#endif
#if defined(__APPLE__)
#define GL_SILENCE_DEPRECATION
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
@ -72,23 +74,21 @@ void ImGui_ImplOpenGL2_NewFrame()
// OpenGL2 Render function.
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width == 0 || fb_height == 0)
return;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// We are using the OpenGL fixed pipeline to make the example code simpler to read!
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@ -102,7 +102,14 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// 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 lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function:
// GLint last_program;
// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
// glUseProgram(0);
// ImGui_ImplOpenGL2_RenderDrawData(...);
// glUseProgram(last_program)
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
@ -115,8 +122,11 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
glPushMatrix();
glLoadIdentity();
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
ImVec2 pos = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -136,7 +146,13 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
}
else
{
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect;
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle

View File

@ -13,7 +13,7 @@
// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter 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.
// confuse your GPU driver.
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
#pragma once

View File

@ -11,6 +11,8 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450).
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT).
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
@ -76,7 +78,7 @@
#include <GLES3/gl3.h> // Use GL ES 3
#else
// Regular OpenGL
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
// 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)
@ -136,12 +138,10 @@ void ImGui_ImplOpenGL3_NewFrame()
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
@ -219,12 +219,15 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
// Draw
ImVec2 pos = draw_data->DisplayPos;
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawIdx* idx_buffer_offset = 0;
size_t idx_buffer_offset = 0;
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
@ -242,7 +245,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
}
else
{
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect;
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
@ -253,10 +262,10 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)idx_buffer_offset);
}
}
idx_buffer_offset += pcmd->ElemCount;
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
}
}
glDeleteVertexArrays(1, &vao_handle);
@ -477,7 +486,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
vertex_shader = vertex_shader_glsl_120;
fragment_shader = fragment_shader_glsl_120;
}
else if (glsl_version == 410)
else if (glsl_version >= 410)
{
vertex_shader = vertex_shader_glsl_410_core;
fragment_shader = fragment_shader_glsl_410_core;

View File

@ -9,9 +9,9 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// About OpenGL function loaders:
// 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.
// About OpenGL function loaders:
// 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.
// About GLSL version:

View File

@ -53,14 +53,14 @@ bool ImGui_ImplOSX_Init()
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.SetClipboardTextFn = [](void*, const char* str) -> void
{
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
[pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
[pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
};
io.GetClipboardTextFn = [](void*) -> const char*
{
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
@ -71,7 +71,7 @@ bool ImGui_ImplOSX_Init()
NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
if (string == nil)
return NULL;
const char* string_c = (const char*)[string UTF8String];
size_t string_len = strlen(string_c);
static ImVector<char> s_clipboard;
@ -79,7 +79,7 @@ bool ImGui_ImplOSX_Init()
strcpy(s_clipboard.Data, string_c);
return s_clipboard.Data;
};
return true;
}
@ -235,6 +235,6 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
resetKeys();
return io.WantCaptureKeyboard;
}
return false;
}

View File

@ -1,6 +1,7 @@
// dear imgui: Platform Binding for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// (Requires: SDL 2.0. Prefer SDL 2.0.4+ for full feature support.)
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
@ -16,19 +17,20 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.
// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).
// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.
// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support.
// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.
// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.
@ -42,10 +44,12 @@
// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
#include <SDL.h>
#include <SDL_syswm.h>
#if defined(__APPLE__)
#include "TargetConditionals.h"
#endif
#define SDL_HAS_CAPTURE_MOUSE SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE SDL_VERSION_ATLEAST(2,0,4)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
#if !SDL_HAS_VULKAN
static const Uint32 SDL_WINDOW_VULKAN = 0x10000000;
#endif
@ -182,9 +186,9 @@ bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
{
#if !SDL_HAS_VULKAN
#if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported");
#endif
#endif
return ImGui_ImplSDL2_Init(window);
}
@ -220,7 +224,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
io.MouseDown[2] = g_MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
g_MousePressed[0] = g_MousePressed[1] = g_MousePressed[2] = false;
#if SDL_HAS_CAPTURE_MOUSE && !defined(__EMSCRIPTEN__)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
SDL_Window* focused_window = SDL_GetKeyboardFocus();
if (g_Window == focused_window)
{
@ -234,7 +238,7 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
io.MousePos = ImVec2((float)mx, (float)my);
}
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger the OS window resize cursor.
// The function is only supported from SDL 2.0.4 (released Jan 2016)
bool any_mouse_button_down = ImGui::IsAnyMouseDown();
SDL_CaptureMouse(any_mouse_button_down ? SDL_TRUE : SDL_FALSE);
@ -267,7 +271,7 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt()); // Font atlas needs to be built, call renderer _NewFrame() function e.g. ImGui_ImplOpenGL3_NewFrame()
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size (every frame to accommodate for window resizing)
int w, h;

View File

@ -8,11 +8,12 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-08-25: Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case.
// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other bindings.
@ -202,10 +203,13 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer)
{
VkResult err;
if (draw_data->TotalVtxCount == 0)
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount == 0)
return;
VkResult err;
FrameDataForRender* fd = &g_FramesDataBuffers[g_FrameIndex];
g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
@ -266,8 +270,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
VkViewport viewport;
viewport.x = 0;
viewport.y = 0;
viewport.width = draw_data->DisplaySize.x;
viewport.height = draw_data->DisplaySize.y;
viewport.width = (float)fb_width;
viewport.height = (float)fb_height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
vkCmdSetViewport(command_buffer, 0, 1, &viewport);
@ -286,10 +290,13 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
vkCmdPushConstants(command_buffer, g_PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, sizeof(float) * 2, sizeof(float) * 2, translate);
}
// Render the command lists:
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
ImVec2 display_pos = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -302,17 +309,26 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
}
else
{
// Apply scissor/clipping rectangle
// FIXME: We could clamp width/height based on clamped min/max values.
VkRect2D scissor;
scissor.offset.x = (int32_t)(pcmd->ClipRect.x - display_pos.x) > 0 ? (int32_t)(pcmd->ClipRect.x - display_pos.x) : 0;
scissor.offset.y = (int32_t)(pcmd->ClipRect.y - display_pos.y) > 0 ? (int32_t)(pcmd->ClipRect.y - display_pos.y) : 0;
scissor.extent.width = (uint32_t)(pcmd->ClipRect.z - pcmd->ClipRect.x);
scissor.extent.height = (uint32_t)(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // FIXME: Why +1 here?
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
// Draw
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect;
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
VkRect2D scissor;
scissor.offset.x = (int32_t)(clip_rect.x);
scissor.offset.y = (int32_t)(clip_rect.y);
scissor.extent.width = (uint32_t)(clip_rect.z - clip_rect.x);
scissor.extent.height = (uint32_t)(clip_rect.w - clip_rect.y);
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
// Draw
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
}
}
idx_offset += pcmd->ElemCount;
}
@ -735,11 +751,11 @@ void ImGui_ImplVulkan_NewFrame()
//-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers
//-------------------------------------------------------------------------
// You probably do NOT need to use or care about those functions.
// You probably do NOT need to use or care about those functions.
// Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the upcoming multi-viewport feature will need them internally.
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
// but it is too much code to duplicate everywhere so we exceptionally expose them.
// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.
@ -808,7 +824,7 @@ VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physic
}
else
{
// Request several formats, the first found will be used
// Request several formats, the first found will be used
for (int request_i = 0; request_i < request_formats_count; request_i++)
for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++)
if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space)
@ -919,7 +935,7 @@ void ImGui_ImplVulkanH_CreateWindowDataSwapChainAndFramebuffer(VkPhysicalDevice
wd->BackBufferCount = 0;
if (wd->RenderPass)
vkDestroyRenderPass(device, wd->RenderPass, allocator);
// If min image count was not specified, request different count of images dependent on selected present mode
if (min_image_count == 0)
min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode);

View File

@ -8,7 +8,7 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
#pragma once
@ -47,11 +47,11 @@ IMGUI_IMPL_API void ImGui_ImplVulkan_InvalidateDeviceObjects();
//-------------------------------------------------------------------------
// Internal / Miscellaneous Vulkan Helpers
//-------------------------------------------------------------------------
// You probably do NOT need to use or care about those functions.
// You probably do NOT need to use or care about those functions.
// Those functions only exist because:
// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files.
// 2) the upcoming multi-viewport feature will need them internally.
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings,
// but it is too much code to duplicate everywhere so we exceptionally expose them.
// Your application/engine will likely already have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).
// You may read this code to learn about Vulkan, but it is recommended you use you own custom tailored code to do equivalent work.

View File

@ -5,8 +5,7 @@
// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
// Missing features:
// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
#include "imgui.h"
#include "imgui_impl_win32.h"
@ -14,10 +13,14 @@
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <XInput.h>
#include <tchar.h>
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
@ -31,7 +34,7 @@
// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert.
// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag.
// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read.
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging.
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
// Win32 Data
@ -39,6 +42,8 @@ static HWND g_hWnd = 0;
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
static bool g_HasGamepad = false;
static bool g_WantUpdateHasGamepad = true;
// Functions
bool ImGui_ImplWin32_Init(void* hwnd)
@ -134,14 +139,67 @@ static void ImGui_ImplWin32_UpdateMousePos()
// Set mouse position
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
POINT pos;
if (::GetActiveWindow() == g_hWnd && ::GetCursorPos(&pos))
if (::ScreenToClient(g_hWnd, &pos))
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
if (HWND active_window = ::GetForegroundWindow())
if (active_window == g_hWnd || ::IsChild(active_window, g_hWnd))
if (::GetCursorPos(&pos) && ::ScreenToClient(g_hWnd, &pos))
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
}
#ifdef _MSC_VER
#pragma comment(lib, "xinput")
#endif
// Gamepad navigation mapping
static void ImGui_ImplWin32_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
return;
// Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow.
// Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE.
if (g_WantUpdateHasGamepad)
{
XINPUT_CAPABILITIES caps;
g_HasGamepad = (XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS);
g_WantUpdateHasGamepad = false;
}
XINPUT_STATE xinput_state;
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
if (g_HasGamepad && XInputGetState(0, &xinput_state) == ERROR_SUCCESS)
{
const XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad;
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
#define MAP_BUTTON(NAV_NO, BUTTON_ENUM) { io.NavInputs[NAV_NO] = (gamepad.wButtons & BUTTON_ENUM) ? 1.0f : 0.0f; }
#define MAP_ANALOG(NAV_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
MAP_BUTTON(ImGuiNavInput_Activate, XINPUT_GAMEPAD_A); // Cross / A
MAP_BUTTON(ImGuiNavInput_Cancel, XINPUT_GAMEPAD_B); // Circle / B
MAP_BUTTON(ImGuiNavInput_Menu, XINPUT_GAMEPAD_X); // Square / X
MAP_BUTTON(ImGuiNavInput_Input, XINPUT_GAMEPAD_Y); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, XINPUT_GAMEPAD_DPAD_UP); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, XINPUT_GAMEPAD_DPAD_DOWN); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, XINPUT_GAMEPAD_LEFT_SHOULDER); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, XINPUT_GAMEPAD_RIGHT_SHOULDER); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768);
MAP_ANALOG(ImGuiNavInput_LStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
MAP_ANALOG(ImGuiNavInput_LStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767);
MAP_ANALOG(ImGuiNavInput_LStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32767);
#undef MAP_BUTTON
#undef MAP_ANALOG
}
}
void ImGui_ImplWin32_NewFrame()
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
// Setup display size (every frame to accommodate for window resizing)
RECT rect;
@ -171,14 +229,20 @@ void ImGui_ImplWin32_NewFrame()
g_LastMouseCursor = mouse_cursor;
ImGui_ImplWin32_UpdateMouseCursor();
}
// Update game controllers (if available)
ImGui_ImplWin32_UpdateGamepads();
}
// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
#ifndef WM_MOUSEHWHEEL
#define WM_MOUSEHWHEEL 0x020E
#endif
#ifndef DBT_DEVNODES_CHANGED
#define DBT_DEVNODES_CHANGED 0x0007
#endif
// Process Win32 mouse/keyboard inputs.
// Process Win32 mouse/keyboard inputs.
// 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.
@ -196,11 +260,13 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK:
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK:
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK:
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK:
{
int button = 0;
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) button = 0;
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) button = 1;
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) button = 2;
if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; }
if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; }
if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; }
if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == NULL)
::SetCapture(hwnd);
io.MouseDown[button] = true;
@ -209,11 +275,13 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
case WM_LBUTTONUP:
case WM_RBUTTONUP:
case WM_MBUTTONUP:
case WM_XBUTTONUP:
{
int button = 0;
if (msg == WM_LBUTTONUP) button = 0;
if (msg == WM_RBUTTONUP) button = 1;
if (msg == WM_MBUTTONUP) button = 2;
if (msg == WM_LBUTTONUP) { button = 0; }
if (msg == WM_RBUTTONUP) { button = 1; }
if (msg == WM_MBUTTONUP) { button = 2; }
if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; }
io.MouseDown[button] = false;
if (!ImGui::IsAnyMouseDown() && ::GetCapture() == hwnd)
::ReleaseCapture();
@ -244,6 +312,10 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
return 1;
return 0;
case WM_DEVICECHANGE:
if ((UINT)wParam == DBT_DEVNODES_CHANGED)
g_WantUpdateHasGamepad = true;
return 0;
}
return 0;
}

View File

@ -5,8 +5,7 @@
// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
// Missing features:
// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
#pragma once

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@ -1,4 +1,4 @@
// dear imgui, v1.66b
// dear imgui, v1.68
// (internal structures/api)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@ -6,8 +6,27 @@
// #define IMGUI_DEFINE_MATH_OPERATORS
// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)
/*
Index of this file:
// Header mess
// Forward declarations
// STB libraries includes
// Context pointer
// Generic helpers
// Misc data structures
// Main imgui context
// Tab bar, tab item
// Internal API
*/
#pragma once
//-----------------------------------------------------------------------------
// Header mess
//-----------------------------------------------------------------------------
#ifndef IMGUI_VERSION
#error Must include imgui.h before imgui_internal.h
#endif
@ -24,13 +43,19 @@
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
#pragma clang diagnostic ignored "-Wold-style-cast"
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
#endif
#if __has_warning("-Wdouble-promotion")
#pragma clang diagnostic ignored "-Wdouble-promotion"
#endif
#endif
//-----------------------------------------------------------------------------
// Forward Declarations
// Forward declarations
//-----------------------------------------------------------------------------
struct ImRect; // An axis-aligned rectangle (2 points)
@ -49,6 +74,8 @@ struct ImGuiNextWindowData; // Storage for SetNexWindow** functions
struct ImGuiPopupRef; // Storage for current popup stack
struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it
struct ImGuiTabBar; // Storage for a tab bar
struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
struct ImGuiWindow; // Storage for one window
struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame)
struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session)
@ -66,7 +93,7 @@ typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags:
typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior()
//-------------------------------------------------------------------------
// STB libraries
// STB libraries includes
//-------------------------------------------------------------------------
namespace ImGuiStb
@ -82,7 +109,7 @@ namespace ImGuiStb
} // namespace ImGuiStb
//-----------------------------------------------------------------------------
// Context
// Context pointer
//-----------------------------------------------------------------------------
#ifndef GImGui
@ -90,7 +117,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe
#endif
//-----------------------------------------------------------------------------
// Helpers
// Generic helpers
//-----------------------------------------------------------------------------
#define IM_PI 3.14159265358979323846f
@ -99,6 +126,8 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe
#else
#define IM_NEWLINE "\n"
#endif
#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
@ -119,7 +148,8 @@ IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const
IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8
// Helpers: Misc
IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings
IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size, ImU32 seed = 0);
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0);
IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode);
static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
@ -127,6 +157,9 @@ static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c =
static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
#define ImQsort qsort
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68]
#endif
// Helpers: Geometry
IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
@ -140,6 +173,7 @@ IMGUI_API int ImStricmp(const char* str1, const char* str2);
IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count);
IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count);
IMGUI_API char* ImStrdup(const char* str);
IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str);
IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c);
IMGUI_API int ImStrlenW(const ImWchar* str);
IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line
@ -150,7 +184,7 @@ IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* f
IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API const char* ImParseFormatFindStart(const char* format);
IMGUI_API const char* ImParseFormatFindEnd(const char* format);
IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, int buf_size);
IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size);
IMGUI_API int ImParseFormatPrecision(const char* format, int default_value);
// Helpers: ImVec2/ImVec4 operators
@ -213,6 +247,18 @@ static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a)
static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
// Helper: ImBoolVector. Store 1-bit per value.
// Note that Resize() currently clears the whole vector.
struct ImBoolVector
{
ImVector<int> Storage;
ImBoolVector() { }
void Resize(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); }
void Clear() { Storage.clear(); }
bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (Storage[off] & mask) != 0; }
void SetBit(int n, bool v) { int off = (n >> 5); int mask = 1 << (n & 31); if (v) Storage[off] |= mask; else Storage[off] &= ~mask; }
};
// Helper: ImPool<>. Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,
// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.
typedef int ImPoolIdx;
@ -238,17 +284,9 @@ struct IMGUI_API ImPool
};
//-----------------------------------------------------------------------------
// Types
// Misc data structures
//-----------------------------------------------------------------------------
// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D and maintenance of some patches)
struct ImVec1
{
float x;
ImVec1() { x = 0.0f; }
ImVec1(float _x) { x = _x; }
};
enum ImGuiButtonFlags_
{
ImGuiButtonFlags_None = 0,
@ -307,6 +345,19 @@ enum ImGuiSeparatorFlags_
ImGuiSeparatorFlags_Vertical = 1 << 1
};
// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
// This is going to be exposed in imgui.h when stabilized enough.
enum ImGuiItemFlags_
{
ImGuiItemFlags_NoTabStop = 1 << 0, // false
ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
ImGuiItemFlags_NoNav = 1 << 3, // false
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
ImGuiItemFlags_Default_ = 0
};
// Storage for LastItem data
enum ImGuiItemStatusFlags_
{
@ -314,15 +365,25 @@ enum ImGuiItemStatusFlags_
ImGuiItemStatusFlags_HoveredRect = 1 << 0,
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
ImGuiItemStatusFlags_Edited = 1 << 2 // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
#ifdef IMGUI_ENABLE_TEST_ENGINE
, // [imgui-test only]
ImGuiItemStatusFlags_Openable = 1 << 10, //
ImGuiItemStatusFlags_Opened = 1 << 11, //
ImGuiItemStatusFlags_Checkable = 1 << 12, //
ImGuiItemStatusFlags_Checked = 1 << 13 //
#endif
};
// FIXME: this is in development, not exposed/functional as a generic feature yet.
// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2
enum ImGuiLayoutType_
{
ImGuiLayoutType_Vertical,
ImGuiLayoutType_Horizontal
ImGuiLayoutType_Horizontal = 0,
ImGuiLayoutType_Vertical = 1
};
// X/Y enums are fixed to 0/1 so they may be used to index ImVec2
enum ImGuiAxis
{
ImGuiAxis_None = -1,
@ -362,7 +423,7 @@ enum ImGuiNavHighlightFlags_
ImGuiNavHighlightFlags_None = 0,
ImGuiNavHighlightFlags_TypeDefault = 1 << 0,
ImGuiNavHighlightFlags_TypeThin = 1 << 1,
ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2,
ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.
ImGuiNavHighlightFlags_NoRounding = 1 << 3
};
@ -392,12 +453,28 @@ enum ImGuiNavForward
ImGuiNavForward_ForwardActive
};
enum ImGuiNavLayer
{
ImGuiNavLayer_Main = 0, // Main scrolling layer
ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu)
ImGuiNavLayer_COUNT
};
enum ImGuiPopupPositionPolicy
{
ImGuiPopupPositionPolicy_Default,
ImGuiPopupPositionPolicy_ComboBox
};
// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
struct ImVec1
{
float x;
ImVec1() { x = 0.0f; }
ImVec1(float _x) { x = _x; }
};
// 2D axis aligned bounding-box
// NB: we can't rely on ImVec2 math operators being available here
struct IMGUI_API ImRect
@ -505,7 +582,7 @@ struct IMGUI_API ImGuiInputTextState
void CursorClamp() { StbState.cursor = ImMin(StbState.cursor, CurLenW); StbState.select_start = ImMin(StbState.select_start, CurLenW); StbState.select_end = ImMin(StbState.select_end, CurLenW); }
bool HasSelection() const { return StbState.select_start != StbState.select_end; }
void ClearSelection() { StbState.select_start = StbState.select_end = StbState.cursor; }
void SelectAll() { StbState.select_start = 0; StbState.cursor = StbState.select_end = CurLenW; StbState.has_preferred_x = false; }
void SelectAll() { StbState.select_start = 0; StbState.cursor = StbState.select_end = CurLenW; StbState.has_preferred_x = 0; }
void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
};
@ -523,8 +600,8 @@ struct ImGuiWindowSettings
struct ImGuiSettingsHandler
{
const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
ImGuiID TypeHash; // == ImHash(TypeName, 0, 0)
const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
ImGuiID TypeHash; // == ImHashStr(TypeName, 0, 0)
void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]"
void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry
void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf'
@ -614,6 +691,7 @@ struct ImDrawDataBuilder
struct ImGuiNavMoveResult
{
ImGuiID ID; // Best candidate
ImGuiID SelectScopeId;// Best candidate window current selectable group ID
ImGuiWindow* Window; // Best candidate window
float DistBox; // Best candidate box distance to current NavId
float DistCenter; // Best candidate center distance to current NavId
@ -621,7 +699,7 @@ struct ImGuiNavMoveResult
ImRect RectRel; // Best candidate bounding box in window relative space
ImGuiNavMoveResult() { Clear(); }
void Clear() { ID = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
void Clear() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
};
// Storage for SetNexWindow** functions
@ -664,11 +742,25 @@ struct ImGuiNextWindowData
}
};
//-----------------------------------------------------------------------------
// Tabs
//-----------------------------------------------------------------------------
struct ImGuiTabBarSortItem
{
int Index;
float Width;
};
//-----------------------------------------------------------------------------
// Main imgui context
//-----------------------------------------------------------------------------
struct ImGuiContext
{
bool Initialized;
bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame()/Render()
bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame()
bool FrameScopePushedImplicitWindow; // Set by NewFrame(), cleared by EndFrame()
bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
ImGuiIO IO;
ImGuiStyle Style;
@ -701,10 +793,12 @@ struct ImGuiContext
float ActiveIdTimer;
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
bool ActiveIdHasBeenPressed; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
bool ActiveIdHasBeenEdited; // Was the value associated to the widget Edited over the course of the Active state.
bool ActiveIdPreviousFrameIsAlive;
bool ActiveIdPreviousFrameHasBeenEdited;
int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
int ActiveIdBlockNavInputFlags;
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow;
ImGuiWindow* ActiveIdPreviousFrameWindow;
@ -717,7 +811,7 @@ struct ImGuiContext
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
ImVector<ImGuiPopupRef> OpenPopupStack; // Which popups are open (persistent)
ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
ImVector<ImGuiPopupRef> BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions
ImGuiCond NextTreeNodeOpenCond;
@ -730,8 +824,9 @@ struct ImGuiContext
ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
ImGuiID NavJustTabbedId; // Just tabbed to this id.
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest)
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
ImGuiID NavJustMovedToSelectScopeId; // Just navigated to this select scope id (result of a successfully MoveRequest).
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
int NavScoringCount; // Metrics for debugging
@ -741,7 +836,7 @@ struct ImGuiContext
float NavWindowingTimer;
float NavWindowingHighlightAlpha;
bool NavWindowingToggleLayer;
int NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid
bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
@ -786,6 +881,11 @@ struct ImGuiContext
ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly
unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads
// Tab bars
ImPool<ImGuiTabBar> TabBars;
ImVector<ImGuiTabBar*> CurrentTabBar;
ImVector<ImGuiTabBarSortItem> TabSortByWidthBuffer;
// Widget state
ImGuiInputTextState InputTextState;
ImFont InputTextPasswordFont;
@ -798,7 +898,14 @@ struct ImGuiContext
ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
int TooltipOverrideCount;
ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
ImVec2 PlatformImePos, PlatformImeLastPos; // Cursor position request & last passed to the OS Input Method Editor
// Range-Select/Multi-Select
// [This is unused in this branch, but left here to facilitate merging/syncing multiple branches]
ImGuiID MultiSelectScopeId;
// Platform support
ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor
ImVec2 PlatformImeLastPos;
// Settings
bool SettingsLoaded;
@ -826,7 +933,7 @@ struct ImGuiContext
ImGuiContext(ImFontAtlas* shared_font_atlas) : OverlayDrawList(NULL)
{
Initialized = false;
FrameScopeActive = false;
FrameScopeActive = FrameScopePushedImplicitWindow = false;
Font = NULL;
FontSize = FontBaseSize = 0.0f;
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
@ -849,10 +956,12 @@ struct ImGuiContext
ActiveIdTimer = 0.0f;
ActiveIdIsJustActivated = false;
ActiveIdAllowOverlap = false;
ActiveIdHasBeenPressed = false;
ActiveIdHasBeenEdited = false;
ActiveIdPreviousFrameIsAlive = false;
ActiveIdPreviousFrameHasBeenEdited = false;
ActiveIdAllowNavDirFlags = 0;
ActiveIdAllowNavDirFlags = 0x00;
ActiveIdBlockNavInputFlags = 0x00;
ActiveIdClickOffset = ImVec2(-1,-1);
ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL;
ActiveIdSource = ImGuiInputSource_None;
@ -865,14 +974,14 @@ struct ImGuiContext
NavWindow = NULL;
NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
NavJustTabbedId = NavJustMovedToId = NavNextActivateId = 0;
NavJustTabbedId = NavJustMovedToId = NavJustMovedToSelectScopeId = NavNextActivateId = 0;
NavInputSource = ImGuiInputSource_None;
NavScoringRectScreen = ImRect();
NavScoringCount = 0;
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingList = NULL;
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false;
NavLayer = 0;
NavLayer = ImGuiNavLayer_Main;
NavIdTabCounter = INT_MAX;
NavIdIsAlive = false;
NavMousePosDirty = false;
@ -911,6 +1020,9 @@ struct ImGuiContext
DragSpeedDefaultRatio = 1.0f / 100.0f;
ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
TooltipOverrideCount = 0;
MultiSelectScopeId = 0;
PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
SettingsLoaded = false;
@ -929,18 +1041,9 @@ struct ImGuiContext
}
};
// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
// This is going to be exposed in imgui.h when stabilized enough.
enum ImGuiItemFlags_
{
ImGuiItemFlags_NoTabStop = 1 << 0, // false
ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
ImGuiItemFlags_NoNav = 1 << 3, // false
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
ImGuiItemFlags_Default_ = 0
};
//-----------------------------------------------------------------------------
// ImGuiWindow
//-----------------------------------------------------------------------------
// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
@ -961,12 +1064,12 @@ struct IMGUI_API ImGuiWindowTempData
ImGuiItemStatusFlags LastItemStatusFlags;
ImRect LastItemRect; // Interaction rect
ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
bool NavHideHighlightOneFrame;
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
int NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
bool NavHideHighlightOneFrame;
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
bool MenuBarAppending; // FIXME: Remove this
ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
ImVector<ImGuiWindow*> ChildWindows;
@ -982,7 +1085,7 @@ struct IMGUI_API ImGuiWindowTempData
ImVector<float> ItemWidthStack;
ImVector<float> TextWrapPosStack;
ImVector<ImGuiGroupData>GroupStack;
int StackSizesBackup[6]; // Store size of various stacks for asserting
short StackSizesBackup[6]; // Store size of various stacks for asserting
ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
ImVec1 GroupOffset;
@ -1000,11 +1103,11 @@ struct IMGUI_API ImGuiWindowTempData
LastItemId = 0;
LastItemStatusFlags = 0;
LastItemRect = LastItemDisplayRect = ImRect();
NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
NavLayerCurrent = ImGuiNavLayer_Main;
NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
NavHideHighlightOneFrame = false;
NavHasScroll = false;
NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
NavLayerCurrent = 0;
NavLayerCurrentMask = 1 << 0;
MenuBarAppending = false;
MenuBarOffset = ImVec2(0.0f, 0.0f);
StateStorage = NULL;
@ -1036,6 +1139,7 @@ struct IMGUI_API ImGuiWindow
ImVec2 WindowPadding; // Window padding at the time of begin.
float WindowRounding; // Window rounding at the time of begin.
float WindowBorderSize; // Window border size at the time of begin.
int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)!
ImGuiID MoveId; // == window->GetID("#MOVE")
ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
ImVec2 Scroll;
@ -1052,9 +1156,10 @@ struct IMGUI_API ImGuiWindow
bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
bool Hidden; // Do not display (== (HiddenFramesForResize > 0) ||
bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
int BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
int BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
int AutoFitFramesX, AutoFitFramesY;
bool AutoFitOnlyGrows;
@ -1090,8 +1195,8 @@ struct IMGUI_API ImGuiWindow
ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)
ImGuiID NavLastIds[2]; // Last known NavId for this window, per layer (0/1)
ImRect NavRectRel[2]; // Reference rectangle, in window relative space
ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
// Navigation / Focus
// FIXME-NAV: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext
@ -1134,6 +1239,71 @@ struct ImGuiItemHoveredDataBackup
void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; }
};
//-----------------------------------------------------------------------------
// Tab bar, tab item
//-----------------------------------------------------------------------------
enum ImGuiTabBarFlagsPrivate_
{
ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node
ImGuiTabBarFlags_IsFocused = 1 << 21,
ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs
};
enum ImGuiTabItemFlagsPrivate_
{
ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Store whether p_open is set or not, which we need to recompute WidthContents during layout.
};
// Storage for one active tab item (sizeof() 26~32 bytes)
struct ImGuiTabItem
{
ImGuiID ID;
ImGuiTabItemFlags Flags;
int LastFrameVisible;
int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance
int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
float Offset; // Position relative to beginning of tab
float Width; // Width currently displayed
float WidthContents; // Width of actual contents, stored during BeginTabItem() call
ImGuiTabItem() { ID = Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = WidthContents = 0.0f; }
};
// Storage for a tab bar (sizeof() 92~96 bytes)
struct ImGuiTabBar
{
ImVector<ImGuiTabItem> Tabs;
ImGuiID ID; // Zero for tab-bars used by docking
ImGuiID SelectedTabId; // Selected tab
ImGuiID NextSelectedTabId;
ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview)
int CurrFrameVisible;
int PrevFrameVisible;
ImRect BarRect;
float ContentsHeight;
float OffsetMax; // Distance from BarRect.Min.x, locked during layout
float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set.
float ScrollingAnim;
float ScrollingTarget;
ImGuiTabBarFlags Flags;
ImGuiID ReorderRequestTabId;
int ReorderRequestDir;
bool WantLayout;
bool VisibleTabWasSubmitted;
short LastTabItemIdx; // For BeginTabItem()/EndTabItem()
ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar()
ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer.
ImGuiTabBar();
int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); }
const char* GetTabName(const ImGuiTabItem* tab) const
{
IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size);
return TabsNames.Buf.Data + tab->NameOffset;
}
};
//-----------------------------------------------------------------------------
// Internal API
// No guarantee of forward compatibility here.
@ -1163,6 +1333,10 @@ namespace ImGui
IMGUI_API float GetWindowScrollMaxX(ImGuiWindow* window);
IMGUI_API float GetWindowScrollMaxY(ImGuiWindow* window);
IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window);
IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond);
IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond);
IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond);
IMGUI_API void SetCurrentFont(ImFont* font);
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
@ -1173,13 +1347,15 @@ namespace ImGui
// NewFrame
IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
IMGUI_API void UpdateMouseMovingWindow();
IMGUI_API void UpdateMouseMovingWindowNewFrame();
IMGUI_API void UpdateMouseMovingWindowEndFrame();
// Settings
IMGUI_API void MarkIniSettingsDirty();
IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window);
IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name);
IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id);
IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name);
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
// Basic Accessors
@ -1200,7 +1376,7 @@ namespace ImGui
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL);
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true); // Return true if focus is requested
IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true); // Return true if focus is requested
IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
@ -1210,10 +1386,9 @@ namespace ImGui
// Popups, Modals, Tooltips
IMGUI_API void OpenPopupEx(ImGuiID id);
IMGUI_API void ClosePopup(ImGuiID id);
IMGUI_API void ClosePopupToLevel(int remaining);
IMGUI_API void ClosePopupToLevel(int remaining, bool apply_focus_to_window_under);
IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window);
IMGUI_API bool IsPopupOpen(ImGuiID id);
IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack!
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
IMGUI_API ImGuiWindow* GetFrontMostPopupModal();
@ -1249,12 +1424,24 @@ namespace ImGui
IMGUI_API void EndColumns(); // close columns
IMGUI_API void PushColumnClipRect(int column_index = -1);
// Tab Bars
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);
IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id);
IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
IMGUI_API void TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir);
IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags);
IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button);
IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);
IMGUI_API bool TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id);
// Render helpers
// AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.
// NB: All position are in absolute pixels coordinates (we are never using window coordinates internally)
IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL);
IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL);
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);
@ -1269,6 +1456,7 @@ namespace ImGui
IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow);
IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col);
// Widgets
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
@ -1276,6 +1464,7 @@ namespace ImGui
IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos);
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
IMGUI_API void Scrollbar(ImGuiLayoutType direction);
IMGUI_API ImGuiID GetScrollbarID(ImGuiLayoutType direction);
IMGUI_API void VerticalSeparator(); // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout.
// Widgets low-level behaviors
@ -1287,7 +1476,7 @@ namespace ImGui
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
IMGUI_API void TreePushRawID(ImGuiID id);
// Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
// Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
// To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
// e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); "
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, const T v_min, const T v_max, const char* format, float power, ImGuiDragFlags flags);
@ -1305,7 +1494,7 @@ namespace ImGui
IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags);
// Plot
IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size);
IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size);
// Shade functions (write over already created vertices)
IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
@ -1317,11 +1506,23 @@ namespace ImGui
IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* spc);
IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque);
IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);
IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride);
// Test engine hooks (imgui-test)
//#define IMGUI_ENABLE_TEST_ENGINE
#ifdef IMGUI_ENABLE_TEST_ENGINE
extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx);
extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx);
extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);
extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register status flags
#else
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0)
#endif
#ifdef __clang__
#pragma clang diagnostic pop
#endif

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@ -1,4 +1,10 @@
// stb_rect_pack.h - v0.11 - public domain - rectangle packing
// [DEAR IMGUI]
// This is a slightly modified version of stb_rect_pack.h 0.99.
// Those changes would need to be pushed into nothings/stb:
// - Added STBRP__CDECL
// Grep for [DEAR IMGUI] to find the changes.
// stb_rect_pack.h - v0.99 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
@ -34,6 +40,7 @@
//
// Version history:
//
// 0.99 (2019-02-07) warning fixes
// 0.11 (2017-03-03) return packing success/fail result
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
// 0.09 (2016-08-27) fix compiler warnings
@ -204,6 +211,7 @@ struct stbrp_context
#define STBRP_ASSERT assert
#endif
// [DEAR IMGUI] Added STBRP__CDECL
#ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v)
#define STBRP__CDECL __cdecl
@ -512,6 +520,7 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i
return res;
}
// [DEAR IMGUI] Added STBRP__CDECL
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
@ -523,6 +532,7 @@ static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
return (p->w > q->w) ? -1 : (p->w < q->w);
}
// [DEAR IMGUI] Added STBRP__CDECL
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
@ -543,9 +553,6 @@ STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int nu
// we use the 'was_packed' field internally to allow sorting/unsorting
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = i;
#ifndef STBRP_LARGE_RECTS
STBRP_ASSERT(rects[i].w <= 0xffff && rects[i].h <= 0xffff);
#endif
}
// sort according to heuristic

View File

@ -1,9 +1,10 @@
// [ImGui] this is a slightly modified version of stb_textedit.h 1.12. Those changes would need to be pushed into nothings/stb
// [ImGui] - 2018-06: fixed undo/redo after pasting large amount of text (over 32 kb). Redo will still fail when undo buffers are exhausted, but text won't be corrupted (see nothings/stb issue #620)
// [ImGui] - 2018-06: fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
// [ImGui] - fixed some minor warnings
// [DEAR IMGUI]
// This is a slightly modified version of stb_textedit.h 1.13.
// Those changes would need to be pushed into nothings/stb:
// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
// Grep for [DEAR IMGUI] to find the changes.
// stb_textedit.h - v1.12 - public domain - Sean Barrett
// stb_textedit.h - v1.13 - public domain - Sean Barrett
// Development of this library was sponsored by RAD Game Tools
//
// This C header file implements the guts of a multi-line text-editing
@ -34,6 +35,7 @@
//
// VERSION HISTORY
//
// 1.13 (2019-02-07) fix bug in undo size management
// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield
// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual
@ -563,7 +565,6 @@ static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *s
// now scan to find xpos
find->x = r.x0;
i = 0;
for (i=0; first+i < n; ++i)
find->x += STB_TEXTEDIT_GETWIDTH(str, first, i);
}
@ -693,7 +694,7 @@ static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state)
static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
{
if (STB_TEXT_HAS_SELECTION(state)) {
stb_textedit_delete_selection(str,state); // implicity clamps
stb_textedit_delete_selection(str,state); // implicitly clamps
state->has_preferred_x = 0;
return 1;
}
@ -745,7 +746,7 @@ retry:
state->has_preferred_x = 0;
}
} else {
stb_textedit_delete_selection(str,state); // implicity clamps
stb_textedit_delete_selection(str,state); // implicitly clamps
if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
stb_text_makeundo_insert(state, state->cursor, 1);
++state->cursor;
@ -1133,7 +1134,14 @@ static void stb_textedit_discard_redo(StbUndoState *state)
state->undo_rec[i].char_storage += n;
}
// now move all the redo records towards the end of the buffer; the first one is at 'redo_point'
STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, (size_t) ((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));
// {DEAR IMGUI]
size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0]));
const char* buf_begin = (char*)state->undo_rec; (void)buf_begin;
const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end;
IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin);
IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end);
STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size);
// now move redo_point to point to the new one
++state->redo_point;
}

View File

@ -1,4 +1,9 @@
// stb_truetype.h - v1.19 - public domain
// [DEAR IMGUI]
// This is a slightly modified version of stb_truetype.h 1.20.
// Mostly fixing for compiler and static analyzer warnings.
// Grep for [DEAR IMGUI] to find the changes.
// stb_truetype.h - v1.20 - public domain
// authored from 2009-2016 by Sean Barrett / RAD Game Tools
//
// This library processes TrueType files:
@ -49,6 +54,7 @@
//
// VERSION HISTORY
//
// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()
// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod
// 1.18 (2018-01-29) add missing function
// 1.17 (2017-07-23) make more arguments const; doc fix
@ -75,7 +81,7 @@
//
// USAGE
//
// Include this file in whatever places neeed to refer to it. In ONE C/C++
// Include this file in whatever places need to refer to it. In ONE C/C++
// file, write:
// #define STB_TRUETYPE_IMPLEMENTATION
// before the #include of this file. This expands out the actual
@ -247,8 +253,8 @@
// Documentation & header file 520 LOC \___ 660 LOC documentation
// Sample code 140 LOC /
// Truetype parsing 620 LOC ---- 620 LOC TrueType
// Software rasterization 240 LOC \ .
// Curve tesselation 120 LOC \__ 550 LOC Bitmap creation
// Software rasterization 240 LOC \.
// Curve tessellation 120 LOC \__ 550 LOC Bitmap creation
// Bitmap management 100 LOC /
// Baked bitmap interface 70 LOC /
// Font name matching & access 150 LOC ---- 150
@ -556,6 +562,8 @@ STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int p
//
// It's inefficient; you might want to c&p it and optimize it.
STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap);
// Query the font vertical metrics without having to create a font first.
//////////////////////////////////////////////////////////////////////////////
@ -641,6 +649,12 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h
// To use with PackFontRangesGather etc., you must set it before calls
// call to PackFontRangesGatherRects.
STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip);
// If skip != 0, this tells stb_truetype to skip any codepoints for which
// there is no corresponding glyph. If skip=0, which is the default, then
// codepoints without a glyph recived the font's "missing character" glyph,
// typically an empty box by convention.
STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above
int char_index, // character to display
float *xpos, float *ypos, // pointers to current position in screen pixel space
@ -669,6 +683,7 @@ struct stbtt_pack_context {
int height;
int stride_in_bytes;
int padding;
int skip_missing;
unsigned int h_oversample, v_oversample;
unsigned char *pixels;
void *nodes;
@ -694,7 +709,7 @@ STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index);
// file will only define one font and it always be at offset 0, so it will
// return '0' for index 0, and -1 for all other indices.
// The following structure is defined publically so you can declare one on
// The following structure is defined publicly so you can declare one on
// the stack or as a global or etc, but you should treat it as opaque.
struct stbtt_fontinfo
{
@ -733,6 +748,7 @@ STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codep
// and you want a speed-up, call this function with the character you're
// going to process, then use glyph-based functions instead of the
// codepoint-based functions.
// Returns 0 if the character codepoint is not defined in the font.
//////////////////////////////////////////////////////////////////////////////
@ -820,7 +836,7 @@ STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, s
// returns # of vertices and fills *vertices with the pointer to them
// these are expressed in "unscaled" coordinates
//
// The shape is a series of countours. Each one starts with
// The shape is a series of contours. Each one starts with
// a STBTT_moveto, then consists of a series of mixed
// STBTT_lineto and STBTT_curveto segments. A lineto
// draws a line from previous endpoint to its x,y; a curveto
@ -916,7 +932,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff);
// These functions compute a discretized SDF field for a single character, suitable for storing
// in a single-channel texture, sampling with bilinear filtering, and testing against
// larger than some threshhold to produce scalable fonts.
// larger than some threshold to produce scalable fonts.
// info -- the font
// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap
// glyph/codepoint -- the character to generate the SDF for
@ -1825,7 +1841,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s
if (comp_verts) STBTT_free(comp_verts, info->userdata);
return 0;
}
if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex));
if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); //-V595
STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex));
if (vertices) STBTT_free(vertices, info->userdata);
vertices = tmp;
@ -2196,7 +2212,7 @@ static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, st
} break;
default:
if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254))
if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560
return STBTT__CSERR("reserved operator");
// push immediate
@ -2368,7 +2384,8 @@ static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph)
if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount)
return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID));
classDefTable = classDef1ValueArray + 2 * glyphCount;
// [DEAR IMGUI] Commented to fix static analyzer warning
//classDefTable = classDef1ValueArray + 2 * glyphCount;
} break;
case 2: {
@ -2392,7 +2409,8 @@ static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph)
return (stbtt_int32)ttUSHORT(classRangeRecord + 4);
}
classDefTable = classRangeRecords + 6 * classRangeCount;
// [DEAR IMGUI] Commented to fix static analyzer warning
//classDefTable = classRangeRecords + 6 * classRangeCount;
} break;
default: {
@ -3024,6 +3042,8 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
dx = -dx;
dy = -dy;
t = x0, x0 = xb, xb = t;
// [DEAR IMGUI] Fix static analyzer warning
(void)dx; // [ImGui: fix static analyzer warning]
}
x1 = (int) x_top;
@ -3161,7 +3181,13 @@ static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e,
if (e->y0 != e->y1) {
stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata);
if (z != NULL) {
STBTT_assert(z->ey >= scan_y_top);
if (j == 0 && off_y != 0) {
if (z->ey < scan_y_top) {
// this can happen due to subpixel positioning and some kind of fp rounding error i think
z->ey = scan_y_top;
}
}
STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds
// insert at front
z->next = active;
active = z;
@ -3230,7 +3256,7 @@ static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n)
static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n)
{
/* threshhold for transitioning to insertion sort */
/* threshold for transitioning to insertion sort */
while (n > 12) {
stbtt__edge t;
int c01,c12,c,m,i,j;
@ -3365,7 +3391,7 @@ static void stbtt__add_point(stbtt__point *points, int n, float x, float y)
points[n].y = y;
}
// tesselate until threshhold p is happy... @TODO warped to compensate for non-linear stretching
// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching
static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n)
{
// midpoint
@ -3790,6 +3816,7 @@ STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, in
spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw;
spc->h_oversample = 1;
spc->v_oversample = 1;
spc->skip_missing = 0;
stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes);
@ -3815,6 +3842,11 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h
spc->v_oversample = v_oversample;
}
STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip)
{
spc->skip_missing = skip;
}
#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1)
static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)
@ -3968,13 +4000,17 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stb
int x0,y0,x1,y1;
int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
int glyph = stbtt_FindGlyphIndex(info, codepoint);
stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,
scale * spc->h_oversample,
scale * spc->v_oversample,
0,0,
&x0,&y0,&x1,&y1);
rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);
rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);
if (glyph == 0 && spc->skip_missing) {
rects[k].w = rects[k].h = 0;
} else {
stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,
scale * spc->h_oversample,
scale * spc->v_oversample,
0,0,
&x0,&y0,&x1,&y1);
rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);
rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);
}
++k;
}
}
@ -4027,7 +4063,7 @@ STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const
sub_y = stbtt__oversample_shift(spc->v_oversample);
for (j=0; j < ranges[i].num_chars; ++j) {
stbrp_rect *r = &rects[k];
if (r->was_packed) {
if (r->was_packed && r->w != 0 && r->h != 0) {
stbtt_packedchar *bc = &ranges[i].chardata_for_range[j];
int advance, lsb, x0,y0,x1,y1;
int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
@ -4141,6 +4177,19 @@ STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *
return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1);
}
STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap)
{
int i_ascent, i_descent, i_lineGap;
float scale;
stbtt_fontinfo info;
stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index));
scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size);
stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap);
*ascent = (float) i_ascent * scale;
*descent = (float) i_descent * scale;
*lineGap = (float) i_lineGap * scale;
}
STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer)
{
float ipw = 1.0f / pw, iph = 1.0f / ph;
@ -4253,7 +4302,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex
int winding = 0;
orig[0] = x;
orig[1] = y;
//orig[1] = y; // [DEAR IMGUI] commmented double assignment
// make sure y never passes through a vertex of the shape
y_frac = (float) STBTT_fmod(y, 1.0f);

View File

@ -13,6 +13,6 @@ misc/freetype/
Benefit from better FreeType rasterization, in particular for small fonts.
misc/natvis/
Natvis file to describe dear imgui types in the Visual Studio debugger.
With this, types like ImVector<> will be displayed nicely in the debugger.
Natvis file to describe dear imgui types in the Visual Studio debugger.
With this, types like ImVector<> will be displayed nicely in the debugger.
You can include this file a Visual Studio project file, or install it in Visual Studio folder.

View File

@ -3,7 +3,7 @@ imgui_stdlib.h + imgui_stdlib.cpp
InputText() wrappers for C++ standard library (STL) type: std::string.
This is also an example of how you may wrap your own similar types.
imgui_scoped.h
imgui_scoped.h
[Experimental, not currently in main repository]
Additional header file with some RAII-style wrappers for common ImGui functions.
Try by merging: https://github.com/ocornut/imgui/pull/2197

View File

@ -3,7 +3,7 @@
// This is also an example of how you may wrap your own similar types.
// Compatibility:
// - std::string support is only guaranteed to work from C++11.
// - std::string support is only guaranteed to work from C++11.
// If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture)
// Changelog:

View File

@ -3,7 +3,7 @@
// This is also an example of how you may wrap your own similar types.
// Compatibility:
// - std::string support is only guaranteed to work from C++11.
// - std::string support is only guaranteed to work from C++11.
// If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture)
// Changelog:

View File

@ -3,7 +3,7 @@ The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
a 13 pixels high, pixel-perfect font used by default.
We embed it font in source code so you can use Dear ImGui without any file system access.
You may also load external .TTF/.OTF files.
You may also load external .TTF/.OTF files.
The files in this folder are suggested fonts, provided as a convenience.
(Note: .OTF support in imstb_truetype.h currently doesn't appear to load every font)
@ -25,7 +25,7 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui "
- Building Custom Glyph Ranges
- Embedding Fonts in Source Code
- Credits/Licences for fonts included in this folder
- Links, Other fonts
- Fonts Links
---------------------------------------
@ -45,9 +45,9 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui "
USING ICONS
---------------------------------------
Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons)
Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons)
is an easy and practical way to use icons in your Dear ImGui application.
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without
having to change fonts back and forth.
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut:
@ -77,8 +77,8 @@ Example Usage:
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
ImGui::Button(ICON_FA_SEARCH " Search");
// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
See Links below for other icons fonts and related tools.
@ -96,7 +96,7 @@ Load .TTF/.OTF file with:
ImGuiIO& io = ImGui::GetIO();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
// Select font at runtime
ImGui::Text("Hello"); // use the default font (which is the first loaded font)
ImGui::PushFont(font2);
@ -106,21 +106,24 @@ Load .TTF/.OTF file with:
For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally):
ImFontConfig config;
config.OversampleH = 3;
config.OversampleH = 2;
config.OversampleV = 1;
config.GlyphExtraSpacing.x = 1.0f;
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
Read about oversampling here:
https://github.com/nothings/stb/blob/master/tests/oversample
If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you
In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you
set OversampleH/OversampleV to 1 and use a small font size.
Mind the fact that some graphics drivers have texture size limitation.
If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
Some solutions:
- 1) Reduce glyphs ranges by calculating them from source localization data. You can use ImFont::GlyphRangesBuilder for this purpose,
this will be the biggest win.
- 1) Reduce glyphs ranges by calculating them from source localization data.
You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
- 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
- 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
- 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
@ -144,14 +147,14 @@ Add a fourth parameter to bake specific font ranges only:
// Basic Latin, Extended Latin
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault());
// Default + Selection of 2500 Ideographs used by Simplified Chinese
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
See "BUILDING CUSTOM GLYPH RANGES" section to create your own ranges.
See "BUILDING CUSTOM GLYPH RANGES" section to create your own ranges.
Offset font vertically by altering the io.Font->DisplayOffset value:
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
@ -163,8 +166,8 @@ Offset font vertically by altering the io.Font->DisplayOffset value:
---------------------------------------
Dear ImGui uses imstb_truetype.h to rasterize fonts (with optional oversampling).
This technique and its implementation are not ideal for fonts rendered at _small sizes_, which may appear a
little blurry or hard to read.
This technique and its implementation are not ideal for fonts rendered at _small sizes_, which may appear a
little blurry or hard to read.
There is an implementation of the ImFontAtlas builder using FreeType that you can use in the misc/freetype/ folder.
@ -177,11 +180,11 @@ Also note that correct sRGB space blending will have an important effect on your
BUILDING CUSTOM GLYPH RANGES
---------------------------------------
You can use the ImFontAtlas::GlyphRangesBuilder helper to create glyph ranges based on text input.
For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
You can use the ImFontGlyphRangesBuilder helper to create glyph ranges based on text input.
For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
ImVector<ImWchar> ranges;
ImFontAtlas::GlyphRangesBuilder builder;
ImFontGlyphRangesBuilder builder;
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
@ -198,11 +201,11 @@ For example: for a game where your script is known, if you can feed your entire
Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array that you can embed in source code.
See the documentation in binary_to_compressed_c.cpp for instruction on how to use the tool.
You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see README).
The tool optionally used Base85 encoding to reduce the size of _source code_ but the read-only arrays will be about 20% bigger.
The tool optionally used Base85 encoding to reduce the size of _source code_ but the read-only arrays will be about 20% bigger.
Then load the font with:
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
or:
or:
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
@ -221,7 +224,7 @@ Cousine-Regular.ttf
by Steve Matteson
Digitized data copyright (c) 2010 Google Corporation.
Licensed under the SIL Open Font License, Version 1.1
https://fonts.google.com/specimen/Cousine
https://fonts.google.com/specimen/Cousine
DroidSans.ttf
@ -267,7 +270,7 @@ ICON FONTS
Kenney Icon Font (Game Controller Icons)
https://github.com/nicodinh/kenney-icon-font
IcoMoon - Custom Icon font builder
https://icomoon.io/app

View File

@ -56,7 +56,7 @@ int main(int argc, char** argv)
return binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding, use_compression) ? 0 : 1;
}
char Encode85Byte(unsigned int x)
char Encode85Byte(unsigned int x)
{
x = (x % 85) + 35;
return (x>='\\') ? x+1 : x;
@ -214,7 +214,7 @@ static int stb__window = 0x40000; // 256K
static int stb_not_crap(int best, int dist)
{
return ((best > 2 && dist <= 0x00100)
return ((best > 2 && dist <= 0x00100)
|| (best > 5 && dist <= 0x04000)
|| (best > 7 && dist <= 0x80000));
}
@ -296,15 +296,15 @@ static int stb_compress_chunk(stb_uchar *history,
stb_out(dist-1);
} else if (best > 5 && best <= 0x100 && dist <= 0x4000) {
outliterals(lit_start, q-lit_start); lit_start = (q += best);
stb_out2(0x4000 + dist-1);
stb_out2(0x4000 + dist-1);
stb_out(best-1);
} else if (best > 7 && best <= 0x100 && dist <= 0x80000) {
outliterals(lit_start, q-lit_start); lit_start = (q += best);
stb_out3(0x180000 + dist-1);
stb_out3(0x180000 + dist-1);
stb_out(best-1);
} else if (best > 8 && best <= 0x10000 && dist <= 0x80000) {
outliterals(lit_start, q-lit_start); lit_start = (q += best);
stb_out3(0x100000 + dist-1);
stb_out3(0x100000 + dist-1);
stb_out2(best-1);
} else if (best > 9 && dist <= 0x1000000) {
if (best > 65536) best = 65536;

View File

@ -1,14 +1,14 @@
# imgui_freetype
This is an attempt to replace stb_truetype (the default imgui's font rasterizer) with FreeType.
Currently not optimal and probably has some limitations or bugs.
By [Vuhdo](https://github.com/Vuhdo) (Aleksei Skriabin). Improvements by @mikesart. Maintained by @ocornut.
Build font atlases using FreeType instead of stb_truetype (the default imgui's font rasterizer).
<br>by @vuhdo, @mikesart, @ocornut.
**Usage**
1. Get latest FreeType binaries or build yourself.
### Usage
1. Get latest FreeType binaries or build yourself (under Windows you may use vcpkg with `vcpkg install freetype`).
2. Add imgui_freetype.h/cpp alongside your imgui sources.
3. Include imgui_freetype.h after imgui.h.
4. Call ImGuiFreeType::BuildFontAtlas() *BEFORE* calling ImFontAtlas::GetTexDataAsRGBA32() or ImFontAtlas::Build() (so normal Build() won't be called):
4. Call `ImGuiFreeType::BuildFontAtlas()` *BEFORE* calling `ImFontAtlas::GetTexDataAsRGBA32()` or `ImFontAtlas::Build()` (so normal Build() won't be called):
```cpp
// See ImGuiFreeType::RasterizationFlags
@ -17,13 +17,14 @@ ImGuiFreeType::BuildFontAtlas(io.Fonts, flags);
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
```
**Gamma Correct Blending**
### Gamma Correct Blending
FreeType assumes blending in linear space rather than gamma space.
See FreeType note for [FT_Render_Glyph](https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph).
For correct results you need to be using sRGB and convert to linear space in the pixel shader output.
The default imgui styles will be impacted by this change (alpha values will need tweaking).
**Test code Usage**
### Test code Usage
```cpp
#include "misc/freetype/imgui_freetype.h"
#include "misc/freetype/imgui_freetype.cpp"
@ -42,16 +43,15 @@ while (true)
if (freetype_test.UpdateRebuild())
{
// REUPLOAD FONT TEXTURE TO GPU
// e.g ImGui_ImplGlfwGL3_InvalidateDeviceObjects() + ImGui_ImplGlfwGL3_CreateDeviceObjects()
// e.g ImGui_ImplOpenGL3_DestroyDeviceObjects() + ImGui_ImplOpenGL3_CreateDeviceObjects()
}
ImGui::NewFrame();
freetype_test.ShowFreetypeOptionsWindow();
...
}
}
```
**Test code**
### Test code
```cpp
#include "misc/freetype/imgui_freetype.h"
#include "misc/freetype/imgui_freetype.cpp"
@ -61,12 +61,13 @@ struct FreeTypeTest
enum FontBuildMode
{
FontBuildMode_FreeType,
FontBuildMode_Stb,
FontBuildMode_Stb
};
FontBuildMode BuildMode;
bool WantRebuild;
float FontsMultiply;
int FontsPadding;
unsigned int FontsFlags;
FreeTypeTest()
@ -74,6 +75,7 @@ struct FreeTypeTest
BuildMode = FontBuildMode_FreeType;
WantRebuild = true;
FontsMultiply = 1.0f;
FontsPadding = 1;
FontsFlags = 0;
}
@ -85,8 +87,10 @@ struct FreeTypeTest
ImGuiIO& io = ImGui::GetIO();
for (int n = 0; n < io.Fonts->Fonts.Size; n++)
{
io.Fonts->Fonts[n]->ConfigData->RasterizerMultiply = FontsMultiply;
io.Fonts->Fonts[n]->ConfigData->RasterizerFlags = (BuildMode == FontBuildMode_FreeType) ? FontsFlags : 0x00;
ImFontConfig* font_config = (ImFontConfig*)io.Fonts->Fonts[n]->ConfigData;
io.Fonts->TexGlyphPadding = FontsPadding;
font_config->RasterizerMultiply = FontsMultiply;
font_config->RasterizerFlags = (BuildMode == FontBuildMode_FreeType) ? FontsFlags : 0x00;
}
if (BuildMode == FontBuildMode_FreeType)
ImGuiFreeType::BuildFontAtlas(io.Fonts, FontsFlags);
@ -105,6 +109,7 @@ struct FreeTypeTest
ImGui::SameLine();
WantRebuild |= ImGui::RadioButton("Stb (Default)", (int*)&BuildMode, FontBuildMode_Stb);
WantRebuild |= ImGui::DragFloat("Multiply", &FontsMultiply, 0.001f, 0.0f, 2.0f);
WantRebuild |= ImGui::DragInt("Padding", &FontsPadding, 0.1f, 0, 16);
if (BuildMode == FontBuildMode_FreeType)
{
WantRebuild |= ImGui::CheckboxFlags("NoHinting", &FontsFlags, ImGuiFreeType::NoHinting);
@ -120,14 +125,6 @@ struct FreeTypeTest
};
```
**Known issues**
- Output texture has excessive resolution (lots of vertical waste).
- FreeType's memory allocator is not overridden.
### Known issues
- `cfg.OversampleH`, `OversampleV` are ignored (but perhaps not so necessary with this rasterizer).
**Obligatory comparison screenshots**
Using Windows built-in segoeui.ttf font. Open in new browser tabs, view at 1080p+.
![freetype rasterizer](https://raw.githubusercontent.com/wiki/ocornut/imgui_club/images/freetype_20170817.png)

View File

@ -1,15 +1,17 @@
// Wrapper to use Freetype (instead of stb_truetype) for Dear ImGui
// Wrapper to use FreeType (instead of stb_truetype) for Dear ImGui
// Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype
// Original code by @Vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained by @ocornut
// Original code by @vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained and v0.60+ by @ocornut.
// Changelog:
// - v0.50: (2017/08/16) imported from https://github.com/Vuhdo/imgui_freetype into http://www.github.com/ocornut/imgui_club, updated for latest changes in ImFontAtlas, minor tweaks.
// - v0.51: (2017/08/26) cleanup, optimizations, support for ImFontConfig::RasterizerFlags, ImFontConfig::RasterizerMultiply.
// - v0.52: (2017/09/26) fixes for imgui internal changes
// - v0.53: (2017/10/22) minor inconsequential change to match change in master (removed an unnecessary statement)
// - v0.54: (2018/01/22) fix for addition of ImFontAtlas::TexUvscale member
// - v0.52: (2017/09/26) fixes for imgui internal changes.
// - v0.53: (2017/10/22) minor inconsequential change to match change in master (removed an unnecessary statement).
// - v0.54: (2018/01/22) fix for addition of ImFontAtlas::TexUvscale member.
// - v0.55: (2018/02/04) moved to main imgui repository (away from http://www.github.com/ocornut/imgui_club)
// - v0.56: (2018/06/08) added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX
// - v0.56: (2018/06/08) added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX.
// - v0.60: (2019/01/10) re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding.
// - v0.61: (2019/01/15) added support for imgui allocators + added FreeType only override function SetAllocatorFunctions().
// Gamma Correct Blending:
// FreeType assumes blending in linear space rather than gamma space.
@ -17,18 +19,16 @@
// For correct results you need to be using sRGB and convert to linear space in the pixel shader output.
// The default imgui styles will be impacted by this change (alpha values will need tweaking).
// TODO:
// - Output texture has excessive resolution (lots of vertical waste).
// - FreeType's memory allocator is not overridden.
// - cfg.OversampleH, OversampleV are ignored (but perhaps not so necessary with this rasterizer).
// FIXME: cfg.OversampleH, OversampleV are not supported (but perhaps not so necessary with this rasterizer).
#include "imgui_freetype.h"
#include "imgui_internal.h" // ImMin,ImMax,ImFontAtlasBuild*,
#include "imgui_internal.h" // ImMin,ImMax,ImFontAtlasBuild*,
#include <stdint.h>
#include <ft2build.h>
#include FT_FREETYPE_H
#include FT_GLYPH_H
#include FT_SYNTHESIS_H
#include FT_FREETYPE_H // <freetype/freetype.h>
#include FT_MODULE_H // <freetype/ftmodapi.h>
#include FT_GLYPH_H // <freetype/ftglyph.h>
#include FT_SYNTHESIS_H // <freetype/ftsynth.h>
#ifdef _MSC_VER
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
@ -38,7 +38,7 @@
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
#endif
namespace
namespace
{
// Glyph metrics:
// --------------
@ -72,17 +72,17 @@ namespace
// |------------- advanceX ----------->|
/// A structure that describe a glyph.
struct GlyphInfo
struct GlyphInfo
{
float Width; // Glyph's width in pixels.
float Height; // Glyph's height in pixels.
float OffsetX; // The distance from the origin ("pen position") to the left of the glyph.
float OffsetY; // The distance from the origin to the top of the glyph. This is usually a value < 0.
float AdvanceX; // The distance from the origin to the origin of the next glyph. This is usually a value > 0.
int Width; // Glyph's width in pixels.
int Height; // Glyph's height in pixels.
FT_Int OffsetX; // The distance from the origin ("pen position") to the left of the glyph.
FT_Int OffsetY; // The distance from the origin to the top of the glyph. This is usually a value < 0.
float AdvanceX; // The distance from the origin to the origin of the next glyph. This is usually a value > 0.
};
// Font parameters and metrics.
struct FontInfo
struct FontInfo
{
uint32_t PixelHeight; // Size this font was generated with.
float Ascender; // The pixel extents above the baseline in pixels (typically positive).
@ -96,82 +96,79 @@ namespace
// NB: No ctor/dtor, explicitly call Init()/Shutdown()
struct FreeTypeFont
{
bool Init(const ImFontConfig& cfg, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime.
void Shutdown();
void SetPixelHeight(int pixel_height); // Change font pixel size. All following calls to RasterizeGlyph() will use this size
bool CalcGlyphInfo(uint32_t codepoint, GlyphInfo& glyph_info, FT_Glyph& ft_glyph, FT_BitmapGlyph& ft_bitmap);
void BlitGlyph(FT_BitmapGlyph ft_bitmap, uint8_t* dst, uint32_t dst_pitch, unsigned char* multiply_table = NULL);
bool InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime.
void CloseFont();
void SetPixelHeight(int pixel_height); // Change font pixel size. All following calls to RasterizeGlyph() will use this size
const FT_Glyph_Metrics* LoadGlyph(uint32_t in_codepoint);
const FT_Bitmap* RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info);
void BlitGlyph(const FT_Bitmap* ft_bitmap, uint8_t* dst, uint32_t dst_pitch, unsigned char* multiply_table = NULL);
~FreeTypeFont() { CloseFont(); }
// [Internals]
FontInfo Info; // Font descriptor of the current font.
FT_Face Face;
unsigned int UserFlags; // = ImFontConfig::RasterizerFlags
FT_Library FreetypeLibrary;
FT_Face FreetypeFace;
FT_Int32 FreetypeLoadFlags;
FT_Int32 LoadFlags;
};
// From SDL_ttf: Handy routines for converting from fixed point
#define FT_CEIL(X) (((X + 63) & -64) / 64)
bool FreeTypeFont::Init(const ImFontConfig& cfg, unsigned int extra_user_flags)
bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags)
{
// FIXME: substitute allocator
FT_Error error = FT_Init_FreeType(&FreetypeLibrary);
FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &Face);
if (error != 0)
return false;
error = FT_New_Memory_Face(FreetypeLibrary, (uint8_t*)cfg.FontData, (uint32_t)cfg.FontDataSize, (uint32_t)cfg.FontNo, &FreetypeFace);
if (error != 0)
return false;
error = FT_Select_Charmap(FreetypeFace, FT_ENCODING_UNICODE);
error = FT_Select_Charmap(Face, FT_ENCODING_UNICODE);
if (error != 0)
return false;
memset(&Info, 0, sizeof(Info));
SetPixelHeight((uint32_t)cfg.SizePixels);
// Convert to freetype flags (nb: Bold and Oblique are processed separately)
// Convert to FreeType flags (NB: Bold and Oblique are processed separately)
UserFlags = cfg.RasterizerFlags | extra_user_flags;
FreetypeLoadFlags = FT_LOAD_NO_BITMAP;
if (UserFlags & ImGuiFreeType::NoHinting) FreetypeLoadFlags |= FT_LOAD_NO_HINTING;
if (UserFlags & ImGuiFreeType::NoAutoHint) FreetypeLoadFlags |= FT_LOAD_NO_AUTOHINT;
if (UserFlags & ImGuiFreeType::ForceAutoHint) FreetypeLoadFlags |= FT_LOAD_FORCE_AUTOHINT;
if (UserFlags & ImGuiFreeType::LightHinting)
FreetypeLoadFlags |= FT_LOAD_TARGET_LIGHT;
else if (UserFlags & ImGuiFreeType::MonoHinting)
FreetypeLoadFlags |= FT_LOAD_TARGET_MONO;
else
FreetypeLoadFlags |= FT_LOAD_TARGET_NORMAL;
LoadFlags = FT_LOAD_NO_BITMAP;
if (UserFlags & ImGuiFreeType::NoHinting)
LoadFlags |= FT_LOAD_NO_HINTING;
if (UserFlags & ImGuiFreeType::NoAutoHint)
LoadFlags |= FT_LOAD_NO_AUTOHINT;
if (UserFlags & ImGuiFreeType::ForceAutoHint)
LoadFlags |= FT_LOAD_FORCE_AUTOHINT;
if (UserFlags & ImGuiFreeType::LightHinting)
LoadFlags |= FT_LOAD_TARGET_LIGHT;
else if (UserFlags & ImGuiFreeType::MonoHinting)
LoadFlags |= FT_LOAD_TARGET_MONO;
else
LoadFlags |= FT_LOAD_TARGET_NORMAL;
return true;
}
void FreeTypeFont::Shutdown()
void FreeTypeFont::CloseFont()
{
if (FreetypeFace)
if (Face)
{
FT_Done_Face(FreetypeFace);
FreetypeFace = NULL;
FT_Done_FreeType(FreetypeLibrary);
FreetypeLibrary = NULL;
FT_Done_Face(Face);
Face = NULL;
}
}
void FreeTypeFont::SetPixelHeight(int pixel_height)
void FreeTypeFont::SetPixelHeight(int pixel_height)
{
// I'm not sure how to deal with font sizes properly.
// As far as I understand, currently ImGui assumes that the 'pixel_height' is a maximum height of an any given glyph,
// i.e. it's the sum of font's ascender and descender. Seems strange to me.
// Vuhdo: I'm not sure how to deal with font sizes properly. As far as I understand, currently ImGui assumes that the 'pixel_height'
// is a maximum height of an any given glyph, i.e. it's the sum of font's ascender and descender. Seems strange to me.
// NB: FT_Set_Pixel_Sizes() doesn't seem to get us the same result.
FT_Size_RequestRec req;
req.type = FT_SIZE_REQUEST_TYPE_REAL_DIM;
req.width = 0;
req.height = (uint32_t)pixel_height * 64;
req.horiResolution = 0;
req.vertResolution = 0;
FT_Request_Size(FreetypeFace, &req);
FT_Request_Size(Face, &req);
// update font info
FT_Size_Metrics metrics = FreetypeFace->size->metrics;
// Update font info
FT_Size_Metrics metrics = Face->size->metrics;
Info.PixelHeight = (uint32_t)pixel_height;
Info.Ascender = (float)FT_CEIL(metrics.ascender);
Info.Descender = (float)FT_CEIL(metrics.descender);
@ -180,52 +177,58 @@ namespace
Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance);
}
bool FreeTypeFont::CalcGlyphInfo(uint32_t codepoint, GlyphInfo &glyph_info, FT_Glyph& ft_glyph, FT_BitmapGlyph& ft_bitmap)
const FT_Glyph_Metrics* FreeTypeFont::LoadGlyph(uint32_t codepoint)
{
uint32_t glyph_index = FT_Get_Char_Index(FreetypeFace, codepoint);
uint32_t glyph_index = FT_Get_Char_Index(Face, codepoint);
if (glyph_index == 0)
return false;
FT_Error error = FT_Load_Glyph(FreetypeFace, glyph_index, FreetypeLoadFlags);
return NULL;
FT_Error error = FT_Load_Glyph(Face, glyph_index, LoadFlags);
if (error)
return false;
return NULL;
// Need an outline for this to work
FT_GlyphSlot slot = FreetypeFace->glyph;
FT_GlyphSlot slot = Face->glyph;
IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE);
// Apply convenience transform (this is not picking from real "Bold"/"Italic" fonts! Merely applying FreeType helper transform. Oblique == Slanting)
if (UserFlags & ImGuiFreeType::Bold)
FT_GlyphSlot_Embolden(slot);
if (UserFlags & ImGuiFreeType::Oblique)
{
FT_GlyphSlot_Oblique(slot);
//FT_BBox bbox;
//FT_Outline_Get_BBox(&slot->outline, &bbox);
//slot->metrics.width = bbox.xMax - bbox.xMin;
//slot->metrics.height = bbox.yMax - bbox.yMin;
}
// Retrieve the glyph
error = FT_Get_Glyph(slot, &ft_glyph);
if (error != 0)
return false;
// Rasterize
error = FT_Glyph_To_Bitmap(&ft_glyph, FT_RENDER_MODE_NORMAL, NULL, true);
if (error != 0)
return false;
ft_bitmap = (FT_BitmapGlyph)ft_glyph;
glyph_info.AdvanceX = (float)FT_CEIL(slot->advance.x);
glyph_info.OffsetX = (float)ft_bitmap->left;
glyph_info.OffsetY = -(float)ft_bitmap->top;
glyph_info.Width = (float)ft_bitmap->bitmap.width;
glyph_info.Height = (float)ft_bitmap->bitmap.rows;
return true;
return &slot->metrics;
}
void FreeTypeFont::BlitGlyph(FT_BitmapGlyph ft_bitmap, uint8_t* dst, uint32_t dst_pitch, unsigned char* multiply_table)
const FT_Bitmap* FreeTypeFont::RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info)
{
FT_GlyphSlot slot = Face->glyph;
FT_Error error = FT_Render_Glyph(slot, FT_RENDER_MODE_NORMAL);
if (error != 0)
return NULL;
FT_Bitmap* ft_bitmap = &Face->glyph->bitmap;
out_glyph_info->Width = (int)ft_bitmap->width;
out_glyph_info->Height = (int)ft_bitmap->rows;
out_glyph_info->OffsetX = Face->glyph->bitmap_left;
out_glyph_info->OffsetY = -Face->glyph->bitmap_top;
out_glyph_info->AdvanceX = (float)FT_CEIL(slot->advance.x);
return ft_bitmap;
}
void FreeTypeFont::BlitGlyph(const FT_Bitmap* ft_bitmap, uint8_t* dst, uint32_t dst_pitch, unsigned char* multiply_table)
{
IM_ASSERT(ft_bitmap != NULL);
const uint32_t w = ft_bitmap->bitmap.width;
const uint32_t h = ft_bitmap->bitmap.rows;
const uint8_t* src = ft_bitmap->bitmap.buffer;
const uint32_t src_pitch = ft_bitmap->bitmap.pitch;
const uint32_t w = ft_bitmap->width;
const uint32_t h = ft_bitmap->rows;
const uint8_t* src = ft_bitmap->buffer;
const uint32_t src_pitch = ft_bitmap->pitch;
if (multiply_table == NULL)
{
@ -241,148 +244,397 @@ namespace
}
}
#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
#define STBRP_ASSERT(x) IM_ASSERT(x)
#define STBRP_STATIC
#define STB_RECT_PACK_IMPLEMENTATION
#include "imstb_rectpack.h"
#endif
bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags)
struct ImFontBuildSrcGlyphFT
{
GlyphInfo Info;
uint32_t Codepoint;
unsigned char* BitmapData; // Point within one of the dst_tmp_bitmap_buffers[] array
};
struct ImFontBuildSrcDataFT
{
FreeTypeFont Font;
stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position.
const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF)
int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[]
int GlyphsHighest; // Highest requested codepoint
int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
ImBoolVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
ImVector<ImFontBuildSrcGlyphFT> GlyphsList;
};
// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)
struct ImFontBuildDstDataFT
{
int SrcCount; // Number of source fonts targeting this destination font.
int GlyphsHighest;
int GlyphsCount;
ImBoolVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font.
};
bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, unsigned int extra_flags)
{
IM_ASSERT(atlas->ConfigData.Size > 0);
IM_ASSERT(atlas->TexGlyphPadding == 1); // Not supported
ImFontAtlasBuildRegisterDefaultCustomRects(atlas);
atlas->TexID = NULL;
// Clear atlas
atlas->TexID = (ImTextureID)NULL;
atlas->TexWidth = atlas->TexHeight = 0;
atlas->TexUvScale = ImVec2(0.0f, 0.0f);
atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);
atlas->ClearTexData();
ImVector<FreeTypeFont> fonts;
fonts.resize(atlas->ConfigData.Size);
// Temporary storage for building
ImVector<ImFontBuildSrcDataFT> src_tmp_array;
ImVector<ImFontBuildDstDataFT> dst_tmp_array;
src_tmp_array.resize(atlas->ConfigData.Size);
dst_tmp_array.resize(atlas->Fonts.Size);
memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());
ImVec2 max_glyph_size(1.0f, 1.0f);
// Count glyphs/ranges, initialize font
int total_glyphs_count = 0;
int total_ranges_count = 0;
for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
// 1. Initialize font loading structure, check font data validity
for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)
{
ImFontConfig& cfg = atlas->ConfigData[input_i];
FreeTypeFont& font_face = fonts[input_i];
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
ImFontConfig& cfg = atlas->ConfigData[src_i];
FreeTypeFont& font_face = src_tmp.Font;
IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));
if (!font_face.Init(cfg, extra_flags))
// Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)
src_tmp.DstIndex = -1;
for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)
if (cfg.DstFont == atlas->Fonts[output_i])
src_tmp.DstIndex = output_i;
IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
if (src_tmp.DstIndex == -1)
return false;
max_glyph_size.x = ImMax(max_glyph_size.x, font_face.Info.MaxAdvanceWidth);
max_glyph_size.y = ImMax(max_glyph_size.y, font_face.Info.Ascender - font_face.Info.Descender);
// Load font
if (!font_face.InitFont(ft_library, cfg, extra_flags))
return false;
if (!cfg.GlyphRanges)
cfg.GlyphRanges = atlas->GetGlyphRangesDefault();
for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[ 1 ]; in_range += 2, total_ranges_count++)
total_glyphs_count += (in_range[1] - in_range[0]) + 1;
// Measure highest codepoints
ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
dst_tmp.SrcCount++;
dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);
}
// We need a width for the skyline algorithm. Using a dumb heuristic here to decide of width. User can override TexDesiredWidth and TexGlyphPadding if they wish.
// Width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
atlas->TexWidth = (atlas->TexDesiredWidth > 0) ? atlas->TexDesiredWidth : (total_glyphs_count > 4000) ? 4096 : (total_glyphs_count > 2000) ? 2048 : (total_glyphs_count > 1000) ? 1024 : 512;
// 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs.
int total_glyphs_count = 0;
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1);
if (dst_tmp.GlyphsSet.Storage.empty())
dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);
// We don't do the original first pass to determine texture height, but just rough estimate.
// Looks ugly inaccurate and excessive, but AFAIK with FreeType we actually need to render glyphs to get exact sizes.
// Alternatively, we could just render all glyphs into a big shadow buffer, get their sizes, do the rectangle packing and just copy back from the
// shadow buffer to the texture buffer. Will give us an accurate texture height, but eat a lot of temp memory. Probably no one will notice.)
const int total_rects = total_glyphs_count + atlas->CustomRects.size();
float min_rects_per_row = ceilf((atlas->TexWidth / (max_glyph_size.x + 1.0f)));
float min_rects_per_column = ceilf(total_rects / min_rects_per_row);
atlas->TexHeight = (int)(min_rects_per_column * (max_glyph_size.y + 1.0f));
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
{
if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite)
continue;
uint32_t glyph_index = FT_Get_Char_Index(src_tmp.Font.Face, codepoint); // It is actually in the font? (FIXME-OPT: We are not storing the glyph_index..)
if (glyph_index == 0)
continue;
// Create texture
// Add to avail set/counters
src_tmp.GlyphsCount++;
dst_tmp.GlyphsCount++;
src_tmp.GlyphsSet.SetBit(codepoint, true);
dst_tmp.GlyphsSet.SetBit(codepoint, true);
total_glyphs_count++;
}
}
// 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another)
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);
IM_ASSERT(sizeof(src_tmp.GlyphsSet.Storage.Data[0]) == sizeof(int));
const int* it_begin = src_tmp.GlyphsSet.Storage.begin();
const int* it_end = src_tmp.GlyphsSet.Storage.end();
for (const int* it = it_begin; it < it_end; it++)
if (int entries_32 = *it)
for (int bit_n = 0; bit_n < 32; bit_n++)
if (entries_32 & (1 << bit_n))
{
ImFontBuildSrcGlyphFT src_glyph;
memset(&src_glyph, 0, sizeof(src_glyph));
src_glyph.Codepoint = (ImWchar)(((it - it_begin) << 5) + bit_n);
//src_glyph.GlyphIndex = 0; // FIXME-OPT: We had this info in the previous step and lost it..
src_tmp.GlyphsList.push_back(src_glyph);
}
src_tmp.GlyphsSet.Clear();
IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);
}
for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++)
dst_tmp_array[dst_i].GlyphsSet.Clear();
dst_tmp_array.clear();
// Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
// (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity)
ImVector<stbrp_rect> buf_rects;
buf_rects.resize(total_glyphs_count);
memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());
// Allocate temporary rasterization data buffers.
// We could not find a way to retrieve accurate glyph size without rendering them.
// (e.g. slot->metrics->width not always matching bitmap->width, especially considering the Oblique transform)
// We allocate in chunks of 256 KB to not waste too much extra memory ahead. Hopefully users of FreeType won't find the temporary allocations.
const int BITMAP_BUFFERS_CHUNK_SIZE = 256 * 1024;
int buf_bitmap_current_used_bytes = 0;
ImVector<unsigned char*> buf_bitmap_buffers;
buf_bitmap_buffers.push_back((unsigned char*)ImGui::MemAlloc(BITMAP_BUFFERS_CHUNK_SIZE));
// 4. Gather glyphs sizes so we can pack them in our virtual canvas.
// 8. Render/rasterize font characters into the texture
int total_surface = 0;
int buf_rects_out_n = 0;
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
ImFontConfig& cfg = atlas->ConfigData[src_i];
if (src_tmp.GlyphsCount == 0)
continue;
src_tmp.Rects = &buf_rects[buf_rects_out_n];
buf_rects_out_n += src_tmp.GlyphsCount;
// Compute multiply table if requested
const bool multiply_enabled = (cfg.RasterizerMultiply != 1.0f);
unsigned char multiply_table[256];
if (multiply_enabled)
ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
// Gather the sizes of all rectangles we will need to pack
const int padding = atlas->TexGlyphPadding;
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
{
ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];
const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint);
IM_ASSERT(metrics != NULL);
if (metrics == NULL)
continue;
// Render glyph into a bitmap (currently held by FreeType)
const FT_Bitmap* ft_bitmap = src_tmp.Font.RenderGlyphAndGetInfo(&src_glyph.Info);
IM_ASSERT(ft_bitmap);
// Allocate new temporary chunk if needed
const int bitmap_size_in_bytes = src_glyph.Info.Width * src_glyph.Info.Height;
if (buf_bitmap_current_used_bytes + bitmap_size_in_bytes > BITMAP_BUFFERS_CHUNK_SIZE)
{
buf_bitmap_current_used_bytes = 0;
buf_bitmap_buffers.push_back((unsigned char*)ImGui::MemAlloc(BITMAP_BUFFERS_CHUNK_SIZE));
}
// Blit rasterized pixels to our temporary buffer and keep a pointer to it.
src_glyph.BitmapData = buf_bitmap_buffers.back() + buf_bitmap_current_used_bytes;
buf_bitmap_current_used_bytes += bitmap_size_in_bytes;
src_tmp.Font.BlitGlyph(ft_bitmap, src_glyph.BitmapData, src_glyph.Info.Width * 1, multiply_enabled ? multiply_table : NULL);
src_tmp.Rects[glyph_i].w = (stbrp_coord)(src_glyph.Info.Width + padding);
src_tmp.Rects[glyph_i].h = (stbrp_coord)(src_glyph.Info.Height + padding);
total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;
}
}
// We need a width for the skyline algorithm, any width!
// The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
// User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface.
const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1;
atlas->TexHeight = 0;
if (atlas->TexDesiredWidth > 0)
atlas->TexWidth = atlas->TexDesiredWidth;
else
atlas->TexWidth = (surface_sqrt >= 4096*0.7f) ? 4096 : (surface_sqrt >= 2048*0.7f) ? 2048 : (surface_sqrt >= 1024*0.7f) ? 1024 : 512;
// 5. Start packing
// Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
const int TEX_HEIGHT_MAX = 1024 * 32;
const int num_nodes_for_packing_algorithm = atlas->TexWidth - atlas->TexGlyphPadding;
ImVector<stbrp_node> pack_nodes;
pack_nodes.resize(num_nodes_for_packing_algorithm);
stbrp_context pack_context;
stbrp_init_target(&pack_context, atlas->TexWidth, TEX_HEIGHT_MAX, pack_nodes.Data, pack_nodes.Size);
ImFontAtlasBuildPackCustomRects(atlas, &pack_context);
// 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point.
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
if (src_tmp.GlyphsCount == 0)
continue;
stbrp_pack_rects(&pack_context, src_tmp.Rects, src_tmp.GlyphsCount);
// Extend texture height and mark missing glyphs as non-packed so we won't render them.
// FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?)
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
if (src_tmp.Rects[glyph_i].was_packed)
atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h);
}
// 7. Allocate texture
atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
atlas->TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(atlas->TexWidth * atlas->TexHeight);
memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);
// Start packing
ImVector<stbrp_node> pack_nodes;
pack_nodes.resize(total_rects);
stbrp_context context;
stbrp_init_target(&context, atlas->TexWidth, atlas->TexHeight, pack_nodes.Data, total_rects);
// Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
ImFontAtlasBuildPackCustomRects(atlas, &context);
// Render characters, setup ImFont and glyphs for runtime
for (int input_i = 0; input_i < atlas->ConfigData.Size; input_i++)
// 8. Copy rasterized font characters back into the main texture
// 9. Setup ImFont and glyphs for runtime
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontConfig& cfg = atlas->ConfigData[input_i];
FreeTypeFont& font_face = fonts[input_i];
ImFont* dst_font = cfg.DstFont;
if (cfg.MergeMode)
dst_font->BuildLookupTable();
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
if (src_tmp.GlyphsCount == 0)
continue;
const float ascent = font_face.Info.Ascender;
const float descent = font_face.Info.Descender;
ImFontConfig& cfg = atlas->ConfigData[src_i];
ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true)
const float ascent = src_tmp.Font.Info.Ascender;
const float descent = src_tmp.Font.Info.Descender;
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
const float font_off_x = cfg.GlyphOffset.x;
const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);
bool multiply_enabled = (cfg.RasterizerMultiply != 1.0f);
unsigned char multiply_table[256];
if (multiply_enabled)
ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2)
const int padding = atlas->TexGlyphPadding;
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
{
for (uint32_t codepoint = in_range[0]; codepoint <= in_range[1]; ++codepoint)
{
if (cfg.MergeMode && dst_font->FindGlyphNoFallback((ImWchar)codepoint))
continue;
ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];
stbrp_rect& pack_rect = src_tmp.Rects[glyph_i];
IM_ASSERT(pack_rect.was_packed);
FT_Glyph ft_glyph = NULL;
FT_BitmapGlyph ft_glyph_bitmap = NULL; // NB: will point to bitmap within FT_Glyph
GlyphInfo glyph_info;
if (!font_face.CalcGlyphInfo(codepoint, glyph_info, ft_glyph, ft_glyph_bitmap))
continue;
GlyphInfo& info = src_glyph.Info;
IM_ASSERT(info.Width + padding <= pack_rect.w);
IM_ASSERT(info.Height + padding <= pack_rect.h);
const int tx = pack_rect.x + padding;
const int ty = pack_rect.y + padding;
// Pack rectangle
stbrp_rect rect;
rect.w = (uint16_t)glyph_info.Width + 1; // Account for texture filtering
rect.h = (uint16_t)glyph_info.Height + 1;
stbrp_pack_rects(&context, &rect, 1);
// Blit from temporary buffer to final texture
size_t blit_src_stride = (size_t)src_glyph.Info.Width;
size_t blit_dst_stride = (size_t)atlas->TexWidth;
unsigned char* blit_src = src_glyph.BitmapData;
unsigned char* blit_dst = atlas->TexPixelsAlpha8 + (ty * blit_dst_stride) + tx;
for (int y = info.Height; y > 0; y--, blit_dst += blit_dst_stride, blit_src += blit_src_stride)
memcpy(blit_dst, blit_src, blit_src_stride);
// Copy rasterized pixels to main texture
uint8_t* blit_dst = atlas->TexPixelsAlpha8 + rect.y * atlas->TexWidth + rect.x;
font_face.BlitGlyph(ft_glyph_bitmap, blit_dst, atlas->TexWidth, multiply_enabled ? multiply_table : NULL);
FT_Done_Glyph(ft_glyph);
float char_advance_x_org = info.AdvanceX;
float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
float char_off_x = font_off_x;
if (char_advance_x_org != char_advance_x_mod)
char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
float char_advance_x_org = glyph_info.AdvanceX;
float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
float char_off_x = font_off_x;
if (char_advance_x_org != char_advance_x_mod)
char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
// Register glyph
dst_font->AddGlyph((ImWchar)codepoint,
glyph_info.OffsetX + char_off_x,
glyph_info.OffsetY + font_off_y,
glyph_info.OffsetX + char_off_x + glyph_info.Width,
glyph_info.OffsetY + font_off_y + glyph_info.Height,
rect.x / (float)atlas->TexWidth,
rect.y / (float)atlas->TexHeight,
(rect.x + glyph_info.Width) / (float)atlas->TexWidth,
(rect.y + glyph_info.Height) / (float)atlas->TexHeight,
char_advance_x_mod);
}
// Register glyph
float x0 = info.OffsetX + char_off_x;
float y0 = info.OffsetY + font_off_y;
float x1 = x0 + info.Width;
float y1 = y0 + info.Height;
float u0 = (tx) / (float)atlas->TexWidth;
float v0 = (ty) / (float)atlas->TexHeight;
float u1 = (tx + info.Width) / (float)atlas->TexWidth;
float v1 = (ty + info.Height) / (float)atlas->TexHeight;
dst_font->AddGlyph((ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, char_advance_x_mod);
}
src_tmp.Rects = NULL;
}
// Cleanup
for (int n = 0; n < fonts.Size; n++)
fonts[n].Shutdown();
for (int buf_i = 0; buf_i < buf_bitmap_buffers.Size; buf_i++)
ImGui::MemFree(buf_bitmap_buffers[buf_i]);
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
src_tmp_array[src_i].~ImFontBuildSrcDataFT();
ImFontAtlasBuildFinish(atlas);
return true;
}
// Default memory allocators
static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return ImGui::MemAlloc(size); }
static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); ImGui::MemFree(ptr); }
// Current memory allocators
static void* (*GImFreeTypeAllocFunc)(size_t size, void* user_data) = ImFreeTypeDefaultAllocFunc;
static void (*GImFreeTypeFreeFunc)(void* ptr, void* user_data) = ImFreeTypeDefaultFreeFunc;
static void* GImFreeTypeAllocatorUserData = NULL;
// FreeType memory allocation callbacks
static void* FreeType_Alloc(FT_Memory /*memory*/, long size)
{
return GImFreeTypeAllocFunc((size_t)size, GImFreeTypeAllocatorUserData);
}
static void FreeType_Free(FT_Memory /*memory*/, void* block)
{
GImFreeTypeFreeFunc(block, GImFreeTypeAllocatorUserData);
}
static void* FreeType_Realloc(FT_Memory /*memory*/, long cur_size, long new_size, void* block)
{
// Implement realloc() as we don't ask user to provide it.
if (block == NULL)
return GImFreeTypeAllocFunc((size_t)new_size, GImFreeTypeAllocatorUserData);
if (new_size == 0)
{
GImFreeTypeFreeFunc(block, GImFreeTypeAllocatorUserData);
return NULL;
}
if (new_size > cur_size)
{
void* new_block = GImFreeTypeAllocFunc((size_t)new_size, GImFreeTypeAllocatorUserData);
memcpy(new_block, block, (size_t)cur_size);
GImFreeTypeFreeFunc(block, GImFreeTypeAllocatorUserData);
return new_block;
}
return block;
}
bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags)
{
// FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html
FT_MemoryRec_ memory_rec = { 0 };
memory_rec.alloc = &FreeType_Alloc;
memory_rec.free = &FreeType_Free;
memory_rec.realloc = &FreeType_Realloc;
// https://www.freetype.org/freetype2/docs/reference/ft2-module_management.html#FT_New_Library
FT_Library ft_library;
FT_Error error = FT_New_Library(&memory_rec, &ft_library);
if (error != 0)
return false;
// If you don't call FT_Add_Default_Modules() the rest of code may work, but FreeType won't use our custom allocator.
FT_Add_Default_Modules(ft_library);
bool ret = ImFontAtlasBuildWithFreeType(ft_library, atlas, extra_flags);
FT_Done_Library(ft_library);
return ret;
}
void ImGuiFreeType::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data)
{
GImFreeTypeAllocFunc = alloc_func;
GImFreeTypeFreeFunc = free_func;
GImFreeTypeAllocatorUserData = user_data;
}

View File

@ -1,4 +1,4 @@
// Wrapper to use Freetype (instead of stb_truetype) for Dear ImGui
// Wrapper to use FreeType (instead of stb_truetype) for Dear ImGui
// Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype
// Original code by @Vuhdo (Aleksei Skriabin), maintained by @ocornut
@ -12,10 +12,10 @@ namespace ImGuiFreeType
// When disabled, FreeType generates blurrier glyphs, more or less matches the stb's output.
// The Default hinting mode usually looks good, but may distort glyphs in an unusual way.
// The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer.
// You can set those flags on a per font basis in ImFontConfig::RasterizerFlags.
// Use the 'extra_flags' parameter of BuildFontAtlas() to force a flag on all your fonts.
enum RasterizerFlags
enum RasterizerFlags
{
// By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter.
NoHinting = 1 << 0, // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes.
@ -28,4 +28,8 @@ namespace ImGuiFreeType
};
IMGUI_API bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags = 0);
// By default ImGuiFreeType will use ImGui::MemAlloc()/MemFree().
// However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired:
IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL);
}

View File

@ -1,4 +1,4 @@
Natvis file to describe dear imgui types in the Visual Studio debugger.
With this, types like ImVector<> will be displayed nicely in the debugger.
Natvis file to describe dear imgui types in the Visual Studio debugger.
With this, types like ImVector<> will be displayed nicely in the debugger.
You can include this file a Visual Studio project file, or install it in Visual Studio folder.

View File

@ -33,7 +33,7 @@
</Type>
<Type Name="ImGuiWindow">
<DisplayString>{{Name={Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags &amp; 0x01000000)?1:0,d} Popup {(Flags &amp; 0x04000000)?1:0,d}}</DisplayString>
<DisplayString>{{Name {Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags &amp; 0x01000000)?1:0,d} Popup {(Flags &amp; 0x04000000)?1:0,d} Hidden {(Hidden)?1:0,d}}</DisplayString>
</Type>
</AutoVisualizer>