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104 Commits
v1.67 ... v1.68

Author SHA1 Message Date
3c15dffc94 Version 1.68 2019-02-19 12:50:46 +01:00
f5bf6e38d2 Font: Fixed assert when specifying duplicate/overlapping ranges within a same font. (#2353, #2233) 2019-02-18 12:11:46 +01:00
db40699990 imgui_freeetype: Updated suggested test code. 2019-02-18 12:08:19 +01:00
d972533d09 Examples: Vulkan: Rewrote scissor processing to match other examples more closely. Removed extraneous +1 of scissor extent height. 2019-02-16 12:33:38 +01:00
dd14adc731 Examples: Vulkan: Support draw_data->FramebufferScale correctly matching a79785c for on Metal/GL2/GL3. (#2306, #1676) 2019-02-16 12:32:44 +01:00
f977871854 ImFont: Minor adjustment to the structure.
Examples: Removed unused variable.
2019-02-15 18:56:08 +01:00
76dbff37cd Selectable: Tweaks for #2347 (demo, changelog, member position) 2019-02-14 20:29:50 +01:00
b277cfffc8 Selectable: add support for specifying text alignment on selectables (#2347)
Adds a style variable to Selectable that allows clients to specify the
text alignment within Selectables, adds a section in the demo to
demonstrate selectable text alignment, and a pair of sliders in the
style editor to change selectable alignment on the fly.

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

This also fixes a bug with selectable text rendering that caused
right-aligned text in a selectable to be clipped incorrectly, because
the wrong clipping rectangle was being used.
2019-02-14 19:38:57 +01:00
93d1179805 Examples: Extracted gamepad code into ImGui_ImplGlfw_UpdateGamepads(). Renamed matching Win32 function for consistency.
Added more link to nothing's oversample document. Spacing bits.
2019-02-14 19:29:09 +01:00
3c07ec6a61 Made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame).
Causing too many subtle side-effect, e.g. IsNavInputPressed() would return true multiple times in a row.
2019-02-14 17:14:29 +01:00
2206df9e7a Demo: Added Auto-Scroll option in Log/Console. Comments. Removed some ImColor() uses. 2019-02-14 14:08:36 +01:00
8522a4bbea Fixed Clang warning ("multi-line comment"). XCode also also "space between \ and carriage return". Perhaps it would work with 2 spaces? Adding a dot for now.. 2019-02-14 14:08:00 +01:00
0236bc246f Scrollbar: Fade out and disable interaction when too small, in order to facilitate using the resize grab on very small window, as well as reducing visual noise/overlap. (+1 squashed commits)
Internals: Added GetScrollbarID(). (#1185)
2019-02-14 14:07:59 +01:00
57a586b4f1 Font: Moved functions to internal block (not enforced). Made ConfigData pointer const. Added link to stb's notes. 2019-02-13 18:21:21 +01:00
fcdf704dfa Changelog: Added changelog from 1.40 to 1.47 (pasted from the Releases section) + some wrapping. 2019-02-13 14:55:28 +01:00
cbc8e57410 Update README.md - change imgui-sfml link (#2345)
Changed link from https://github.com/EliasD/sfml to https://github.com/eliasdaler/sfml (no redirect + more reliable)
2019-02-13 11:50:14 +01:00
417cf2237f Font: Fixed high-level ImGui::CalcTextSize() used by most widgets from erroneously subtracting 1.0f*scale to calculated text width. Among noticeable side-effects, it would make sequences of repeated Text/SameLine calls not align the same as a single call, and create mismatch between high-level size calculation and those performed with the lower-level ImDrawList api. (#792) 2019-02-12 22:43:56 +01:00
0640b6e67c Shallow tweaks 2019-02-12 22:15:19 +01:00
cc80d8e118 Examples: Metal: Compilation fix. 2019-02-12 10:30:09 +01:00
169e3981fd Examples: OpenGL2: Added #define GL_SILENCE_DEPRECATION to cope with newer XCode warnings. 2019-02-11 19:09:54 +01:00
d16dbc5b87 Examples: SDL: Using the SDL_WINDOW_ALLOW_HIGHDPI flag. (#2306, #1676) [@rasky] 2019-02-11 18:52:08 +01:00
a79785c0b9 ImDrawData: Added FramebufferScale field (currently a copy of the value from io.DisplayFramebufferScale).
This is to allow render functions being written without pulling any data from ImGuiIO, allowing incoming multi-viewport feature to behave on Retina display and with multiple displays. If you are not using a custom binding, please update your render function code ahead of time, and use draw_data->FramebufferScale instead of io.DisplayFramebufferScale. (#2306, #1676)
Examples: Metal, OpenGL2, OpenGL3: Fixed offsetting of clipping rectangle with ImDrawData::DisplayPos != (0,0) when the display frame-buffer scale scale is not (1,1). While this doesn't make a difference when using master branch, this is effectively fixing support for multi-viewport with Mac Retina Displays on those examples. (#2306) Also using ImDrawData::FramebufferScale instead of io.DisplayFramebufferScale.
Examples: Clarified the use the ImDrawData::DisplayPos to offset clipping rectangles.
2019-02-11 18:52:08 +01:00
ef7940699e Examples: Metal: Removed unnecessary loop. Fixed OSX Clang warning in imstb_truetype. (#1929, #1873) 2019-02-11 17:38:34 +01:00
4b41d3b280 ImFont: Rearranged members toward an optimal CalcTextSize() loop. Removed comments from destructor. Made constructor more explicit. 2019-02-09 15:54:47 +01:00
539f69b950 Updated STB libraries to latest (drift has been reduced with nothings/stb as most of our changes were merged). Using [DEAR IMGUI] markers when changed. 2019-02-08 15:24:59 +01:00
00c637961b Demo: Font selector allow selecting fonts with same debug name. (#2332) 2019-02-08 14:59:09 +01:00
afc36cf802 Window: Fixed initial width of collapsed windows not taking account of contents width (broken in 1.67). (#2336, #176) 2019-02-08 14:34:42 +01:00
1b63ded8fa Tabs: Fixed border (when enabled) so it is aligned correctly mid-pixel and appears as bright as other borders. 2019-02-07 12:07:53 +01:00
29d38b59d0 ListBox/InputTextMultiline: Better optimized when clipped / non-visible. 2019-02-06 14:46:14 +01:00
62084aac0f DragScalarN, SliderScalarN, InputScalarN: Removed unnecessary string id after the integer PushID() calls. 2019-02-06 14:39:00 +01:00
f366828dd2 Minor tweaks to reduce false positive of PVS Studio static analyzer. 2019-02-06 13:16:52 +01:00
5bdc7d7a6f Menus: Tweaked horizontal overlap between parent and child menu (to help convey relative depth) from using style.ItemSpacing.x to style.ItemInnerSpacing.x, the later being expected to be smaller. (#1086) 2019-02-06 12:32:10 +01:00
e3dd95d335 Added IsItemActivated() as an extension to the IsItemDeactivated/IsItemDeactivatedAfterEdit functions which are useful to implement variety of undo patterns. (#820, #956, #1875) 2019-02-06 11:52:42 +01:00
c59611a3b3 InputText: Fixed redo buffer exhaustion handling (rare) which could corrupt the undo character buffer. (#2333) 2019-02-05 23:38:57 +01:00
97ed97b8ce Plot: Register an ID to take the click the same way as other framed widgets. Set HoveredId in the FramePadding zone (between inner_bb and frame_bb). 2019-02-05 21:17:04 +01:00
cef4e086ba Internals: Selectable: Fixed rendering width miscalculation when starting pos is not line start pos, which would generally be unnoticeable. Could affect group lock X with a smaller SetCursorPos value but that's unlikely to be used. 2019-02-05 21:17:00 +01:00
b8c24aff4c Internals: EndGroup: Removed unnecesary parameter to ItemSize() 2019-02-05 21:16:54 +01:00
521470b3cd Internals: Removed unnecessary code. 2019-02-05 21:16:32 +01:00
5a95c77388 Merge branch 'master' of https://github.com/ocornut/imgui 2019-02-05 13:53:09 +01:00
b980e0077a Tabs: Moved Tab List Popup to left-side to match docking button. Highlight selected tab. (#261, #351) 2019-02-05 13:39:48 +01:00
d38f4dc143 Tabs: Non-docking tab bars are storing names to allow tab list button + whole style scaling. Added ImGuiTabBarFlags_TabListPopupButton flag to show a popup button on manual tab bars. Locking FramePadding for the scope of a tab-bar to avoid sheering/clipping of tab item. Made scaling of tab ellipsis less awkward. (#261, #351) 2019-02-05 13:23:44 +01:00
d93e3c17fc ImGuiTextBuffer: Fix size() to allow using ImGuiTextBuffer with resize(0) patterns. 2019-02-05 13:16:23 +01:00
65c972e9e4 Update README.md 2019-02-05 11:45:19 +01:00
f7c879eb60 RadioButton: Fixed label horizontal alignment to precisely match Checkbox(). + Internals: Checkbox, RadioButton: Single call to ItemSize() for flow layout purpose. 2019-02-04 23:34:32 +01:00
0b05ba18df Internals: DragScalar, SliderScalar: Calling ItemSize before ItemAdd as with every other widgets so we can more easily rearrange the signature of ItemXXX functions (toward allowing non-rounded sizes for scaling and flow layout). 2019-02-04 23:34:27 +01:00
8e44aacc8e Fonts: Fixed crash if FontGlobalScale is zero. Correctly debug naming default font if not 13 px. Demo: Moved PopupRounding along with other rounding values. Metrics: Displaying indexes with idx to be correct / less misleading. 2019-02-04 23:34:20 +01:00
c23a19c26f Internals: Exposed internal SetWindowPos to imgui_internal.h (for imgui-test) 2019-02-03 17:29:51 +01:00
ac6d474103 Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). 2019-02-01 16:37:07 +01:00
5fc6899dc2 Examples: OpenGL3: Using GLSL 4.10 shaders for any GLSL version over 410 (e.g. 430, 450). (#2329) [@BrutPitt] 2019-02-01 15:13:54 +01:00
5cb7040f66 Internals: Tracking dummy select scope id (currently always zero) to facilitate merging of the range_select branch. (#1861) 2019-02-01 12:14:38 +01:00
d5945aa25b Internals: Minor changes to TreeNodeBehavior() and Selectable() for the benefit of fhe range_select branch. (#1861) 2019-02-01 12:14:38 +01:00
0d4a2a2cd0 Internals: Track ActiveIdHasBeenPressed (similar to ActiveIdHasBeenEdited). This is currently mostly for the benefit of the range_select branch. (#1861) 2019-02-01 12:14:37 +01:00
52a9f8bd3e Merged from Docking branch: Various small changes, comments, typos fixes, moved blocks. To reduce overall drift. Should be no-op. 2019-02-01 10:26:08 +01:00
699e945a82 Merged from Docking branch: non-const ImVec2[] operator. 2019-02-01 10:22:46 +01:00
2d363fa315 Fixed doc typo (#2326) 2019-01-31 14:19:15 +01:00
16c0a0217c Updating supporter list. 2019-01-31 13:45:46 +01:00
1fb57c97c6 Internals: InputScalarAsWidgetReplacement: Fixed seemingly unnecessary calling of SetActiveID/SetHoveredID every frame, which in turns allow us to remove the g.ActiveIdAllow/Block settings duplicated. 2019-01-30 15:41:20 +01:00
fb4f1ff7f6 InputText: Fixed a bug where ESCAPE would be first captured by the Keyboard Navigation code. (#2321, #787) 2019-01-30 15:16:09 +01:00
158995f271 InputText: Fixed a bug where ESCAPE would not restore the initial value in all situations. (#2321) [@relick] 2019-01-30 13:15:14 +01:00
0a233a505d imgui-test: Added extra item info callbacks. Using nav_bb for interactions when possible. Comments, Demo tweaks. 2019-01-30 12:53:01 +01:00
aacf993ee1 ImStrncpy: Fixed -Wstringop-truncation warning on GCC8 (#2323) 2019-01-30 10:19:40 +01:00
ed240c910b Demo: Fixed "Log" demo not initializing properly, leading to the first line not showing before a Clear. (#2318) [@bluescan] 2019-01-29 14:36:55 +01:00
8a4422b2fa Fixed CloseCurrentPopup() on a child-menu of a modal incorrectly closing the modal. (#2308) 2019-01-27 23:54:17 +01:00
13ca2fe845 Silence XCode static analysis false positive (#2309) 2019-01-27 23:30:44 +01:00
8a605354ef Replacing one of the third-party Python bindings. (#2312)
Removing the unmaintained CyImGui (only 7 commits, last one made in 2015) and replacing it with bimpy.
2019-01-27 21:59:48 +01:00
b26ac92a12 Revert "Added PushID(size_t sz) helper (may not be useful/meaningful for non C/C++ languages)."
This reverts commit 20bc06af70.
2019-01-27 16:43:56 +01:00
f56d9b74cc Nav: Removed unnecessary test (always failing). 2019-01-27 16:37:02 +01:00
4e8e177cac Persistently fixing some PVS-Studio static analyzer false positive warnings. 2019-01-27 16:35:48 +01:00
ee3b4f2bf1 Using IM_UNUSED() macro. 2019-01-27 16:23:23 +01:00
c3c2cd1e82 Fix various XCode and PVS-Studio static analyzer warnings (#2309) 2019-01-27 16:18:23 +01:00
20bc06af70 Added PushID(size_t sz) helper (may not be useful/meaningful for non C/C++ languages). 2019-01-27 16:18:23 +01:00
e55678adec Update README.md (changed e-mail address) 2019-01-24 18:31:31 +01:00
a8277ca873 Reoder Python bindings 2019-01-23 20:04:08 +01:00
c362a96a3f When resizing from an edge, the border is more visible and better follow the rounded corners. Border rendering moved to RenderOuterBorders so it can be called in a different order for docking. (#1495, #822) 2019-01-23 19:21:25 +01:00
ab9cd44c89 Examples: DirectX9: Fix Clang warning. 2019-01-22 13:47:15 +01:00
f14f93ef6e Fixed range-version of PushID() and GetID() not honoring the ### operator to restart from the seed value. 2019-01-21 16:50:27 +01:00
28901dd104 Internals: Tweaks. Comments about PushID/GetID public function. 2019-01-21 16:50:27 +01:00
f994b8aab8 ImHash: Moved crc32 table out of the function so it can be shared, also avoid cases were compiler tries to makes its initialization thread-safe. 2019-01-21 16:50:27 +01:00
1e4cf67a53 avoid floating point exception when _EM_OVERFLOW is enabled (#2303) 2019-01-21 16:43:07 +01:00
ea7206fd4f Fixed using imgui_freetype.cpp in unity builds. (#2302) 2019-01-21 13:58:29 +01:00
54ba8a643e Removed trailing spaces from text files. (#2038, #2299) 2019-01-20 22:23:29 +01:00
00ffdb9fa9 ImGuiTextBuffer: Added append() function (unformatted). 2019-01-20 22:21:26 +01:00
259f3c78a2 Examples: OpenGL2: Added (yet another) comment/instruction against using opengl2 with modern OpenGL. (#2297) 2019-01-20 18:13:39 +01:00
2c38b32db1 Removed trailing spaces (#2038, #2299) 2019-01-20 17:56:17 +01:00
e837099b67 Update for stb_ files. (#2038) 2019-01-20 17:51:51 +01:00
f94ba546ba Added checks for "zero-as-null-pointer-constant" warnings for older Clang (#2299, followup to #2277) 2019-01-20 17:46:00 +01:00
8a63c72ac4 Fix the year for screenshot gallery part 7 and 8 links (#2298) 2019-01-19 20:45:17 +01:00
fcd61e0c59 Comments about DLL boundaries and using TLS variables for GImGui. (#2292) 2019-01-18 23:04:45 +01:00
92d29531fa Qt links 2019-01-18 11:34:25 +01:00
295ada0364 Examples: Win32: Using wc.lpszClassName instead of duplicating the literal. + tweak README format. 2019-01-17 18:30:15 +01:00
b8020032f9 Examples: Win32: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. (#2264) 2019-01-17 16:55:23 +01:00
bebb07f12d ImFontAtlas: Added 0x2000-0x206F general punctuation range to default ChineseFull/ChineseSimplifiedCommon ranges. (#2093) 2019-01-17 16:48:11 +01:00
872477548b Examples: Win32: Using IsChild() to be compatible with windows created within a parent. (#1951, #2087, #2156, #2232) 2019-01-17 11:45:32 +01:00
14c40242db Examples: DirectX9: Explicitly disable fog (D3DRS_FOGENABLE) before drawing in case user state has it set. (#2288, #2290) 2019-01-17 11:39:40 +01:00
f2c92808f8 EditorConfig: Further tweaks (#2038) 2019-01-16 22:02:42 +01:00
83810039d1 Add editor config for 4 spaces instead of tab. 2019-01-16 22:00:33 +01:00
8cbb91261e ImDrawList: Fixed AddCircle(), AddCircleFilled() angle step being off, which was visible when drawing a "circle" with a small number of segments (e.g. an hexagon). (#2287) [@baktery]
+ Demo tweaks
2019-01-16 17:47:49 +01:00
06aaf23877 Various tweaks and fixes as suggested by PVS Studio (thanks PVS Studio!) 2019-01-16 16:10:51 +01:00
882f1bc135 Examples: DirectX12: Targeting 10.0.14393.0 instead of 10.0.16299.0 (available on AppVeyor, and higher version doesn't seem necessary). 2019-01-16 15:10:31 +01:00
09f1cb642b FreeType: Minor tweaks previous commit (#2285) 2019-01-15 21:50:43 +01:00
daac9c7559 By default ImGuiFreeType will use ImGui::MemAlloc()/MemFree().
ImGuiFreeType::SetAllocatorFunctions() can be used to specify custom allocator.
2019-01-15 21:47:46 +01:00
f435aa193b Examples: Win32: Added support for XInput games (if ImGuiConfigFlags_NavEnableGamepad is enabled). 2019-01-15 21:19:02 +01:00
133f112af0 Examples: Win32: Using GetForegroundWindow() instead of GetActiveWindow() to be compatible with windows created in a different thread. (#1951, #2087, #2156, #2232) [many people] 2019-01-15 20:27:32 +01:00
95ee99e6aa Version 1.68 WIP 2019-01-15 20:19:05 +01:00
67 changed files with 2551 additions and 1263 deletions

20
.editorconfig Normal file
View 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

View File

@ -30,7 +30,75 @@ HOW TO UPDATE?
-----------------------------------------------------------------------
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:
@ -220,29 +288,36 @@ 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).
- 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: 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.
- 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.
@ -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:
@ -322,12 +400,13 @@ 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).
- 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.
@ -340,26 +419,36 @@ Other Changes:
- 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.
- 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: 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: 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)
@ -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

View File

@ -9,7 +9,7 @@ Individuals/hobbyists: support continued maintenance and development via the mon
<br>&nbsp;&nbsp;[![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_01.png)](http://www.patreon.com/imgui)
Individuals/hobbyists: support continued maintenance and development via PayPal:
<br>&nbsp;&nbsp;[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
<br>&nbsp;&nbsp;[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
Businesses: support continued maintenance and development via support contracts or sponsoring:
<br>&nbsp;&nbsp;_E-mail: omarcornut at gmail dot com_
@ -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
[![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
@ -204,12 +203,14 @@ 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)
-------------------------------
@ -226,7 +227,7 @@ Frequently Asked Question (FAQ)
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?**
@ -289,26 +290,26 @@ Individuals/hobbyists: support continued maintenance and development via the mon
<br>&nbsp;&nbsp;[![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_01.png)](http://www.patreon.com/imgui)
Individuals/hobbyists: support continued maintenance and development via PayPal:
<br>&nbsp;&nbsp;[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
<br>&nbsp;&nbsp;[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
Businesses: support continued maintenance and development via support contracts or sponsoring:
<br>&nbsp;&nbsp;_E-mail: omarcornut at gmail dot com_
Ongoing dear imgui development is financially supported by users and private sponsors (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
@ -316,7 +317,7 @@ Credits
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman 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.

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@ -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).
@ -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)

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@ -161,61 +161,61 @@ example_win32_directx11/
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).
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).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl3.cpp
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
example_sdl_opengl3/
SDL2 (Win32, Mac, Linux, etc.) + OpenGL3+/ES2/ES3 example.
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL in your application (anything with shaders).
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl3.cpp
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.

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

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

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

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

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

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@ -1,4 +1,3 @@
#import "ViewController.h"
#import "Renderer.h"
#include "imgui.h"

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

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@ -91,14 +91,14 @@
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];

View File

@ -10,6 +10,9 @@
#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.
@ -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);

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

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@ -54,7 +54,8 @@ int main(int, char**)
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1); // Enable vsync

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@ -308,7 +308,8 @@ int main(int, char**)
// Setup window
SDL_DisplayMode current;
SDL_GetCurrentDisplayMode(0, &current);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_VULKAN|SDL_WINDOW_RESIZABLE);
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
// Setup Vulkan
uint32_t extensions_count = 0;

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@ -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;
}
@ -218,7 +218,7 @@ int main(int, char**)
CleanupDeviceD3D();
DestroyWindow(hwnd);
UnregisterClass(_T("ImGui Example"), wc.hInstance);
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}

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@ -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;
}
@ -222,7 +222,7 @@ int main(int, char**)
CleanupDeviceD3D();
DestroyWindow(hwnd);
UnregisterClass(_T("ImGui Example"), wc.hInstance);
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}

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@ -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">

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@ -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;
}
@ -424,7 +424,7 @@ int main(int, char**)
CleanupDeviceD3D();
DestroyWindow(hwnd);
UnregisterClass(_T("ImGui Example"), wc.hInstance);
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}

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@ -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;
}
@ -200,7 +200,7 @@ int main(int, char**)
if (g_pd3dDevice) g_pd3dDevice->Release();
if (pD3D) pD3D->Release();
DestroyWindow(hwnd);
UnregisterClass(_T("ImGui Example"), wc.hInstance);
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}

View File

@ -122,8 +122,9 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
indices = (const int*)cmd_list->IdxBuffer.Data;
}
// Render command lists
int idx_offset = 0;
ImVec2 pos = draw_data->DisplayPos;
ImVec2 clip_off = draw_data->DisplayPos;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
@ -134,7 +135,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
else
{
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
al_set_clipping_rectangle(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y);
al_set_clipping_rectangle(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y, pcmd->ClipRect.z - pcmd->ClipRect.x, pcmd->ClipRect.w - pcmd->ClipRect.y);
al_draw_prim(&vertices[0], g_VertexDecl, texture, idx_offset, idx_offset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST);
}
idx_offset += pcmd->ElemCount;

View File

@ -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

View File

@ -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

View File

@ -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);

View File

@ -10,6 +10,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
@ -131,6 +132,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
@ -148,14 +150,14 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
float T = draw_data->DisplayPos.y + 0.5f;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } };
D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } };
D3DMATRIX mat_projection =
{
{ { {
2.0f/(R-L), 0.0f, 0.0f, 0.0f,
0.0f, 2.0f/(T-B), 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f,
};
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f
} } };
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
@ -164,7 +166,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
// Render command lists
int vtx_offset = 0;
int idx_offset = 0;
ImVec2 pos = draw_data->DisplayPos;
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -177,7 +179,7 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
}
else
{
const RECT r = { (LONG)(pcmd->ClipRect.x - pos.x), (LONG)(pcmd->ClipRect.y - pos.y), (LONG)(pcmd->ClipRect.z - pos.x), (LONG)(pcmd->ClipRect.w - pos.y) };
const RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
g_pd3dDevice->SetTexture(0, texture);
g_pd3dDevice->SetScissorRect(&r);

View File

@ -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();
}

View File

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

View File

@ -10,6 +10,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
// 2018-07-05: Metal: Added new Metal backend implementation.
@ -401,12 +402,10 @@ 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];
@ -440,26 +439,23 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
[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];
@ -480,14 +476,23 @@ 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];

View File

@ -18,6 +18,7 @@
// 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>
@ -76,12 +78,10 @@ void ImGui_ImplOpenGL2_NewFrame()
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.
@ -102,7 +102,14 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function:
// GLint last_program;
// glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
// glUseProgram(0);
// ImGui_ImplOpenGL2_RenderDrawData(...);
// glUseProgram(last_program)
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
@ -115,8 +122,11 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
glPushMatrix();
glLoadIdentity();
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
ImVec2 pos = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -136,7 +146,13 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
}
else
{
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect;
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle

View File

@ -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.
@ -136,12 +138,10 @@ void ImGui_ImplOpenGL3_NewFrame()
void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
{
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO();
int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y);
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
@ -219,12 +219,15 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));
// Draw
ImVec2 pos = draw_data->DisplayPos;
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
// Render command lists
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawIdx* idx_buffer_offset = 0;
size_t idx_buffer_offset = 0;
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
@ -242,7 +245,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
}
else
{
ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y);
// Project scissor/clipping rectangles into framebuffer space
ImVec4 clip_rect;
clip_rect.x = (pcmd->ClipRect.x - clip_off.x) * clip_scale.x;
clip_rect.y = (pcmd->ClipRect.y - clip_off.y) * clip_scale.y;
clip_rect.z = (pcmd->ClipRect.z - clip_off.x) * clip_scale.x;
clip_rect.w = (pcmd->ClipRect.w - clip_off.y) * clip_scale.y;
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{
// Apply scissor/clipping rectangle
@ -253,10 +262,10 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)idx_buffer_offset);
}
}
idx_buffer_offset += pcmd->ElemCount;
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
}
}
glDeleteVertexArrays(1, &vao_handle);
@ -477,7 +486,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
vertex_shader = vertex_shader_glsl_120;
fragment_shader = fragment_shader_glsl_120;
}
else if (glsl_version == 410)
else if (glsl_version >= 410)
{
vertex_shader = vertex_shader_glsl_410_core;
fragment_shader = fragment_shader_glsl_410_core;

View File

@ -13,6 +13,7 @@
// 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);
// 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;
// Draw
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
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;
}

View File

@ -5,8 +5,7 @@
// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
// Missing features:
// [ ] Platform: Gamepad support (best leaving it to user application to fill io.NavInputs[] with gamepad inputs from their source of choice).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
#include "imgui.h"
#include "imgui_impl_win32.h"
@ -14,10 +13,14 @@
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <XInput.h>
#include <tchar.h>
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.
// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads).
@ -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()
@ -172,12 +229,18 @@ 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.
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
@ -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;
}

View File

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

576
imgui.cpp

File diff suppressed because it is too large Load Diff

117
imgui.h
View File

@ -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
@ -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)
@ -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);
@ -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();
@ -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);
@ -804,8 +811,8 @@ 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
@ -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)
@ -1249,7 +1257,8 @@ struct ImGuiStyle
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.
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.
@ -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
@ -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);
};
@ -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.
};
//-----------------------------------------------------------------------------
@ -1907,7 +1916,7 @@ 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 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.
@ -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_
@ -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+

View File

@ -1,4 +1,4 @@
// 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:
@ -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);
@ -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();
}
@ -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))
@ -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", &current, 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(),
@ -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)
{
@ -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
@ -3380,8 +3452,16 @@ 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;
ExampleAppLog()
{
AutoScroll = true;
ScrollToBottom = false;
Clear();
}
void Clear()
{
Buf.clear();
@ -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];
@ -3471,11 +3574,12 @@ 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++)
@ -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;

View File

@ -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();
@ -1829,15 +1840,14 @@ 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;
@ -1846,8 +1856,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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++;
}
}
@ -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])
@ -2296,9 +2308,9 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
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
@ -3045,7 +3056,8 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
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);
}

View File

@ -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_
{
@ -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
@ -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)

View File

@ -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)
@ -717,7 +729,7 @@ 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);
@ -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;
}
@ -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);
@ -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();
}
@ -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;
@ -5875,6 +5906,7 @@ 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
ItemSize(ImVec2(tab_bar->OffsetMax, tab_bar->BarRect.GetHeight()));
@ -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)
// 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();

View File

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

View File

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

View File

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

View File

@ -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
---------------------------------------
@ -106,11 +106,14 @@ 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

View File

@ -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).

View File

@ -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>
@ -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;
@ -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++;
}
}
@ -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;
}

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@ -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);
}