mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-13 00:09:55 +02:00
Compare commits
104 Commits
Author | SHA1 | Date | |
---|---|---|---|
3c15dffc94 | |||
f5bf6e38d2 | |||
db40699990 | |||
d972533d09 | |||
dd14adc731 | |||
f977871854 | |||
76dbff37cd | |||
b277cfffc8 | |||
93d1179805 | |||
3c07ec6a61 | |||
2206df9e7a | |||
8522a4bbea | |||
0236bc246f | |||
57a586b4f1 | |||
fcdf704dfa | |||
cbc8e57410 | |||
417cf2237f | |||
0640b6e67c | |||
cc80d8e118 | |||
169e3981fd | |||
d16dbc5b87 | |||
a79785c0b9 | |||
ef7940699e | |||
4b41d3b280 | |||
539f69b950 | |||
00c637961b | |||
afc36cf802 | |||
1b63ded8fa | |||
29d38b59d0 | |||
62084aac0f | |||
f366828dd2 | |||
5bdc7d7a6f | |||
e3dd95d335 | |||
c59611a3b3 | |||
97ed97b8ce | |||
cef4e086ba | |||
b8c24aff4c | |||
521470b3cd | |||
5a95c77388 | |||
b980e0077a | |||
d38f4dc143 | |||
d93e3c17fc | |||
65c972e9e4 | |||
f7c879eb60 | |||
0b05ba18df | |||
8e44aacc8e | |||
c23a19c26f | |||
ac6d474103 | |||
5fc6899dc2 | |||
5cb7040f66 | |||
d5945aa25b | |||
0d4a2a2cd0 | |||
52a9f8bd3e | |||
699e945a82 | |||
2d363fa315 | |||
16c0a0217c | |||
1fb57c97c6 | |||
fb4f1ff7f6 | |||
158995f271 | |||
0a233a505d | |||
aacf993ee1 | |||
ed240c910b | |||
8a4422b2fa | |||
13ca2fe845 | |||
8a605354ef | |||
b26ac92a12 | |||
f56d9b74cc | |||
4e8e177cac | |||
ee3b4f2bf1 | |||
c3c2cd1e82 | |||
20bc06af70 | |||
e55678adec | |||
a8277ca873 | |||
c362a96a3f | |||
ab9cd44c89 | |||
f14f93ef6e | |||
28901dd104 | |||
f994b8aab8 | |||
1e4cf67a53 | |||
ea7206fd4f | |||
54ba8a643e | |||
00ffdb9fa9 | |||
259f3c78a2 | |||
2c38b32db1 | |||
e837099b67 | |||
f94ba546ba | |||
8a63c72ac4 | |||
fcd61e0c59 | |||
92d29531fa | |||
295ada0364 | |||
b8020032f9 | |||
bebb07f12d | |||
872477548b | |||
14c40242db | |||
f2c92808f8 | |||
83810039d1 | |||
8cbb91261e | |||
06aaf23877 | |||
882f1bc135 | |||
09f1cb642b | |||
daac9c7559 | |||
f435aa193b | |||
133f112af0 | |||
95ee99e6aa |
20
.editorconfig
Normal file
20
.editorconfig
Normal file
@ -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
|
@ -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?
|
||||
@ -23,14 +23,82 @@ 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 1.67 (In Progress)
|
||||
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:
|
||||
@ -57,15 +125,15 @@ Other Changes:
|
||||
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
|
||||
- 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.
|
||||
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
|
||||
- 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
|
||||
@ -101,7 +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]
|
||||
@ -120,7 +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)
|
||||
@ -129,7 +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)
|
||||
@ -148,9 +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.
|
||||
@ -208,7 +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.
|
||||
@ -220,38 +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
|
||||
@ -264,11 +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)
|
||||
@ -287,15 +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.
|
||||
|
||||
|
||||
@ -305,11 +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:
|
||||
|
||||
@ -322,44 +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().
|
||||
|
||||
@ -370,41 +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)
|
||||
@ -455,7 +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:
|
||||
@ -469,7 +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.
|
||||
@ -1141,6 +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
|
||||
|
@ -9,7 +9,7 @@ Individuals/hobbyists: support continued maintenance and development via the mon
|
||||
<br> [](http://www.patreon.com/imgui)
|
||||
|
||||
Individuals/hobbyists: support continued maintenance and development via PayPal:
|
||||
<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
|
||||
<br> [](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> _E-mail: omarcornut at gmail dot com_
|
||||
@ -18,7 +18,7 @@ Dear ImGui is a bloat-free graphical user interface library for C++. It outputs
|
||||
|
||||
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/2265) pages to get an idea of its use cases.
|
||||
|
||||
@ -76,7 +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");
|
||||
@ -90,13 +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
|
||||
-------------
|
||||
@ -126,7 +126,7 @@ 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)
|
||||
- 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)
|
||||
@ -145,12 +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: [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)
|
||||
|
||||
@ -159,8 +159,8 @@ 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. (see [#435](https://github.com/ocornut/imgui/issues/435))
|
||||
- Make Columns better. (they are currently pretty terrible!)
|
||||
@ -175,9 +175,8 @@ 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 to January 2018)
|
||||
<br>[Gallery Part 8](https://github.com/ocornut/imgui/issues/2265) (January 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)
|
||||
|
||||
Custom engine
|
||||
[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
|
||||
@ -194,7 +193,7 @@ Demo window
|
||||
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/).
|
||||
@ -204,29 +203,31 @@ 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 forums: 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?**
|
||||
|
||||
@ -234,7 +235,7 @@ See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software usi
|
||||
|
||||
**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?**
|
||||
@ -269,7 +270,7 @@ 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
|
||||
------------------
|
||||
@ -279,7 +280,7 @@ Support dear imgui
|
||||
- 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.
|
||||
- Convince your company to financially support this project.
|
||||
- Have your company financially support this project.
|
||||
|
||||
**How can I help financing further development of Dear ImGui?**
|
||||
|
||||
@ -289,34 +290,34 @@ Individuals/hobbyists: support continued maintenance and development via the mon
|
||||
<br> [](http://www.patreon.com/imgui)
|
||||
|
||||
Individuals/hobbyists: support continued maintenance and development via PayPal:
|
||||
<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
|
||||
<br> [](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> _E-mail: omarcornut at gmail dot com_
|
||||
|
||||
Ongoing dear imgui development is financially supported by users and private sponsors (past and present):
|
||||
Ongoing dear imgui development is financially supported by users and private sponsors, recently:
|
||||
|
||||
**Platinum-chocolate sponsors**
|
||||
- **Blizzard Entertainment**.
|
||||
|
||||
**Double-chocolate sponsors**
|
||||
- Media Molecule, Mobigame, Insomniac Games, Aras Pranckevičius, Lizardcube, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
|
||||
- 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, Rainway inc.
|
||||
- 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, Mark Lee, Dimitri Diakopoulos.
|
||||
- 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 the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman 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 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).
|
||||
|
||||
@ -327,4 +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.
|
||||
|
@ -25,7 +25,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call.
|
||||
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
|
||||
- window: investigate better auto-positioning for new windows.
|
||||
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate.
|
||||
- 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)
|
||||
@ -38,7 +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).
|
||||
@ -60,7 +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.
|
||||
@ -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. 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!
|
||||
@ -122,7 +122,7 @@ 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: merge docking branch (#2109)
|
||||
- dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
|
||||
|
||||
@ -159,6 +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)
|
||||
@ -171,8 +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.
|
||||
@ -180,7 +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
|
||||
@ -240,7 +241,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
!- 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.
|
||||
|
@ -8,7 +8,7 @@ https://discourse.dearimgui.org/c/getting-started
|
||||
|
||||
3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of ShowDemoWindow() including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1).
|
||||
|
||||
4. 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.
|
||||
|
||||
----
|
||||
|
||||
@ -19,17 +19,17 @@ _(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 or platform specific features)_
|
||||
Operating System: XXX
|
||||
Operating System: XXX
|
||||
|
||||
**My Issue/Question:**
|
||||
**My Issue/Question:**
|
||||
|
||||
XXX _(please provide as much context as possible)_
|
||||
|
||||
**Screenshots/Video**
|
||||
**Screenshots/Video**
|
||||
|
||||
XXX _(you can drag files here)_
|
||||
|
||||
|
@ -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.
|
||||
|
@ -36,8 +36,8 @@ int main(int, char**)
|
||||
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)
|
||||
|
@ -1,4 +1,3 @@
|
||||
|
||||
#import <TargetConditionals.h>
|
||||
|
||||
#if TARGET_OS_IPHONE
|
||||
|
@ -1,4 +1,3 @@
|
||||
|
||||
#import "AppDelegate.h"
|
||||
|
||||
@implementation AppDelegate
|
||||
|
@ -1,4 +1,3 @@
|
||||
|
||||
#import <MetalKit/MetalKit.h>
|
||||
|
||||
@interface Renderer : NSObject <MTKViewDelegate>
|
||||
|
@ -1,4 +1,3 @@
|
||||
|
||||
#import "Renderer.h"
|
||||
#import <Metal/Metal.h>
|
||||
|
||||
@ -50,7 +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 };
|
||||
@ -87,7 +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)
|
||||
@ -113,13 +112,13 @@
|
||||
ImGui::Render();
|
||||
ImDrawData *drawData = ImGui::GetDrawData();
|
||||
ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder);
|
||||
|
||||
|
||||
[renderEncoder popDebugGroup];
|
||||
[renderEncoder endEncoding];
|
||||
|
||||
[commandBuffer presentDrawable:view.currentDrawable];
|
||||
}
|
||||
|
||||
|
||||
[commandBuffer commit];
|
||||
}
|
||||
|
||||
|
@ -1,4 +1,3 @@
|
||||
|
||||
#import <Metal/Metal.h>
|
||||
#import <MetalKit/MetalKit.h>
|
||||
#import "Renderer.h"
|
||||
|
@ -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) {
|
||||
|
@ -1,4 +1,3 @@
|
||||
|
||||
#import <TargetConditionals.h>
|
||||
|
||||
#if TARGET_OS_IPHONE
|
||||
|
@ -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!");
|
||||
|
||||
|
@ -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);
|
||||
|
||||
@ -110,8 +110,8 @@ int main(int argc, char** argv)
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If 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.
|
||||
|
@ -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")
|
||||
@ -52,8 +55,8 @@ int main(int, char**)
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If 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);
|
||||
|
@ -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")
|
||||
|
@ -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")
|
||||
@ -376,8 +376,8 @@ int main(int, char**)
|
||||
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If 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)
|
||||
|
@ -30,8 +30,8 @@ int main(int, char**)
|
||||
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)
|
||||
|
@ -30,7 +30,8 @@ int main(int, char**)
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
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
|
||||
|
||||
@ -49,8 +50,8 @@ int main(int, char**)
|
||||
ImGui_ImplOpenGL2_Init();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If 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)
|
||||
|
@ -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, ¤t);
|
||||
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
|
||||
|
||||
@ -89,8 +90,8 @@ int main(int, char**)
|
||||
ImGui_ImplOpenGL3_Init(glsl_version);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If 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)
|
||||
|
@ -308,7 +308,8 @@ int main(int, char**)
|
||||
// Setup window
|
||||
SDL_DisplayMode current;
|
||||
SDL_GetCurrentDisplayMode(0, ¤t);
|
||||
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;
|
||||
@ -357,8 +358,8 @@ int main(int, char**)
|
||||
ImGui_ImplVulkan_Init(&init_info, wd->RenderPass);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If 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);
|
||||
}
|
||||
|
||||
|
@ -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;
|
||||
}
|
||||
|
||||
@ -125,8 +125,8 @@ int main(int, char**)
|
||||
ImGui_ImplDX10_Init(g_pd3dDevice);
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
@ -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;
|
||||
}
|
||||
|
||||
@ -128,8 +128,8 @@ int main(int, char**)
|
||||
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
@ -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">
|
||||
|
@ -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;
|
||||
}
|
||||
|
||||
@ -298,14 +298,14 @@ int main(int, char**)
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
|
||||
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
|
||||
DXGI_FORMAT_R8G8B8A8_UNORM,
|
||||
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
|
||||
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;
|
||||
}
|
||||
|
@ -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;
|
||||
}
|
||||
|
||||
@ -90,8 +90,8 @@ int main(int, char**)
|
||||
ImGui_ImplDX9_Init(g_pd3dDevice);
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
@ -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;
|
||||
|
@ -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
|
||||
|
||||
// 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.
|
||||
@ -199,7 +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];
|
||||
@ -214,7 +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
|
||||
@ -311,9 +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
|
||||
@ -353,7 +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 },
|
||||
|
@ -110,7 +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)
|
||||
@ -204,7 +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];
|
||||
@ -219,7 +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
|
||||
@ -318,9 +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
|
||||
@ -360,7 +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 },
|
||||
|
@ -144,7 +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;
|
||||
@ -199,7 +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];
|
||||
@ -212,7 +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);
|
||||
@ -437,9 +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;
|
||||
|
@ -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,
|
||||
|
@ -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);
|
||||
|
@ -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;
|
||||
|
@ -97,7 +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();
|
||||
@ -172,7 +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;
|
||||
@ -265,6 +265,43 @@ 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();
|
||||
@ -286,37 +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();
|
||||
}
|
||||
|
@ -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);
|
||||
|
@ -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.
|
||||
|
||||
@ -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];
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
@ -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;
|
||||
|
@ -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:
|
||||
|
@ -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;
|
||||
}
|
||||
|
@ -23,14 +23,14 @@
|
||||
// 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.
|
||||
@ -238,7 +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);
|
||||
|
@ -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);
|
||||
|
@ -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.
|
||||
|
@ -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)
|
||||
@ -134,9 +139,61 @@ 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()
|
||||
@ -172,14 +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.
|
||||
@ -197,11 +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;
|
||||
@ -210,11 +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();
|
||||
@ -245,6 +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;
|
||||
}
|
||||
|
@ -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
|
||||
|
||||
|
161
imgui.h
161
imgui.h
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.67
|
||||
// dear imgui, v1.68
|
||||
// (headers)
|
||||
|
||||
// See imgui.cpp file for documentation.
|
||||
@ -45,8 +45,8 @@ Index of this file:
|
||||
|
||||
// Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)
|
||||
#define IMGUI_VERSION "1.67"
|
||||
#define IMGUI_VERSION_NUM 16603
|
||||
#define IMGUI_VERSION "1.68"
|
||||
#define IMGUI_VERSION_NUM 16801
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))
|
||||
|
||||
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
|
||||
@ -72,12 +72,15 @@ Index of this file:
|
||||
#endif
|
||||
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
|
||||
#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
|
||||
#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
|
||||
|
||||
// Warnings
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#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
|
||||
#elif defined(__GNUC__) && __GNUC__ >= 8
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wclass-memaccess"
|
||||
@ -167,7 +170,8 @@ struct ImVec2
|
||||
float x, y;
|
||||
ImVec2() { x = y = 0.0f; }
|
||||
ImVec2(float _x, float _y) { x = _x; y = _y; }
|
||||
float operator[] (size_t i) const { IM_ASSERT(i <= 1); return (&x)[i]; } // We very rarely use this [] operator, the assert overhead is fine.
|
||||
float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
|
||||
float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
|
||||
#ifdef IM_VEC2_CLASS_EXTRA
|
||||
IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
|
||||
#endif
|
||||
@ -226,11 +230,11 @@ namespace ImGui
|
||||
// Windows
|
||||
// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
|
||||
// - You may append multiple times to the same window during the same frame.
|
||||
// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
|
||||
// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
|
||||
// which clicking will set the boolean to false when clicked.
|
||||
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
|
||||
// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
|
||||
// [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc.
|
||||
// [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc.
|
||||
// where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
|
||||
// - Note that the bottom of window stack always contains a window called "Debug".
|
||||
IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
|
||||
@ -251,7 +255,8 @@ namespace ImGui
|
||||
IMGUI_API bool IsWindowCollapsed();
|
||||
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
|
||||
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
|
||||
IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the window, to append your own drawing primitives
|
||||
IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
|
||||
|
||||
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
|
||||
IMGUI_API ImVec2 GetWindowSize(); // get current window size
|
||||
IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
|
||||
@ -319,7 +324,7 @@ namespace ImGui
|
||||
IMGUI_API void PopButtonRepeat();
|
||||
|
||||
// Cursor / Layout
|
||||
// - By "cursor" we mean the current output position.
|
||||
// - By "cursor" we mean the current output position.
|
||||
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
|
||||
IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
|
||||
IMGUI_API void SameLine(float local_pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
|
||||
@ -335,7 +340,7 @@ namespace ImGui
|
||||
IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
|
||||
IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
|
||||
IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
|
||||
IMGUI_API void SetCursorPosY(float local_y); //
|
||||
IMGUI_API void SetCursorPosY(float local_y); //
|
||||
IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
|
||||
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
|
||||
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
|
||||
@ -348,13 +353,14 @@ namespace ImGui
|
||||
// ID stack/scopes
|
||||
// - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
|
||||
// likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
|
||||
// - The resulting ID are hashes of the entire stack.
|
||||
// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
|
||||
// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
|
||||
// whereas "str_id" denote a string that is only used as an ID and not normally displayed.
|
||||
IMGUI_API void PushID(const char* str_id); // push string identifier into the ID stack. IDs == hash of the entire stack!
|
||||
IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end);
|
||||
IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack.
|
||||
IMGUI_API void PushID(int int_id); // push integer into the ID stack.
|
||||
IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
|
||||
IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
|
||||
IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
|
||||
IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
|
||||
IMGUI_API void PopID(); // pop from the ID stack.
|
||||
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
|
||||
IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
|
||||
@ -483,7 +489,7 @@ namespace ImGui
|
||||
IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
|
||||
|
||||
// Widgets: Selectables
|
||||
// - A selectable highlights when hovered, and can display another color when selected.
|
||||
// - A selectable highlights when hovered, and can display another color when selected.
|
||||
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them.
|
||||
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
|
||||
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
|
||||
@ -502,7 +508,7 @@ namespace ImGui
|
||||
IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
|
||||
IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
|
||||
|
||||
// Widgets: Value() Helpers.
|
||||
// Widgets: Value() Helpers.
|
||||
// - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
|
||||
IMGUI_API void Value(const char* prefix, bool b);
|
||||
IMGUI_API void Value(const char* prefix, int v);
|
||||
@ -582,7 +588,7 @@ namespace ImGui
|
||||
IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
|
||||
IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
|
||||
IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
|
||||
|
||||
|
||||
// Clipping
|
||||
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
|
||||
IMGUI_API void PopClipRect();
|
||||
@ -601,6 +607,7 @@ namespace ImGui
|
||||
IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
|
||||
IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
|
||||
IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
|
||||
IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
|
||||
IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
|
||||
IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
|
||||
IMGUI_API bool IsAnyItemHovered();
|
||||
@ -652,8 +659,8 @@ namespace ImGui
|
||||
IMGUI_API void ResetMouseDragDelta(int button = 0); //
|
||||
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
|
||||
IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
|
||||
IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
|
||||
IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
|
||||
IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
|
||||
IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
|
||||
|
||||
// Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
|
||||
IMGUI_API const char* GetClipboardText();
|
||||
@ -670,7 +677,7 @@ namespace ImGui
|
||||
// Memory Utilities
|
||||
// - All those functions are not reliant on the current context.
|
||||
// - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
|
||||
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);
|
||||
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);
|
||||
IMGUI_API void* MemAlloc(size_t size);
|
||||
IMGUI_API void MemFree(void* ptr);
|
||||
|
||||
@ -804,15 +811,15 @@ enum ImGuiTabBarFlags_
|
||||
ImGuiTabBarFlags_None = 0,
|
||||
ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
|
||||
ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
|
||||
ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
|
||||
ImGuiTabBarFlags_NoTabListPopupButton = 1 << 3,
|
||||
ImGuiTabBarFlags_TabListPopupButton = 1 << 2,
|
||||
ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
|
||||
ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4,
|
||||
ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
|
||||
ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
|
||||
ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
|
||||
ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
|
||||
ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown
|
||||
};
|
||||
};
|
||||
|
||||
// Flags for ImGui::BeginTabItem()
|
||||
enum ImGuiTabItemFlags_
|
||||
@ -1075,6 +1082,7 @@ enum ImGuiStyleVar_
|
||||
ImGuiStyleVar_GrabRounding, // float GrabRounding
|
||||
ImGuiStyleVar_TabRounding, // float TabRounding
|
||||
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
|
||||
ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
|
||||
ImGuiStyleVar_COUNT
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
@ -1159,7 +1167,7 @@ enum ImGuiCond_
|
||||
// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
|
||||
// You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it.
|
||||
// Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
|
||||
// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
|
||||
// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
|
||||
// do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
@ -1219,7 +1227,7 @@ struct ImVector
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImGuiStyle
|
||||
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
|
||||
// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
|
||||
// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
|
||||
// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
@ -1248,8 +1256,9 @@ struct ImGuiStyle
|
||||
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
|
||||
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
|
||||
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
|
||||
float TabBorderSize; // Thickness of border around tabs.
|
||||
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
|
||||
float TabBorderSize; // Thickness of border around tabs.
|
||||
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
|
||||
ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).
|
||||
ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
|
||||
ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
|
||||
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
|
||||
@ -1264,7 +1273,7 @@ struct ImGuiStyle
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImGuiIO
|
||||
// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
|
||||
// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
|
||||
// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
@ -1276,7 +1285,7 @@ struct ImGuiIO
|
||||
|
||||
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
|
||||
ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
|
||||
ImVec2 DisplaySize; // <unset> // Main display size, in pixels. For clamping windows positions.
|
||||
ImVec2 DisplaySize; // <unset> // Main display size, in pixels.
|
||||
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
|
||||
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
|
||||
const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
|
||||
@ -1293,16 +1302,14 @@ struct ImGuiIO
|
||||
float FontGlobalScale; // = 1.0f // Global scale all fonts
|
||||
bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
|
||||
ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
|
||||
ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
|
||||
ImVec2 DisplayVisibleMin; // <unset> // [OBSOLETE] If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
|
||||
ImVec2 DisplayVisibleMax; // <unset> // [OBSOLETE] Just use io.DisplaySize! If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
|
||||
ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
|
||||
|
||||
// Miscellaneous configuration options
|
||||
// Miscellaneous options
|
||||
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
|
||||
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
|
||||
bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
|
||||
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
|
||||
bool ConfigWindowsMoveFromTitleBarOnly;// = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
|
||||
bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Platform Functions
|
||||
@ -1352,7 +1359,7 @@ struct ImGuiIO
|
||||
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
|
||||
|
||||
// Functions
|
||||
IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input
|
||||
IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input
|
||||
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
|
||||
IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
|
||||
|
||||
@ -1410,7 +1417,7 @@ struct ImGuiIO
|
||||
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
|
||||
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
|
||||
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
|
||||
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
|
||||
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
|
||||
struct ImGuiInputTextCallbackData
|
||||
{
|
||||
ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only
|
||||
@ -1490,7 +1497,7 @@ namespace ImGui
|
||||
// OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
|
||||
static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
|
||||
static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
|
||||
static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { (void)on_edge; (void)outward; IM_ASSERT(0); return pos; }
|
||||
static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; }
|
||||
// OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
|
||||
static inline void ShowTestWindow() { return ShowDemoWindow(); }
|
||||
static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }
|
||||
@ -1579,11 +1586,12 @@ struct ImGuiTextBuffer
|
||||
inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
|
||||
const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
|
||||
const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
|
||||
int size() const { return Buf.Data ? Buf.Size - 1 : 0; }
|
||||
int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
|
||||
bool empty() { return Buf.Size <= 1; }
|
||||
void clear() { Buf.clear(); }
|
||||
void reserve(int capacity) { Buf.reserve(capacity); }
|
||||
const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
|
||||
IMGUI_API void append(const char* str, const char* str_end = NULL);
|
||||
IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
|
||||
IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
|
||||
};
|
||||
@ -1714,7 +1722,7 @@ struct ImColor
|
||||
|
||||
// Draw callbacks for advanced uses.
|
||||
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
|
||||
// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
|
||||
// you can poke into the draw list for that! Draw callback may be useful for example to: A) Change your GPU render state,
|
||||
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
|
||||
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
|
||||
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
|
||||
@ -1887,13 +1895,14 @@ struct ImDrawData
|
||||
int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size
|
||||
ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use)
|
||||
ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use)
|
||||
ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display.
|
||||
|
||||
// Functions
|
||||
ImDrawData() { Valid = false; Clear(); }
|
||||
~ImDrawData() { Clear(); }
|
||||
void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
|
||||
IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
|
||||
IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
|
||||
void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
|
||||
IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
|
||||
IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -1907,8 +1916,8 @@ struct ImFontConfig
|
||||
bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
|
||||
int FontNo; // 0 // Index of font within TTF/OTF file
|
||||
float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
|
||||
int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
|
||||
int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
|
||||
int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
|
||||
int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
|
||||
bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
|
||||
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
|
||||
ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
|
||||
@ -1940,13 +1949,13 @@ struct ImFontGlyphRangesBuilder
|
||||
{
|
||||
ImVector<int> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
|
||||
|
||||
ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / 32); memset(UsedChars.Data, 0, 0x10000 / 32); }
|
||||
bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
|
||||
void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
|
||||
void AddChar(ImWchar c) { SetBit(c); } // Add character
|
||||
IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
|
||||
IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
|
||||
IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
|
||||
ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / sizeof(int)); memset(UsedChars.Data, 0, 0x10000 / sizeof(int)); }
|
||||
bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
|
||||
void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
|
||||
void AddChar(ImWchar c) { SetBit(c); } // Add character
|
||||
IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
|
||||
IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
|
||||
IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
|
||||
};
|
||||
|
||||
enum ImFontAtlasFlags_
|
||||
@ -1964,13 +1973,13 @@ enum ImFontAtlasFlags_
|
||||
// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
|
||||
// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
|
||||
// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
|
||||
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
|
||||
// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
|
||||
// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
|
||||
// Common pitfalls:
|
||||
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
|
||||
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
|
||||
// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
|
||||
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
|
||||
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
|
||||
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
|
||||
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
|
||||
// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
|
||||
struct ImFontAtlas
|
||||
@ -1991,7 +2000,7 @@ struct ImFontAtlas
|
||||
// Build atlas, retrieve pixel data.
|
||||
// User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
|
||||
// The pitch is always = Width * BytesPerPixels (1 or 4)
|
||||
// Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
|
||||
// Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
|
||||
// the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste.
|
||||
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
|
||||
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
|
||||
@ -2072,33 +2081,32 @@ struct ImFontAtlas
|
||||
// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
|
||||
struct ImFont
|
||||
{
|
||||
// Members: Hot ~62/78 bytes
|
||||
float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
|
||||
float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
|
||||
ImVec2 DisplayOffset; // = (0.f,0.f) // Offset font rendering by xx pixels
|
||||
ImVector<ImFontGlyph> Glyphs; // // All glyphs.
|
||||
ImVector<float> IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
|
||||
ImVector<ImWchar> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
|
||||
const ImFontGlyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
|
||||
float FallbackAdvanceX; // == FallbackGlyph->AdvanceX
|
||||
ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
|
||||
// Members: Hot ~20/24 bytes (for CalcTextSize)
|
||||
ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
|
||||
float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
|
||||
float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
|
||||
|
||||
// Members: Cold ~18/26 bytes
|
||||
short ConfigDataCount; // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
|
||||
ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData
|
||||
ImFontAtlas* ContainerAtlas; // // What we has been loaded into
|
||||
float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
|
||||
bool DirtyLookupTables;
|
||||
int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
|
||||
// Members: Hot ~36/48 bytes (for CalcTextSize + render loop)
|
||||
ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
|
||||
ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
|
||||
const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
|
||||
ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels
|
||||
|
||||
// Members: Cold ~32/40 bytes
|
||||
ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
|
||||
const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
|
||||
short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
|
||||
ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
|
||||
float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
|
||||
float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
|
||||
int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
|
||||
bool DirtyLookupTables; // 1 // out //
|
||||
|
||||
// Methods
|
||||
IMGUI_API ImFont();
|
||||
IMGUI_API ~ImFont();
|
||||
IMGUI_API void ClearOutputData();
|
||||
IMGUI_API void BuildLookupTable();
|
||||
IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
|
||||
IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
|
||||
IMGUI_API void SetFallbackChar(ImWchar c);
|
||||
float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
|
||||
bool IsLoaded() const { return ContainerAtlas != NULL; }
|
||||
const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
|
||||
@ -2110,10 +2118,13 @@ struct ImFont
|
||||
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
|
||||
IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
|
||||
|
||||
// [Internal]
|
||||
// [Internal] Don't use!
|
||||
IMGUI_API void BuildLookupTable();
|
||||
IMGUI_API void ClearOutputData();
|
||||
IMGUI_API void GrowIndex(int new_size);
|
||||
IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
|
||||
IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
|
||||
IMGUI_API void SetFallbackChar(ImWchar c);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
typedef ImFontGlyph Glyph; // OBSOLETE 1.52+
|
||||
|
338
imgui_demo.cpp
338
imgui_demo.cpp
@ -1,24 +1,24 @@
|
||||
// dear imgui, v1.67
|
||||
// dear imgui, v1.68
|
||||
// (demo code)
|
||||
|
||||
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
|
||||
// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other coders
|
||||
// will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of
|
||||
// your game/app! Removing this file from your project is hindering access to documentation for everyone in your team,
|
||||
// will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of
|
||||
// your game/app! Removing this file from your project is hindering access to documentation for everyone in your team,
|
||||
// likely leading you to poorer usage of the library.
|
||||
// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
|
||||
// If you want to link core Dear ImGui in your shipped builds but want an easy guarantee that the demo will not be linked,
|
||||
// If you want to link core Dear ImGui in your shipped builds but want an easy guarantee that the demo will not be linked,
|
||||
// you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.
|
||||
// In other situation, whenever you have Dear ImGui available you probably want this to be available for reference.
|
||||
// Thank you,
|
||||
// -Your beloved friend, imgui_demo.cpp (that you won't delete)
|
||||
|
||||
// Message to beginner C/C++ programmers about the meaning of the 'static' keyword:
|
||||
// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is
|
||||
// essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data
|
||||
// Message to beginner C/C++ programmers about the meaning of the 'static' keyword:
|
||||
// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is
|
||||
// essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data
|
||||
// in the same place, to make the demo source code faster to read, faster to write, and smaller in size.
|
||||
// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant
|
||||
// or used in threads. This might be a pattern you will want to use in your code, but most of the real data you would be editing is
|
||||
// or used in threads. This might be a pattern you will want to use in your code, but most of the real data you would be editing is
|
||||
// likely going to be stored outside your functions.
|
||||
|
||||
/*
|
||||
@ -62,7 +62,6 @@ Index of this file:
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
|
||||
#define vsnprintf _vsnprintf
|
||||
#endif
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
|
||||
@ -70,7 +69,10 @@ Index of this file:
|
||||
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
|
||||
#pragma clang diagnostic ignored "-Wformat-security" // warning : warning: format string is not a string literal
|
||||
#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
|
||||
#pragma clang diagnostic ignored "-Wunused-macros" // warning : warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used.
|
||||
#if __has_warning("-Wzero-as-null-pointer-constant")
|
||||
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
|
||||
#endif
|
||||
#if __has_warning("-Wdouble-promotion")
|
||||
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
|
||||
#endif
|
||||
@ -89,9 +91,11 @@ Index of this file:
|
||||
|
||||
// Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n.
|
||||
#ifdef _WIN32
|
||||
#define IM_NEWLINE "\r\n"
|
||||
#define IM_NEWLINE "\r\n"
|
||||
#define snprintf _snprintf
|
||||
#define vsnprintf _vsnprintf
|
||||
#else
|
||||
#define IM_NEWLINE "\n"
|
||||
#define IM_NEWLINE "\n"
|
||||
#endif
|
||||
|
||||
#define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B))
|
||||
@ -336,6 +340,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
|
||||
if (ImGui::TreeNode("Backend Flags"))
|
||||
{
|
||||
ShowHelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.");
|
||||
ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying the back-end flags.
|
||||
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad);
|
||||
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
|
||||
@ -419,7 +424,7 @@ static void ShowDemoWindowWidgets()
|
||||
// Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.
|
||||
for (int i = 0; i < 7; i++)
|
||||
{
|
||||
if (i > 0)
|
||||
if (i > 0)
|
||||
ImGui::SameLine();
|
||||
ImGui::PushID(i);
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.6f));
|
||||
@ -871,23 +876,44 @@ static void ShowDemoWindowWidgets()
|
||||
}
|
||||
if (ImGui::TreeNode("Grid"))
|
||||
{
|
||||
static bool selected[16] = { true, false, false, false, false, true, false, false, false, false, true, false, false, false, false, true };
|
||||
for (int i = 0; i < 16; i++)
|
||||
static bool selected[4*4] = { true, false, false, false, false, true, false, false, false, false, true, false, false, false, false, true };
|
||||
for (int i = 0; i < 4*4; i++)
|
||||
{
|
||||
ImGui::PushID(i);
|
||||
if (ImGui::Selectable("Sailor", &selected[i], 0, ImVec2(50,50)))
|
||||
{
|
||||
int x = i % 4, y = i / 4;
|
||||
if (x > 0) selected[i - 1] ^= 1;
|
||||
if (x < 3) selected[i + 1] ^= 1;
|
||||
if (y > 0) selected[i - 4] ^= 1;
|
||||
if (y < 3) selected[i + 4] ^= 1;
|
||||
// Note: We _unnecessarily_ test for both x/y and i here only to silence some static analyzer. The second part of each test is unnecessary.
|
||||
int x = i % 4;
|
||||
int y = i / 4;
|
||||
if (x > 0) { selected[i - 1] ^= 1; }
|
||||
if (x < 3 && i < 15) { selected[i + 1] ^= 1; }
|
||||
if (y > 0 && i > 3) { selected[i - 4] ^= 1; }
|
||||
if (y < 3 && i < 12) { selected[i + 4] ^= 1; }
|
||||
}
|
||||
if ((i % 4) < 3) ImGui::SameLine();
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
if (ImGui::TreeNode("Alignment"))
|
||||
{
|
||||
ShowHelpMarker("Alignment applies when a selectable is larger than its text content.\nBy default, Selectables uses style.SelectableTextAlign but it can be overriden on a per-item basis using PushStyleVar().");
|
||||
static bool selected[3*3] = { true, false, true, false, true, false, true, false, true };
|
||||
for (int y = 0; y < 3; y++)
|
||||
{
|
||||
for (int x = 0; x < 3; x++)
|
||||
{
|
||||
ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f);
|
||||
char name[32];
|
||||
sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y);
|
||||
if (x > 0) ImGui::SameLine();
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment);
|
||||
ImGui::Selectable(name, &selected[3*y+x], ImGuiSelectableFlags_None, ImVec2(80,80));
|
||||
ImGui::PopStyleVar();
|
||||
}
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
@ -912,7 +938,7 @@ static void ShowDemoWindowWidgets()
|
||||
|
||||
if (ImGui::TreeNode("Multi-line Text Input"))
|
||||
{
|
||||
// Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize
|
||||
// Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize
|
||||
// and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings.
|
||||
static bool read_only = false;
|
||||
static char text[1024*16] =
|
||||
@ -947,7 +973,7 @@ static void ShowDemoWindowWidgets()
|
||||
static float values[90] = { 0 };
|
||||
static int values_offset = 0;
|
||||
static double refresh_time = 0.0;
|
||||
if (!animate || refresh_time == 0.0f)
|
||||
if (!animate || refresh_time == 0.0)
|
||||
refresh_time = ImGui::GetTime();
|
||||
while (refresh_time < ImGui::GetTime()) // Create dummy data at fixed 60 hz rate for the demo
|
||||
{
|
||||
@ -1000,7 +1026,7 @@ static void ShowDemoWindowWidgets()
|
||||
|
||||
if (ImGui::TreeNode("Color/Picker Widgets"))
|
||||
{
|
||||
static ImVec4 color = ImColor(114, 144, 154, 200);
|
||||
static ImVec4 color = ImVec4(114.0f/255.0f, 144.0f/255.0f, 154.0f/255.0f, 200.0f/255.0f);
|
||||
|
||||
static bool alpha_preview = true;
|
||||
static bool alpha_half_preview = false;
|
||||
@ -1030,16 +1056,18 @@ static void ShowDemoWindowWidgets()
|
||||
|
||||
ImGui::Text("Color button with Custom Picker Popup:");
|
||||
|
||||
// Generate a dummy palette
|
||||
static bool saved_palette_inited = false;
|
||||
static ImVec4 saved_palette[32];
|
||||
if (!saved_palette_inited)
|
||||
// Generate a dummy default palette. The palette will persist and can be edited.
|
||||
static bool saved_palette_init = true;
|
||||
static ImVec4 saved_palette[32] = { };
|
||||
if (saved_palette_init)
|
||||
{
|
||||
for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
|
||||
{
|
||||
ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, saved_palette[n].x, saved_palette[n].y, saved_palette[n].z);
|
||||
saved_palette[n].w = 1.0f; // Alpha
|
||||
}
|
||||
saved_palette_inited = true;
|
||||
saved_palette_init = false;
|
||||
}
|
||||
|
||||
static ImVec4 backup_color;
|
||||
bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags);
|
||||
@ -1052,12 +1080,12 @@ static void ShowDemoWindowWidgets()
|
||||
}
|
||||
if (ImGui::BeginPopup("mypicker"))
|
||||
{
|
||||
// FIXME: Adding a drag and drop example here would be perfect!
|
||||
ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!");
|
||||
ImGui::Separator();
|
||||
ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview);
|
||||
ImGui::SameLine();
|
||||
ImGui::BeginGroup();
|
||||
|
||||
ImGui::BeginGroup(); // Lock X position
|
||||
ImGui::Text("Current");
|
||||
ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60,40));
|
||||
ImGui::Text("Previous");
|
||||
@ -1073,6 +1101,8 @@ static void ShowDemoWindowWidgets()
|
||||
if (ImGui::ColorButton("##palette", saved_palette[n], ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip, ImVec2(20,20)))
|
||||
color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha!
|
||||
|
||||
// Allow user to drop colors into each palette entry
|
||||
// (Note that ColorButton is already a drag source by default, unless using ImGuiColorEditFlags_NoDragDrop)
|
||||
if (ImGui::BeginDragDropTarget())
|
||||
{
|
||||
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
|
||||
@ -1149,15 +1179,15 @@ static void ShowDemoWindowWidgets()
|
||||
if (ImGui::TreeNode("Data Types"))
|
||||
{
|
||||
// The DragScalar/InputScalar/SliderScalar functions allow various data types: signed/unsigned int/long long and float/double
|
||||
// To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum to pass the type,
|
||||
// and passing all arguments by address.
|
||||
// To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum to pass the type,
|
||||
// and passing all arguments by address.
|
||||
// This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types.
|
||||
// In practice, if you frequently use a given type that is not covered by the normal API entry points, you can wrap it
|
||||
// yourself inside a 1 line function which can take typed argument as value instead of void*, and then pass their address
|
||||
// In practice, if you frequently use a given type that is not covered by the normal API entry points, you can wrap it
|
||||
// yourself inside a 1 line function which can take typed argument as value instead of void*, and then pass their address
|
||||
// to the generic function. For example:
|
||||
// bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld")
|
||||
// {
|
||||
// return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format);
|
||||
// bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld")
|
||||
// {
|
||||
// return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format);
|
||||
// }
|
||||
|
||||
// Limits (as helper variables that we can take the address of)
|
||||
@ -1352,7 +1382,7 @@ static void ShowDemoWindowWidgets()
|
||||
static int mode = 0;
|
||||
if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine();
|
||||
if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine();
|
||||
if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; }
|
||||
if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; }
|
||||
static const char* names[9] = { "Bobby", "Beatrice", "Betty", "Brianna", "Barry", "Bernard", "Bibi", "Blaine", "Bryn" };
|
||||
for (int n = 0; n < IM_ARRAYSIZE(names); n++)
|
||||
{
|
||||
@ -1411,7 +1441,7 @@ static void ShowDemoWindowWidgets()
|
||||
static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
|
||||
ImGui::RadioButton("Text", &item_type, 0);
|
||||
ImGui::RadioButton("Button", &item_type, 1);
|
||||
ImGui::RadioButton("CheckBox", &item_type, 2);
|
||||
ImGui::RadioButton("Checkbox", &item_type, 2);
|
||||
ImGui::RadioButton("SliderFloat", &item_type, 3);
|
||||
ImGui::RadioButton("ColorEdit4", &item_type, 4);
|
||||
ImGui::RadioButton("ListBox", &item_type, 5);
|
||||
@ -1419,7 +1449,7 @@ static void ShowDemoWindowWidgets()
|
||||
bool ret = false;
|
||||
if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction
|
||||
if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button
|
||||
if (item_type == 2) { ret = ImGui::Checkbox("ITEM: CheckBox", &b); } // Testing checkbox
|
||||
if (item_type == 2) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox
|
||||
if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
|
||||
if (item_type == 4) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
|
||||
if (item_type == 5) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
|
||||
@ -1433,6 +1463,7 @@ static void ShowDemoWindowWidgets()
|
||||
"IsItemHovered(_RectOnly) = %d\n"
|
||||
"IsItemActive() = %d\n"
|
||||
"IsItemEdited() = %d\n"
|
||||
"IsItemActivated() = %d\n"
|
||||
"IsItemDeactivated() = %d\n"
|
||||
"IsItemDeactivatedEdit() = %d\n"
|
||||
"IsItemVisible() = %d\n"
|
||||
@ -1448,6 +1479,7 @@ static void ShowDemoWindowWidgets()
|
||||
ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),
|
||||
ImGui::IsItemActive(),
|
||||
ImGui::IsItemEdited(),
|
||||
ImGui::IsItemActivated(),
|
||||
ImGui::IsItemDeactivated(),
|
||||
ImGui::IsItemDeactivatedAfterEdit(),
|
||||
ImGui::IsItemVisible(),
|
||||
@ -1497,7 +1529,7 @@ static void ShowDemoWindowWidgets()
|
||||
if (embed_all_inside_a_child_window)
|
||||
ImGui::EndChild();
|
||||
|
||||
// Calling IsItemHovered() after begin returns the hovered status of the title bar.
|
||||
// Calling IsItemHovered() after begin returns the hovered status of the title bar.
|
||||
// This is useful in particular if you want to create a context menu (with BeginPopupContextItem) associated to the title bar of a window.
|
||||
static bool test_window = false;
|
||||
ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window);
|
||||
@ -1765,6 +1797,7 @@ static void ShowDemoWindowLayout()
|
||||
static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable;
|
||||
ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_Reorderable);
|
||||
ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs);
|
||||
ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
|
||||
ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton);
|
||||
if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)
|
||||
tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_;
|
||||
@ -1975,9 +2008,9 @@ static void ShowDemoWindowLayout()
|
||||
ImGui::EndChild();
|
||||
ImGui::PopStyleVar(2);
|
||||
float scroll_x_delta = 0.0f;
|
||||
ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine();
|
||||
ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) { scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; } ImGui::SameLine();
|
||||
ImGui::Text("Scroll from code"); ImGui::SameLine();
|
||||
ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine();
|
||||
ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) { scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; } ImGui::SameLine();
|
||||
ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x);
|
||||
if (scroll_x_delta != 0.0f)
|
||||
{
|
||||
@ -2023,7 +2056,7 @@ static void ShowDemoWindowPopups()
|
||||
// if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); }
|
||||
|
||||
// With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state.
|
||||
// This may be a bit confusing at first but it should quickly make sense. Follow on the examples below.
|
||||
// This may be a bit confusing at first but it should quickly make sense. Follow on the examples below.
|
||||
|
||||
if (ImGui::TreeNode("Popups"))
|
||||
{
|
||||
@ -2119,7 +2152,7 @@ static void ShowDemoWindowPopups()
|
||||
ImGui::Text("(You can also right-click me to the same popup as above.)");
|
||||
ImGui::OpenPopupOnItemClick("item context menu", 1);
|
||||
|
||||
// When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem().
|
||||
// When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem().
|
||||
// BeginPopupContextItem() will use the last item ID as the popup ID.
|
||||
// In addition here, we want to include your editable label inside the button label. We use the ### operator to override the ID (read FAQ about ID for details)
|
||||
static char name[32] = "Label1";
|
||||
@ -2167,13 +2200,24 @@ static void ShowDemoWindowPopups()
|
||||
|
||||
if (ImGui::Button("Stacked modals.."))
|
||||
ImGui::OpenPopup("Stacked 1");
|
||||
if (ImGui::BeginPopupModal("Stacked 1"))
|
||||
if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar))
|
||||
{
|
||||
if (ImGui::BeginMenuBar())
|
||||
{
|
||||
if (ImGui::BeginMenu("File"))
|
||||
{
|
||||
if (ImGui::MenuItem("Dummy menu item")) {}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
ImGui::EndMenuBar();
|
||||
}
|
||||
ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it.");
|
||||
|
||||
// Testing behavior of widgets stacking their own regular popups over the modal.
|
||||
static int item = 1;
|
||||
ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
|
||||
static float color[4] = { 0.4f,0.7f,0.0f,0.5f };
|
||||
ImGui::ColorEdit4("color", color); // This is to test behavior of stacked regular popups over a modal
|
||||
ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
|
||||
ImGui::ColorEdit4("color", color);
|
||||
|
||||
if (ImGui::Button("Add another modal.."))
|
||||
ImGui::OpenPopup("Stacked 2");
|
||||
@ -2505,9 +2549,9 @@ static void ShowDemoWindowMisc()
|
||||
// Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item
|
||||
static float f3[3] = { 0.0f, 0.0f, 0.0f };
|
||||
int focus_ahead = -1;
|
||||
if (ImGui::Button("Focus on X")) focus_ahead = 0; ImGui::SameLine();
|
||||
if (ImGui::Button("Focus on Y")) focus_ahead = 1; ImGui::SameLine();
|
||||
if (ImGui::Button("Focus on Z")) focus_ahead = 2;
|
||||
if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine();
|
||||
if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine();
|
||||
if (ImGui::Button("Focus on Z")) { focus_ahead = 2; }
|
||||
if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead);
|
||||
ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f);
|
||||
|
||||
@ -2667,6 +2711,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
|
||||
ImGui::Separator();
|
||||
ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);
|
||||
ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);
|
||||
ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
|
||||
ImGui::Separator();
|
||||
ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y);
|
||||
ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize);
|
||||
@ -2714,8 +2759,13 @@ void ImGui::ShowFontSelector(const char* label)
|
||||
if (ImGui::BeginCombo(label, font_current->GetDebugName()))
|
||||
{
|
||||
for (int n = 0; n < io.Fonts->Fonts.Size; n++)
|
||||
if (ImGui::Selectable(io.Fonts->Fonts[n]->GetDebugName(), io.Fonts->Fonts[n] == font_current))
|
||||
io.FontDefault = io.Fonts->Fonts[n];
|
||||
{
|
||||
ImFont* font = io.Fonts->Fonts[n];
|
||||
ImGui::PushID((void*)font);
|
||||
if (ImGui::Selectable(font->GetDebugName(), font == font_current))
|
||||
io.FontDefault = font;
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
ImGui::SameLine();
|
||||
@ -2772,7 +2822,6 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
{
|
||||
ImGui::Text("Main");
|
||||
ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");
|
||||
ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 16.0f, "%.0f");
|
||||
ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");
|
||||
ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");
|
||||
ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");
|
||||
@ -2787,15 +2836,17 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");
|
||||
ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f");
|
||||
ImGui::Text("Rounding");
|
||||
ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 14.0f, "%.0f");
|
||||
ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 16.0f, "%.0f");
|
||||
ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::Text("Alignment");
|
||||
ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");
|
||||
ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a button is larger than its text content.");
|
||||
ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); ShowHelpMarker("Alignment applies when a selectable is larger than its text content.");
|
||||
ImGui::Text("Safe Area Padding"); ImGui::SameLine(); ShowHelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).");
|
||||
ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f");
|
||||
ImGui::EndTabItem();
|
||||
@ -2861,7 +2912,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
|
||||
if (ImGui::BeginTabItem("Fonts"))
|
||||
{
|
||||
ImFontAtlas* atlas = ImGui::GetIO().Fonts;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImFontAtlas* atlas = io.Fonts;
|
||||
ShowHelpMarker("Read FAQ and misc/fonts/README.txt for details on font loading.");
|
||||
ImGui::PushItemWidth(120);
|
||||
for (int i = 0; i < atlas->Fonts.Size; i++)
|
||||
@ -2869,7 +2921,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
ImFont* font = atlas->Fonts[i];
|
||||
ImGui::PushID(font);
|
||||
bool font_details_opened = ImGui::TreeNode(font, "Font %d: \"%s\"\n%.2f px, %d glyphs, %d file(s)", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
|
||||
ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) ImGui::GetIO().FontDefault = font;
|
||||
ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) { io.FontDefault = font; }
|
||||
if (font_details_opened)
|
||||
{
|
||||
ImGui::PushFont(font);
|
||||
@ -2880,9 +2932,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f");
|
||||
ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
|
||||
ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar);
|
||||
ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)sqrtf((float)font->MetricsTotalSurface), (int)sqrtf((float)font->MetricsTotalSurface));
|
||||
const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface);
|
||||
ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt);
|
||||
for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
|
||||
if (ImFontConfig* cfg = &font->ConfigData[config_i])
|
||||
if (const ImFontConfig* cfg = &font->ConfigData[config_i])
|
||||
ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
|
||||
if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
|
||||
{
|
||||
@ -2934,9 +2987,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
}
|
||||
|
||||
static float window_scale = 1.0f;
|
||||
if (ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.1f")) // scale only this window
|
||||
if (ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.2f")) // scale only this window
|
||||
ImGui::SetWindowFontScale(window_scale);
|
||||
ImGui::DragFloat("global scale", &ImGui::GetIO().FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale everything
|
||||
ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.2f"); // scale everything
|
||||
ImGui::PopItemWidth();
|
||||
|
||||
ImGui::EndTabItem();
|
||||
@ -3064,10 +3117,12 @@ struct ExampleAppConsole
|
||||
{
|
||||
char InputBuf[256];
|
||||
ImVector<char*> Items;
|
||||
bool ScrollToBottom;
|
||||
ImVector<const char*> Commands;
|
||||
ImVector<char*> History;
|
||||
int HistoryPos; // -1: new line, 0..History.Size-1 browsing history.
|
||||
ImVector<const char*> Commands;
|
||||
ImGuiTextFilter Filter;
|
||||
bool AutoScroll;
|
||||
bool ScrollToBottom;
|
||||
|
||||
ExampleAppConsole()
|
||||
{
|
||||
@ -3078,6 +3133,8 @@ struct ExampleAppConsole
|
||||
Commands.push_back("HISTORY");
|
||||
Commands.push_back("CLEAR");
|
||||
Commands.push_back("CLASSIFY"); // "classify" is only here to provide an example of "C"+[tab] completing to "CL" and displaying matches.
|
||||
AutoScroll = true;
|
||||
ScrollToBottom = true;
|
||||
AddLog("Welcome to Dear ImGui!");
|
||||
}
|
||||
~ExampleAppConsole()
|
||||
@ -3090,7 +3147,7 @@ struct ExampleAppConsole
|
||||
// Portable helpers
|
||||
static int Stricmp(const char* str1, const char* str2) { int d; while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } return d; }
|
||||
static int Strnicmp(const char* str1, const char* str2, int n) { int d = 0; while (n > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; n--; } return d; }
|
||||
static char* Strdup(const char *str) { size_t len = strlen(str) + 1; void* buff = malloc(len); return (char*)memcpy(buff, (const void*)str, len); }
|
||||
static char* Strdup(const char *str) { size_t len = strlen(str) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)str, len); }
|
||||
static void Strtrim(char* str) { char* str_end = str + strlen(str); while (str_end > str && str_end[-1] == ' ') str_end--; *str_end = 0; }
|
||||
|
||||
void ClearLog()
|
||||
@ -3111,7 +3168,8 @@ struct ExampleAppConsole
|
||||
buf[IM_ARRAYSIZE(buf)-1] = 0;
|
||||
va_end(args);
|
||||
Items.push_back(Strdup(buf));
|
||||
ScrollToBottom = true;
|
||||
if (AutoScroll)
|
||||
ScrollToBottom = true;
|
||||
}
|
||||
|
||||
void Draw(const char* title, bool* p_open)
|
||||
@ -3137,7 +3195,7 @@ struct ExampleAppConsole
|
||||
|
||||
// TODO: display items starting from the bottom
|
||||
|
||||
if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine();
|
||||
if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine();
|
||||
if (ImGui::SmallButton("Add Dummy Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine();
|
||||
if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine();
|
||||
bool copy_to_clipboard = ImGui::SmallButton("Copy"); ImGui::SameLine();
|
||||
@ -3146,10 +3204,20 @@ struct ExampleAppConsole
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));
|
||||
static ImGuiTextFilter filter;
|
||||
filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180);
|
||||
ImGui::PopStyleVar();
|
||||
// Options menu
|
||||
if (ImGui::BeginPopup("Options"))
|
||||
{
|
||||
if (ImGui::Checkbox("Auto-scroll", &AutoScroll))
|
||||
if (AutoScroll)
|
||||
ScrollToBottom = true;
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
// Options, Filter
|
||||
if (ImGui::Button("Options"))
|
||||
ImGui::OpenPopup("Options");
|
||||
ImGui::SameLine();
|
||||
Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180);
|
||||
ImGui::Separator();
|
||||
|
||||
const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); // 1 separator, 1 input text
|
||||
@ -3174,18 +3242,19 @@ struct ExampleAppConsole
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4,1)); // Tighten spacing
|
||||
if (copy_to_clipboard)
|
||||
ImGui::LogToClipboard();
|
||||
ImVec4 col_default_text = ImGui::GetStyleColorVec4(ImGuiCol_Text);
|
||||
for (int i = 0; i < Items.Size; i++)
|
||||
{
|
||||
const char* item = Items[i];
|
||||
if (!filter.PassFilter(item))
|
||||
if (!Filter.PassFilter(item))
|
||||
continue;
|
||||
ImVec4 col = col_default_text;
|
||||
if (strstr(item, "[error]")) col = ImColor(1.0f,0.4f,0.4f,1.0f);
|
||||
else if (strncmp(item, "# ", 2) == 0) col = ImColor(1.0f,0.78f,0.58f,1.0f);
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, col);
|
||||
|
||||
// Normally you would store more information in your item (e.g. make Items[] an array of structure, store color/type etc.)
|
||||
bool pop_color = false;
|
||||
if (strstr(item, "[error]")) { ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.4f, 0.4f, 1.0f)); pop_color = true; }
|
||||
else if (strncmp(item, "# ", 2) == 0) { ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 0.8f, 0.6f, 1.0f)); pop_color = true; }
|
||||
ImGui::TextUnformatted(item);
|
||||
ImGui::PopStyleColor();
|
||||
if (pop_color)
|
||||
ImGui::PopStyleColor();
|
||||
}
|
||||
if (copy_to_clipboard)
|
||||
ImGui::LogFinish();
|
||||
@ -3252,6 +3321,9 @@ struct ExampleAppConsole
|
||||
{
|
||||
AddLog("Unknown command: '%s'\n", command_line);
|
||||
}
|
||||
|
||||
// On commad input, we scroll to bottom even if AutoScroll==false
|
||||
ScrollToBottom = true;
|
||||
}
|
||||
|
||||
static int TextEditCallbackStub(ImGuiInputTextCallbackData* data) // In C++11 you are better off using lambdas for this sort of forwarding callbacks
|
||||
@ -3380,12 +3452,20 @@ struct ExampleAppLog
|
||||
ImGuiTextBuffer Buf;
|
||||
ImGuiTextFilter Filter;
|
||||
ImVector<int> LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines
|
||||
bool AutoScroll;
|
||||
bool ScrollToBottom;
|
||||
|
||||
void Clear()
|
||||
{
|
||||
Buf.clear();
|
||||
LineOffsets.clear();
|
||||
ExampleAppLog()
|
||||
{
|
||||
AutoScroll = true;
|
||||
ScrollToBottom = false;
|
||||
Clear();
|
||||
}
|
||||
|
||||
void Clear()
|
||||
{
|
||||
Buf.clear();
|
||||
LineOffsets.clear();
|
||||
LineOffsets.push_back(0);
|
||||
}
|
||||
|
||||
@ -3399,7 +3479,8 @@ struct ExampleAppLog
|
||||
for (int new_size = Buf.size(); old_size < new_size; old_size++)
|
||||
if (Buf[old_size] == '\n')
|
||||
LineOffsets.push_back(old_size + 1);
|
||||
ScrollToBottom = true;
|
||||
if (AutoScroll)
|
||||
ScrollToBottom = true;
|
||||
}
|
||||
|
||||
void Draw(const char* title, bool* p_open = NULL)
|
||||
@ -3409,13 +3490,31 @@ struct ExampleAppLog
|
||||
ImGui::End();
|
||||
return;
|
||||
}
|
||||
if (ImGui::Button("Clear")) Clear();
|
||||
|
||||
// Options menu
|
||||
if (ImGui::BeginPopup("Options"))
|
||||
{
|
||||
if (ImGui::Checkbox("Auto-scroll", &AutoScroll))
|
||||
if (AutoScroll)
|
||||
ScrollToBottom = true;
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
// Main window
|
||||
if (ImGui::Button("Options"))
|
||||
ImGui::OpenPopup("Options");
|
||||
ImGui::SameLine();
|
||||
bool clear = ImGui::Button("Clear");
|
||||
ImGui::SameLine();
|
||||
bool copy = ImGui::Button("Copy");
|
||||
ImGui::SameLine();
|
||||
Filter.Draw("Filter", -100.0f);
|
||||
|
||||
ImGui::Separator();
|
||||
ImGui::BeginChild("scrolling", ImVec2(0,0), false, ImGuiWindowFlags_HorizontalScrollbar);
|
||||
|
||||
if (clear)
|
||||
Clear();
|
||||
if (copy)
|
||||
ImGui::LogToClipboard();
|
||||
|
||||
@ -3424,6 +3523,10 @@ struct ExampleAppLog
|
||||
const char* buf_end = Buf.end();
|
||||
if (Filter.IsActive())
|
||||
{
|
||||
// In this example we don't use the clipper when Filter is enabled.
|
||||
// This is because we don't have a random access on the result on our filter.
|
||||
// A real application processing logs with ten of thousands of entries may want to store the result of search/filter.
|
||||
// especially if the filtering function is not trivial (e.g. reg-exp).
|
||||
for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
|
||||
{
|
||||
const char* line_start = buf + LineOffsets[line_no];
|
||||
@ -3435,11 +3538,11 @@ struct ExampleAppLog
|
||||
else
|
||||
{
|
||||
// The simplest and easy way to display the entire buffer:
|
||||
// ImGui::TextUnformatted(buf_begin, buf_end);
|
||||
// ImGui::TextUnformatted(buf_begin, buf_end);
|
||||
// And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward to skip non-visible lines.
|
||||
// Here we instead demonstrate using the clipper to only process lines that are within the visible area.
|
||||
// If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them on your side is recommended.
|
||||
// Using ImGuiListClipper requires A) random access into your data, and B) items all being the same height,
|
||||
// Using ImGuiListClipper requires A) random access into your data, and B) items all being the same height,
|
||||
// both of which we can handle since we an array pointing to the beginning of each line of text.
|
||||
// When using the filter (in the block of code above) we don't have random access into the data to display anymore, which is why we don't use the clipper.
|
||||
// Storing or skimming through the search result would make it possible (and would be recommended if you want to search through tens of thousands of entries)
|
||||
@ -3471,18 +3574,19 @@ static void ShowExampleAppLog(bool* p_open)
|
||||
{
|
||||
static ExampleAppLog log;
|
||||
|
||||
// For the demo: add a debug button before the normal log window contents
|
||||
// For the demo: add a debug button _BEFORE_ the normal log window contents
|
||||
// We take advantage of the fact that multiple calls to Begin()/End() are appending to the same window.
|
||||
// Most of the contents of the window will be added by the log.Draw() call.
|
||||
ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
|
||||
ImGui::Begin("Example: Log", p_open);
|
||||
if (ImGui::SmallButton("Add 5 entries"))
|
||||
if (ImGui::SmallButton("[Debug] Add 5 entries"))
|
||||
{
|
||||
static int counter = 0;
|
||||
for (int n = 0; n < 5; n++)
|
||||
{
|
||||
const char* categories[3] = { "info", "warn", "error" };
|
||||
const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" };
|
||||
log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n",
|
||||
log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n",
|
||||
ImGui::GetFrameCount(), categories[counter % IM_ARRAYSIZE(categories)], ImGui::GetTime(), words[counter % IM_ARRAYSIZE(words)]);
|
||||
counter++;
|
||||
}
|
||||
@ -3726,8 +3830,8 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
|
||||
if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100
|
||||
if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width 400-500
|
||||
if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); // Height 400-500
|
||||
if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square
|
||||
if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)100);// Fixed Step
|
||||
if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square
|
||||
if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)(intptr_t)100); // Fixed Step
|
||||
|
||||
ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0;
|
||||
if (ImGui::Begin("Example: Constrained Resize", p_open, flags))
|
||||
@ -3765,17 +3869,20 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
|
||||
{
|
||||
const float DISTANCE = 10.0f;
|
||||
static int corner = 0;
|
||||
ImVec2 window_pos = ImVec2((corner & 1) ? ImGui::GetIO().DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? ImGui::GetIO().DisplaySize.y - DISTANCE : DISTANCE);
|
||||
ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (corner != -1)
|
||||
{
|
||||
ImVec2 window_pos = ImVec2((corner & 1) ? io.DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? io.DisplaySize.y - DISTANCE : DISTANCE);
|
||||
ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
|
||||
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
|
||||
}
|
||||
ImGui::SetNextWindowBgAlpha(0.3f); // Transparent background
|
||||
if (ImGui::Begin("Example: Simple overlay", p_open, (corner != -1 ? ImGuiWindowFlags_NoMove : 0) | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav))
|
||||
{
|
||||
ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)");
|
||||
ImGui::Separator();
|
||||
if (ImGui::IsMousePosValid())
|
||||
ImGui::Text("Mouse Position: (%.1f,%.1f)", ImGui::GetIO().MousePos.x, ImGui::GetIO().MousePos.y);
|
||||
ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y);
|
||||
else
|
||||
ImGui::Text("Mouse Position: <invalid>");
|
||||
if (ImGui::BeginPopupContextWindow())
|
||||
@ -3850,27 +3957,30 @@ static void ShowExampleAppCustomRendering(bool* p_open)
|
||||
static ImVec4 col = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
|
||||
ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
|
||||
ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");
|
||||
ImGui::ColorEdit3("Color", &col.x);
|
||||
ImGui::ColorEdit4("Color", &col.x);
|
||||
{
|
||||
const ImVec2 p = ImGui::GetCursorScreenPos();
|
||||
const ImU32 col32 = ImColor(col);
|
||||
float x = p.x + 4.0f, y = p.y + 4.0f, spacing = 8.0f;
|
||||
for (int n = 0; n < 2; n++)
|
||||
{
|
||||
float curr_thickness = (n == 0) ? 1.0f : thickness;
|
||||
draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, curr_thickness); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ImDrawCornerFlags_All, curr_thickness); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_All, curr_thickness); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight, curr_thickness); x += sz+spacing;
|
||||
draw_list->AddTriangle(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32, curr_thickness); x += sz+spacing;
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y ), col32, curr_thickness); x += sz+spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x, y+sz), col32, curr_thickness); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, curr_thickness); x += sz+spacing; // Diagonal line
|
||||
draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x+sz*1.3f,y+sz*0.3f), ImVec2(x+sz-sz*1.3f,y+sz-sz*0.3f), ImVec2(x+sz, y+sz), col32, curr_thickness);
|
||||
// First line uses a thickness of 1.0, second line uses the configurable thickness
|
||||
float th = (n == 0) ? 1.0f : thickness;
|
||||
draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 6, th); x += sz+spacing; // Hexagon
|
||||
draw_list->AddCircle(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 20, th); x += sz+spacing; // Circle
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 0.0f, ImDrawCornerFlags_All, th); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_All, th); x += sz+spacing;
|
||||
draw_list->AddRect(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight, th); x += sz+spacing;
|
||||
draw_list->AddTriangle(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32, th); x += sz+spacing;
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y ), col32, th); x += sz+spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x, y+sz), col32, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
|
||||
draw_list->AddLine(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, th); x += sz+spacing; // Diagonal line
|
||||
draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x+sz*1.3f,y+sz*0.3f), ImVec2(x+sz-sz*1.3f,y+sz-sz*0.3f), ImVec2(x+sz, y+sz), col32, th);
|
||||
x = p.x + 4;
|
||||
y += sz+spacing;
|
||||
}
|
||||
draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 32); x += sz+spacing;
|
||||
draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 6); x += sz+spacing; // Hexagon
|
||||
draw_list->AddCircleFilled(ImVec2(x+sz*0.5f, y+sz*0.5f), sz*0.5f, col32, 32); x += sz+spacing; // Circle
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32); x += sz+spacing;
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f); x += sz+spacing;
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+sz), col32, 10.0f, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotRight); x += sz+spacing;
|
||||
@ -3945,16 +4055,16 @@ struct MyDocument
|
||||
bool Open; // Set when the document is open (in this demo, we keep an array of all available documents to simplify the demo)
|
||||
bool OpenPrev; // Copy of Open from last update.
|
||||
bool Dirty; // Set when the document has been modified
|
||||
bool WantClose; // Set when the document
|
||||
bool WantClose; // Set when the document
|
||||
ImVec4 Color; // An arbitrary variable associated to the document
|
||||
|
||||
MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f,1.0f,1.0f,1.0f))
|
||||
{
|
||||
Name = name;
|
||||
Open = OpenPrev = open;
|
||||
Dirty = false;
|
||||
WantClose = false;
|
||||
Color = color;
|
||||
{
|
||||
Name = name;
|
||||
Open = OpenPrev = open;
|
||||
Dirty = false;
|
||||
WantClose = false;
|
||||
Color = color;
|
||||
}
|
||||
void DoOpen() { Open = true; }
|
||||
void DoQueueClose() { WantClose = true; }
|
||||
@ -4011,8 +4121,8 @@ struct ExampleAppDocuments
|
||||
|
||||
// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface.
|
||||
// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo, as opposed
|
||||
// to clicking on the regular tab closing button) and stops being submitted, it will take a frame for the tab bar to notice its absence.
|
||||
// During this frame there will be a gap in the tab bar, and if the tab that has disappeared was the selected one, the tab bar
|
||||
// to clicking on the regular tab closing button) and stops being submitted, it will take a frame for the tab bar to notice its absence.
|
||||
// During this frame there will be a gap in the tab bar, and if the tab that has disappeared was the selected one, the tab bar
|
||||
// will report no selected tab during the frame. This will effectively give the impression of a flicker for one frame.
|
||||
// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch.
|
||||
// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag.
|
||||
|
104
imgui_draw.cpp
104
imgui_draw.cpp
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.67
|
||||
// dear imgui, v1.68
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
@ -57,7 +57,9 @@ Index of this file:
|
||||
#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
|
||||
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it.
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
|
||||
#if __has_warning("-Wzero-as-null-pointer-constant")
|
||||
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
|
||||
#endif
|
||||
#if __has_warning("-Wcomma")
|
||||
#pragma clang diagnostic ignored "-Wcomma" // warning : possible misuse of comma operator here //
|
||||
#endif
|
||||
@ -687,7 +689,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
|
||||
PrimReserve(idx_count, vtx_count);
|
||||
|
||||
// Temporary buffer
|
||||
ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2));
|
||||
ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2)); //-V630
|
||||
ImVec2* temp_points = temp_normals + points_count;
|
||||
|
||||
for (int i1 = 0; i1 < count; i1++)
|
||||
@ -878,7 +880,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
|
||||
}
|
||||
|
||||
// Compute normals
|
||||
ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2));
|
||||
ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630
|
||||
for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++)
|
||||
{
|
||||
const ImVec2& p0 = points[i0];
|
||||
@ -955,6 +957,9 @@ void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, floa
|
||||
_Path.push_back(centre);
|
||||
return;
|
||||
}
|
||||
|
||||
// Note that we are adding a point at both a_min and a_max.
|
||||
// If you are trying to draw a full closed circle you don't want the overlapping points!
|
||||
_Path.reserve(_Path.Size + (num_segments + 1));
|
||||
for (int i = 0; i <= num_segments; i++)
|
||||
{
|
||||
@ -1138,21 +1143,23 @@ void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec
|
||||
|
||||
void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
|
||||
return;
|
||||
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments);
|
||||
PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments - 1);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
|
||||
return;
|
||||
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathArcTo(centre, radius, 0.0f, a_max, num_segments);
|
||||
PathArcTo(centre, radius, 0.0f, a_max, num_segments - 1);
|
||||
PathFillConvex(col);
|
||||
}
|
||||
|
||||
@ -1280,8 +1287,10 @@ void ImDrawData::DeIndexAllBuffers()
|
||||
}
|
||||
}
|
||||
|
||||
// Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
|
||||
void ImDrawData::ScaleClipRects(const ImVec2& scale)
|
||||
// Helper to scale the ClipRect field of each ImDrawCmd.
|
||||
// Use if your final output buffer is at a different scale than draw_data->DisplaySize,
|
||||
// or if there is a difference between your window resolution and framebuffer resolution.
|
||||
void ImDrawData::ScaleClipRects(const ImVec2& fb_scale)
|
||||
{
|
||||
for (int i = 0; i < CmdListsCount; i++)
|
||||
{
|
||||
@ -1289,7 +1298,7 @@ void ImDrawData::ScaleClipRects(const ImVec2& scale)
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
cmd->ClipRect = ImVec4(cmd->ClipRect.x * scale.x, cmd->ClipRect.y * scale.y, cmd->ClipRect.z * scale.x, cmd->ClipRect.w * scale.y);
|
||||
cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1352,7 +1361,7 @@ ImFontConfig::ImFontConfig()
|
||||
FontDataOwnedByAtlas = true;
|
||||
FontNo = 0;
|
||||
SizePixels = 0.0f;
|
||||
OversampleH = 3;
|
||||
OversampleH = 3; // FIXME: 2 may be a better default?
|
||||
OversampleV = 1;
|
||||
PixelSnapH = false;
|
||||
GlyphExtraSpacing = ImVec2(0.0f, 0.0f);
|
||||
@ -1518,7 +1527,7 @@ void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_wid
|
||||
GetTexDataAsAlpha8(&pixels, NULL, NULL);
|
||||
if (pixels)
|
||||
{
|
||||
TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)(TexWidth * TexHeight * 4));
|
||||
TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)TexWidth * (size_t)TexHeight * 4);
|
||||
const unsigned char* src = pixels;
|
||||
unsigned int* dst = TexPixelsRGBA32;
|
||||
for (int n = TexWidth * TexHeight; n > 0; n--)
|
||||
@ -1585,8 +1594,10 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
|
||||
font_cfg.OversampleH = font_cfg.OversampleV = 1;
|
||||
font_cfg.PixelSnapH = true;
|
||||
}
|
||||
if (font_cfg.Name[0] == '\0') strcpy(font_cfg.Name, "ProggyClean.ttf, 13px");
|
||||
if (font_cfg.SizePixels <= 0.0f) font_cfg.SizePixels = 13.0f;
|
||||
if (font_cfg.SizePixels <= 0.0f)
|
||||
font_cfg.SizePixels = 13.0f * 1.0f;
|
||||
if (font_cfg.Name[0] == '\0')
|
||||
ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
|
||||
|
||||
const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
|
||||
const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
|
||||
@ -1829,25 +1840,23 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
{
|
||||
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
|
||||
ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
|
||||
ImFontConfig& cfg = atlas->ConfigData[src_i];
|
||||
src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1);
|
||||
if (dst_tmp.SrcCount > 1 && dst_tmp.GlyphsSet.Storage.empty())
|
||||
if (dst_tmp.GlyphsSet.Storage.empty())
|
||||
dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);
|
||||
|
||||
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 (cfg.MergeMode && dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite)
|
||||
if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
|
||||
continue;
|
||||
if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font?
|
||||
continue;
|
||||
|
||||
|
||||
// Add to avail set/counters
|
||||
src_tmp.GlyphsCount++;
|
||||
dst_tmp.GlyphsCount++;
|
||||
src_tmp.GlyphsSet.SetBit(codepoint, true);
|
||||
if (dst_tmp.SrcCount > 1)
|
||||
dst_tmp.GlyphsSet.SetBit(codepoint, true);
|
||||
dst_tmp.GlyphsSet.SetBit(codepoint, true);
|
||||
total_glyphs_count++;
|
||||
}
|
||||
}
|
||||
@ -2012,7 +2021,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
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
|
||||
stbtt_aligned_quad q;
|
||||
float dummy_x = 0.0f, dummy_y = 0.0f;
|
||||
@ -2056,6 +2065,7 @@ void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* f
|
||||
void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque)
|
||||
{
|
||||
stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;
|
||||
IM_ASSERT(pack_context != NULL);
|
||||
|
||||
ImVector<ImFontAtlas::CustomRect>& user_rects = atlas->CustomRects;
|
||||
IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong.
|
||||
@ -2162,7 +2172,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull()
|
||||
static const ImWchar ranges[] =
|
||||
{
|
||||
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
||||
0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
|
||||
0x2000, 0x206F, // General Punctuation
|
||||
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
|
||||
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
||||
0xFF00, 0xFFEF, // Half-width characters
|
||||
0x4e00, 0x9FAF, // CJK Ideograms
|
||||
@ -2238,9 +2249,10 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
|
||||
static ImWchar base_ranges[] = // not zero-terminated
|
||||
{
|
||||
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
||||
0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
|
||||
0x2000, 0x206F, // General Punctuation
|
||||
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
|
||||
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
||||
0xFF00, 0xFFEF, // Half-width characters
|
||||
0xFF00, 0xFFEF // Half-width characters
|
||||
};
|
||||
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 };
|
||||
if (!full_ranges[0])
|
||||
@ -2291,14 +2303,14 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
|
||||
3,7,6,3,1,2,3,9,1,3,1,6,3,2,1,3,11,3,1,6,10,3,2,3,1,2,1,5,1,1,11,3,6,4,1,7,2,1,2,5,5,34,4,14,18,4,19,7,5,8,2,6,79,1,5,2,14,8,2,9,2,1,36,28,16,
|
||||
4,1,1,1,2,12,6,42,39,16,23,7,15,15,3,2,12,7,21,64,6,9,28,8,12,3,3,41,59,24,51,55,57,294,9,9,2,6,2,15,1,2,13,38,90,9,9,9,3,11,7,1,1,1,5,6,3,2,
|
||||
1,2,2,3,8,1,4,4,1,5,7,1,4,3,20,4,9,1,1,1,5,5,17,1,5,2,6,2,4,1,4,5,7,3,18,11,11,32,7,5,4,7,11,127,8,4,3,3,1,10,1,1,6,21,14,1,16,1,7,1,3,6,9,65,
|
||||
51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39,
|
||||
51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39,
|
||||
};
|
||||
static ImWchar base_ranges[] = // not zero-terminated
|
||||
{
|
||||
0x0020, 0x00FF, // Basic Latin + Latin Supplement
|
||||
0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
|
||||
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
|
||||
0x31F0, 0x31FF, // Katakana Phonetic Extensions
|
||||
0xFF00, 0xFFEF, // Half-width characters
|
||||
0xFF00, 0xFFEF // Half-width characters
|
||||
};
|
||||
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 };
|
||||
if (!full_ranges[0])
|
||||
@ -2378,38 +2390,36 @@ void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
|
||||
|
||||
ImFont::ImFont()
|
||||
{
|
||||
Scale = 1.0f;
|
||||
FontSize = 0.0f;
|
||||
FallbackAdvanceX = 0.0f;
|
||||
FallbackChar = (ImWchar)'?';
|
||||
DisplayOffset = ImVec2(0.0f, 0.0f);
|
||||
ClearOutputData();
|
||||
FallbackGlyph = NULL;
|
||||
ContainerAtlas = NULL;
|
||||
ConfigData = NULL;
|
||||
ConfigDataCount = 0;
|
||||
DirtyLookupTables = false;
|
||||
Scale = 1.0f;
|
||||
Ascent = Descent = 0.0f;
|
||||
MetricsTotalSurface = 0;
|
||||
}
|
||||
|
||||
ImFont::~ImFont()
|
||||
{
|
||||
// Invalidate active font so that the user gets a clear crash instead of a dangling pointer.
|
||||
// If you want to delete fonts you need to do it between Render() and NewFrame().
|
||||
// FIXME-CLEANUP
|
||||
/*
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.Font == this)
|
||||
g.Font = NULL;
|
||||
*/
|
||||
ClearOutputData();
|
||||
}
|
||||
|
||||
void ImFont::ClearOutputData()
|
||||
{
|
||||
FontSize = 0.0f;
|
||||
FallbackAdvanceX = 0.0f;
|
||||
Glyphs.clear();
|
||||
IndexAdvanceX.clear();
|
||||
IndexLookup.clear();
|
||||
FallbackGlyph = NULL;
|
||||
FallbackAdvanceX = 0.0f;
|
||||
ConfigDataCount = 0;
|
||||
ConfigData = NULL;
|
||||
ContainerAtlas = NULL;
|
||||
Ascent = Descent = 0.0f;
|
||||
DirtyLookupTables = true;
|
||||
Ascent = Descent = 0.0f;
|
||||
MetricsTotalSurface = 0;
|
||||
}
|
||||
|
||||
@ -2999,13 +3009,14 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
||||
const float inv_rounding = 1.0f / rounding;
|
||||
const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding);
|
||||
const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding);
|
||||
const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return.
|
||||
const float x0 = ImMax(p0.x, rect.Min.x + rounding);
|
||||
if (arc0_b == arc0_e)
|
||||
{
|
||||
draw_list->PathLineTo(ImVec2(x0, p1.y));
|
||||
draw_list->PathLineTo(ImVec2(x0, p0.y));
|
||||
}
|
||||
else if (arc0_b == 0.0f && arc0_e == IM_PI*0.5f)
|
||||
else if (arc0_b == 0.0f && arc0_e == half_pi)
|
||||
{
|
||||
draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL
|
||||
draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR
|
||||
@ -3025,7 +3036,7 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
||||
draw_list->PathLineTo(ImVec2(x1, p0.y));
|
||||
draw_list->PathLineTo(ImVec2(x1, p1.y));
|
||||
}
|
||||
else if (arc1_b == 0.0f && arc1_e == IM_PI*0.5f)
|
||||
else if (arc1_b == 0.0f && arc1_e == half_pi)
|
||||
{
|
||||
draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR
|
||||
draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR
|
||||
@ -3039,13 +3050,14 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
||||
draw_list->PathFillConvex(col);
|
||||
}
|
||||
|
||||
// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it,
|
||||
// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match
|
||||
// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it,
|
||||
// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match
|
||||
// the boldness or positioning of what the font uses...
|
||||
void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col)
|
||||
{
|
||||
ImFont* font = draw_list->_Data->Font;
|
||||
pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent + 0.5f - 1.0f);
|
||||
const float font_scale = draw_list->_Data->FontSize / font->FontSize;
|
||||
pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent * font_scale + 0.5f - 1.0f);
|
||||
for (int dot_n = 0; dot_n < count; dot_n++)
|
||||
draw_list->AddRectFilled(ImVec2(pos.x + dot_n * 2.0f, pos.y), ImVec2(pos.x + dot_n * 2.0f + 1.0f, pos.y + 1.0f), col);
|
||||
}
|
||||
|
142
imgui_internal.h
142
imgui_internal.h
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.67
|
||||
// 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!
|
||||
@ -46,7 +46,9 @@ Index of this file:
|
||||
#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
|
||||
@ -124,6 +126,7 @@ 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
|
||||
@ -145,7 +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'; }
|
||||
@ -153,6 +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);
|
||||
@ -177,7 +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
|
||||
@ -280,14 +287,6 @@ struct IMGUI_API ImPool
|
||||
// Misc data structures
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// 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; }
|
||||
};
|
||||
|
||||
enum ImGuiButtonFlags_
|
||||
{
|
||||
ImGuiButtonFlags_None = 0,
|
||||
@ -346,6 +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_
|
||||
{
|
||||
@ -356,9 +368,9 @@ enum ImGuiItemStatusFlags_
|
||||
|
||||
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
||||
, // [imgui-test only]
|
||||
ImGuiItemStatusFlags_Openable = 1 << 10, //
|
||||
ImGuiItemStatusFlags_Opened = 1 << 11, //
|
||||
ImGuiItemStatusFlags_Checkable = 1 << 12, //
|
||||
ImGuiItemStatusFlags_Openable = 1 << 10, //
|
||||
ImGuiItemStatusFlags_Opened = 1 << 11, //
|
||||
ImGuiItemStatusFlags_Checkable = 1 << 12, //
|
||||
ImGuiItemStatusFlags_Checked = 1 << 13 //
|
||||
#endif
|
||||
};
|
||||
@ -411,7 +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
|
||||
};
|
||||
|
||||
@ -454,6 +466,15 @@ enum ImGuiPopupPositionPolicy
|
||||
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
|
||||
@ -561,7 +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
|
||||
};
|
||||
|
||||
@ -579,8 +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'
|
||||
@ -670,6 +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
|
||||
@ -677,7 +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
|
||||
@ -720,6 +742,10 @@ struct ImGuiNextWindowData
|
||||
}
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Tabs
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
struct ImGuiTabBarSortItem
|
||||
{
|
||||
int Index;
|
||||
@ -767,10 +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;
|
||||
@ -796,8 +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
|
||||
@ -870,8 +899,13 @@ struct ImGuiContext
|
||||
int TooltipOverrideCount;
|
||||
ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
|
||||
|
||||
// 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, PlatformImeLastPos; // Cursor position request & last passed to the OS Input Method Editor
|
||||
ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor
|
||||
ImVec2 PlatformImeLastPos;
|
||||
|
||||
// Settings
|
||||
bool SettingsLoaded;
|
||||
@ -922,10 +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;
|
||||
@ -938,7 +974,7 @@ 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;
|
||||
@ -984,6 +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;
|
||||
@ -1002,18 +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.
|
||||
@ -1126,6 +1156,7 @@ 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)
|
||||
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.
|
||||
@ -1214,10 +1245,14 @@ struct ImGuiItemHoveredDataBackup
|
||||
|
||||
enum ImGuiTabBarFlagsPrivate_
|
||||
{
|
||||
ImGuiTabBarFlags_DockNode = 1 << 20, // [Docking: Unused in Master Branch] Part of a dock node
|
||||
ImGuiTabBarFlags_DockNodeIsDockSpace = 1 << 21, // [Docking: Unused in Master Branch] Part of an explicit dockspace node node
|
||||
ImGuiTabBarFlags_IsFocused = 1 << 22,
|
||||
ImGuiTabBarFlags_SaveSettings = 1 << 23 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs
|
||||
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)
|
||||
@ -1227,11 +1262,12 @@ struct ImGuiTabItem
|
||||
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; Offset = Width = WidthContents = 0.0f; }
|
||||
ImGuiTabItem() { ID = Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = WidthContents = 0.0f; }
|
||||
};
|
||||
|
||||
// Storage for a tab bar (sizeof() 92~96 bytes)
|
||||
@ -1256,9 +1292,16 @@ struct ImGuiTabBar
|
||||
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); }
|
||||
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;
|
||||
}
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -1290,6 +1333,9 @@ 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]; }
|
||||
@ -1309,6 +1355,7 @@ namespace ImGui
|
||||
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
|
||||
@ -1329,7 +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);
|
||||
@ -1386,7 +1433,7 @@ namespace ImGui
|
||||
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, const char* label, ImGuiID tab_id, ImGuiID close_button_id);
|
||||
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.
|
||||
@ -1417,6 +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
|
||||
@ -1428,7 +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);
|
||||
@ -1446,7 +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);
|
||||
@ -1469,7 +1517,7 @@ IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned ch
|
||||
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, int flags);
|
||||
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)
|
||||
|
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.67
|
||||
// dear imgui, v1.68
|
||||
// (widgets code)
|
||||
|
||||
/*
|
||||
@ -56,7 +56,9 @@ Index of this file:
|
||||
#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
|
||||
#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
|
||||
#if __has_warning("-Wzero-as-null-pointer-constant")
|
||||
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
|
||||
#endif
|
||||
#if __has_warning("-Wdouble-promotion")
|
||||
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
|
||||
#endif
|
||||
@ -505,6 +507,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
||||
bool held = false;
|
||||
if (g.ActiveId == id)
|
||||
{
|
||||
if (pressed)
|
||||
g.ActiveIdHasBeenPressed = true;
|
||||
if (g.ActiveIdSource == ImGuiInputSource_Mouse)
|
||||
{
|
||||
if (g.ActiveIdIsJustActivated)
|
||||
@ -575,6 +579,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags
|
||||
//if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
|
||||
// CloseCurrentPopup();
|
||||
|
||||
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags);
|
||||
return pressed;
|
||||
}
|
||||
|
||||
@ -672,7 +677,7 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
|
||||
// Render
|
||||
ImVec2 center = bb.GetCenter();
|
||||
if (hovered)
|
||||
window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9);
|
||||
window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9);
|
||||
|
||||
float cross_extent = (radius * 0.7071f) - 1.0f;
|
||||
ImU32 cross_col = GetColorU32(ImGuiCol_Text);
|
||||
@ -705,6 +710,13 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
|
||||
return pressed;
|
||||
}
|
||||
|
||||
ImGuiID ImGui::GetScrollbarID(ImGuiLayoutType direction)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
return window->GetID((direction == ImGuiLayoutType_Horizontal) ? "#SCROLLX" : "#SCROLLY");
|
||||
}
|
||||
|
||||
// Vertical/Horizontal scrollbar
|
||||
// The entire piece of code below is rather confusing because:
|
||||
// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
|
||||
@ -717,8 +729,8 @@ void ImGui::Scrollbar(ImGuiLayoutType direction)
|
||||
|
||||
const bool horizontal = (direction == ImGuiLayoutType_Horizontal);
|
||||
const ImGuiStyle& style = g.Style;
|
||||
const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY");
|
||||
|
||||
const ImGuiID id = GetScrollbarID(direction);
|
||||
|
||||
// Render background
|
||||
bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
|
||||
float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
|
||||
@ -729,9 +741,21 @@ void ImGui::Scrollbar(ImGuiLayoutType direction)
|
||||
: ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size);
|
||||
if (!horizontal)
|
||||
bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f);
|
||||
if (bb.GetWidth() <= 0.0f || bb.GetHeight() <= 0.0f)
|
||||
|
||||
const float bb_height = bb.GetHeight();
|
||||
if (bb.GetWidth() <= 0.0f || bb_height <= 0.0f)
|
||||
return;
|
||||
|
||||
// When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the resize grab)
|
||||
float alpha = 1.0f;
|
||||
if ((direction == ImGuiLayoutType_Vertical) && bb_height < g.FontSize + g.Style.FramePadding.y * 2.0f)
|
||||
{
|
||||
alpha = ImSaturate((bb_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));
|
||||
if (alpha <= 0.0f)
|
||||
return;
|
||||
}
|
||||
const bool allow_interaction = (alpha >= 1.0f);
|
||||
|
||||
int window_rounding_corners;
|
||||
if (horizontal)
|
||||
window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
|
||||
@ -762,7 +786,7 @@ void ImGui::Scrollbar(ImGuiLayoutType direction)
|
||||
float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v);
|
||||
float scroll_ratio = ImSaturate(scroll_v / scroll_max);
|
||||
float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
|
||||
if (held && grab_h_norm < 1.0f)
|
||||
if (held && allow_interaction && grab_h_norm < 1.0f)
|
||||
{
|
||||
float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;
|
||||
float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
|
||||
@ -805,8 +829,8 @@ void ImGui::Scrollbar(ImGuiLayoutType direction)
|
||||
*click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
|
||||
}
|
||||
|
||||
// Render
|
||||
const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
|
||||
// Render grab
|
||||
const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);
|
||||
ImRect grab_rect;
|
||||
if (horizontal)
|
||||
grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, window_rect.Max.x), bb.Max.y);
|
||||
@ -890,19 +914,10 @@ bool ImGui::Checkbox(const char* label, bool* v)
|
||||
const ImGuiID id = window->GetID(label);
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
|
||||
const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2, label_size.y + style.FramePadding.y*2)); // We want a square shape to we use Y twice
|
||||
ItemSize(check_bb, style.FramePadding.y);
|
||||
|
||||
ImRect total_bb = check_bb;
|
||||
if (label_size.x > 0)
|
||||
SameLine(0, style.ItemInnerSpacing.x);
|
||||
const ImRect text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + label_size);
|
||||
if (label_size.x > 0)
|
||||
{
|
||||
ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
|
||||
total_bb = ImRect(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max));
|
||||
}
|
||||
|
||||
const float square_sz = GetFrameHeight();
|
||||
const ImVec2 pos = window->DC.CursorPos;
|
||||
const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
if (!ItemAdd(total_bb, id))
|
||||
return false;
|
||||
|
||||
@ -914,19 +929,19 @@ bool ImGui::Checkbox(const char* label, bool* v)
|
||||
MarkItemEdited(id);
|
||||
}
|
||||
|
||||
const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));
|
||||
RenderNavHighlight(total_bb, id);
|
||||
RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
|
||||
if (*v)
|
||||
{
|
||||
const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
|
||||
const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
|
||||
RenderCheckMark(check_bb.Min + ImVec2(pad,pad), GetColorU32(ImGuiCol_CheckMark), check_bb.GetWidth() - pad*2.0f);
|
||||
const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f));
|
||||
RenderCheckMark(check_bb.Min + ImVec2(pad, pad), GetColorU32(ImGuiCol_CheckMark), square_sz - pad*2.0f);
|
||||
}
|
||||
|
||||
if (g.LogEnabled)
|
||||
LogRenderedText(&text_bb.Min, *v ? "[x]" : "[ ]");
|
||||
LogRenderedText(&total_bb.Min, *v ? "[x]" : "[ ]");
|
||||
if (label_size.x > 0.0f)
|
||||
RenderText(text_bb.Min, label);
|
||||
RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label);
|
||||
|
||||
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));
|
||||
return pressed;
|
||||
@ -958,26 +973,18 @@ bool ImGui::RadioButton(const char* label, bool active)
|
||||
const ImGuiID id = window->GetID(label);
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
|
||||
const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2-1, label_size.y + style.FramePadding.y*2-1));
|
||||
ItemSize(check_bb, style.FramePadding.y);
|
||||
|
||||
ImRect total_bb = check_bb;
|
||||
if (label_size.x > 0)
|
||||
SameLine(0, style.ItemInnerSpacing.x);
|
||||
const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size);
|
||||
if (label_size.x > 0)
|
||||
{
|
||||
ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
|
||||
total_bb.Add(text_bb);
|
||||
}
|
||||
|
||||
const float square_sz = GetFrameHeight();
|
||||
const ImVec2 pos = window->DC.CursorPos;
|
||||
const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));
|
||||
const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
if (!ItemAdd(total_bb, id))
|
||||
return false;
|
||||
|
||||
ImVec2 center = check_bb.GetCenter();
|
||||
center.x = (float)(int)center.x + 0.5f;
|
||||
center.y = (float)(int)center.y + 0.5f;
|
||||
const float radius = check_bb.GetHeight() * 0.5f;
|
||||
const float radius = (square_sz - 1.0f) * 0.5f;
|
||||
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
|
||||
@ -988,21 +995,20 @@ bool ImGui::RadioButton(const char* label, bool active)
|
||||
window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);
|
||||
if (active)
|
||||
{
|
||||
const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
|
||||
const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
|
||||
window->DrawList->AddCircleFilled(center, radius-pad, GetColorU32(ImGuiCol_CheckMark), 16);
|
||||
const float pad = ImMax(1.0f, (float)(int)(square_sz / 6.0f));
|
||||
window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16);
|
||||
}
|
||||
|
||||
if (style.FrameBorderSize > 0.0f)
|
||||
{
|
||||
window->DrawList->AddCircle(center+ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize);
|
||||
window->DrawList->AddCircle(center + ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize);
|
||||
window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize);
|
||||
}
|
||||
|
||||
if (g.LogEnabled)
|
||||
LogRenderedText(&text_bb.Min, active ? "(x)" : "( )");
|
||||
LogRenderedText(&total_bb.Min, active ? "(x)" : "( )");
|
||||
if (label_size.x > 0.0f)
|
||||
RenderText(text_bb.Min, label);
|
||||
RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label);
|
||||
|
||||
return pressed;
|
||||
}
|
||||
@ -1456,7 +1462,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* const items[
|
||||
return value_changed;
|
||||
}
|
||||
|
||||
// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0"
|
||||
// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0"
|
||||
bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)
|
||||
{
|
||||
int items_count = 0;
|
||||
@ -1666,7 +1672,7 @@ static float GetMinimumStepAtDecimalPrecision(int decimal_precision)
|
||||
static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };
|
||||
if (decimal_precision < 0)
|
||||
return FLT_MIN;
|
||||
return (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision);
|
||||
return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision);
|
||||
}
|
||||
|
||||
template<typename TYPE>
|
||||
@ -1868,15 +1874,12 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa
|
||||
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
|
||||
const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
|
||||
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
|
||||
|
||||
// NB- we don't call ItemSize() yet because we may turn into a text edit box below
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
if (!ItemAdd(total_bb, id, &frame_bb))
|
||||
{
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
return false;
|
||||
}
|
||||
|
||||
const bool hovered = ItemHoverable(frame_bb, id);
|
||||
|
||||
// Default format string when passing NULL
|
||||
@ -1904,12 +1907,12 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa
|
||||
}
|
||||
if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
|
||||
{
|
||||
window->DC.CursorPos = frame_bb.Min;
|
||||
FocusableItemUnregister(window);
|
||||
return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format);
|
||||
}
|
||||
|
||||
// Actual drag behavior
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power, ImGuiDragFlags_None);
|
||||
if (value_changed)
|
||||
MarkItemEdited(id);
|
||||
@ -1925,8 +1928,9 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, floa
|
||||
RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));
|
||||
|
||||
if (label_size.x > 0.0f)
|
||||
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
|
||||
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
|
||||
|
||||
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
|
||||
return value_changed;
|
||||
}
|
||||
|
||||
@ -1945,7 +1949,7 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int
|
||||
for (int i = 0; i < components; i++)
|
||||
{
|
||||
PushID(i);
|
||||
value_changed |= DragScalar("##v", data_type, v, v_speed, v_min, v_max, format, power);
|
||||
value_changed |= DragScalar("", data_type, v, v_speed, v_min, v_max, format, power);
|
||||
SameLine(0, g.Style.ItemInnerSpacing.x);
|
||||
PopID();
|
||||
PopItemWidth();
|
||||
@ -2305,12 +2309,9 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co
|
||||
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
|
||||
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
|
||||
|
||||
// NB- we don't call ItemSize() yet because we may turn into a text edit box below
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
if (!ItemAdd(total_bb, id, &frame_bb))
|
||||
{
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Default format string when passing NULL
|
||||
// Patch old "%.0f" format string to use "%d", read function comments for more details.
|
||||
@ -2338,12 +2339,11 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co
|
||||
}
|
||||
if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
|
||||
{
|
||||
window->DC.CursorPos = frame_bb.Min;
|
||||
FocusableItemUnregister(window);
|
||||
return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format);
|
||||
}
|
||||
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
|
||||
// Draw frame
|
||||
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
|
||||
RenderNavHighlight(frame_bb, id);
|
||||
@ -2366,6 +2366,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, co
|
||||
if (label_size.x > 0.0f)
|
||||
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
|
||||
|
||||
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
|
||||
return value_changed;
|
||||
}
|
||||
|
||||
@ -2385,7 +2386,7 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i
|
||||
for (int i = 0; i < components; i++)
|
||||
{
|
||||
PushID(i);
|
||||
value_changed |= SliderScalar("##v", data_type, v, v_min, v_max, format, power);
|
||||
value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, power);
|
||||
SameLine(0, g.Style.ItemInnerSpacing.x);
|
||||
PopID();
|
||||
PopItemWidth();
|
||||
@ -2575,7 +2576,7 @@ const char* ImParseFormatFindEnd(const char* fmt)
|
||||
// fmt = "%.3f" -> return fmt
|
||||
// fmt = "hello %.3f" -> return fmt + 6
|
||||
// fmt = "%.3f hello" -> return buf written with "%.3f"
|
||||
const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, int buf_size)
|
||||
const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size)
|
||||
{
|
||||
const char* fmt_start = ImParseFormatFindStart(fmt);
|
||||
if (fmt_start[0] != '%')
|
||||
@ -2583,7 +2584,7 @@ const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, int buf_siz
|
||||
const char* fmt_end = ImParseFormatFindEnd(fmt_start);
|
||||
if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data.
|
||||
return fmt_start;
|
||||
ImStrncpy(buf, fmt_start, ImMin((int)(fmt_end + 1 - fmt_start), buf_size));
|
||||
ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size));
|
||||
return buf;
|
||||
}
|
||||
|
||||
@ -2612,17 +2613,15 @@ int ImParseFormatPrecision(const char* fmt, int default_precision)
|
||||
}
|
||||
|
||||
// Create text input in place of an active drag/slider (used when doing a CTRL+Click on drag/slider widgets)
|
||||
// FIXME: Logic is awkward and confusing. This should be reworked to facilitate using in other situations.
|
||||
// FIXME: Facilitate using this in variety of other situations.
|
||||
bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
|
||||
// Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen)
|
||||
// On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id
|
||||
SetActiveID(g.ScalarAsInputTextId, window);
|
||||
SetHoveredID(0);
|
||||
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
|
||||
// On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id.
|
||||
// We clear ActiveID on the first frame to allow the InputText() taking it back.
|
||||
if (g.ScalarAsInputTextId == 0)
|
||||
ClearActiveID();
|
||||
|
||||
char fmt_buf[32];
|
||||
char data_buf[32];
|
||||
@ -2631,11 +2630,11 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const c
|
||||
ImStrTrimBlanks(data_buf);
|
||||
ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal);
|
||||
bool value_changed = InputTextEx(label, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags);
|
||||
if (g.ScalarAsInputTextId == 0) // First frame we started displaying the InputText widget
|
||||
if (g.ScalarAsInputTextId == 0)
|
||||
{
|
||||
IM_ASSERT(g.ActiveId == id); // InputText ID expected to match the Slider ID
|
||||
// First frame we started displaying the InputText widget, we expect it to take the active id.
|
||||
IM_ASSERT(g.ActiveId == id);
|
||||
g.ScalarAsInputTextId = g.ActiveId;
|
||||
SetHoveredID(id);
|
||||
}
|
||||
if (value_changed)
|
||||
return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialText.Data, data_type, data_ptr, NULL);
|
||||
@ -2720,7 +2719,7 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, in
|
||||
for (int i = 0; i < components; i++)
|
||||
{
|
||||
PushID(i);
|
||||
value_changed |= InputScalar("##v", data_type, v, step, step_fast, format, flags);
|
||||
value_changed |= InputScalar("", data_type, v, step, step_fast, format, flags);
|
||||
SameLine(0, g.Style.ItemInnerSpacing.x);
|
||||
PopID();
|
||||
PopItemWidth();
|
||||
@ -2852,8 +2851,9 @@ static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char**
|
||||
|
||||
static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)
|
||||
{
|
||||
ImFont* font = GImGui->Font;
|
||||
const float line_height = GImGui->FontSize;
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImFont* font = g.Font;
|
||||
const float line_height = g.FontSize;
|
||||
const float scale = line_height / font->FontSize;
|
||||
|
||||
ImVec2 text_size = ImVec2(0,0);
|
||||
@ -3121,7 +3121,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
|
||||
|
||||
// Edit a string of text
|
||||
// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!".
|
||||
// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
|
||||
// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
|
||||
// Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.
|
||||
// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.
|
||||
// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h
|
||||
@ -3147,7 +3147,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
||||
if (is_resizable)
|
||||
IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!
|
||||
|
||||
if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope,
|
||||
if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope,
|
||||
BeginGroup();
|
||||
const ImGuiID id = window->GetID(label);
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
@ -3158,7 +3158,12 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
||||
ImGuiWindow* draw_window = window;
|
||||
if (is_multiline)
|
||||
{
|
||||
ItemAdd(total_bb, id, &frame_bb);
|
||||
if (!ItemAdd(total_bb, id, &frame_bb))
|
||||
{
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
EndGroup();
|
||||
return false;
|
||||
}
|
||||
if (!BeginChildFrame(id, frame_bb.GetSize()))
|
||||
{
|
||||
EndChildFrame();
|
||||
@ -3245,15 +3250,16 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
||||
select_all = true;
|
||||
}
|
||||
if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
|
||||
edit_state.StbState.insert_mode = true;
|
||||
edit_state.StbState.insert_mode = 1;
|
||||
if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
|
||||
select_all = true;
|
||||
}
|
||||
SetActiveID(id, window);
|
||||
SetFocusID(id, window);
|
||||
FocusWindow(window);
|
||||
g.ActiveIdBlockNavInputFlags = (1 << ImGuiNavInput_Cancel);
|
||||
if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory))
|
||||
g.ActiveIdAllowNavDirFlags |= ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
|
||||
g.ActiveIdAllowNavDirFlags = ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
|
||||
}
|
||||
else if (io.MouseClicked[0])
|
||||
{
|
||||
@ -3583,7 +3589,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
||||
}
|
||||
|
||||
// If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.
|
||||
ImStrncpy(buf, edit_state.TempBuffer.Data, ImMin(apply_new_text_length + 1, buf_size));
|
||||
ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));
|
||||
value_changed = true;
|
||||
}
|
||||
|
||||
@ -3789,6 +3795,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
||||
if (value_changed)
|
||||
MarkItemEdited(id);
|
||||
|
||||
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
|
||||
if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
|
||||
return enter_pressed;
|
||||
else
|
||||
@ -3895,9 +3902,14 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
|
||||
if (n + 1 == components)
|
||||
PushItemWidth(w_item_last);
|
||||
if (flags & ImGuiColorEditFlags_Float)
|
||||
value_changed = value_changed_as_float = value_changed | DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);
|
||||
{
|
||||
value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);
|
||||
value_changed_as_float |= value_changed;
|
||||
}
|
||||
else
|
||||
{
|
||||
value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);
|
||||
}
|
||||
if (!(flags & ImGuiColorEditFlags_NoOptions))
|
||||
OpenPopupOnItemClick("context");
|
||||
}
|
||||
@ -4000,7 +4012,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
|
||||
{
|
||||
if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
|
||||
{
|
||||
memcpy((float*)col, payload->Data, sizeof(float) * 3);
|
||||
memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512
|
||||
value_changed = true;
|
||||
}
|
||||
if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
|
||||
@ -4582,7 +4594,7 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl
|
||||
g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask);
|
||||
SetCursorScreenPos(backup_pos);
|
||||
ImVec4 dummy_ref_col;
|
||||
memcpy(&dummy_ref_col.x, ref_col, sizeof(float) * (picker_flags & ImGuiColorEditFlags_NoAlpha ? 3 : 4));
|
||||
memcpy(&dummy_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4));
|
||||
ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags);
|
||||
PopID();
|
||||
}
|
||||
@ -4603,7 +4615,7 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl
|
||||
// - TreeNodeV()
|
||||
// - TreeNodeEx()
|
||||
// - TreeNodeExV()
|
||||
// - TreeNodeBehavior() [Internal]
|
||||
// - TreeNodeBehavior() [Internal]
|
||||
// - TreePush()
|
||||
// - TreePop()
|
||||
// - TreeAdvanceToLabelPos()
|
||||
@ -4799,20 +4811,24 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
||||
}
|
||||
|
||||
// Flags that affects opening behavior:
|
||||
// - 0(default) ..................... single-click anywhere to open
|
||||
// - 0 (default) .................... single-click anywhere to open
|
||||
// - OpenOnDoubleClick .............. double-click anywhere to open
|
||||
// - OpenOnArrow .................... single-click on arrow to open
|
||||
// - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open
|
||||
ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ((flags & ImGuiTreeNodeFlags_AllowItemOverlap) ? ImGuiButtonFlags_AllowItemOverlap : 0);
|
||||
if (!is_leaf)
|
||||
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
|
||||
ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers;
|
||||
if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)
|
||||
button_flags |= ImGuiButtonFlags_AllowItemOverlap;
|
||||
if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
|
||||
button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0);
|
||||
if (!is_leaf)
|
||||
button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
|
||||
|
||||
bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
|
||||
bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
|
||||
bool toggled = false;
|
||||
if (!is_leaf)
|
||||
{
|
||||
bool toggled = false;
|
||||
if (pressed)
|
||||
{
|
||||
toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id);
|
||||
@ -4847,11 +4863,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
||||
// Render
|
||||
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
|
||||
const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y);
|
||||
ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin;
|
||||
if (display_frame)
|
||||
{
|
||||
// Framed type
|
||||
RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding);
|
||||
RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
|
||||
RenderNavHighlight(frame_bb, id, nav_highlight_flags);
|
||||
RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
|
||||
if (g.LogEnabled)
|
||||
{
|
||||
@ -4870,10 +4887,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
||||
else
|
||||
{
|
||||
// Unframed typed for tree nodes
|
||||
if (hovered || (flags & ImGuiTreeNodeFlags_Selected))
|
||||
if (hovered || selected)
|
||||
{
|
||||
RenderFrame(frame_bb.Min, frame_bb.Max, col, false);
|
||||
RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
|
||||
RenderNavHighlight(frame_bb, id, nav_highlight_flags);
|
||||
}
|
||||
|
||||
if (flags & ImGuiTreeNodeFlags_Bullet)
|
||||
@ -4985,7 +5002,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags
|
||||
ImGuiItemHoveredDataBackup last_item_backup;
|
||||
float button_radius = g.FontSize * 0.5f;
|
||||
ImVec2 button_center = ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x - button_radius, window->DC.LastItemRect.GetCenter().y);
|
||||
if (CloseButton(window->GetID((void*)(intptr_t)(id+1)), button_center, button_radius))
|
||||
if (CloseButton(window->GetID((void*)((intptr_t)id+1)), button_center, button_radius))
|
||||
*p_open = false;
|
||||
last_item_backup.Restore();
|
||||
}
|
||||
@ -5024,7 +5041,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
|
||||
// Fill horizontal space.
|
||||
ImVec2 window_padding = window->WindowPadding;
|
||||
float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x;
|
||||
float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x);
|
||||
float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - pos.x);
|
||||
ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y);
|
||||
ImRect bb(pos, pos + size_draw);
|
||||
if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
|
||||
@ -5053,11 +5070,11 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
|
||||
if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease;
|
||||
if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;
|
||||
if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
|
||||
if (flags & ImGuiSelectableFlags_Disabled)
|
||||
selected = false;
|
||||
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
|
||||
// Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets)
|
||||
if (pressed || hovered)
|
||||
if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
|
||||
@ -5083,7 +5100,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
|
||||
}
|
||||
|
||||
if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
|
||||
RenderTextClipped(bb_inner.Min, bb.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f));
|
||||
RenderTextClipped(bb_inner.Min, bb_inner.Max, label, NULL, &label_size, style.SelectableTextAlign, &bb);
|
||||
if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
|
||||
|
||||
// Automatically close popups
|
||||
@ -5130,6 +5147,13 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
|
||||
ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
|
||||
window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy.
|
||||
|
||||
if (!IsRectVisible(bb.Min, bb.Max))
|
||||
{
|
||||
ItemSize(bb.GetSize(), style.FramePadding.y);
|
||||
ItemAdd(bb, 0, &frame_bb);
|
||||
return false;
|
||||
}
|
||||
|
||||
BeginGroup();
|
||||
if (label_size.x > 0)
|
||||
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
|
||||
@ -5222,7 +5246,7 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v
|
||||
// - PlotHistogram()
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
void ImGui::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)
|
||||
void ImGui::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)
|
||||
{
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
@ -5230,20 +5254,21 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
const ImGuiStyle& style = g.Style;
|
||||
const ImGuiID id = window->GetID(label);
|
||||
|
||||
const ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
if (graph_size.x == 0.0f)
|
||||
graph_size.x = CalcItemWidth();
|
||||
if (graph_size.y == 0.0f)
|
||||
graph_size.y = label_size.y + (style.FramePadding.y * 2);
|
||||
if (frame_size.x == 0.0f)
|
||||
frame_size.x = CalcItemWidth();
|
||||
if (frame_size.y == 0.0f)
|
||||
frame_size.y = label_size.y + (style.FramePadding.y * 2);
|
||||
|
||||
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(graph_size.x, graph_size.y));
|
||||
const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
|
||||
const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
|
||||
const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));
|
||||
ItemSize(total_bb, style.FramePadding.y);
|
||||
if (!ItemAdd(total_bb, 0, &frame_bb))
|
||||
return;
|
||||
const bool hovered = ItemHoverable(inner_bb, 0);
|
||||
const bool hovered = ItemHoverable(frame_bb, id);
|
||||
|
||||
// Determine scale from values if not specified
|
||||
if (scale_min == FLT_MAX || scale_max == FLT_MAX)
|
||||
@ -5266,12 +5291,12 @@ void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_ge
|
||||
|
||||
if (values_count > 0)
|
||||
{
|
||||
int res_w = ImMin((int)graph_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
|
||||
int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
|
||||
int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
|
||||
|
||||
// Tooltip on hover
|
||||
int v_hovered = -1;
|
||||
if (hovered)
|
||||
if (hovered && inner_bb.Contains(g.IO.MousePos))
|
||||
{
|
||||
const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);
|
||||
const int v_idx = (int)(t * item_count);
|
||||
@ -5478,7 +5503,7 @@ bool ImGui::BeginMainMenuBar()
|
||||
End();
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
return true; //-V1020
|
||||
}
|
||||
|
||||
void ImGui::EndMainMenuBar()
|
||||
@ -5580,7 +5605,9 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
|
||||
if (menuset_is_open)
|
||||
g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
|
||||
|
||||
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestWindowPosForPopup).
|
||||
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,
|
||||
// However the final position is going to be different! It is choosen by FindBestWindowPosForPopup().
|
||||
// e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
|
||||
ImVec2 popup_pos, pos = window->DC.CursorPos;
|
||||
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
|
||||
{
|
||||
@ -5620,13 +5647,14 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
|
||||
{
|
||||
if (ImGuiWindow* next_window = g.OpenPopupStack[g.BeginPopupStack.Size].Window)
|
||||
{
|
||||
// FIXME-DPI: Values should be derived from a master "scale" factor.
|
||||
ImRect next_window_rect = next_window->Rect();
|
||||
ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
|
||||
ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
|
||||
ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
|
||||
float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
|
||||
ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
|
||||
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
|
||||
ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
|
||||
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
|
||||
tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
|
||||
moving_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
|
||||
//window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug
|
||||
@ -5787,6 +5815,7 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected,
|
||||
// - TabBarScrollToTab() [Internal]
|
||||
// - TabBarQueueChangeTabOrder() [Internal]
|
||||
// - TabBarScrollingButtons() [Internal]
|
||||
// - TabBarTabListPopupButton() [Internal]
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
namespace ImGui
|
||||
@ -5797,6 +5826,7 @@ namespace ImGui
|
||||
static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);
|
||||
static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
|
||||
static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar);
|
||||
static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar);
|
||||
}
|
||||
|
||||
ImGuiTabBar::ImGuiTabBar()
|
||||
@ -5804,6 +5834,7 @@ ImGuiTabBar::ImGuiTabBar()
|
||||
ID = 0;
|
||||
SelectedTabId = NextSelectedTabId = VisibleTabId = 0;
|
||||
CurrFrameVisible = PrevFrameVisible = -1;
|
||||
ContentsHeight = 0.0f;
|
||||
OffsetMax = OffsetNextTab = 0.0f;
|
||||
ScrollingAnim = ScrollingTarget = 0.0f;
|
||||
Flags = ImGuiTabBarFlags_None;
|
||||
@ -5861,7 +5892,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
|
||||
return true;
|
||||
}
|
||||
|
||||
// When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order.
|
||||
// When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order.
|
||||
// Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user.
|
||||
if ((flags & ImGuiTabBarFlags_Reorderable) && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1)
|
||||
ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByVisibleOffset);
|
||||
@ -5875,8 +5906,9 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
|
||||
tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab()
|
||||
tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible;
|
||||
tab_bar->CurrFrameVisible = g.FrameCount;
|
||||
tab_bar->FramePadding = g.Style.FramePadding;
|
||||
|
||||
// Layout
|
||||
// Layout
|
||||
ItemSize(ImVec2(tab_bar->OffsetMax, tab_bar->BarRect.GetHeight()));
|
||||
window->DC.CursorPos.x = tab_bar->BarRect.Min.x;
|
||||
|
||||
@ -5884,8 +5916,8 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
|
||||
const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_Tab);
|
||||
const float y = tab_bar->BarRect.Max.y - 1.0f;
|
||||
{
|
||||
const float separator_min_x = tab_bar->BarRect.Min.x - ((flags & ImGuiTabBarFlags_DockNodeIsDockSpace) ? 0.0f : window->WindowPadding.x);
|
||||
const float separator_max_x = tab_bar->BarRect.Max.x + ((flags & ImGuiTabBarFlags_DockNodeIsDockSpace) ? 0.0f : window->WindowPadding.x);
|
||||
const float separator_min_x = tab_bar->BarRect.Min.x - window->WindowPadding.x;
|
||||
const float separator_max_x = tab_bar->BarRect.Max.x + window->WindowPadding.x;
|
||||
window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f);
|
||||
}
|
||||
return true;
|
||||
@ -5972,6 +6004,12 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
|
||||
tab_bar->ReorderRequestTabId = 0;
|
||||
}
|
||||
|
||||
// Tab List Popup (will alter tab_bar->BarRect and therefore the available width!)
|
||||
const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0;
|
||||
if (tab_list_popup_button)
|
||||
if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Max.x!
|
||||
scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;
|
||||
|
||||
ImVector<ImGuiTabBarSortItem>& width_sort_buffer = g.TabSortByWidthBuffer;
|
||||
width_sort_buffer.resize(tab_bar->Tabs.Size);
|
||||
|
||||
@ -5989,9 +6027,12 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
|
||||
if (tab->ID == tab_bar->SelectedTabId)
|
||||
found_selected_tab_id = true;
|
||||
|
||||
// Refresh tab width immediately if we can (for manual tab bar, WidthContent will lag by one frame which is mostly noticeable when changing style.FramePadding.x)
|
||||
// Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
|
||||
// Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar.
|
||||
// Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
|
||||
// and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.
|
||||
const char* tab_name = tab_bar->GetTabName(tab);
|
||||
tab->WidthContents = TabItemCalcSize(tab_name, (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true).x;
|
||||
|
||||
width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->WidthContents;
|
||||
|
||||
// Store data so we can build an array sorted by width if we need to shrink tabs down
|
||||
@ -6069,6 +6110,10 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
|
||||
const float scrolling_speed = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) ? FLT_MAX : (g.IO.DeltaTime * g.FontSize * 70.0f);
|
||||
if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)
|
||||
tab_bar->ScrollingAnim = ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, scrolling_speed);
|
||||
|
||||
// Clear name buffers
|
||||
if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)
|
||||
tab_bar->TabsNames.Buf.resize(0);
|
||||
}
|
||||
|
||||
// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack.
|
||||
@ -6076,7 +6121,7 @@ static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label)
|
||||
{
|
||||
if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)
|
||||
{
|
||||
ImGuiID id = ImHash(label, 0);
|
||||
ImGuiID id = ImHashStr(label, 0);
|
||||
KeepAliveID(id);
|
||||
return id;
|
||||
}
|
||||
@ -6210,6 +6255,41 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar)
|
||||
return tab_to_select;
|
||||
}
|
||||
|
||||
static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
|
||||
// We use g.Style.FramePadding.y to match the square ArrowButton size
|
||||
const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y;
|
||||
const ImVec2 backup_cursor_pos = window->DC.CursorPos;
|
||||
window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y);
|
||||
tab_bar->BarRect.Min.x += tab_list_popup_button_width;
|
||||
|
||||
ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];
|
||||
arrow_col.w *= 0.5f;
|
||||
PushStyleColor(ImGuiCol_Text, arrow_col);
|
||||
PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
|
||||
bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview);
|
||||
PopStyleColor(2);
|
||||
|
||||
ImGuiTabItem* tab_to_select = NULL;
|
||||
if (open)
|
||||
{
|
||||
for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
|
||||
{
|
||||
ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
|
||||
const char* tab_name = tab_bar->GetTabName(tab);
|
||||
if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID))
|
||||
tab_to_select = tab;
|
||||
}
|
||||
EndCombo();
|
||||
}
|
||||
|
||||
window->DC.CursorPos = backup_cursor_pos;
|
||||
return tab_to_select;
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.
|
||||
//-------------------------------------------------------------------------
|
||||
@ -6221,7 +6301,7 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar)
|
||||
// - TabItemEx() [Internal]
|
||||
// - SetTabItemClosed()
|
||||
// - TabItemCalcSize() [Internal]
|
||||
// - TabItemRenderBackground() [Internal]
|
||||
// - TabItemBackground() [Internal]
|
||||
// - TabItemLabelAndCloseButton() [Internal]
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
@ -6296,12 +6376,19 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
|
||||
tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab);
|
||||
tab->WidthContents = size.x;
|
||||
|
||||
if (p_open == NULL)
|
||||
flags |= ImGuiTabItemFlags_NoCloseButton;
|
||||
|
||||
const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
|
||||
const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0;
|
||||
const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount);
|
||||
tab->LastFrameVisible = g.FrameCount;
|
||||
tab->Flags = flags;
|
||||
|
||||
// Append name with zero-terminator
|
||||
tab->NameOffset = tab_bar->TabsNames.size();
|
||||
tab_bar->TabsNames.append(label, label + strlen(label) + 1);
|
||||
|
||||
// If we are not reorderable, always reset offset based on submission order.
|
||||
// (We already handled layout and sizing using the previous known order, but sizing is not affected by order!)
|
||||
if (!tab_appearing && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable))
|
||||
@ -6398,7 +6485,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
|
||||
// Enlarge tab display when hovering
|
||||
bb.Max.x = bb.Min.x + (float)(int)ImLerp(bb.GetWidth(), tab->WidthContents, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f));
|
||||
display_draw_list = GetOverlayDrawList(window);
|
||||
TabItemRenderBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));
|
||||
TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -6417,9 +6504,9 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
|
||||
flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
|
||||
|
||||
// Render tab label, process close button
|
||||
const ImGuiID close_button_id = p_open ? window->GetID((void*)(intptr_t)(id + 1)) : 0;
|
||||
bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, label, id, close_button_id);
|
||||
if (just_closed)
|
||||
const ImGuiID close_button_id = p_open ? window->GetID((void*)((intptr_t)id + 1)) : 0;
|
||||
bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id);
|
||||
if (just_closed && p_open != NULL)
|
||||
{
|
||||
*p_open = false;
|
||||
TabBarCloseTab(tab_bar, tab);
|
||||
@ -6468,40 +6555,45 @@ ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button)
|
||||
void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col)
|
||||
{
|
||||
// While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it.
|
||||
(void)flags;
|
||||
ImGuiContext& g = *GImGui;
|
||||
const float width = bb.GetWidth();
|
||||
IM_UNUSED(flags);
|
||||
IM_ASSERT(width > 0.0f);
|
||||
const float rounding = ImMax(0.0f, ImMin(g.Style.TabRounding, width * 0.5f - 1.0f));
|
||||
float y1 = bb.Min.y + 1.0f;
|
||||
float y2 = bb.Max.y - 1.0f;
|
||||
const float y1 = bb.Min.y + 1.0f;
|
||||
const float y2 = bb.Max.y - 1.0f;
|
||||
draw_list->PathLineTo(ImVec2(bb.Min.x, y2));
|
||||
draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9);
|
||||
draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12);
|
||||
draw_list->PathLineTo(ImVec2(bb.Max.x, y2));
|
||||
draw_list->AddConvexPolyFilled(draw_list->_Path.Data, draw_list->_Path.Size, col);
|
||||
draw_list->PathFillConvex(col);
|
||||
if (g.Style.TabBorderSize > 0.0f)
|
||||
draw_list->AddPolyline(draw_list->_Path.Data, draw_list->_Path.Size, GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize);
|
||||
draw_list->PathClear();
|
||||
{
|
||||
draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2));
|
||||
draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9);
|
||||
draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12);
|
||||
draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2));
|
||||
draw_list->PathStroke(GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize);
|
||||
}
|
||||
}
|
||||
|
||||
// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic
|
||||
bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, const char* label, ImGuiID tab_id, ImGuiID close_button_id)
|
||||
// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter.
|
||||
bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiStyle& style = g.Style;
|
||||
ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
if (bb.GetWidth() <= 1.0f)
|
||||
return false;
|
||||
|
||||
// Render text label (with clipping + alpha gradient) + unsaved marker
|
||||
const char* TAB_UNSAVED_MARKER = "*";
|
||||
ImRect text_pixel_clip_bb(bb.Min.x + style.FramePadding.x, bb.Min.y + style.FramePadding.y, bb.Max.x - style.FramePadding.x, bb.Max.y);
|
||||
ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y);
|
||||
if (flags & ImGuiTabItemFlags_UnsavedDocument)
|
||||
{
|
||||
text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x;
|
||||
ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + style.FramePadding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + style.FramePadding.y + (float)(int)(-g.FontSize * 0.25f));
|
||||
RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - style.FramePadding, TAB_UNSAVED_MARKER, NULL, NULL);
|
||||
ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + (float)(int)(-g.FontSize * 0.25f));
|
||||
RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL);
|
||||
}
|
||||
ImRect text_ellipsis_clip_bb = text_pixel_clip_bb;
|
||||
|
||||
@ -6519,7 +6611,7 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
|
||||
{
|
||||
ImGuiItemHoveredDataBackup last_item_backup;
|
||||
const float close_button_sz = g.FontSize * 0.5f;
|
||||
if (CloseButton(close_button_id, ImVec2(bb.Max.x - style.FramePadding.x - close_button_sz, bb.Min.y + style.FramePadding.y + close_button_sz), close_button_sz))
|
||||
if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x - close_button_sz, bb.Min.y + frame_padding.y + close_button_sz), close_button_sz))
|
||||
close_button_pressed = true;
|
||||
last_item_backup.Restore();
|
||||
|
||||
|
@ -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
|
||||
|
@ -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;
|
||||
}
|
||||
|
@ -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);
|
||||
|
@ -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.
|
||||
|
@ -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
|
||||
|
@ -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:
|
||||
|
@ -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:
|
||||
|
@ -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);
|
||||
@ -106,20 +106,23 @@ 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.
|
||||
- 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).
|
||||
@ -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.
|
||||
|
||||
@ -178,7 +181,7 @@ Also note that correct sRGB space blending will have an important effect on your
|
||||
---------------------------------------
|
||||
|
||||
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.
|
||||
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;
|
||||
ImFontGlyphRangesBuilder builder;
|
||||
@ -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
|
||||
|
||||
|
@ -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;
|
||||
|
@ -67,6 +67,7 @@ struct FreeTypeTest
|
||||
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);
|
||||
@ -121,6 +126,5 @@ struct FreeTypeTest
|
||||
```
|
||||
|
||||
### Known issues
|
||||
- FreeType's memory allocator is not overridden.
|
||||
- `cfg.OversampleH`, `OversampleV` are ignored (but perhaps not so necessary with this rasterizer).
|
||||
|
||||
|
@ -5,12 +5,13 @@
|
||||
// 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.
|
||||
@ -18,7 +19,6 @@
|
||||
// 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).
|
||||
|
||||
// FIXME: FreeType's memory allocator is not overridden.
|
||||
// FIXME: cfg.OversampleH, OversampleV are not supported (but perhaps not so necessary with this rasterizer).
|
||||
|
||||
#include "imgui_freetype.h"
|
||||
@ -26,6 +26,7 @@
|
||||
#include <stdint.h>
|
||||
#include <ft2build.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>
|
||||
|
||||
@ -37,7 +38,7 @@
|
||||
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
|
||||
#endif
|
||||
|
||||
namespace
|
||||
namespace
|
||||
{
|
||||
// Glyph metrics:
|
||||
// --------------
|
||||
@ -71,7 +72,7 @@ namespace
|
||||
// |------------- advanceX ----------->|
|
||||
|
||||
/// A structure that describe a glyph.
|
||||
struct GlyphInfo
|
||||
struct GlyphInfo
|
||||
{
|
||||
int Width; // Glyph's width in pixels.
|
||||
int Height; // Glyph's height in pixels.
|
||||
@ -115,7 +116,6 @@ namespace
|
||||
|
||||
bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& cfg, unsigned int extra_user_flags)
|
||||
{
|
||||
// FIXME: substitute allocator
|
||||
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;
|
||||
@ -139,7 +139,7 @@ namespace
|
||||
LoadFlags |= FT_LOAD_TARGET_LIGHT;
|
||||
else if (UserFlags & ImGuiFreeType::MonoHinting)
|
||||
LoadFlags |= FT_LOAD_TARGET_MONO;
|
||||
else
|
||||
else
|
||||
LoadFlags |= FT_LOAD_TARGET_NORMAL;
|
||||
|
||||
return true;
|
||||
@ -147,16 +147,16 @@ namespace
|
||||
|
||||
void FreeTypeFont::CloseFont()
|
||||
{
|
||||
if (Face)
|
||||
if (Face)
|
||||
{
|
||||
FT_Done_Face(Face);
|
||||
Face = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
void FreeTypeFont::SetPixelHeight(int pixel_height)
|
||||
void FreeTypeFont::SetPixelHeight(int pixel_height)
|
||||
{
|
||||
// Vuhdo: I'm not sure how to deal with font sizes properly. As far as I understand, currently ImGui assumes that the 'pixel_height'
|
||||
// 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;
|
||||
@ -244,10 +244,12 @@ 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
|
||||
|
||||
struct ImFontBuildSrcGlyphFT
|
||||
{
|
||||
@ -334,15 +336,14 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
{
|
||||
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
|
||||
ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
|
||||
ImFontConfig& cfg = atlas->ConfigData[src_i];
|
||||
src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1);
|
||||
if (dst_tmp.SrcCount > 1 && dst_tmp.GlyphsSet.Storage.empty())
|
||||
if (dst_tmp.GlyphsSet.Storage.empty())
|
||||
dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);
|
||||
|
||||
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 (cfg.MergeMode && dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite)
|
||||
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)
|
||||
@ -352,8 +353,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
src_tmp.GlyphsCount++;
|
||||
dst_tmp.GlyphsCount++;
|
||||
src_tmp.GlyphsSet.SetBit(codepoint, true);
|
||||
if (dst_tmp.SrcCount > 1)
|
||||
dst_tmp.GlyphsSet.SetBit(codepoint, true);
|
||||
dst_tmp.GlyphsSet.SetBit(codepoint, true);
|
||||
total_glyphs_count++;
|
||||
}
|
||||
}
|
||||
@ -391,7 +391,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
buf_rects.resize(total_glyphs_count);
|
||||
memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());
|
||||
|
||||
// Allocate temporary rasterization data buffers.
|
||||
// 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.
|
||||
@ -539,7 +539,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
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
|
||||
float x0 = info.OffsetX + char_off_x;
|
||||
float y0 = info.OffsetY + font_off_y;
|
||||
@ -566,15 +566,75 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
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_Init_FreeType(&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_FreeType(ft_library);
|
||||
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;
|
||||
}
|
||||
|
@ -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);
|
||||
}
|
||||
|
@ -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.
|
||||
|
Reference in New Issue
Block a user