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@ -29,6 +29,82 @@ HOW TO UPDATE?
|
||||
- Please report any issue!
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.69 (Released 2019-03-13)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively
|
||||
ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is because the addition of
|
||||
new flag ImGuiColorEditFlags_InputHSV makes the earlier one ambiguous.
|
||||
Keep redirection enum values (will obsolete). (#2384) [@haldean]
|
||||
- Renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). (#2391)
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Added GetBackgroundDrawList() helper to quickly get access to a ImDrawList that will be rendered
|
||||
behind every other windows. (#2391, #545)
|
||||
- DragScalar, InputScalar, SliderScalar: Added support for u8/s8/u16/s16 data types (ImGuiDataType_S8, etc.)
|
||||
We are reusing function instances of larger types to reduce code size. (#643, #320, #708, #1011)
|
||||
- Added InputTextWithHint() to display a description/hint in the text box when no text
|
||||
has been entered. (#2400) [@Organic-Code, @ocornut]
|
||||
- Nav: Fixed a tap on AltGR (e.g. German keyboard) from navigating to the menu layer.
|
||||
- Nav: Fixed Ctrl+Tab keeping active InputText() of a previous window active after the switch. (#2380)
|
||||
- Fixed IsItemDeactivated()/IsItemDeactivatedAfterEdit() from not correctly returning true
|
||||
when tabbing out of a focusable widget (Input/Slider/Drag) in most situations. (#2215, #1875)
|
||||
- InputInt, InputFloat, InputScalar: Fix to keep the label of the +/- buttons centered when
|
||||
style.FramePadding.x is abnormally larger than style.FramePadding.y. Since the buttons are
|
||||
meant to be square (to align with e.g. color button) we always use FramePadding.y. (#2367)
|
||||
- InputInt, InputScalar: +/- buttons now respects the natural type limits instead of
|
||||
overflowing or underflowing the value.
|
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- InputText: Fixed an edge case crash that would happen if another widget sharing the same ID
|
||||
is being swapped with an InputText that has yet to be activated.
|
||||
- InputText: Fixed various display corruption related to swapping the underlying buffer while
|
||||
a input widget is active (both for writable and read-only paths). Often they would manifest
|
||||
when manipulating the scrollbar of a multi-line input text.
|
||||
- ColorEdit, ColorPicker, ColorButton: Added ImGuiColorEditFlags_InputHSV to manipulate color
|
||||
values encoded as HSV (in order to avoid HSV<>RGB round trips and associated singularities).
|
||||
(#2383, #2384) [@haldean]
|
||||
- ColorPicker: Fixed a bug/assertion when displaying a color picker in a collapsed window
|
||||
while dragging its title bar. (#2389)
|
||||
- ColorEdit: Fixed tooltip not honoring the ImGuiColorEditFlags_NoAlpha contract of never
|
||||
reading the 4th float in the array (value was read and discarded). (#2384) [@haldean]
|
||||
- MenuItem, Selectable: Fixed disabled widget interfering with navigation (fix c2db7f63 in 1.67).
|
||||
- TabBar: Fixed a crash when using many BeginTabBar() recursively (didn't affect docking). (#2371)
|
||||
- TabBar: Added extra mis-usage error recovery. Past the assert, common mis-usage don't lead to
|
||||
hard crashes any more, facilitating integration with scripting languages. (#1651)
|
||||
- TabBar: Fixed ImGuiTabItemFlags_SetSelected being ignored if the tab is not visible (with
|
||||
scrolling policy enabled) or if is currently appearing.
|
||||
- TabBar: Fixed Tab tooltip code making drag and drop tooltip disappear during the frame where
|
||||
the drag payload activate a tab.
|
||||
- TabBar: Reworked scrolling policy (when ImGuiTabBarFlags_FittingPolicyScroll is set) to
|
||||
teleport the view when aiming at a tab far away the visible section, and otherwise accelerate
|
||||
the scrolling speed to cap the scrolling time to 0.3 seconds.
|
||||
- Text: Fixed large Text/TextUnformatted calls not feeding their size into layout when starting
|
||||
below the lower point of the current clipping rectangle. This bug has been there since v1.0!
|
||||
It was hardly noticeable but would affect the scrolling range, which in turn would affect
|
||||
some scrolling request functions when called during the appearing frame of a window.
|
||||
- Plot: Fixed divide-by-zero in PlotLines() when passing a count of 1. (#2387) [@Lectem]
|
||||
- Log/Capture: Fixed LogXXX functions emitting extraneous leading carriage return.
|
||||
- Log/Capture: Fixed an issue when empty string on a new line would not emit a carriage return.
|
||||
- Log/Capture: Fixed LogXXX functions 'auto_open_depth' parameter being treated as an absolute
|
||||
tree depth instead of a relative one.
|
||||
- Log/Capture: Fixed CollapsingHeader trailing ascii representation being "#" instead of "##".
|
||||
- ImFont: Added GetGlyphRangesVietnamese() helper. (#2403)
|
||||
- Misc: Asserting in NewFrame() if style.WindowMinSize is zero or smaller than (1.0f,1.0f).
|
||||
- Demo: Using GetBackgroundDrawList() and GetForegroundDrawList() in "Custom Rendering" demo.
|
||||
- Demo: InputText: Demonstrating use of ImGuiInputTextFlags_CallbackResize. (#2006, #1443, #1008).
|
||||
- Examples: GLFW, SDL: Preserve DisplayFramebufferScale when main viewport is minimized.
|
||||
(This is particularly useful for the viewport branch because we are not supporting per-viewport
|
||||
frame-buffer scale. It fixes windows not refreshing when main viewport is minimized.) (#2416)
|
||||
- Examples: OpenGL: Fix to be able to run on ES 2.0 / WebGL 1.0. [@rmitton, @gabrielcuvillier]
|
||||
- Examples: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN
|
||||
even if the OpenGL headers/loader happens to define the value. (#2366, #2186)
|
||||
- Examples: Allegro: Added support for touch events (emulating mouse). (#2219) [@dos1]
|
||||
- Examples: DirectX9: Minor changes to match the other DirectX examples more closely. (#2394)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.68 (Released 2019-02-19)
|
||||
-----------------------------------------------------------------------
|
||||
@ -497,7 +573,7 @@ Other Changes:
|
||||
- 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)
|
||||
Obsoleted functions using the optional "int decimal_precision" parameter. (#648, #712)
|
||||
- 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)
|
||||
|
@ -102,7 +102,7 @@ Demo Binaries
|
||||
-------------
|
||||
|
||||
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
|
||||
- [imgui-demo-binaries-20181008.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20181008.zip) (Windows binaries, Dear ImGui 1.66 WIP built 2018/10/08, master branch, 5 executables)
|
||||
- [imgui-demo-binaries-20190219.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190219.zip) (Windows binaries, Dear ImGui 1.68 built 2019/02/19, master branch, 5 executables)
|
||||
|
||||
The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
|
||||
|
||||
@ -145,7 +145,8 @@ 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: [#1843](https://github.com/ocornut/imgui/pull/1843)
|
||||
- ORX: [ImGuiOrx](https://github.com/thegwydd/ImGuiOrx), [#1843](https://github.com/ocornut/imgui/pull/1843)
|
||||
- px_render: [px_render_imgui.h](https://github.com/pplux/px/blob/master/px_render_imgui.h), [#1935](https://github.com/ocornut/imgui/pull/1935)
|
||||
- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui)
|
||||
- Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html))
|
||||
- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort)
|
||||
@ -304,10 +305,10 @@ Ongoing dear imgui development is financially supported by users and private spo
|
||||
- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
|
||||
|
||||
**Salty caramel supporters**
|
||||
- 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.
|
||||
- Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games.
|
||||
|
||||
**Caramel supporters**
|
||||
- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin.
|
||||
- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem.
|
||||
|
||||
And all other past and present supporters; THANK YOU!
|
||||
(Please contact me if you would like to be added or removed from this list)
|
||||
|
@ -59,6 +59,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
|
||||
- widgets: activate by identifier (trigger button, focus given id)
|
||||
- widgets: a way to represent "mixed" values, so e.g. all values replaced with **, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed)
|
||||
- widgets: selectable: generic BeginSelectable()/EndSelectable() mechanism.
|
||||
- widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
|
||||
|
||||
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
|
||||
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
|
||||
@ -72,8 +74,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
|
||||
- input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it.
|
||||
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
|
||||
- input text: what's the easiest way to implement a nice IP/Mac address input editor?
|
||||
- input text: Global callback system so user can plug in an expression evaluator easily.
|
||||
- input text: decorrelate layout from inputs - e.g. what's the easiest way to implement a nice IP/Mac address input editor?
|
||||
- input text: global callback system so user can plug in an expression evaluator easily.
|
||||
- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
|
||||
- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
|
||||
- input text: a way for the user to provide syntax coloring.
|
||||
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
|
||||
- input text multi-line: support for cut/paste without selection (cut/paste the current line)
|
||||
- input text multi-line: line numbers? status bar? (follow up on #200)
|
||||
@ -135,6 +140,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- image/image button: misalignment on padded/bordered button?
|
||||
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
|
||||
- image button: not taking an explicit id is odd.
|
||||
- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see InputScalarAsWidgetReplacement)
|
||||
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
|
||||
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946)
|
||||
- slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
|
||||
@ -145,7 +151,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- knob: rotating knob widget (#942)
|
||||
- drag float: power/logarithmic slider and drags are weird. (#1316)
|
||||
- drag float: up/down axis
|
||||
- drag float: power != 0.0f with current value being outside the the range keeps the value stuck.
|
||||
- drag float: power != 0.0f with current value being outside the range keeps the value stuck.
|
||||
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
|
||||
|
||||
- combo: use clipper: make it easier to disable clipper with a single flag.
|
||||
@ -188,6 +194,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- text wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
|
||||
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
|
||||
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
|
||||
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
|
||||
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
|
||||
|
||||
- tree node / optimization: avoid formatting when clipped.
|
||||
@ -214,10 +221,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
|
||||
- style editor: color child window height expressed in multiple of line height.
|
||||
|
||||
- log: LogButtons() options for specifying depth and/or hiding depth slider
|
||||
- log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
|
||||
- log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
|
||||
- log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
|
||||
- log: obsolete LogButtons() all together.
|
||||
- log: LogButtons() options for specifying depth and/or hiding depth slider
|
||||
|
||||
- filters: set a current filter that tree node can automatically query to hide themselves
|
||||
- filters: handle wild-cards (with implicit leading/trailing *), reg-exprs
|
||||
@ -244,6 +252,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
|
||||
- font: PushFontSize API (#1018)
|
||||
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
|
||||
- font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width
|
||||
- font/demo: add tools to show glyphs used by a text blob, display U16 value, list missing glyphs.
|
||||
- font/demo: demonstrate use of ImFontGlyphRangesBuilder.
|
||||
- font/atlas: add a missing Glyphs.reserve()
|
||||
@ -308,7 +317,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
|
||||
- remote: make a system like RemoteImGui first-class citizen/project (#75)
|
||||
|
||||
- demo: find a way to demonstrate textures in the examples application, as it such a a common issue for new users.
|
||||
- demo: find a way to demonstrate textures in the examples application, as it such a common issue for new users.
|
||||
- demo: add vertical separator demo
|
||||
- demo: add virtual scrolling example?
|
||||
- demo: demonstrate Plot offset
|
||||
|
@ -3,12 +3,16 @@
|
||||
1. PLEASE CAREFULLY READ:
|
||||
https://github.com/ocornut/imgui/issues/2261
|
||||
|
||||
2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/DISPLAYING/ADDING FONTS, please post on the "Getting Started" Discourse forum:
|
||||
2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/LOADING FONTS, please post on the "Getting Started" Discourse forum:
|
||||
https://discourse.dearimgui.org/c/getting-started
|
||||
|
||||
3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of ShowDemoWindow() including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1).
|
||||
|
||||
4. Delete points 1-4 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
|
||||
4. Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users, unless they browse the site.
|
||||
|
||||
5. Delete points 1-5 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
|
||||
|
||||
Thank you!
|
||||
|
||||
----
|
||||
|
||||
|
@ -1,3 +1,5 @@
|
||||
-----------------------------------------------------------------------
|
||||
dear imgui, v1.69
|
||||
-----------------------------------------------------------------------
|
||||
examples/README.txt
|
||||
(This is the README file for the examples/ folder. See docs/ for more documentation)
|
||||
@ -26,7 +28,7 @@ This folder contains two things:
|
||||
They are the in the XXXX_example/ sub-folders.
|
||||
|
||||
You can find binaries of some of those example applications at:
|
||||
http://www.miracleworld.net/imgui/binaries
|
||||
http://www.dearimgui.org/binaries
|
||||
|
||||
|
||||
---------------------------------------
|
||||
@ -111,8 +113,8 @@ List of Renderer Bindings in this repository:
|
||||
imgui_impl_dx11.cpp ; DirectX11
|
||||
imgui_impl_dx12.cpp ; DirectX12
|
||||
imgui_impl_metal.mm ; Metal (with ObjC)
|
||||
imgui_impl_opengl2.cpp ; OpenGL2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
|
||||
imgui_impl_opengl3.cpp ; OpenGL3, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
|
||||
imgui_impl_opengl2.cpp ; OpenGL 2 (legacy, fixed pipeline <- don't use with modern OpenGL context)
|
||||
imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2, OpenGL ES 3 (modern programmable pipeline)
|
||||
imgui_impl_vulkan.cpp ; Vulkan
|
||||
|
||||
List of high-level Frameworks Bindings in this repository: (combine Platform + Renderer)
|
||||
|
@ -1,7 +1,7 @@
|
||||
|
||||
# Configuration
|
||||
|
||||
Dear ImGui outputs 16-bit vertex indices by default.
|
||||
Dear ImGui outputs 16-bit vertex indices by default.
|
||||
Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile imgui with 32-bit indices.
|
||||
You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename.
|
||||
We are providing `imconfig_allegro5.h` that enables 32-bit indices.
|
||||
@ -9,14 +9,24 @@ Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit ind
|
||||
|
||||
# How to Build
|
||||
|
||||
- On Ubuntu 14.04+
|
||||
### On Ubuntu 14.04+
|
||||
|
||||
```bash
|
||||
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ..\imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
|
||||
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
|
||||
```
|
||||
|
||||
- On Windows with Visual Studio's CLI
|
||||
### On Windows with Visual Studio's CLI
|
||||
|
||||
You may install Allegro using vcpkg:
|
||||
```
|
||||
git clone https://github.com/Microsoft/vcpkg
|
||||
cd vcpkg
|
||||
.\bootstrap-vcpkg.bat
|
||||
.\vcpkg install allegro5
|
||||
.\vcpkg integrate install ; optional, automatically register include/libs in Visual Studio
|
||||
```
|
||||
|
||||
Build:
|
||||
```
|
||||
set ALLEGRODIR=path_to_your_allegro5_folder
|
||||
cl /Zi /MD /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. main.cpp ..\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib
|
||||
|
@ -85,11 +85,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -99,11 +99,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -115,14 +115,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
@ -135,14 +135,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
|
@ -85,11 +85,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -99,11 +99,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -115,14 +115,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
@ -135,14 +135,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;$(SolutionDir)\libs\glfw\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;..\libs\glfw\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>opengl32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
@ -85,11 +85,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -99,11 +99,11 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
@ -115,14 +115,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;$(SolutionDir)\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib32;..\libs\glfw\lib-vc2010-32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
@ -135,14 +135,14 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;$(SolutionDir)\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%VULKAN_SDK%\include;..\libs\glfw\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;$(SolutionDir)\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>%VULKAN_SDK%\lib;..\libs\glfw\lib-vc2010-64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>vulkan-1.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
|
@ -85,7 +85,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -99,7 +99,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -115,7 +115,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@ -135,7 +135,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
|
@ -85,7 +85,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -99,7 +99,7 @@
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -115,7 +115,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
@ -135,7 +135,7 @@
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;$(SolutionDir)\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;..\libs\gl3w;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
|
@ -15,106 +15,39 @@ static ID3D10Device* g_pd3dDevice = NULL;
|
||||
static IDXGISwapChain* g_pSwapChain = NULL;
|
||||
static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D10Texture2D* pBackBuffer;
|
||||
g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
|
||||
}
|
||||
|
||||
HRESULT CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 2;
|
||||
sd.BufferDesc.Width = 0;
|
||||
sd.BufferDesc.Height = 0;
|
||||
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.BufferDesc.RefreshRate.Numerator = 60;
|
||||
sd.BufferDesc.RefreshRate.Denominator = 1;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.OutputWindow = hWnd;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.Windowed = TRUE;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
|
||||
UINT createDeviceFlags = 0;
|
||||
//createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
|
||||
if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
CreateRenderTarget();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
|
||||
CreateRenderTarget();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
// Forward declarations of helper functions
|
||||
bool CreateDeviceD3D(HWND hWnd);
|
||||
void CleanupDeviceD3D();
|
||||
void CreateRenderTarget();
|
||||
void CleanupRenderTarget();
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
// Main code
|
||||
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(wc.lpszClassName, _T("Dear ImGui DirectX10 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
::RegisterClassEx(&wc);
|
||||
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)
|
||||
if (!CreateDeviceD3D(hwnd))
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Show the window
|
||||
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hwnd);
|
||||
::ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
::UpdateWindow(hwnd);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -139,6 +72,7 @@ int main(int, char**)
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
@ -153,10 +87,10 @@ int main(int, char**)
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
::TranslateMessage(&msg);
|
||||
::DispatchMessage(&msg);
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -217,8 +151,86 @@ int main(int, char**)
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupDeviceD3D();
|
||||
DestroyWindow(hwnd);
|
||||
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
::DestroyWindow(hwnd);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 2;
|
||||
sd.BufferDesc.Width = 0;
|
||||
sd.BufferDesc.Height = 0;
|
||||
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.BufferDesc.RefreshRate.Numerator = 60;
|
||||
sd.BufferDesc.RefreshRate.Denominator = 1;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.OutputWindow = hWnd;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.Windowed = TRUE;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
|
||||
UINT createDeviceFlags = 0;
|
||||
//createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
|
||||
if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
|
||||
return false;
|
||||
|
||||
CreateRenderTarget();
|
||||
return true;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D10Texture2D* pBackBuffer;
|
||||
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
|
||||
}
|
||||
|
||||
// Win32 message handler
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
|
||||
CreateRenderTarget();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
::PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return ::DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
@ -15,109 +15,39 @@ static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
|
||||
static IDXGISwapChain* g_pSwapChain = NULL;
|
||||
static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
|
||||
}
|
||||
|
||||
HRESULT CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 2;
|
||||
sd.BufferDesc.Width = 0;
|
||||
sd.BufferDesc.Height = 0;
|
||||
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.BufferDesc.RefreshRate.Numerator = 60;
|
||||
sd.BufferDesc.RefreshRate.Denominator = 1;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.OutputWindow = hWnd;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.Windowed = TRUE;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
|
||||
UINT createDeviceFlags = 0;
|
||||
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
D3D_FEATURE_LEVEL featureLevel;
|
||||
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
|
||||
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
CreateRenderTarget();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
|
||||
CreateRenderTarget();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
// Forward declarations of helper functions
|
||||
bool CreateDeviceD3D(HWND hWnd);
|
||||
void CleanupDeviceD3D();
|
||||
void CreateRenderTarget();
|
||||
void CleanupRenderTarget();
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
// Main code
|
||||
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(wc.lpszClassName, _T("Dear ImGui DirectX11 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
::RegisterClassEx(&wc);
|
||||
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)
|
||||
if (!CreateDeviceD3D(hwnd))
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Show the window
|
||||
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hwnd);
|
||||
::ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
::UpdateWindow(hwnd);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -157,10 +87,10 @@ int main(int, char**)
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
::TranslateMessage(&msg);
|
||||
::DispatchMessage(&msg);
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -221,8 +151,89 @@ int main(int, char**)
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupDeviceD3D();
|
||||
DestroyWindow(hwnd);
|
||||
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
::DestroyWindow(hwnd);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC sd;
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = 2;
|
||||
sd.BufferDesc.Width = 0;
|
||||
sd.BufferDesc.Height = 0;
|
||||
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.BufferDesc.RefreshRate.Numerator = 60;
|
||||
sd.BufferDesc.RefreshRate.Denominator = 1;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.OutputWindow = hWnd;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.Windowed = TRUE;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
|
||||
UINT createDeviceFlags = 0;
|
||||
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
D3D_FEATURE_LEVEL featureLevel;
|
||||
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
|
||||
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
|
||||
return false;
|
||||
|
||||
CreateRenderTarget();
|
||||
return true;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D11Texture2D* pBackBuffer;
|
||||
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
|
||||
pBackBuffer->Release();
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
|
||||
}
|
||||
|
||||
// Win32 message handler
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
g_pSwapChain->ResizeBuffers(0, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam), DXGI_FORMAT_UNKNOWN, 0);
|
||||
CreateRenderTarget();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
::PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return ::DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
@ -36,261 +36,42 @@ static HANDLE g_hSwapChainWaitableObject = NULL;
|
||||
static ID3D12Resource* g_mainRenderTargetResource[NUM_BACK_BUFFERS] = {};
|
||||
static D3D12_CPU_DESCRIPTOR_HANDLE g_mainRenderTargetDescriptor[NUM_BACK_BUFFERS] = {};
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D12Resource* pBackBuffer;
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
{
|
||||
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
|
||||
g_mainRenderTargetResource[i] = pBackBuffer;
|
||||
}
|
||||
}
|
||||
|
||||
void WaitForLastSubmittedFrame()
|
||||
{
|
||||
FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
|
||||
|
||||
UINT64 fenceValue = frameCtxt->FenceValue;
|
||||
if (fenceValue == 0)
|
||||
return; // No fence was signaled
|
||||
|
||||
frameCtxt->FenceValue = 0;
|
||||
if (g_fence->GetCompletedValue() >= fenceValue)
|
||||
return;
|
||||
|
||||
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
|
||||
WaitForSingleObject(g_fenceEvent, INFINITE);
|
||||
}
|
||||
|
||||
FrameContext* WaitForNextFrameResources()
|
||||
{
|
||||
UINT nextFrameIndex = g_frameIndex + 1;
|
||||
g_frameIndex = nextFrameIndex;
|
||||
|
||||
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
|
||||
DWORD numWaitableObjects = 1;
|
||||
|
||||
FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
|
||||
UINT64 fenceValue = frameCtxt->FenceValue;
|
||||
if (fenceValue != 0) // means no fence was signaled
|
||||
{
|
||||
frameCtxt->FenceValue = 0;
|
||||
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
|
||||
waitableObjects[1] = g_fenceEvent;
|
||||
numWaitableObjects = 2;
|
||||
}
|
||||
|
||||
WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
|
||||
|
||||
return frameCtxt;
|
||||
}
|
||||
|
||||
void ResizeSwapChain(HWND hWnd, int width, int height)
|
||||
{
|
||||
DXGI_SWAP_CHAIN_DESC1 sd;
|
||||
g_pSwapChain->GetDesc1(&sd);
|
||||
sd.Width = width;
|
||||
sd.Height = height;
|
||||
|
||||
IDXGIFactory4* dxgiFactory = NULL;
|
||||
g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
|
||||
|
||||
g_pSwapChain->Release();
|
||||
CloseHandle(g_hSwapChainWaitableObject);
|
||||
|
||||
IDXGISwapChain1* swapChain1 = NULL;
|
||||
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
|
||||
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
|
||||
swapChain1->Release();
|
||||
dxgiFactory->Release();
|
||||
|
||||
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
|
||||
|
||||
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
|
||||
assert(g_hSwapChainWaitableObject != NULL);
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
WaitForLastSubmittedFrame();
|
||||
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
|
||||
}
|
||||
|
||||
HRESULT CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC1 sd;
|
||||
{
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = NUM_BACK_BUFFERS;
|
||||
sd.Width = 0;
|
||||
sd.Height = 0;
|
||||
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
||||
sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
|
||||
sd.Scaling = DXGI_SCALING_STRETCH;
|
||||
sd.Stereo = FALSE;
|
||||
}
|
||||
|
||||
if (DX12_ENABLE_DEBUG_LAYER)
|
||||
{
|
||||
ID3D12Debug* dx12Debug = NULL;
|
||||
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
|
||||
{
|
||||
dx12Debug->EnableDebugLayer();
|
||||
dx12Debug->Release();
|
||||
}
|
||||
}
|
||||
|
||||
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
|
||||
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
||||
desc.NumDescriptors = NUM_BACK_BUFFERS;
|
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
||||
desc.NodeMask = 1;
|
||||
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
{
|
||||
g_mainRenderTargetDescriptor[i] = rtvHandle;
|
||||
rtvHandle.ptr += rtvDescriptorSize;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
||||
desc.NumDescriptors = 1;
|
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
{
|
||||
D3D12_COMMAND_QUEUE_DESC desc = {};
|
||||
desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||
desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||
desc.NodeMask = 1;
|
||||
if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
|
||||
return E_FAIL;
|
||||
}
|
||||
|
||||
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
|
||||
if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
|
||||
g_pd3dCommandList->Close() != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
|
||||
return E_FAIL;
|
||||
|
||||
g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
|
||||
if (g_fenceEvent == NULL)
|
||||
return E_FAIL;
|
||||
|
||||
{
|
||||
IDXGIFactory4* dxgiFactory = NULL;
|
||||
IDXGISwapChain1* swapChain1 = NULL;
|
||||
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
|
||||
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
|
||||
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
|
||||
return E_FAIL;
|
||||
swapChain1->Release();
|
||||
dxgiFactory->Release();
|
||||
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
|
||||
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
|
||||
}
|
||||
|
||||
CreateRenderTarget();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
|
||||
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
|
||||
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
|
||||
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
|
||||
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
|
||||
if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
|
||||
if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
|
||||
if (g_fence) { g_fence->Release(); g_fence = NULL; }
|
||||
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
CleanupRenderTarget();
|
||||
ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
|
||||
CreateRenderTarget();
|
||||
ImGui_ImplDX12_CreateDeviceObjects();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
// Forward declarations of helper functions
|
||||
bool CreateDeviceD3D(HWND hWnd);
|
||||
void CleanupDeviceD3D();
|
||||
void CreateRenderTarget();
|
||||
void CleanupRenderTarget();
|
||||
void WaitForLastSubmittedFrame();
|
||||
FrameContext* WaitForNextFrameResources();
|
||||
void ResizeSwapChain(HWND hWnd, int width, int height);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
// Main code
|
||||
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(wc.lpszClassName, _T("Dear ImGui DirectX12 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
::RegisterClassEx(&wc);
|
||||
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)
|
||||
if (!CreateDeviceD3D(hwnd))
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Show the window
|
||||
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hwnd);
|
||||
::ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
::UpdateWindow(hwnd);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -318,6 +99,7 @@ int main(int, char**)
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
@ -332,10 +114,10 @@ int main(int, char**)
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
::TranslateMessage(&msg);
|
||||
::DispatchMessage(&msg);
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -423,8 +205,241 @@ int main(int, char**)
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupDeviceD3D();
|
||||
DestroyWindow(hwnd);
|
||||
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
::DestroyWindow(hwnd);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
// Setup swap chain
|
||||
DXGI_SWAP_CHAIN_DESC1 sd;
|
||||
{
|
||||
ZeroMemory(&sd, sizeof(sd));
|
||||
sd.BufferCount = NUM_BACK_BUFFERS;
|
||||
sd.Width = 0;
|
||||
sd.Height = 0;
|
||||
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
sd.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;
|
||||
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
sd.SampleDesc.Count = 1;
|
||||
sd.SampleDesc.Quality = 0;
|
||||
sd.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
|
||||
sd.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
|
||||
sd.Scaling = DXGI_SCALING_STRETCH;
|
||||
sd.Stereo = FALSE;
|
||||
}
|
||||
|
||||
if (DX12_ENABLE_DEBUG_LAYER)
|
||||
{
|
||||
ID3D12Debug* dx12Debug = NULL;
|
||||
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
|
||||
{
|
||||
dx12Debug->EnableDebugLayer();
|
||||
dx12Debug->Release();
|
||||
}
|
||||
}
|
||||
|
||||
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
|
||||
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
|
||||
return false;
|
||||
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
||||
desc.NumDescriptors = NUM_BACK_BUFFERS;
|
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;
|
||||
desc.NodeMask = 1;
|
||||
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dRtvDescHeap)) != S_OK)
|
||||
return false;
|
||||
|
||||
SIZE_T rtvDescriptorSize = g_pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = g_pd3dRtvDescHeap->GetCPUDescriptorHandleForHeapStart();
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
{
|
||||
g_mainRenderTargetDescriptor[i] = rtvHandle;
|
||||
rtvHandle.ptr += rtvDescriptorSize;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_CBV_SRV_UAV;
|
||||
desc.NumDescriptors = 1;
|
||||
desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_SHADER_VISIBLE;
|
||||
if (g_pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&g_pd3dSrvDescHeap)) != S_OK)
|
||||
return false;
|
||||
}
|
||||
|
||||
{
|
||||
D3D12_COMMAND_QUEUE_DESC desc = {};
|
||||
desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
|
||||
desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
|
||||
desc.NodeMask = 1;
|
||||
if (g_pd3dDevice->CreateCommandQueue(&desc, IID_PPV_ARGS(&g_pd3dCommandQueue)) != S_OK)
|
||||
return false;
|
||||
}
|
||||
|
||||
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
|
||||
if (g_pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_frameContext[i].CommandAllocator)) != S_OK)
|
||||
return false;
|
||||
|
||||
if (g_pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_frameContext[0].CommandAllocator, NULL, IID_PPV_ARGS(&g_pd3dCommandList)) != S_OK ||
|
||||
g_pd3dCommandList->Close() != S_OK)
|
||||
return false;
|
||||
|
||||
if (g_pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_fence)) != S_OK)
|
||||
return false;
|
||||
|
||||
g_fenceEvent = CreateEvent(NULL, FALSE, FALSE, NULL);
|
||||
if (g_fenceEvent == NULL)
|
||||
return false;
|
||||
|
||||
{
|
||||
IDXGIFactory4* dxgiFactory = NULL;
|
||||
IDXGISwapChain1* swapChain1 = NULL;
|
||||
if (CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory)) != S_OK ||
|
||||
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1) != S_OK ||
|
||||
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain)) != S_OK)
|
||||
return false;
|
||||
swapChain1->Release();
|
||||
dxgiFactory->Release();
|
||||
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
|
||||
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
|
||||
}
|
||||
|
||||
CreateRenderTarget();
|
||||
return true;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
CleanupRenderTarget();
|
||||
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
|
||||
if (g_hSwapChainWaitableObject != NULL) { CloseHandle(g_hSwapChainWaitableObject); }
|
||||
for (UINT i = 0; i < NUM_FRAMES_IN_FLIGHT; i++)
|
||||
if (g_frameContext[i].CommandAllocator) { g_frameContext[i].CommandAllocator->Release(); g_frameContext[i].CommandAllocator = NULL; }
|
||||
if (g_pd3dCommandQueue) { g_pd3dCommandQueue->Release(); g_pd3dCommandQueue = NULL; }
|
||||
if (g_pd3dCommandList) { g_pd3dCommandList->Release(); g_pd3dCommandList = NULL; }
|
||||
if (g_pd3dRtvDescHeap) { g_pd3dRtvDescHeap->Release(); g_pd3dRtvDescHeap = NULL; }
|
||||
if (g_pd3dSrvDescHeap) { g_pd3dSrvDescHeap->Release(); g_pd3dSrvDescHeap = NULL; }
|
||||
if (g_fence) { g_fence->Release(); g_fence = NULL; }
|
||||
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
}
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D12Resource* pBackBuffer;
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
{
|
||||
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
|
||||
g_mainRenderTargetResource[i] = pBackBuffer;
|
||||
}
|
||||
}
|
||||
|
||||
void CleanupRenderTarget()
|
||||
{
|
||||
WaitForLastSubmittedFrame();
|
||||
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
if (g_mainRenderTargetResource[i]) { g_mainRenderTargetResource[i]->Release(); g_mainRenderTargetResource[i] = NULL; }
|
||||
}
|
||||
|
||||
void WaitForLastSubmittedFrame()
|
||||
{
|
||||
FrameContext* frameCtxt = &g_frameContext[g_frameIndex % NUM_FRAMES_IN_FLIGHT];
|
||||
|
||||
UINT64 fenceValue = frameCtxt->FenceValue;
|
||||
if (fenceValue == 0)
|
||||
return; // No fence was signaled
|
||||
|
||||
frameCtxt->FenceValue = 0;
|
||||
if (g_fence->GetCompletedValue() >= fenceValue)
|
||||
return;
|
||||
|
||||
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
|
||||
WaitForSingleObject(g_fenceEvent, INFINITE);
|
||||
}
|
||||
|
||||
FrameContext* WaitForNextFrameResources()
|
||||
{
|
||||
UINT nextFrameIndex = g_frameIndex + 1;
|
||||
g_frameIndex = nextFrameIndex;
|
||||
|
||||
HANDLE waitableObjects[] = { g_hSwapChainWaitableObject, NULL };
|
||||
DWORD numWaitableObjects = 1;
|
||||
|
||||
FrameContext* frameCtxt = &g_frameContext[nextFrameIndex % NUM_FRAMES_IN_FLIGHT];
|
||||
UINT64 fenceValue = frameCtxt->FenceValue;
|
||||
if (fenceValue != 0) // means no fence was signaled
|
||||
{
|
||||
frameCtxt->FenceValue = 0;
|
||||
g_fence->SetEventOnCompletion(fenceValue, g_fenceEvent);
|
||||
waitableObjects[1] = g_fenceEvent;
|
||||
numWaitableObjects = 2;
|
||||
}
|
||||
|
||||
WaitForMultipleObjects(numWaitableObjects, waitableObjects, TRUE, INFINITE);
|
||||
|
||||
return frameCtxt;
|
||||
}
|
||||
|
||||
void ResizeSwapChain(HWND hWnd, int width, int height)
|
||||
{
|
||||
DXGI_SWAP_CHAIN_DESC1 sd;
|
||||
g_pSwapChain->GetDesc1(&sd);
|
||||
sd.Width = width;
|
||||
sd.Height = height;
|
||||
|
||||
IDXGIFactory4* dxgiFactory = NULL;
|
||||
g_pSwapChain->GetParent(IID_PPV_ARGS(&dxgiFactory));
|
||||
|
||||
g_pSwapChain->Release();
|
||||
CloseHandle(g_hSwapChainWaitableObject);
|
||||
|
||||
IDXGISwapChain1* swapChain1 = NULL;
|
||||
dxgiFactory->CreateSwapChainForHwnd(g_pd3dCommandQueue, hWnd, &sd, NULL, NULL, &swapChain1);
|
||||
swapChain1->QueryInterface(IID_PPV_ARGS(&g_pSwapChain));
|
||||
swapChain1->Release();
|
||||
dxgiFactory->Release();
|
||||
|
||||
g_pSwapChain->SetMaximumFrameLatency(NUM_BACK_BUFFERS);
|
||||
|
||||
g_hSwapChainWaitableObject = g_pSwapChain->GetFrameLatencyWaitableObject();
|
||||
assert(g_hSwapChainWaitableObject != NULL);
|
||||
}
|
||||
|
||||
// Win32 message handler
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
ImGui_ImplDX12_InvalidateDeviceObjects();
|
||||
CleanupRenderTarget();
|
||||
ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));
|
||||
CreateRenderTarget();
|
||||
ImGui_ImplDX12_CreateDeviceObjects();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
::PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return ::DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
@ -85,7 +85,7 @@
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
@ -98,7 +98,7 @@
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
@ -116,7 +116,7 @@
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
@ -134,7 +134,7 @@
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
</Link>
|
||||
|
@ -10,76 +10,42 @@
|
||||
#include <tchar.h>
|
||||
|
||||
// Data
|
||||
static LPDIRECT3D9 g_pD3D = NULL;
|
||||
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
|
||||
static D3DPRESENT_PARAMETERS g_d3dpp;
|
||||
static D3DPRESENT_PARAMETERS g_d3dpp = {};
|
||||
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
g_d3dpp.BackBufferWidth = LOWORD(lParam);
|
||||
g_d3dpp.BackBufferHeight = HIWORD(lParam);
|
||||
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
|
||||
if (hr == D3DERR_INVALIDCALL)
|
||||
IM_ASSERT(0);
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
// Forward declarations of helper functions
|
||||
bool CreateDeviceD3D(HWND hWnd);
|
||||
void CleanupDeviceD3D();
|
||||
void ResetDevice();
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
// Main code
|
||||
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(wc.lpszClassName, _T("Dear ImGui DirectX9 Example"), WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
|
||||
::RegisterClassEx(&wc);
|
||||
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)
|
||||
if (!CreateDeviceD3D(hwnd))
|
||||
{
|
||||
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
return 0;
|
||||
CleanupDeviceD3D();
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
return 1;
|
||||
}
|
||||
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
|
||||
g_d3dpp.Windowed = TRUE;
|
||||
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
|
||||
g_d3dpp.EnableAutoDepthStencil = TRUE;
|
||||
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
|
||||
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
|
||||
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
|
||||
|
||||
// Create the D3DDevice
|
||||
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
|
||||
{
|
||||
pD3D->Release();
|
||||
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
return 0;
|
||||
}
|
||||
// Show the window
|
||||
::ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
::UpdateWindow(hwnd);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -104,6 +70,7 @@ int main(int, char**)
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
@ -111,8 +78,6 @@ int main(int, char**)
|
||||
// Main loop
|
||||
MSG msg;
|
||||
ZeroMemory(&msg, sizeof(msg));
|
||||
ShowWindow(hwnd, SW_SHOWDEFAULT);
|
||||
UpdateWindow(hwnd);
|
||||
while (msg.message != WM_QUIT)
|
||||
{
|
||||
// Poll and handle messages (inputs, window resize, etc.)
|
||||
@ -120,10 +85,10 @@ int main(int, char**)
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
|
||||
{
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
::TranslateMessage(&msg);
|
||||
::DispatchMessage(&msg);
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -186,21 +151,81 @@ int main(int, char**)
|
||||
|
||||
// Handle loss of D3D9 device
|
||||
if (result == D3DERR_DEVICELOST && g_pd3dDevice->TestCooperativeLevel() == D3DERR_DEVICENOTRESET)
|
||||
{
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
g_pd3dDevice->Reset(&g_d3dpp);
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
ResetDevice();
|
||||
}
|
||||
|
||||
ImGui_ImplDX9_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
if (g_pd3dDevice) g_pd3dDevice->Release();
|
||||
if (pD3D) pD3D->Release();
|
||||
DestroyWindow(hwnd);
|
||||
UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
CleanupDeviceD3D();
|
||||
::DestroyWindow(hwnd);
|
||||
::UnregisterClass(wc.lpszClassName, wc.hInstance);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
bool CreateDeviceD3D(HWND hWnd)
|
||||
{
|
||||
if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
|
||||
return false;
|
||||
|
||||
// Create the D3DDevice
|
||||
ZeroMemory(&g_d3dpp, sizeof(g_d3dpp));
|
||||
g_d3dpp.Windowed = TRUE;
|
||||
g_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
||||
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
|
||||
g_d3dpp.EnableAutoDepthStencil = TRUE;
|
||||
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
|
||||
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
|
||||
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
|
||||
if (g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void CleanupDeviceD3D()
|
||||
{
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
if (g_pD3D) { g_pD3D->Release(); g_pD3D = NULL; }
|
||||
}
|
||||
|
||||
void ResetDevice()
|
||||
{
|
||||
ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
HRESULT hr = g_pd3dDevice->Reset(&g_d3dpp);
|
||||
if (hr == D3DERR_INVALIDCALL)
|
||||
IM_ASSERT(0);
|
||||
ImGui_ImplDX9_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
// Win32 message handler
|
||||
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
|
||||
return true;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
case WM_SIZE:
|
||||
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
|
||||
{
|
||||
g_d3dpp.BackBufferWidth = LOWORD(lParam);
|
||||
g_d3dpp.BackBufferHeight = HIWORD(lParam);
|
||||
ResetDevice();
|
||||
}
|
||||
return 0;
|
||||
case WM_SYSCOMMAND:
|
||||
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
|
||||
return 0;
|
||||
break;
|
||||
case WM_DESTROY:
|
||||
::PostQuitMessage(0);
|
||||
return 0;
|
||||
}
|
||||
return ::DefWindowProc(hWnd, msg, wParam, lParam);
|
||||
}
|
||||
|
@ -15,6 +15,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2018-11-30: Platform: Added touchscreen support.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
|
||||
// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12).
|
||||
// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
@ -268,6 +269,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
io.KeyMap[ImGuiKey_X] = ALLEGRO_KEY_X;
|
||||
io.KeyMap[ImGuiKey_Y] = ALLEGRO_KEY_Y;
|
||||
io.KeyMap[ImGuiKey_Z] = ALLEGRO_KEY_Z;
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
|
||||
#if ALLEGRO_HAS_CLIPBOARD
|
||||
io.SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText;
|
||||
@ -305,8 +307,31 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev)
|
||||
switch (ev->type)
|
||||
{
|
||||
case ALLEGRO_EVENT_MOUSE_AXES:
|
||||
io.MouseWheel += ev->mouse.dz;
|
||||
io.MouseWheelH += ev->mouse.dw;
|
||||
if (ev->mouse.display == g_Display)
|
||||
{
|
||||
io.MouseWheel += ev->mouse.dz;
|
||||
io.MouseWheelH += ev->mouse.dw;
|
||||
io.MousePos = ImVec2(ev->mouse.x, ev->mouse.y);
|
||||
}
|
||||
return true;
|
||||
case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN:
|
||||
case ALLEGRO_EVENT_MOUSE_BUTTON_UP:
|
||||
if (ev->mouse.display == g_Display && ev->mouse.button <= 5)
|
||||
io.MouseDown[ev->mouse.button - 1] = (ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_TOUCH_MOVE:
|
||||
if (ev->touch.display == g_Display)
|
||||
io.MousePos = ImVec2(ev->touch.x, ev->touch.y);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_TOUCH_BEGIN:
|
||||
case ALLEGRO_EVENT_TOUCH_END:
|
||||
case ALLEGRO_EVENT_TOUCH_CANCEL:
|
||||
if (ev->touch.display == g_Display && ev->touch.primary)
|
||||
io.MouseDown[0] = (ev->type == ALLEGRO_EVENT_TOUCH_BEGIN);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY:
|
||||
if (ev->mouse.display == g_Display)
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_KEY_CHAR:
|
||||
if (ev->keyboard.display == g_Display)
|
||||
@ -376,21 +401,5 @@ void ImGui_ImplAllegro5_NewFrame()
|
||||
io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
|
||||
io.KeySuper = al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN);
|
||||
|
||||
ALLEGRO_MOUSE_STATE mouse;
|
||||
if (keys.display == g_Display)
|
||||
{
|
||||
al_get_mouse_state(&mouse);
|
||||
io.MousePos = ImVec2((float)mouse.x, (float)mouse.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
|
||||
}
|
||||
|
||||
al_get_mouse_state(&mouse);
|
||||
io.MouseDown[0] = mouse.buttons & (1 << 0);
|
||||
io.MouseDown[1] = mouse.buttons & (1 << 1);
|
||||
io.MouseDown[2] = mouse.buttons & (1 << 2);
|
||||
|
||||
ImGui_ImplAllegro5_UpdateMouseCursor();
|
||||
}
|
||||
|
@ -15,6 +15,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them.
|
||||
// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.
|
||||
@ -313,7 +314,8 @@ void ImGui_ImplGlfw_NewFrame()
|
||||
glfwGetWindowSize(g_Window, &w, &h);
|
||||
glfwGetFramebufferSize(g_Window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
|
||||
// Setup time step
|
||||
double current_time = glfwGetTime();
|
||||
|
@ -283,7 +283,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
- (_Nullable id<MTLRenderPipelineState>)renderPipelineStateForFrameAndDevice:(id<MTLDevice>)device
|
||||
{
|
||||
// Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame
|
||||
// Thie hit rate for this cache should be very near 100%.
|
||||
// The hit rate for this cache should be very near 100%.
|
||||
id<MTLRenderPipelineState> renderPipelineState = self.renderPipelineStateCache[self.framebufferDescriptor];
|
||||
|
||||
if (renderPipelineState == nil)
|
||||
|
@ -1,6 +1,7 @@
|
||||
// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
|
||||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
@ -11,10 +12,12 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0).
|
||||
// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader.
|
||||
// 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).
|
||||
// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN.
|
||||
// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used.
|
||||
// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES".
|
||||
// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation.
|
||||
@ -38,17 +41,17 @@
|
||||
// version version string
|
||||
//----------------------------------------
|
||||
// 2.0 110 "#version 110"
|
||||
// 2.1 120
|
||||
// 3.0 130
|
||||
// 3.1 140
|
||||
// 2.1 120 "#version 120"
|
||||
// 3.0 130 "#version 130"
|
||||
// 3.1 140 "#version 140"
|
||||
// 3.2 150 "#version 150"
|
||||
// 3.3 330
|
||||
// 4.0 400
|
||||
// 3.3 330 "#version 330 core"
|
||||
// 4.0 400 "#version 400 core"
|
||||
// 4.1 410 "#version 410 core"
|
||||
// 4.2 420
|
||||
// 4.3 430
|
||||
// ES 2.0 100 "#version 100"
|
||||
// ES 3.0 300 "#version 300 es"
|
||||
// 4.2 420 "#version 410 core"
|
||||
// 4.3 430 "#version 430 core"
|
||||
// ES 2.0 100 "#version 100" = WebGL 1.0
|
||||
// ES 3.0 300 "#version 300 es" = WebGL 2.0
|
||||
//----------------------------------------
|
||||
|
||||
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
|
||||
@ -67,20 +70,24 @@
|
||||
#include "TargetConditionals.h"
|
||||
#endif
|
||||
|
||||
// iOS, Android and Emscripten can use GL ES 3
|
||||
// Call ImGui_ImplOpenGL3_Init() with "#version 300 es"
|
||||
#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__))
|
||||
#define USE_GL_ES3
|
||||
// Auto-detect GL version
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__))
|
||||
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
|
||||
#elif defined(__EMSCRIPTEN__)
|
||||
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef USE_GL_ES3
|
||||
// OpenGL ES 3
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <GLES2/gl2.h>
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#include <GLES3/gl3.h> // Use GL ES 3
|
||||
#else
|
||||
// Regular OpenGL
|
||||
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
// About Desktop OpenGL function loaders:
|
||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
#include <GL/gl3w.h>
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
@ -107,7 +114,10 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
|
||||
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
|
||||
#ifdef USE_GL_ES3
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 100";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 300 es";
|
||||
#else
|
||||
@ -152,7 +162,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
|
||||
#endif
|
||||
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
#endif
|
||||
#ifdef GL_POLYGON_MODE
|
||||
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
|
||||
#endif
|
||||
@ -169,7 +181,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
|
||||
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
|
||||
bool clip_origin_lower_left = true;
|
||||
#ifdef GL_CLIP_ORIGIN
|
||||
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
|
||||
GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
|
||||
if (last_clip_origin == GL_UPPER_LEFT)
|
||||
clip_origin_lower_left = false;
|
||||
@ -206,11 +218,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
|
||||
#endif
|
||||
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
// Recreate the VAO every time
|
||||
// (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.)
|
||||
GLuint vao_handle = 0;
|
||||
glGenVertexArrays(1, &vao_handle);
|
||||
glBindVertexArray(vao_handle);
|
||||
#endif
|
||||
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
|
||||
glEnableVertexAttribArray(g_AttribLocationPosition);
|
||||
glEnableVertexAttribArray(g_AttribLocationUV);
|
||||
@ -268,7 +283,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
|
||||
}
|
||||
}
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glDeleteVertexArrays(1, &vao_handle);
|
||||
#endif
|
||||
|
||||
// Restore modified GL state
|
||||
glUseProgram(last_program);
|
||||
@ -277,7 +294,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
glBindSampler(0, last_sampler);
|
||||
#endif
|
||||
glActiveTexture(last_active_texture);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindVertexArray(last_vertex_array);
|
||||
#endif
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
|
||||
glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
|
||||
@ -307,7 +326,9 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
glBindTexture(GL_TEXTURE_2D, g_FontTexture);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
#ifdef GL_UNPACK_ROW_LENGTH
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
#endif
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Store our identifier
|
||||
@ -369,10 +390,13 @@ static bool CheckProgram(GLuint handle, const char* desc)
|
||||
bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
{
|
||||
// Backup GL state
|
||||
GLint last_texture, last_array_buffer, last_vertex_array;
|
||||
GLint last_texture, last_array_buffer;
|
||||
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
|
||||
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
GLint last_vertex_array;
|
||||
glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
|
||||
#endif
|
||||
|
||||
// Parse GLSL version string
|
||||
int glsl_version = 130;
|
||||
@ -536,7 +560,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
// Restore modified GL state
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindVertexArray(last_vertex_array);
|
||||
#endif
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -1,6 +1,7 @@
|
||||
// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
|
||||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
@ -9,19 +10,23 @@
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
// https://github.com/ocornut/imgui
|
||||
|
||||
// About OpenGL function loaders:
|
||||
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
// About Desktop OpenGL function loaders:
|
||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
|
||||
// About GLSL version:
|
||||
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
|
||||
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
|
||||
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
|
||||
// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
|
||||
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
|
||||
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
|
||||
|
||||
#pragma once
|
||||
|
||||
// Set default OpenGL loader to be gl3w
|
||||
// Specific OpenGL versions
|
||||
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
|
||||
|
||||
// Set default OpenGL3 loader to be gl3w
|
||||
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
|
||||
|
@ -17,6 +17,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.
|
||||
@ -279,7 +280,8 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
|
||||
SDL_GetWindowSize(window, &w, &h);
|
||||
SDL_GL_GetDrawableSize(window, &display_w, &display_h);
|
||||
io.DisplaySize = ImVec2((float)w, (float)h);
|
||||
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
|
||||
if (w > 0 && h > 0)
|
||||
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
|
||||
|
||||
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
|
||||
static Uint64 frequency = SDL_GetPerformanceFrequency();
|
||||
|
@ -247,7 +247,7 @@ void ImGui_ImplWin32_NewFrame()
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinations when dragging mouse outside of our window bounds.
|
||||
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
|
||||
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
|
||||
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
|
449
imgui.cpp
449
imgui.cpp
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.68
|
||||
// dear imgui, v1.69
|
||||
// (main code and documentation)
|
||||
|
||||
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
|
||||
@ -58,9 +58,9 @@ CODE
|
||||
// [SECTION] FORWARD DECLARATIONS
|
||||
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
|
||||
// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
|
||||
// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions)
|
||||
// [SECTION] MISC HELPER/UTILITIES (ImText* functions)
|
||||
// [SECTION] MISC HELPER/UTILITIES (Color functions)
|
||||
// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions)
|
||||
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
|
||||
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
|
||||
// [SECTION] ImGuiStorage
|
||||
// [SECTION] ImGuiTextFilter
|
||||
// [SECTION] ImGuiTextBuffer
|
||||
@ -364,6 +364,8 @@ CODE
|
||||
When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
|
||||
You can read releases logs https://github.com/ocornut/imgui/releases for more details.
|
||||
|
||||
- 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
|
||||
- 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
|
||||
- 2019/02/14 (1.68) - 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!
|
||||
- 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
|
||||
- 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
|
||||
@ -769,7 +771,7 @@ CODE
|
||||
|
||||
Q: How can I use my own math types instead of ImVec2/ImVec4?
|
||||
A: You can edit imconfig.h and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions.
|
||||
This way you'll be able to use your own types everywhere, e.g. passsing glm::vec2 to ImGui functions instead of ImVec2.
|
||||
This way you'll be able to use your own types everywhere, e.g. passing glm::vec2 to ImGui functions instead of ImVec2.
|
||||
|
||||
Q: How can I load a different font than the default?
|
||||
A: Use the font atlas to load the TTF/OTF file you want:
|
||||
@ -873,7 +875,8 @@ CODE
|
||||
A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags.
|
||||
(The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse)
|
||||
Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
|
||||
- You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows.
|
||||
- You can call ImGui::GetBackgroundDrawList() or ImGui::GetForegroundDrawList() and use those draw list to display
|
||||
contents behind or over every other imgui windows.
|
||||
- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create
|
||||
your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data.
|
||||
|
||||
@ -955,7 +958,7 @@ CODE
|
||||
#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 "-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 "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it.
|
||||
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is.
|
||||
#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
|
||||
#pragma clang diagnostic ignored "-Wformat-pedantic" // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
|
||||
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
|
||||
@ -1022,7 +1025,7 @@ static void NavUpdateWindowingList();
|
||||
static void NavUpdateMoveResult();
|
||||
static float NavUpdatePageUpPageDown(int allowed_dir_flags);
|
||||
static inline void NavUpdateAnyRequestFlag();
|
||||
static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
|
||||
static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id);
|
||||
static ImVec2 NavCalcPreferredRefPos();
|
||||
static void NavSaveLastChildNavWindow(ImGuiWindow* nav_window);
|
||||
static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
|
||||
@ -1226,7 +1229,7 @@ void ImGuiIO::ClearInputCharacters()
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions)
|
||||
// [SECTION] MISC HELPERS/UTILITIES (Maths, String, Format, Hash, File functions)
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
|
||||
@ -1479,27 +1482,27 @@ ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed)
|
||||
// - If we reach ### in the string we discard the hash so far and reset to the seed.
|
||||
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
|
||||
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
|
||||
ImU32 ImHashStr(const char* data, size_t data_size, ImU32 seed)
|
||||
ImU32 ImHashStr(const char* data_p, size_t data_size, ImU32 seed)
|
||||
{
|
||||
seed = ~seed;
|
||||
ImU32 crc = seed;
|
||||
const unsigned char* src = (const unsigned char*)data;
|
||||
const unsigned char* data = (const unsigned char*)data_p;
|
||||
const ImU32* crc32_lut = GCrc32LookupTable;
|
||||
if (data_size != 0)
|
||||
{
|
||||
while (data_size-- != 0)
|
||||
{
|
||||
unsigned char c = *src++;
|
||||
if (c == '#' && src[0] == '#' && src[1] == '#')
|
||||
unsigned char c = *data++;
|
||||
if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
|
||||
crc = seed;
|
||||
crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
while (unsigned char c = *src++)
|
||||
while (unsigned char c = *data++)
|
||||
{
|
||||
if (c == '#' && src[0] == '#' && src[1] == '#')
|
||||
if (c == '#' && data[0] == '#' && data[1] == '#')
|
||||
crc = seed;
|
||||
crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
|
||||
}
|
||||
@ -1749,7 +1752,7 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] MISC HELPER/UTILTIES (Color functions)
|
||||
// [SECTION] MISC HELPERS/UTILTIES (Color functions)
|
||||
// Note: The Convert functions are early design which are not consistent with other API.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
@ -2549,10 +2552,6 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
|
||||
NavLastIds[0] = NavLastIds[1] = 0;
|
||||
NavRectRel[0] = NavRectRel[1] = ImRect();
|
||||
NavLastChildNavWindow = NULL;
|
||||
|
||||
FocusIdxAllCounter = FocusIdxTabCounter = -1;
|
||||
FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = INT_MAX;
|
||||
FocusIdxAllRequestNext = FocusIdxTabRequestNext = INT_MAX;
|
||||
}
|
||||
|
||||
ImGuiWindow::~ImGuiWindow()
|
||||
@ -2892,26 +2891,39 @@ bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged
|
||||
return false;
|
||||
}
|
||||
|
||||
bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop)
|
||||
// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out.
|
||||
bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
||||
// Increment counters
|
||||
const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
|
||||
window->FocusIdxAllCounter++;
|
||||
window->DC.FocusCounterAll++;
|
||||
if (is_tab_stop)
|
||||
window->FocusIdxTabCounter++;
|
||||
window->DC.FocusCounterTab++;
|
||||
|
||||
// Process keyboard input at this point: TAB/Shift-TAB to tab out of the currently focused item.
|
||||
// Note that we can always TAB out of a widget that doesn't allow tabbing in.
|
||||
if (tab_stop && (g.ActiveId == id) && window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab))
|
||||
window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
|
||||
|
||||
if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent)
|
||||
return true;
|
||||
if (is_tab_stop && window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent)
|
||||
// Process TAB/Shift-TAB to tab *OUT* of the currently focused item.
|
||||
// (Note that we can always TAB out of a widget that doesn't allow tabbing in)
|
||||
if (g.ActiveId == id && g.FocusTabPressed && !(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_KeyTab_)) && g.FocusRequestNextWindow == NULL)
|
||||
{
|
||||
g.NavJustTabbedId = id;
|
||||
return true;
|
||||
g.FocusRequestNextWindow = window;
|
||||
g.FocusRequestNextCounterTab = window->DC.FocusCounterTab + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
|
||||
}
|
||||
|
||||
// Handle focus requests
|
||||
if (g.FocusRequestCurrWindow == window)
|
||||
{
|
||||
if (window->DC.FocusCounterAll == g.FocusRequestCurrCounterAll)
|
||||
return true;
|
||||
if (is_tab_stop && window->DC.FocusCounterTab == g.FocusRequestCurrCounterTab)
|
||||
{
|
||||
g.NavJustTabbedId = id;
|
||||
return true;
|
||||
}
|
||||
|
||||
// If another item is about to be focused, we clear our own active id
|
||||
if (g.ActiveId == id)
|
||||
ClearActiveID();
|
||||
}
|
||||
|
||||
return false;
|
||||
@ -2919,8 +2931,8 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop
|
||||
|
||||
void ImGui::FocusableItemUnregister(ImGuiWindow* window)
|
||||
{
|
||||
window->FocusIdxAllCounter--;
|
||||
window->FocusIdxTabCounter--;
|
||||
window->DC.FocusCounterAll--;
|
||||
window->DC.FocusCounterTab--;
|
||||
}
|
||||
|
||||
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_x, float default_y)
|
||||
@ -3066,15 +3078,20 @@ int ImGui::GetFrameCount()
|
||||
return GImGui->FrameCount;
|
||||
}
|
||||
|
||||
static ImDrawList* GetOverlayDrawList(ImGuiWindow*)
|
||||
ImDrawList* ImGui::GetBackgroundDrawList()
|
||||
{
|
||||
// This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'viewport' branches.
|
||||
return &GImGui->OverlayDrawList;
|
||||
return &GImGui->BackgroundDrawList;
|
||||
}
|
||||
|
||||
ImDrawList* ImGui::GetOverlayDrawList()
|
||||
static ImDrawList* GetForegroundDrawList(ImGuiWindow*)
|
||||
{
|
||||
return &GImGui->OverlayDrawList;
|
||||
// This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
|
||||
return &GImGui->ForegroundDrawList;
|
||||
}
|
||||
|
||||
ImDrawList* ImGui::GetForegroundDrawList()
|
||||
{
|
||||
return &GImGui->ForegroundDrawList;
|
||||
}
|
||||
|
||||
ImDrawListSharedData* ImGui::GetDrawListSharedData()
|
||||
@ -3367,12 +3384,13 @@ void ImGui::NewFrame()
|
||||
// (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
|
||||
IM_ASSERT(g.Initialized);
|
||||
IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!");
|
||||
IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
|
||||
IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!");
|
||||
IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
|
||||
IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8() ?");
|
||||
IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
|
||||
IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!");
|
||||
IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
|
||||
IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
|
||||
for (int n = 0; n < ImGuiKey_COUNT; n++)
|
||||
IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)");
|
||||
|
||||
@ -3420,10 +3438,15 @@ void ImGui::NewFrame()
|
||||
g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
|
||||
g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
|
||||
|
||||
g.OverlayDrawList.Clear();
|
||||
g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID);
|
||||
g.OverlayDrawList.PushClipRectFullScreen();
|
||||
g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
|
||||
g.BackgroundDrawList.Clear();
|
||||
g.BackgroundDrawList.PushTextureID(g.IO.Fonts->TexID);
|
||||
g.BackgroundDrawList.PushClipRectFullScreen();
|
||||
g.BackgroundDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
|
||||
|
||||
g.ForegroundDrawList.Clear();
|
||||
g.ForegroundDrawList.PushTextureID(g.IO.Fonts->TexID);
|
||||
g.ForegroundDrawList.PushClipRectFullScreen();
|
||||
g.ForegroundDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
|
||||
|
||||
// Mark rendering data as invalid to prevent user who may have a handle on it to use it.
|
||||
g.DrawData.Clear();
|
||||
@ -3499,13 +3522,34 @@ void ImGui::NewFrame()
|
||||
UpdateMouseWheel();
|
||||
|
||||
// Pressing TAB activate widget focus
|
||||
if (g.ActiveId == 0 && g.NavWindow != NULL && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab, false))
|
||||
g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab));
|
||||
if (g.ActiveId == 0 && g.FocusTabPressed)
|
||||
{
|
||||
// Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also
|
||||
// manipulate the Next fields even, even though they will be turned into Curr fields by the code below.
|
||||
g.FocusRequestNextWindow = g.NavWindow;
|
||||
g.FocusRequestNextCounterAll = INT_MAX;
|
||||
if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX)
|
||||
g.NavWindow->FocusIdxTabRequestNext = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
|
||||
g.FocusRequestNextCounterTab = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1);
|
||||
else
|
||||
g.NavWindow->FocusIdxTabRequestNext = g.IO.KeyShift ? -1 : 0;
|
||||
g.FocusRequestNextCounterTab = g.IO.KeyShift ? -1 : 0;
|
||||
}
|
||||
|
||||
// Turn queued focus request into current one
|
||||
g.FocusRequestCurrWindow = NULL;
|
||||
g.FocusRequestCurrCounterAll = g.FocusRequestCurrCounterTab = INT_MAX;
|
||||
if (g.FocusRequestNextWindow != NULL)
|
||||
{
|
||||
ImGuiWindow* window = g.FocusRequestNextWindow;
|
||||
g.FocusRequestCurrWindow = window;
|
||||
if (g.FocusRequestNextCounterAll != INT_MAX && window->DC.FocusCounterAll != -1)
|
||||
g.FocusRequestCurrCounterAll = ImModPositive(g.FocusRequestNextCounterAll, window->DC.FocusCounterAll + 1);
|
||||
if (g.FocusRequestNextCounterTab != INT_MAX && window->DC.FocusCounterTab != -1)
|
||||
g.FocusRequestCurrCounterTab = ImModPositive(g.FocusRequestNextCounterTab, window->DC.FocusCounterTab + 1);
|
||||
g.FocusRequestNextWindow = NULL;
|
||||
g.FocusRequestNextCounterAll = g.FocusRequestNextCounterTab = INT_MAX;
|
||||
}
|
||||
|
||||
g.NavIdTabCounter = INT_MAX;
|
||||
|
||||
// Mark all windows as not visible
|
||||
@ -3601,11 +3645,10 @@ void ImGui::Shutdown(ImGuiContext* context)
|
||||
g.OpenPopupStack.clear();
|
||||
g.BeginPopupStack.clear();
|
||||
g.DrawDataBuilder.ClearFreeMemory();
|
||||
g.OverlayDrawList.ClearFreeMemory();
|
||||
g.BackgroundDrawList.ClearFreeMemory();
|
||||
g.ForegroundDrawList.ClearFreeMemory();
|
||||
g.PrivateClipboard.clear();
|
||||
g.InputTextState.TextW.clear();
|
||||
g.InputTextState.InitialText.clear();
|
||||
g.InputTextState.TempBuffer.clear();
|
||||
g.InputTextState.ClearFreeMemory();
|
||||
|
||||
for (int i = 0; i < g.SettingsWindows.Size; i++)
|
||||
IM_DELETE(g.SettingsWindows[i].Name);
|
||||
@ -3617,7 +3660,7 @@ void ImGui::Shutdown(ImGuiContext* context)
|
||||
fclose(g.LogFile);
|
||||
g.LogFile = NULL;
|
||||
}
|
||||
g.LogClipboard.clear();
|
||||
g.LogBuffer.clear();
|
||||
|
||||
g.Initialized = false;
|
||||
}
|
||||
@ -3860,6 +3903,9 @@ void ImGui::Render()
|
||||
// Gather ImDrawList to render (for each active window)
|
||||
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0;
|
||||
g.DrawDataBuilder.Clear();
|
||||
if (!g.BackgroundDrawList.VtxBuffer.empty())
|
||||
AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.BackgroundDrawList);
|
||||
|
||||
ImGuiWindow* windows_to_render_front_most[2];
|
||||
windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
|
||||
windows_to_render_front_most[1] = g.NavWindowingTarget ? g.NavWindowingList : NULL;
|
||||
@ -3876,10 +3922,10 @@ void ImGui::Render()
|
||||
|
||||
// Draw software mouse cursor if requested
|
||||
if (g.IO.MouseDrawCursor)
|
||||
RenderMouseCursor(&g.OverlayDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor);
|
||||
RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor);
|
||||
|
||||
if (!g.OverlayDrawList.VtxBuffer.empty())
|
||||
AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList);
|
||||
if (!g.ForegroundDrawList.VtxBuffer.empty())
|
||||
AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList);
|
||||
|
||||
// Setup ImDrawData structure for end-user
|
||||
SetupDrawData(&g.DrawDataBuilder.Layers[0], &g.DrawData);
|
||||
@ -4724,7 +4770,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
|
||||
if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
|
||||
bool hovered, held;
|
||||
ButtonBehavior(resize_rect, window->GetID((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
|
||||
//GetOverlayDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
|
||||
//GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
|
||||
if (hovered || held)
|
||||
g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
|
||||
|
||||
@ -4749,7 +4795,7 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
|
||||
bool hovered, held;
|
||||
ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS);
|
||||
ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
|
||||
//GetOverlayDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
|
||||
//GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
|
||||
if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
|
||||
{
|
||||
g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
|
||||
@ -5150,12 +5196,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
// Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
|
||||
window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
|
||||
|
||||
// Prepare for item focus requests
|
||||
window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == INT_MAX || window->FocusIdxAllCounter == -1) ? INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1);
|
||||
window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == INT_MAX || window->FocusIdxTabCounter == -1) ? INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1);
|
||||
window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1;
|
||||
window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = INT_MAX;
|
||||
|
||||
// Apply scrolling
|
||||
window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true);
|
||||
window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
|
||||
@ -5265,9 +5305,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
|
||||
// Scrollbars
|
||||
if (window->ScrollbarX)
|
||||
Scrollbar(ImGuiLayoutType_Horizontal);
|
||||
Scrollbar(ImGuiAxis_X);
|
||||
if (window->ScrollbarY)
|
||||
Scrollbar(ImGuiLayoutType_Vertical);
|
||||
Scrollbar(ImGuiAxis_Y);
|
||||
|
||||
// Render resize grips (after their input handling so we don't have a frame of latency)
|
||||
if (!(flags & ImGuiWindowFlags_NoResize))
|
||||
@ -5327,10 +5367,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
|
||||
window->DC.NavLayerActiveMaskNext = 0x00;
|
||||
window->DC.MenuBarAppending = false;
|
||||
window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
|
||||
window->DC.ChildWindows.resize(0);
|
||||
window->DC.LayoutType = ImGuiLayoutType_Vertical;
|
||||
window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
|
||||
window->DC.FocusCounterAll = window->DC.FocusCounterTab = -1;
|
||||
window->DC.ItemFlags = parent_window ? parent_window->DC.ItemFlags : ImGuiItemFlags_Default_;
|
||||
window->DC.ItemWidth = window->ItemWidthDefault;
|
||||
window->DC.TextWrapPos = -1.0f; // disabled
|
||||
@ -6443,9 +6483,11 @@ void ImGui::ActivateItem(ImGuiID id)
|
||||
void ImGui::SetKeyboardFocusHere(int offset)
|
||||
{
|
||||
IM_ASSERT(offset >= -1); // -1 is allowed but not below
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset;
|
||||
window->FocusIdxTabRequestNext = INT_MAX;
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
g.FocusRequestNextWindow = window;
|
||||
g.FocusRequestNextCounterAll = window->DC.FocusCounterAll + 1 + offset;
|
||||
g.FocusRequestNextCounterTab = INT_MAX;
|
||||
}
|
||||
|
||||
void ImGui::SetItemDefaultFocus()
|
||||
@ -6528,13 +6570,13 @@ ImGuiID ImGui::GetID(const void* ptr_id)
|
||||
|
||||
bool ImGui::IsRectVisible(const ImVec2& size)
|
||||
{
|
||||
ImGuiWindow* window = GImGui->CurrentWindow;;
|
||||
ImGuiWindow* window = GImGui->CurrentWindow;
|
||||
return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
|
||||
}
|
||||
|
||||
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
|
||||
{
|
||||
ImGuiWindow* window = GImGui->CurrentWindow;;
|
||||
ImGuiWindow* window = GImGui->CurrentWindow;
|
||||
return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
|
||||
}
|
||||
|
||||
@ -6552,7 +6594,6 @@ void ImGui::BeginGroup()
|
||||
group_data.BackupGroupOffset = window->DC.GroupOffset;
|
||||
group_data.BackupCurrentLineSize = window->DC.CurrentLineSize;
|
||||
group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;
|
||||
group_data.BackupLogLinePosY = window->DC.LogLinePosY;
|
||||
group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
|
||||
group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
|
||||
group_data.AdvanceCursor = true;
|
||||
@ -6561,14 +6602,15 @@ void ImGui::BeginGroup()
|
||||
window->DC.Indent = window->DC.GroupOffset;
|
||||
window->DC.CursorMaxPos = window->DC.CursorPos;
|
||||
window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f);
|
||||
window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return
|
||||
if (g.LogEnabled)
|
||||
g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return
|
||||
}
|
||||
|
||||
void ImGui::EndGroup()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls
|
||||
IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls
|
||||
|
||||
ImGuiGroupData& group_data = window->DC.GroupStack.back();
|
||||
|
||||
@ -6581,7 +6623,8 @@ void ImGui::EndGroup()
|
||||
window->DC.GroupOffset = group_data.BackupGroupOffset;
|
||||
window->DC.CurrentLineSize = group_data.BackupCurrentLineSize;
|
||||
window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset;
|
||||
window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return
|
||||
if (g.LogEnabled)
|
||||
g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return
|
||||
|
||||
if (group_data.AdvanceCursor)
|
||||
{
|
||||
@ -7022,8 +7065,8 @@ ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow*)
|
||||
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
|
||||
{
|
||||
ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
|
||||
//GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
|
||||
//GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
|
||||
//GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
|
||||
//GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
|
||||
|
||||
// Combo Box policy (we want a connecting edge)
|
||||
if (policy == ImGuiPopupPositionPolicy_ComboBox)
|
||||
@ -7115,11 +7158,6 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
|
||||
return window->Pos;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// (this section is filled in the 'viewport' and 'docking' branches)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
|
||||
@ -7222,7 +7260,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
|
||||
if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max))
|
||||
{
|
||||
ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
|
||||
ImDrawList* draw_list = ImGui::GetOverlayDrawList(window);
|
||||
ImDrawList* draw_list = ImGui::GetForegroundDrawList(window);
|
||||
draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
|
||||
draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
|
||||
draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150));
|
||||
@ -7234,7 +7272,7 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
|
||||
if (quadrant == g.NavMoveDir)
|
||||
{
|
||||
ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
|
||||
ImDrawList* draw_list = ImGui::GetOverlayDrawList(window);
|
||||
ImDrawList* draw_list = ImGui::GetForegroundDrawList(window);
|
||||
draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
|
||||
draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
|
||||
}
|
||||
@ -7315,7 +7353,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
|
||||
|
||||
// Process Move Request (scoring for navigation)
|
||||
// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)
|
||||
if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_NoNav))
|
||||
if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled|ImGuiItemFlags_NoNav)))
|
||||
{
|
||||
ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
|
||||
#if IMGUI_DEBUG_NAV_SCORING
|
||||
@ -7353,7 +7391,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
|
||||
g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
|
||||
g.NavLayer = window->DC.NavLayerCurrent;
|
||||
g.NavIdIsAlive = true;
|
||||
g.NavIdTabCounter = window->FocusIdxTabCounter;
|
||||
g.NavIdTabCounter = window->DC.FocusCounterTab;
|
||||
window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position)
|
||||
}
|
||||
}
|
||||
@ -7540,7 +7578,7 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput
|
||||
static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
|
||||
{
|
||||
ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
|
||||
//GetOverlayDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
|
||||
//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
|
||||
if (window_rect.Contains(item_rect))
|
||||
return;
|
||||
|
||||
@ -7593,9 +7631,13 @@ static void ImGui::NavUpdate()
|
||||
NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_);
|
||||
NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ );
|
||||
NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ );
|
||||
if (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
|
||||
if (g.IO.KeyShift) g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
|
||||
if (g.IO.KeyAlt) g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
|
||||
NAV_MAP_KEY(ImGuiKey_Tab, ImGuiNavInput_KeyTab_ );
|
||||
if (g.IO.KeyCtrl)
|
||||
g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
|
||||
if (g.IO.KeyShift)
|
||||
g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
|
||||
if (g.IO.KeyAlt && !g.IO.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu.
|
||||
g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
|
||||
#undef NAV_MAP_KEY
|
||||
}
|
||||
memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration));
|
||||
@ -7827,11 +7869,15 @@ static void ImGui::NavUpdate()
|
||||
g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
|
||||
g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
|
||||
IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
|
||||
//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
|
||||
//GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
|
||||
g.NavScoringCount = 0;
|
||||
#if IMGUI_DEBUG_NAV_RECTS
|
||||
if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList(g.NavWindow)->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
|
||||
if (g.NavWindow) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); GetOverlayDrawList(g.NavWindow)->AddCircleFilled(p, 3.0f, col); GetOverlayDrawList(g.NavWindow)->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
|
||||
if (g.NavWindow)
|
||||
{
|
||||
ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
|
||||
if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
|
||||
if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -7970,7 +8016,9 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
|
||||
g.NavWindowingToggleLayer = false;
|
||||
}
|
||||
|
||||
// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer)
|
||||
// Windowing management mode
|
||||
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
|
||||
// Gamepad: Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
|
||||
static void ImGui::NavUpdateWindowing()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -8073,6 +8121,7 @@ static void ImGui::NavUpdateWindowing()
|
||||
g.NavDisableMouseHover = true;
|
||||
apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
|
||||
ClosePopupsOverWindow(apply_focus_window);
|
||||
ClearActiveID();
|
||||
FocusWindow(apply_focus_window);
|
||||
if (apply_focus_window->NavLastIds[0] == 0)
|
||||
NavInitWindow(apply_focus_window, false);
|
||||
@ -8156,10 +8205,18 @@ void ImGui::NextColumn()
|
||||
return;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiColumnsSet* columns = window->DC.ColumnsSet;
|
||||
|
||||
if (columns->Count == 1)
|
||||
{
|
||||
window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
IM_ASSERT(columns->Current == 0);
|
||||
return;
|
||||
}
|
||||
|
||||
PopItemWidth();
|
||||
PopClipRect();
|
||||
|
||||
ImGuiColumnsSet* columns = window->DC.ColumnsSet;
|
||||
columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
|
||||
if (++columns->Current < columns->Count)
|
||||
{
|
||||
@ -8169,6 +8226,7 @@ void ImGui::NextColumn()
|
||||
}
|
||||
else
|
||||
{
|
||||
// New line
|
||||
window->DC.ColumnsOffset.x = 0.0f;
|
||||
window->DrawList->ChannelsSetCurrent(0);
|
||||
columns->Current = 0;
|
||||
@ -8323,7 +8381,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
|
||||
IM_ASSERT(columns_count > 1);
|
||||
IM_ASSERT(columns_count >= 1);
|
||||
IM_ASSERT(window->DC.ColumnsSet == NULL); // Nested columns are currently not supported
|
||||
|
||||
// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
|
||||
@ -8377,8 +8435,11 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
|
||||
column->ClipRect.ClipWith(window->ClipRect);
|
||||
}
|
||||
|
||||
window->DrawList->ChannelsSplit(columns->Count);
|
||||
PushColumnClipRect();
|
||||
if (columns->Count > 1)
|
||||
{
|
||||
window->DrawList->ChannelsSplit(columns->Count);
|
||||
PushColumnClipRect();
|
||||
}
|
||||
PushItemWidth(GetColumnWidth() * 0.65f);
|
||||
}
|
||||
|
||||
@ -8390,8 +8451,11 @@ void ImGui::EndColumns()
|
||||
IM_ASSERT(columns != NULL);
|
||||
|
||||
PopItemWidth();
|
||||
PopClipRect();
|
||||
window->DrawList->ChannelsMerge();
|
||||
if (columns->Count > 1)
|
||||
{
|
||||
PopClipRect();
|
||||
window->DrawList->ChannelsMerge();
|
||||
}
|
||||
|
||||
columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
|
||||
window->DC.CursorPos.y = columns->LineMaxY;
|
||||
@ -8760,11 +8824,6 @@ void ImGui::EndDragDropTarget()
|
||||
g.DragDropWithinSourceOrTarget = false;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] DOCKING
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// (this section is filled in the 'docking' branch)
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] LOGGING/CAPTURING
|
||||
@ -8785,7 +8844,7 @@ void ImGui::LogText(const char* fmt, ...)
|
||||
if (g.LogFile)
|
||||
vfprintf(g.LogFile, fmt, args);
|
||||
else
|
||||
g.LogClipboard.appendfv(fmt, args);
|
||||
g.LogBuffer.appendfv(fmt, args);
|
||||
va_end(args);
|
||||
}
|
||||
|
||||
@ -8799,17 +8858,20 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char*
|
||||
if (!text_end)
|
||||
text_end = FindRenderedTextEnd(text, text_end);
|
||||
|
||||
const bool log_new_line = ref_pos && (ref_pos->y > window->DC.LogLinePosY + 1);
|
||||
const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1);
|
||||
if (ref_pos)
|
||||
window->DC.LogLinePosY = ref_pos->y;
|
||||
g.LogLinePosY = ref_pos->y;
|
||||
if (log_new_line)
|
||||
g.LogLineFirstItem = true;
|
||||
|
||||
const char* text_remaining = text;
|
||||
if (g.LogStartDepth > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth
|
||||
g.LogStartDepth = window->DC.TreeDepth;
|
||||
const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth);
|
||||
if (g.LogDepthRef > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth
|
||||
g.LogDepthRef = window->DC.TreeDepth;
|
||||
const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
|
||||
for (;;)
|
||||
{
|
||||
// Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry.
|
||||
// We don't add a trailing \n to allow a subsequent item on the same line to be captured.
|
||||
const char* line_start = text_remaining;
|
||||
const char* line_end = ImStreolRange(line_start, text_end);
|
||||
const bool is_first_line = (line_start == text);
|
||||
@ -8818,9 +8880,18 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char*
|
||||
{
|
||||
const int char_count = (int)(line_end - line_start);
|
||||
if (log_new_line || !is_first_line)
|
||||
LogText(IM_NEWLINE "%*s%.*s", tree_depth*4, "", char_count, line_start);
|
||||
else
|
||||
LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start);
|
||||
else if (g.LogLineFirstItem)
|
||||
LogText("%*s%.*s", tree_depth * 4, "", char_count, line_start);
|
||||
else
|
||||
LogText(" %.*s", char_count, line_start);
|
||||
g.LogLineFirstItem = false;
|
||||
}
|
||||
else if (log_new_line)
|
||||
{
|
||||
// An empty "" string at a different Y position should output a carriage return.
|
||||
LogText(IM_NEWLINE);
|
||||
break;
|
||||
}
|
||||
|
||||
if (is_last_line)
|
||||
@ -8829,64 +8900,71 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char*
|
||||
}
|
||||
}
|
||||
|
||||
// Start logging ImGui output to TTY
|
||||
void ImGui::LogToTTY(int max_depth)
|
||||
// Start logging/capturing text output
|
||||
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.LogEnabled)
|
||||
return;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
|
||||
IM_ASSERT(g.LogEnabled == false);
|
||||
IM_ASSERT(g.LogFile == NULL);
|
||||
g.LogFile = stdout;
|
||||
IM_ASSERT(g.LogBuffer.empty());
|
||||
g.LogEnabled = true;
|
||||
g.LogStartDepth = window->DC.TreeDepth;
|
||||
if (max_depth >= 0)
|
||||
g.LogAutoExpandMaxDepth = max_depth;
|
||||
g.LogType = type;
|
||||
g.LogDepthRef = window->DC.TreeDepth;
|
||||
g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
|
||||
g.LogLinePosY = FLT_MAX;
|
||||
g.LogLineFirstItem = true;
|
||||
}
|
||||
|
||||
// Start logging ImGui output to given file
|
||||
void ImGui::LogToFile(int max_depth, const char* filename)
|
||||
void ImGui::LogToTTY(int auto_open_depth)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.LogEnabled)
|
||||
return;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
LogBegin(ImGuiLogType_TTY, auto_open_depth);
|
||||
g.LogFile = stdout;
|
||||
}
|
||||
|
||||
// Start logging/capturing text output to given file
|
||||
void ImGui::LogToFile(int auto_open_depth, const char* filename)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.LogEnabled)
|
||||
return;
|
||||
|
||||
// FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
|
||||
// be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
|
||||
// By opening the file in binary mode "ab" we have consistent output everywhere.
|
||||
if (!filename)
|
||||
{
|
||||
filename = g.IO.LogFilename;
|
||||
if (!filename)
|
||||
return;
|
||||
}
|
||||
|
||||
IM_ASSERT(g.LogFile == NULL);
|
||||
g.LogFile = ImFileOpen(filename, "ab");
|
||||
if (!g.LogFile)
|
||||
if (!filename || !filename[0])
|
||||
return;
|
||||
FILE* f = ImFileOpen(filename, "ab");
|
||||
if (f == NULL)
|
||||
{
|
||||
IM_ASSERT(0);
|
||||
return;
|
||||
}
|
||||
g.LogEnabled = true;
|
||||
g.LogStartDepth = window->DC.TreeDepth;
|
||||
if (max_depth >= 0)
|
||||
g.LogAutoExpandMaxDepth = max_depth;
|
||||
|
||||
LogBegin(ImGuiLogType_File, auto_open_depth);
|
||||
g.LogFile = f;
|
||||
}
|
||||
|
||||
// Start logging ImGui output to clipboard
|
||||
void ImGui::LogToClipboard(int max_depth)
|
||||
// Start logging/capturing text output to clipboard
|
||||
void ImGui::LogToClipboard(int auto_open_depth)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.LogEnabled)
|
||||
return;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
|
||||
}
|
||||
|
||||
IM_ASSERT(g.LogFile == NULL);
|
||||
g.LogFile = NULL;
|
||||
g.LogEnabled = true;
|
||||
g.LogStartDepth = window->DC.TreeDepth;
|
||||
if (max_depth >= 0)
|
||||
g.LogAutoExpandMaxDepth = max_depth;
|
||||
void ImGui::LogToBuffer(int auto_open_depth)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.LogEnabled)
|
||||
return;
|
||||
LogBegin(ImGuiLogType_Buffer, auto_open_depth);
|
||||
}
|
||||
|
||||
void ImGui::LogFinish()
|
||||
@ -8896,23 +8974,33 @@ void ImGui::LogFinish()
|
||||
return;
|
||||
|
||||
LogText(IM_NEWLINE);
|
||||
if (g.LogFile != NULL)
|
||||
switch (g.LogType)
|
||||
{
|
||||
if (g.LogFile == stdout)
|
||||
fflush(g.LogFile);
|
||||
else
|
||||
fclose(g.LogFile);
|
||||
g.LogFile = NULL;
|
||||
}
|
||||
if (g.LogClipboard.size() > 1)
|
||||
{
|
||||
SetClipboardText(g.LogClipboard.begin());
|
||||
g.LogClipboard.clear();
|
||||
case ImGuiLogType_TTY:
|
||||
fflush(g.LogFile);
|
||||
break;
|
||||
case ImGuiLogType_File:
|
||||
fclose(g.LogFile);
|
||||
break;
|
||||
case ImGuiLogType_Buffer:
|
||||
break;
|
||||
case ImGuiLogType_Clipboard:
|
||||
if (!g.LogBuffer.empty())
|
||||
SetClipboardText(g.LogBuffer.begin());
|
||||
break;
|
||||
case ImGuiLogType_None:
|
||||
IM_ASSERT(0);
|
||||
break;
|
||||
}
|
||||
|
||||
g.LogEnabled = false;
|
||||
g.LogType = ImGuiLogType_None;
|
||||
g.LogFile = NULL;
|
||||
g.LogBuffer.clear();
|
||||
}
|
||||
|
||||
// Helper to display logging buttons
|
||||
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
|
||||
void ImGui::LogButtons()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -8923,18 +9011,18 @@ void ImGui::LogButtons()
|
||||
const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
|
||||
PushItemWidth(80.0f);
|
||||
PushAllowKeyboardFocus(false);
|
||||
SliderInt("Depth", &g.LogAutoExpandMaxDepth, 0, 9, NULL);
|
||||
SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
|
||||
PopAllowKeyboardFocus();
|
||||
PopItemWidth();
|
||||
PopID();
|
||||
|
||||
// Start logging at the end of the function so that the buttons don't appear in the log
|
||||
if (log_to_tty)
|
||||
LogToTTY(g.LogAutoExpandMaxDepth);
|
||||
LogToTTY();
|
||||
if (log_to_file)
|
||||
LogToFile(g.LogAutoExpandMaxDepth, g.IO.LogFilename);
|
||||
LogToFile();
|
||||
if (log_to_clipboard)
|
||||
LogToClipboard(g.LogAutoExpandMaxDepth);
|
||||
LogToClipboard();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -9156,6 +9244,21 @@ static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSetting
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// (this section is filled in the 'docking' branch)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] DOCKING
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// (this section is filled in the 'docking' branch)
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] PLATFORM DEPENDENT HELPERS
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -9309,9 +9412,9 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
return;
|
||||
}
|
||||
|
||||
ImDrawList* overlay_draw_list = GetOverlayDrawList(window); // Render additional visuals into the top-most draw list
|
||||
ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
|
||||
if (window && IsItemHovered())
|
||||
overlay_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
|
||||
fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
|
||||
if (!node_open)
|
||||
return;
|
||||
|
||||
@ -9333,8 +9436,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
ImRect vtxs_rect;
|
||||
for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
|
||||
vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
|
||||
clip_rect.Floor(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255));
|
||||
vtxs_rect.Floor(); overlay_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255));
|
||||
clip_rect.Floor(); fg_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255));
|
||||
vtxs_rect.Floor(); fg_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255));
|
||||
}
|
||||
if (!pcmd_node_open)
|
||||
continue;
|
||||
@ -9358,10 +9461,10 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
ImGui::Selectable(buf, false);
|
||||
if (ImGui::IsItemHovered())
|
||||
{
|
||||
ImDrawListFlags backup_flags = overlay_draw_list->Flags;
|
||||
overlay_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles.
|
||||
overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f);
|
||||
overlay_draw_list->Flags = backup_flags;
|
||||
ImDrawListFlags backup_flags = fg_draw_list->Flags;
|
||||
fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles.
|
||||
fg_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f);
|
||||
fg_draw_list->Flags = backup_flags;
|
||||
}
|
||||
}
|
||||
ImGui::TreePop();
|
||||
@ -9498,9 +9601,9 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
||||
char buf[32];
|
||||
ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
|
||||
float font_size = ImGui::GetFontSize() * 2;
|
||||
ImDrawList* overlay_draw_list = GetOverlayDrawList(window);
|
||||
overlay_draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
|
||||
overlay_draw_list->AddText(NULL, font_size, window->Pos, IM_COL32(255, 255, 255, 255), buf);
|
||||
ImDrawList* fg_draw_list = GetForegroundDrawList(window);
|
||||
fg_draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
|
||||
fg_draw_list->AddText(NULL, font_size, window->Pos, IM_COL32(255, 255, 255, 255), buf);
|
||||
}
|
||||
}
|
||||
ImGui::End();
|
||||
|
124
imgui.h
124
imgui.h
@ -1,9 +1,9 @@
|
||||
// dear imgui, v1.68
|
||||
// dear imgui, v1.69
|
||||
// (headers)
|
||||
|
||||
// See imgui.cpp file for documentation.
|
||||
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
|
||||
// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
|
||||
// Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
|
||||
// Get latest version at https://github.com/ocornut/imgui
|
||||
|
||||
/*
|
||||
@ -26,7 +26,7 @@ Index of this file:
|
||||
|
||||
#pragma once
|
||||
|
||||
// Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename)
|
||||
// Configuration file with compile-time options (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename)
|
||||
#ifdef IMGUI_USER_CONFIG
|
||||
#include IMGUI_USER_CONFIG
|
||||
#endif
|
||||
@ -44,9 +44,9 @@ Index of this file:
|
||||
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
|
||||
|
||||
// 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 "1.68"
|
||||
#define IMGUI_VERSION_NUM 16801
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
|
||||
#define IMGUI_VERSION "1.69"
|
||||
#define IMGUI_VERSION_NUM 16900
|
||||
#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)
|
||||
@ -150,6 +150,10 @@ typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
|
||||
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
|
||||
|
||||
// Scalar data types
|
||||
typedef signed char ImS8; // 8-bit signed integer == char
|
||||
typedef unsigned char ImU8; // 8-bit unsigned integer
|
||||
typedef signed short ImS16; // 16-bit signed integer
|
||||
typedef unsigned short ImU16; // 16-bit unsigned integer
|
||||
typedef signed int ImS32; // 32-bit signed integer == int
|
||||
typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
|
||||
#if defined(_MSC_VER) && !defined(__clang__)
|
||||
@ -215,12 +219,12 @@ namespace ImGui
|
||||
// Demo, Debug, Information
|
||||
IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
|
||||
IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create about window. display Dear ImGui version, credits and build/system information.
|
||||
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
|
||||
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics/debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
|
||||
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
|
||||
IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
|
||||
IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
|
||||
IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
|
||||
IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23"
|
||||
IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION)
|
||||
|
||||
// Styles
|
||||
IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
|
||||
@ -263,7 +267,7 @@ namespace ImGui
|
||||
IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
|
||||
IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
|
||||
IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
|
||||
IMGUI_API float GetContentRegionAvailWidth(); //
|
||||
IMGUI_API float GetContentRegionAvailWidth(); // == GetContentRegionAvail().x
|
||||
IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
|
||||
IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
|
||||
IMGUI_API float GetWindowContentRegionWidth(); //
|
||||
@ -293,7 +297,7 @@ namespace ImGui
|
||||
IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
|
||||
IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
|
||||
IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
|
||||
IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
|
||||
IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
|
||||
|
||||
// Parameters stacks (shared)
|
||||
IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
|
||||
@ -385,7 +389,7 @@ namespace ImGui
|
||||
// - Most widgets return true when the value has been changed or when pressed/selected
|
||||
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
|
||||
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
|
||||
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
|
||||
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
|
||||
IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
|
||||
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
|
||||
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
|
||||
@ -446,6 +450,7 @@ namespace ImGui
|
||||
// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
|
||||
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
|
||||
IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
|
||||
IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
|
||||
@ -459,7 +464,8 @@ namespace ImGui
|
||||
IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
|
||||
|
||||
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
|
||||
// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
|
||||
// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
|
||||
// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
|
||||
IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
|
||||
IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
|
||||
IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
|
||||
@ -470,7 +476,7 @@ namespace ImGui
|
||||
// Widgets: Trees
|
||||
// - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
|
||||
IMGUI_API bool TreeNode(const char* label);
|
||||
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to completely decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
|
||||
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
|
||||
IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
|
||||
IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
|
||||
IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
|
||||
@ -528,7 +534,7 @@ namespace ImGui
|
||||
// Tooltips
|
||||
IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
|
||||
IMGUI_API void EndTooltip();
|
||||
IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
|
||||
IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
|
||||
IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
|
||||
|
||||
// Popups, Modals
|
||||
@ -572,9 +578,9 @@ namespace ImGui
|
||||
|
||||
// Logging/Capture
|
||||
// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
|
||||
IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty (stdout)
|
||||
IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
|
||||
IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
|
||||
IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
|
||||
IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
|
||||
IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
|
||||
IMGUI_API void LogFinish(); // stop logging (close file, etc.)
|
||||
IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
|
||||
IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
|
||||
@ -582,7 +588,7 @@ namespace ImGui
|
||||
// Drag and Drop
|
||||
// [BETA API] API may evolve!
|
||||
IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
|
||||
IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
|
||||
IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
|
||||
IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
|
||||
IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
|
||||
IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
|
||||
@ -610,9 +616,9 @@ namespace ImGui
|
||||
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();
|
||||
IMGUI_API bool IsAnyItemActive();
|
||||
IMGUI_API bool IsAnyItemFocused();
|
||||
IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
|
||||
IMGUI_API bool IsAnyItemActive(); // is any item active?
|
||||
IMGUI_API bool IsAnyItemFocused(); // is any item focused?
|
||||
IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
|
||||
IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
|
||||
IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
|
||||
@ -623,9 +629,10 @@ namespace ImGui
|
||||
IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
|
||||
IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
|
||||
IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
|
||||
IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
|
||||
IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances
|
||||
IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
|
||||
IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
|
||||
IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
|
||||
IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
|
||||
IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
|
||||
IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
|
||||
IMGUI_API ImGuiStorage* GetStateStorage();
|
||||
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
|
||||
@ -652,7 +659,7 @@ namespace ImGui
|
||||
IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
|
||||
IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
|
||||
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
|
||||
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //
|
||||
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse
|
||||
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
|
||||
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
|
||||
IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position. This is locked and return 0.0f until the mouse moves past a distance threshold at least once. If lock_threshold < -1.0f uses io.MouseDraggingThreshold
|
||||
@ -671,12 +678,12 @@ namespace ImGui
|
||||
// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
|
||||
IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
|
||||
IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
|
||||
IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename);
|
||||
IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
|
||||
IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
|
||||
|
||||
// Memory Utilities
|
||||
// Memory Allocators
|
||||
// - 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.
|
||||
// - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those.
|
||||
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);
|
||||
@ -694,7 +701,7 @@ enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
|
||||
ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
|
||||
ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
|
||||
ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically)
|
||||
ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
|
||||
ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
|
||||
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
|
||||
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
|
||||
@ -704,7 +711,7 @@ enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
|
||||
ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
|
||||
ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
|
||||
ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
|
||||
ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
|
||||
ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
|
||||
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
|
||||
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
|
||||
@ -737,7 +744,7 @@ enum ImGuiInputTextFlags_
|
||||
ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
|
||||
ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
|
||||
ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
|
||||
ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
|
||||
ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
|
||||
ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
|
||||
ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
|
||||
ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
|
||||
@ -826,7 +833,7 @@ enum ImGuiTabItemFlags_
|
||||
{
|
||||
ImGuiTabItemFlags_None = 0,
|
||||
ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
|
||||
ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programatically make the tab selected when calling BeginTabItem()
|
||||
ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
|
||||
ImGuiTabItemFlags_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.
|
||||
ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
|
||||
};
|
||||
@ -884,10 +891,14 @@ enum ImGuiDragDropFlags_
|
||||
// A primary data type
|
||||
enum ImGuiDataType_
|
||||
{
|
||||
ImGuiDataType_S8, // char
|
||||
ImGuiDataType_U8, // unsigned char
|
||||
ImGuiDataType_S16, // short
|
||||
ImGuiDataType_U16, // unsigned short
|
||||
ImGuiDataType_S32, // int
|
||||
ImGuiDataType_U32, // unsigned int
|
||||
ImGuiDataType_S64, // long long, __int64
|
||||
ImGuiDataType_U64, // unsigned long long, unsigned __int64
|
||||
ImGuiDataType_S64, // long long / __int64
|
||||
ImGuiDataType_U64, // unsigned long long / unsigned __int64
|
||||
ImGuiDataType_Float, // float
|
||||
ImGuiDataType_Double, // double
|
||||
ImGuiDataType_COUNT
|
||||
@ -958,6 +969,7 @@ enum ImGuiNavInput_
|
||||
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
|
||||
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
|
||||
ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
|
||||
ImGuiNavInput_KeyTab_, // tab // = Tab key
|
||||
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
|
||||
ImGuiNavInput_KeyRight_, // move right
|
||||
ImGuiNavInput_KeyUp_, // move up
|
||||
@ -1059,7 +1071,7 @@ enum ImGuiCol_
|
||||
// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
|
||||
enum ImGuiStyleVar_
|
||||
{
|
||||
// Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
|
||||
// Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
|
||||
ImGuiStyleVar_Alpha, // float Alpha
|
||||
ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
|
||||
ImGuiStyleVar_WindowRounding, // float WindowRounding
|
||||
@ -1095,7 +1107,7 @@ enum ImGuiStyleVar_
|
||||
enum ImGuiColorEditFlags_
|
||||
{
|
||||
ImGuiColorEditFlags_None = 0,
|
||||
ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
|
||||
ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
|
||||
ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.
|
||||
ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
|
||||
ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
|
||||
@ -1105,24 +1117,35 @@ enum ImGuiColorEditFlags_
|
||||
ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
|
||||
ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
|
||||
|
||||
// User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup.
|
||||
// User Options (right-click on widget to change some of them).
|
||||
ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
|
||||
ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
|
||||
ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
|
||||
ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
|
||||
ImGuiColorEditFlags_RGB = 1 << 20, // [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
|
||||
ImGuiColorEditFlags_HSV = 1 << 21, // [Inputs] // "
|
||||
ImGuiColorEditFlags_HEX = 1 << 22, // [Inputs] // "
|
||||
ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
|
||||
ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
|
||||
ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
|
||||
ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
|
||||
ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
|
||||
ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
|
||||
ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
|
||||
ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
|
||||
ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
|
||||
ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
|
||||
ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.
|
||||
|
||||
// Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
|
||||
// override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
|
||||
ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_PickerHueBar,
|
||||
|
||||
// [Internal] Masks
|
||||
ImGuiColorEditFlags__InputsMask = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX,
|
||||
ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB|ImGuiColorEditFlags_DisplayHSV|ImGuiColorEditFlags_DisplayHex,
|
||||
ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
|
||||
ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
|
||||
ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions()
|
||||
ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB|ImGuiColorEditFlags_InputHSV
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
, ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex
|
||||
#endif
|
||||
};
|
||||
|
||||
// Enumeration for GetMouseCursor()
|
||||
@ -1308,7 +1331,7 @@ struct ImGuiIO
|
||||
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 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 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.
|
||||
|
||||
//------------------------------------------------------------------
|
||||
@ -1485,6 +1508,8 @@ struct ImGuiPayload
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
namespace ImGui
|
||||
{
|
||||
// OBSOLETED in 1.69 (from Mar 2019)
|
||||
static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); }
|
||||
// OBSOLETED in 1.66 (from Sep 2018)
|
||||
static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
|
||||
// OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
|
||||
@ -1528,7 +1553,7 @@ typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
|
||||
// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
|
||||
struct ImNewDummy {};
|
||||
inline void* operator new(size_t, ImNewDummy, void* ptr) { return ptr; }
|
||||
inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symetrical new()
|
||||
inline void operator delete(void*, ImNewDummy, void*) {} // This is only required so we can use the symmetrical new()
|
||||
#define IM_PLACEMENT_NEW(_PTR) new(ImNewDummy(), _PTR)
|
||||
#define IM_NEW(_TYPE) new(ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
|
||||
template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
|
||||
@ -1694,7 +1719,7 @@ struct ImGuiListClipper
|
||||
#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
|
||||
#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
|
||||
|
||||
// Helper: ImColor() implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
|
||||
// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
|
||||
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
|
||||
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
|
||||
// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
|
||||
@ -1842,8 +1867,8 @@ struct ImDrawList
|
||||
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
|
||||
IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
|
||||
IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, int rounding_corners = ImDrawCornerFlags_All);
|
||||
IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness);
|
||||
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
|
||||
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
|
||||
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
|
||||
IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
|
||||
|
||||
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
|
||||
@ -2022,6 +2047,7 @@ struct ImFontAtlas
|
||||
IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
|
||||
IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
|
||||
IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
|
||||
IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietname characters
|
||||
|
||||
//-------------------------------------------
|
||||
// Custom Rectangles/Glyphs API
|
||||
|
481
imgui_demo.cpp
481
imgui_demo.cpp
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.68
|
||||
// dear imgui, v1.69
|
||||
// (demo code)
|
||||
|
||||
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
|
||||
@ -126,7 +126,7 @@ static void ShowExampleAppCustomRendering(bool* p_open);
|
||||
static void ShowExampleMenuFile();
|
||||
|
||||
// Helper to display a little (?) mark which shows a tooltip when hovered.
|
||||
static void ShowHelpMarker(const char* desc)
|
||||
static void HelpMarker(const char* desc)
|
||||
{
|
||||
ImGui::TextDisabled("(?)");
|
||||
if (ImGui::IsItemHovered())
|
||||
@ -311,9 +311,9 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
{
|
||||
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);
|
||||
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);
|
||||
ImGui::SameLine(); ShowHelpMarker("Required back-end to feed in gamepad inputs in io.NavInputs[] and set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.");
|
||||
ImGui::SameLine(); HelpMarker("Required back-end to feed in gamepad inputs in io.NavInputs[] and set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.");
|
||||
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);
|
||||
ImGui::SameLine(); ShowHelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.");
|
||||
ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.");
|
||||
ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouse);
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) // Create a way to restore this flag otherwise we could be stuck completely!
|
||||
{
|
||||
@ -326,21 +326,21 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse;
|
||||
}
|
||||
ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);
|
||||
ImGui::SameLine(); ShowHelpMarker("Instruct back-end to not alter mouse cursor shape and visibility.");
|
||||
ImGui::SameLine(); HelpMarker("Instruct back-end to not alter mouse cursor shape and visibility.");
|
||||
ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
|
||||
ImGui::SameLine(); ShowHelpMarker("Set to false to disable blinking cursor, for users who consider it distracting");
|
||||
ImGui::SameLine(); HelpMarker("Set to false to disable blinking cursor, for users who consider it distracting");
|
||||
ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
|
||||
ImGui::SameLine(); ShowHelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback.");
|
||||
ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback.");
|
||||
ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);
|
||||
ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);
|
||||
ImGui::SameLine(); ShowHelpMarker("Instruct Dear ImGui to render a mouse cursor for you. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
|
||||
ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor for you. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");
|
||||
ImGui::TreePop();
|
||||
ImGui::Separator();
|
||||
}
|
||||
|
||||
if (ImGui::TreeNode("Backend Flags"))
|
||||
{
|
||||
ShowHelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.");
|
||||
HelpMarker("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);
|
||||
@ -359,7 +359,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
if (ImGui::TreeNode("Capture/Logging"))
|
||||
{
|
||||
ImGui::TextWrapped("The logging API redirects all text output so you can easily capture the content of a window or a block. Tree nodes can be automatically expanded.");
|
||||
ShowHelpMarker("Try opening any of the contents below in this window and then click one of the \"Log To\" button.");
|
||||
HelpMarker("Try opening any of the contents below in this window and then click one of the \"Log To\" button.");
|
||||
ImGui::LogButtons();
|
||||
ImGui::TextWrapped("You can also call ImGui::LogText() to output directly to the log without a visual output.");
|
||||
if (ImGui::Button("Copy \"Hello, world!\" to clipboard"))
|
||||
@ -476,17 +476,20 @@ static void ShowDemoWindowWidgets()
|
||||
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
|
||||
static int item_current = 0;
|
||||
ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items));
|
||||
ImGui::SameLine(); ShowHelpMarker("Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, and demonstration of various flags.\n");
|
||||
ImGui::SameLine(); HelpMarker("Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, and demonstration of various flags.\n");
|
||||
}
|
||||
|
||||
{
|
||||
static char str0[128] = "Hello, world!";
|
||||
static int i0 = 123;
|
||||
ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0));
|
||||
ImGui::SameLine(); ShowHelpMarker("USER:\nHold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or double-click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n\nPROGRAMMER:\nYou can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated in imgui_demo.cpp).");
|
||||
ImGui::SameLine(); HelpMarker("USER:\nHold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or double-click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n\nPROGRAMMER:\nYou can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated in imgui_demo.cpp).");
|
||||
|
||||
static char str1[128] = "";
|
||||
ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1));
|
||||
|
||||
static int i0 = 123;
|
||||
ImGui::InputInt("input int", &i0);
|
||||
ImGui::SameLine(); ShowHelpMarker("You can apply arithmetic operators +,*,/ on numerical values.\n e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\nUse +- to subtract.\n");
|
||||
ImGui::SameLine(); HelpMarker("You can apply arithmetic operators +,*,/ on numerical values.\n e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\nUse +- to subtract.\n");
|
||||
|
||||
static float f0 = 0.001f;
|
||||
ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f");
|
||||
@ -496,7 +499,7 @@ static void ShowDemoWindowWidgets()
|
||||
|
||||
static float f1 = 1.e10f;
|
||||
ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e");
|
||||
ImGui::SameLine(); ShowHelpMarker("You can input value using the scientific notation,\n e.g. \"1e+8\" becomes \"100000000\".\n");
|
||||
ImGui::SameLine(); HelpMarker("You can input value using the scientific notation,\n e.g. \"1e+8\" becomes \"100000000\".\n");
|
||||
|
||||
static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
|
||||
ImGui::InputFloat3("input float3", vec4a);
|
||||
@ -505,7 +508,7 @@ static void ShowDemoWindowWidgets()
|
||||
{
|
||||
static int i1 = 50, i2 = 42;
|
||||
ImGui::DragInt("drag int", &i1, 1);
|
||||
ImGui::SameLine(); ShowHelpMarker("Click and drag to edit value.\nHold SHIFT/ALT for faster/slower edit.\nDouble-click or CTRL+click to input value.");
|
||||
ImGui::SameLine(); HelpMarker("Click and drag to edit value.\nHold SHIFT/ALT for faster/slower edit.\nDouble-click or CTRL+click to input value.");
|
||||
|
||||
ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%");
|
||||
|
||||
@ -517,7 +520,7 @@ static void ShowDemoWindowWidgets()
|
||||
{
|
||||
static int i1=0;
|
||||
ImGui::SliderInt("slider int", &i1, -1, 3);
|
||||
ImGui::SameLine(); ShowHelpMarker("CTRL+click to input value.");
|
||||
ImGui::SameLine(); HelpMarker("CTRL+click to input value.");
|
||||
|
||||
static float f1=0.123f, f2=0.0f;
|
||||
ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f");
|
||||
@ -530,7 +533,7 @@ static void ShowDemoWindowWidgets()
|
||||
static float col1[3] = { 1.0f,0.0f,0.2f };
|
||||
static float col2[4] = { 0.4f,0.7f,0.0f,0.5f };
|
||||
ImGui::ColorEdit3("color 1", col1);
|
||||
ImGui::SameLine(); ShowHelpMarker("Click on the colored square to open a color picker.\nClick and hold to use drag and drop.\nRight-click on the colored square to show options.\nCTRL+click on individual component to input value.\n");
|
||||
ImGui::SameLine(); HelpMarker("Click on the colored square to open a color picker.\nClick and hold to use drag and drop.\nRight-click on the colored square to show options.\nCTRL+click on individual component to input value.\n");
|
||||
|
||||
ImGui::ColorEdit4("color 2", col2);
|
||||
}
|
||||
@ -573,7 +576,7 @@ static void ShowDemoWindowWidgets()
|
||||
|
||||
if (ImGui::TreeNode("Advanced, with Selectable nodes"))
|
||||
{
|
||||
ShowHelpMarker("This is a more standard looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open.");
|
||||
HelpMarker("This is a more standard looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open.");
|
||||
static bool align_label_with_current_x_position = false;
|
||||
ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position);
|
||||
ImGui::Text("Hello!");
|
||||
@ -660,7 +663,7 @@ static void ShowDemoWindowWidgets()
|
||||
ImGui::TextColored(ImVec4(1.0f,0.0f,1.0f,1.0f), "Pink");
|
||||
ImGui::TextColored(ImVec4(1.0f,1.0f,0.0f,1.0f), "Yellow");
|
||||
ImGui::TextDisabled("Disabled");
|
||||
ImGui::SameLine(); ShowHelpMarker("The TextDisabled color is stored in ImGuiStyle.");
|
||||
ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle.");
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
@ -767,6 +770,7 @@ static void ShowDemoWindowWidgets()
|
||||
// Expose flags as checkbox for the demo
|
||||
static ImGuiComboFlags flags = 0;
|
||||
ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", (unsigned int*)&flags, ImGuiComboFlags_PopupAlignLeft);
|
||||
ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo");
|
||||
if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", (unsigned int*)&flags, ImGuiComboFlags_NoArrowButton))
|
||||
flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both
|
||||
if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", (unsigned int*)&flags, ImGuiComboFlags_NoPreview))
|
||||
@ -837,7 +841,7 @@ static void ShowDemoWindowWidgets()
|
||||
}
|
||||
if (ImGui::TreeNode("Selection State: Multiple Selection"))
|
||||
{
|
||||
ShowHelpMarker("Hold CTRL and click to select multiple items.");
|
||||
HelpMarker("Hold CTRL and click to select multiple items.");
|
||||
static bool selection[5] = { false, false, false, false, false };
|
||||
for (int n = 0; n < 5; n++)
|
||||
{
|
||||
@ -897,7 +901,7 @@ static void ShowDemoWindowWidgets()
|
||||
}
|
||||
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().");
|
||||
HelpMarker("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++)
|
||||
{
|
||||
@ -917,46 +921,89 @@ static void ShowDemoWindowWidgets()
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
if (ImGui::TreeNode("Filtered Text Input"))
|
||||
if (ImGui::TreeNode("Text Input"))
|
||||
{
|
||||
static char buf1[64] = ""; ImGui::InputText("default", buf1, 64);
|
||||
static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal);
|
||||
static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
|
||||
static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase);
|
||||
static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank);
|
||||
struct TextFilters { static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) { if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) return 0; return 1; } };
|
||||
static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
|
||||
if (ImGui::TreeNode("Multi-line Text Input"))
|
||||
{
|
||||
// Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize
|
||||
// and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings.
|
||||
static char text[1024 * 16] =
|
||||
"/*\n"
|
||||
" The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
|
||||
" the hexadecimal encoding of one offending instruction,\n"
|
||||
" more formally, the invalid operand with locked CMPXCHG8B\n"
|
||||
" instruction bug, is a design flaw in the majority of\n"
|
||||
" Intel Pentium, Pentium MMX, and Pentium OverDrive\n"
|
||||
" processors (all in the P5 microarchitecture).\n"
|
||||
"*/\n\n"
|
||||
"label:\n"
|
||||
"\tlock cmpxchg8b eax\n";
|
||||
|
||||
ImGui::Text("Password input");
|
||||
static char bufpass[64] = "password123";
|
||||
ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
|
||||
ImGui::SameLine(); ShowHelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
|
||||
ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank);
|
||||
static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput;
|
||||
HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp)");
|
||||
ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", (unsigned int*)&flags, ImGuiInputTextFlags_ReadOnly);
|
||||
ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", (unsigned int*)&flags, ImGuiInputTextFlags_AllowTabInput);
|
||||
ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", (unsigned int*)&flags, ImGuiInputTextFlags_CtrlEnterForNewLine);
|
||||
ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), flags);
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
if (ImGui::TreeNode("Filtered Text Input"))
|
||||
{
|
||||
static char buf1[64] = ""; ImGui::InputText("default", buf1, 64);
|
||||
static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal);
|
||||
static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
|
||||
static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase);
|
||||
static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank);
|
||||
struct TextFilters { static int FilterImGuiLetters(ImGuiInputTextCallbackData* data) { if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar)) return 0; return 1; } };
|
||||
static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
|
||||
|
||||
if (ImGui::TreeNode("Multi-line Text Input"))
|
||||
{
|
||||
// Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize
|
||||
// and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings.
|
||||
static bool read_only = false;
|
||||
static char text[1024*16] =
|
||||
"/*\n"
|
||||
" The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
|
||||
" the hexadecimal encoding of one offending instruction,\n"
|
||||
" more formally, the invalid operand with locked CMPXCHG8B\n"
|
||||
" instruction bug, is a design flaw in the majority of\n"
|
||||
" Intel Pentium, Pentium MMX, and Pentium OverDrive\n"
|
||||
" processors (all in the P5 microarchitecture).\n"
|
||||
"*/\n\n"
|
||||
"label:\n"
|
||||
"\tlock cmpxchg8b eax\n";
|
||||
ImGui::Text("Password input");
|
||||
static char bufpass[64] = "password123";
|
||||
ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
|
||||
ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
|
||||
ImGui::InputTextWithHint("password (w/ hint)", "<password>", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
|
||||
ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank);
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
if (ImGui::TreeNode("Resize Callback"))
|
||||
{
|
||||
// If you have a custom string type you would typically create a ImGui::InputText() wrapper than takes your type as input.
|
||||
// See misc/cpp/imgui_stdlib.h and .cpp for an implementation of this using std::string.
|
||||
HelpMarker("Demonstrate using ImGuiInputTextFlags_CallbackResize to wire your resizable string type to InputText().\n\nSee misc/cpp/imgui_stdlib.h for an implementation of this for std::string.");
|
||||
struct Funcs
|
||||
{
|
||||
static int MyResizeCallback(ImGuiInputTextCallbackData* data)
|
||||
{
|
||||
if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)
|
||||
{
|
||||
ImVector<char>* my_str = (ImVector<char>*)data->UserData;
|
||||
IM_ASSERT(my_str->begin() == data->Buf);
|
||||
my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1
|
||||
data->Buf = my_str->begin();
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Tip: Because ImGui:: is a namespace you can add your own function into the namespace from your own source files.
|
||||
static bool MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)
|
||||
{
|
||||
IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
|
||||
return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str);
|
||||
}
|
||||
};
|
||||
|
||||
// For this demo we are using ImVector as a string container.
|
||||
// Note that because we need to store a terminating zero character, our size/capacity are 1 more than usually reported by a typical string class.
|
||||
static ImVector<char> my_str;
|
||||
if (my_str.empty())
|
||||
my_str.push_back(0);
|
||||
Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16));
|
||||
ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity());
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
ShowHelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp)");
|
||||
ImGui::Checkbox("Read-only", &read_only);
|
||||
ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput | (read_only ? ImGuiInputTextFlags_ReadOnly : 0);
|
||||
ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-1.0f, ImGui::GetTextLineHeight() * 16), flags);
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
@ -1036,22 +1083,22 @@ static void ShowDemoWindowWidgets()
|
||||
ImGui::Checkbox("With Alpha Preview", &alpha_preview);
|
||||
ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview);
|
||||
ImGui::Checkbox("With Drag and Drop", &drag_and_drop);
|
||||
ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); ShowHelpMarker("Right-click on the individual color widget to show options.");
|
||||
ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); ShowHelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets.");
|
||||
ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options.");
|
||||
ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets.");
|
||||
int misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions);
|
||||
|
||||
ImGui::Text("Color widget:");
|
||||
ImGui::SameLine(); ShowHelpMarker("Click on the colored square to open a color picker.\nCTRL+click on individual component to input value.\n");
|
||||
ImGui::SameLine(); HelpMarker("Click on the colored square to open a color picker.\nCTRL+click on individual component to input value.\n");
|
||||
ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags);
|
||||
|
||||
ImGui::Text("Color widget HSV with Alpha:");
|
||||
ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_HSV | misc_flags);
|
||||
ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags);
|
||||
|
||||
ImGui::Text("Color widget with Float Display:");
|
||||
ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags);
|
||||
|
||||
ImGui::Text("Color button with Picker:");
|
||||
ImGui::SameLine(); ShowHelpMarker("With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\nWith the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only be used for the tooltip and picker popup.");
|
||||
ImGui::SameLine(); HelpMarker("With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\nWith the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only be used for the tooltip and picker popup.");
|
||||
ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags);
|
||||
|
||||
ImGui::Text("Color button with Custom Picker Popup:");
|
||||
@ -1127,7 +1174,7 @@ static void ShowDemoWindowWidgets()
|
||||
static bool side_preview = true;
|
||||
static bool ref_color = false;
|
||||
static ImVec4 ref_color_v(1.0f,0.0f,1.0f,0.5f);
|
||||
static int inputs_mode = 2;
|
||||
static int display_mode = 0;
|
||||
static int picker_mode = 0;
|
||||
ImGui::Checkbox("With Alpha", &alpha);
|
||||
ImGui::Checkbox("With Alpha Bar", &alpha_bar);
|
||||
@ -1142,28 +1189,39 @@ static void ShowDemoWindowWidgets()
|
||||
ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags);
|
||||
}
|
||||
}
|
||||
ImGui::Combo("Inputs Mode", &inputs_mode, "All Inputs\0No Inputs\0RGB Input\0HSV Input\0HEX Input\0");
|
||||
ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0");
|
||||
ImGui::SameLine(); HelpMarker("ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions().");
|
||||
ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0");
|
||||
ImGui::SameLine(); ShowHelpMarker("User can right-click the picker to change mode.");
|
||||
ImGui::SameLine(); HelpMarker("User can right-click the picker to change mode.");
|
||||
ImGuiColorEditFlags flags = misc_flags;
|
||||
if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4()
|
||||
if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar;
|
||||
if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview;
|
||||
if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar;
|
||||
if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel;
|
||||
if (inputs_mode == 1) flags |= ImGuiColorEditFlags_NoInputs;
|
||||
if (inputs_mode == 2) flags |= ImGuiColorEditFlags_RGB;
|
||||
if (inputs_mode == 3) flags |= ImGuiColorEditFlags_HSV;
|
||||
if (inputs_mode == 4) flags |= ImGuiColorEditFlags_HEX;
|
||||
if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4()
|
||||
if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar;
|
||||
if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview;
|
||||
if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar;
|
||||
if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel;
|
||||
if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays
|
||||
if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode
|
||||
if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV;
|
||||
if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex;
|
||||
ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL);
|
||||
|
||||
ImGui::Text("Programmatically set defaults:");
|
||||
ImGui::SameLine(); ShowHelpMarker("SetColorEditOptions() is designed to allow you to set boot-time default.\nWe don't have Push/Pop functions because you can force options on a per-widget basis if needed, and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid encouraging you to persistently save values that aren't forward-compatible.");
|
||||
ImGui::SameLine(); HelpMarker("SetColorEditOptions() is designed to allow you to set boot-time default.\nWe don't have Push/Pop functions because you can force options on a per-widget basis if needed, and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid encouraging you to persistently save values that aren't forward-compatible.");
|
||||
if (ImGui::Button("Default: Uint8 + HSV + Hue Bar"))
|
||||
ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_HSV | ImGuiColorEditFlags_PickerHueBar);
|
||||
ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar);
|
||||
if (ImGui::Button("Default: Float + HDR + Hue Wheel"))
|
||||
ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel);
|
||||
|
||||
// HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0)
|
||||
static ImVec4 color_stored_as_hsv(0.23f, 1.0f, 1.0f, 1.0f);
|
||||
ImGui::Spacing();
|
||||
ImGui::Text("HSV encoded colors");
|
||||
ImGui::SameLine(); HelpMarker("By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the added benefit that you can manipulate hue values with the picker even when saturation or value are zero.");
|
||||
ImGui::Text("Color widget with InputHSV:");
|
||||
ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
|
||||
ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
|
||||
ImGui::DragFloat4("Raw HSV values", (float*)&color_stored_as_hsv, 0.01f, 0.0f, 1.0f);
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
@ -1197,6 +1255,10 @@ static void ShowDemoWindowWidgets()
|
||||
ImS64 LLONG_MAX = 9223372036854775807LL;
|
||||
ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1);
|
||||
#endif
|
||||
const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127;
|
||||
const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255;
|
||||
const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767;
|
||||
const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535;
|
||||
const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2;
|
||||
const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2;
|
||||
const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2;
|
||||
@ -1205,6 +1267,10 @@ static void ShowDemoWindowWidgets()
|
||||
const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0;
|
||||
|
||||
// State
|
||||
static char s8_v = 127;
|
||||
static ImU8 u8_v = 255;
|
||||
static short s16_v = 32767;
|
||||
static ImU16 u16_v = 65535;
|
||||
static ImS32 s32_v = -1;
|
||||
static ImU32 u32_v = (ImU32)-1;
|
||||
static ImS64 s64_v = -1;
|
||||
@ -1215,17 +1281,25 @@ static void ShowDemoWindowWidgets()
|
||||
const float drag_speed = 0.2f;
|
||||
static bool drag_clamp = false;
|
||||
ImGui::Text("Drags:");
|
||||
ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); ImGui::SameLine(); ShowHelpMarker("As with every widgets in dear imgui, we never modify values unless there is a user interaction.\nYou can override the clamping limits by using CTRL+Click to input a value.");
|
||||
ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); ImGui::SameLine(); HelpMarker("As with every widgets in dear imgui, we never modify values unless there is a user interaction.\nYou can override the clamping limits by using CTRL+Click to input a value.");
|
||||
ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL);
|
||||
ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms");
|
||||
ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL);
|
||||
ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms");
|
||||
ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL);
|
||||
ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms");
|
||||
ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL);
|
||||
ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL);
|
||||
ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 1.0f);
|
||||
ImGui::DragScalar("drag float ^2", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 2.0f); ImGui::SameLine(); ShowHelpMarker("You can use the 'power' parameter to increase tweaking precision on one side of the range.");
|
||||
ImGui::DragScalar("drag float ^2", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 2.0f); ImGui::SameLine(); HelpMarker("You can use the 'power' parameter to increase tweaking precision on one side of the range.");
|
||||
ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams", 1.0f);
|
||||
ImGui::DragScalar("drag double ^2", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", 2.0f);
|
||||
|
||||
ImGui::Text("Sliders");
|
||||
ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d");
|
||||
ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u");
|
||||
ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d");
|
||||
ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u");
|
||||
ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d");
|
||||
ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d");
|
||||
ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d");
|
||||
@ -1248,6 +1322,10 @@ static void ShowDemoWindowWidgets()
|
||||
static bool inputs_step = true;
|
||||
ImGui::Text("Inputs");
|
||||
ImGui::Checkbox("Show step buttons", &inputs_step);
|
||||
ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d");
|
||||
ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u");
|
||||
ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d");
|
||||
ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u");
|
||||
ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d");
|
||||
ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal);
|
||||
ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u");
|
||||
@ -1439,20 +1517,23 @@ static void ShowDemoWindowWidgets()
|
||||
static int item_type = 1;
|
||||
static bool b = false;
|
||||
static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
|
||||
static char str[16] = {};
|
||||
ImGui::RadioButton("Text", &item_type, 0);
|
||||
ImGui::RadioButton("Button", &item_type, 1);
|
||||
ImGui::RadioButton("Checkbox", &item_type, 2);
|
||||
ImGui::RadioButton("SliderFloat", &item_type, 3);
|
||||
ImGui::RadioButton("ColorEdit4", &item_type, 4);
|
||||
ImGui::RadioButton("ListBox", &item_type, 5);
|
||||
ImGui::RadioButton("InputText", &item_type, 4);
|
||||
ImGui::RadioButton("ColorEdit4", &item_type, 5);
|
||||
ImGui::RadioButton("ListBox", &item_type, 6);
|
||||
ImGui::Separator();
|
||||
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 == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
|
||||
if (item_type == 4) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
|
||||
if (item_type == 5) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
|
||||
if (item_type == 4) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing)
|
||||
if (item_type == 5) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
|
||||
if (item_type == 6) { const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
|
||||
ImGui::BulletText(
|
||||
"Return value = %d\n"
|
||||
"IsItemFocused() = %d\n"
|
||||
@ -1559,7 +1640,7 @@ static void ShowDemoWindowLayout()
|
||||
|
||||
if (ImGui::TreeNode("Child windows"))
|
||||
{
|
||||
ShowHelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window.");
|
||||
HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window.");
|
||||
static bool disable_mouse_wheel = false;
|
||||
static bool disable_menu = false;
|
||||
ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel);
|
||||
@ -1643,31 +1724,31 @@ static void ShowDemoWindowLayout()
|
||||
{
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("PushItemWidth(100)");
|
||||
ImGui::SameLine(); ShowHelpMarker("Fixed width.");
|
||||
ImGui::SameLine(); HelpMarker("Fixed width.");
|
||||
ImGui::PushItemWidth(100);
|
||||
ImGui::DragFloat("float##1", &f);
|
||||
ImGui::PopItemWidth();
|
||||
|
||||
ImGui::Text("PushItemWidth(GetWindowWidth() * 0.5f)");
|
||||
ImGui::SameLine(); ShowHelpMarker("Half of window width.");
|
||||
ImGui::SameLine(); HelpMarker("Half of window width.");
|
||||
ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
|
||||
ImGui::DragFloat("float##2", &f);
|
||||
ImGui::PopItemWidth();
|
||||
|
||||
ImGui::Text("PushItemWidth(GetContentRegionAvailWidth() * 0.5f)");
|
||||
ImGui::SameLine(); ShowHelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)");
|
||||
ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)");
|
||||
ImGui::PushItemWidth(ImGui::GetContentRegionAvailWidth() * 0.5f);
|
||||
ImGui::DragFloat("float##3", &f);
|
||||
ImGui::PopItemWidth();
|
||||
|
||||
ImGui::Text("PushItemWidth(-100)");
|
||||
ImGui::SameLine(); ShowHelpMarker("Align to right edge minus 100");
|
||||
ImGui::SameLine(); HelpMarker("Align to right edge minus 100");
|
||||
ImGui::PushItemWidth(-100);
|
||||
ImGui::DragFloat("float##4", &f);
|
||||
ImGui::PopItemWidth();
|
||||
|
||||
ImGui::Text("PushItemWidth(-1)");
|
||||
ImGui::SameLine(); ShowHelpMarker("Align to right edge");
|
||||
ImGui::SameLine(); HelpMarker("Align to right edge");
|
||||
ImGui::PushItemWidth(-1);
|
||||
ImGui::DragFloat("float##5", &f);
|
||||
ImGui::PopItemWidth();
|
||||
@ -1836,7 +1917,7 @@ static void ShowDemoWindowLayout()
|
||||
|
||||
if (ImGui::TreeNode("Groups"))
|
||||
{
|
||||
ShowHelpMarker("Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it.");
|
||||
HelpMarker("Using ImGui::BeginGroup()/EndGroup() to layout items. BeginGroup() basically locks the horizontal position. EndGroup() bundles the whole group so that you can use functions such as IsItemHovered() on it.");
|
||||
ImGui::BeginGroup();
|
||||
{
|
||||
ImGui::BeginGroup();
|
||||
@ -1880,7 +1961,7 @@ static void ShowDemoWindowLayout()
|
||||
|
||||
if (ImGui::TreeNode("Text Baseline Alignment"))
|
||||
{
|
||||
ShowHelpMarker("This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets.");
|
||||
HelpMarker("This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets.");
|
||||
|
||||
ImGui::Text("One\nTwo\nThree"); ImGui::SameLine();
|
||||
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
|
||||
@ -1935,7 +2016,7 @@ static void ShowDemoWindowLayout()
|
||||
|
||||
if (ImGui::TreeNode("Scrolling"))
|
||||
{
|
||||
ShowHelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given position.");
|
||||
HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given position.");
|
||||
|
||||
static bool track = true;
|
||||
static int track_line = 50, scroll_to_px = 200;
|
||||
@ -1977,7 +2058,7 @@ static void ShowDemoWindowLayout()
|
||||
|
||||
if (ImGui::TreeNode("Horizontal Scrolling"))
|
||||
{
|
||||
ShowHelpMarker("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\nYou may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin().");
|
||||
HelpMarker("Horizontal scrolling for a window has to be enabled explicitly via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\nYou may want to explicitly specify content width by calling SetNextWindowContentWidth() before Begin().");
|
||||
static int lines = 7;
|
||||
ImGui::SliderInt("Lines", &lines, 1, 15);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f);
|
||||
@ -2149,7 +2230,7 @@ static void ShowDemoWindowPopups()
|
||||
|
||||
// We can also use OpenPopupOnItemClick() which is the same as BeginPopupContextItem() but without the Begin call.
|
||||
// So here we will make it that clicking on the text field with the right mouse button (1) will toggle the visibility of the popup above.
|
||||
ImGui::Text("(You can also right-click me to the same popup as above.)");
|
||||
ImGui::Text("(You can also right-click me to open the same popup as above.)");
|
||||
ImGui::OpenPopupOnItemClick("item context menu", 1);
|
||||
|
||||
// When used after an item that has an ID (here the Button), we can skip providing an ID to BeginPopupContextItem().
|
||||
@ -2430,7 +2511,7 @@ static void ShowDemoWindowColumns()
|
||||
}
|
||||
|
||||
bool node_open = ImGui::TreeNode("Tree within single cell");
|
||||
ImGui::SameLine(); ShowHelpMarker("NB: Tree node must be poped before ending the cell. There's no storage of state per-cell.");
|
||||
ImGui::SameLine(); HelpMarker("NB: Tree node must be poped before ending the cell. There's no storage of state per-cell.");
|
||||
if (node_open)
|
||||
{
|
||||
ImGui::Columns(2, "tree items");
|
||||
@ -2513,7 +2594,7 @@ static void ShowDemoWindowMisc()
|
||||
ImGui::InputText("3", buf, IM_ARRAYSIZE(buf));
|
||||
ImGui::PushAllowKeyboardFocus(false);
|
||||
ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf));
|
||||
//ImGui::SameLine(); ShowHelperMarker("Use ImGui::PushAllowKeyboardFocus(bool)\nto disable tabbing through certain widgets.");
|
||||
//ImGui::SameLine(); HelpMarker("Use ImGui::PushAllowKeyboardFocus(bool)\nto disable tabbing through certain widgets.");
|
||||
ImGui::PopAllowKeyboardFocus();
|
||||
ImGui::InputText("5", buf, IM_ARRAYSIZE(buf));
|
||||
ImGui::TreePop();
|
||||
@ -2591,7 +2672,7 @@ static void ShowDemoWindowMisc()
|
||||
|
||||
ImGui::Text("Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()]);
|
||||
ImGui::Text("Hover to see mouse cursors:");
|
||||
ImGui::SameLine(); ShowHelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it.");
|
||||
ImGui::SameLine(); HelpMarker("Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, otherwise your backend needs to handle it.");
|
||||
for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)
|
||||
{
|
||||
char label[32];
|
||||
@ -2769,7 +2850,7 @@ void ImGui::ShowFontSelector(const char* label)
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
ImGui::SameLine();
|
||||
ShowHelpMarker(
|
||||
HelpMarker(
|
||||
"- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"
|
||||
"- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
|
||||
"- Read FAQ and documentation in misc/fonts/ for more details.\n"
|
||||
@ -2812,7 +2893,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
if (ImGui::Button("Revert Ref"))
|
||||
style = *ref;
|
||||
ImGui::SameLine();
|
||||
ShowHelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export Colors\" below to save them somewhere.");
|
||||
HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export Colors\" below to save them somewhere.");
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
@ -2845,9 +2926,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
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("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content.");
|
||||
ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content.");
|
||||
ImGui::Text("Safe Area Padding"); ImGui::SameLine(); HelpMarker("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();
|
||||
}
|
||||
@ -2882,7 +2963,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
ImGui::RadioButton("Opaque", &alpha_flags, 0); ImGui::SameLine();
|
||||
ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine();
|
||||
ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf); ImGui::SameLine();
|
||||
ShowHelpMarker("In the color list:\nLeft-click on colored square to open color picker,\nRight-click to open edit options menu.");
|
||||
HelpMarker("In the color list:\nLeft-click on colored square to open color picker,\nRight-click to open edit options menu.");
|
||||
|
||||
ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
|
||||
ImGui::PushItemWidth(-160);
|
||||
@ -2914,7 +2995,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImFontAtlas* atlas = io.Fonts;
|
||||
ShowHelpMarker("Read FAQ and misc/fonts/README.txt for details on font loading.");
|
||||
HelpMarker("Read FAQ and misc/fonts/README.txt for details on font loading.");
|
||||
ImGui::PushItemWidth(120);
|
||||
for (int i = 0; i < atlas->Fonts.Size; i++)
|
||||
{
|
||||
@ -2928,7 +3009,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
ImGui::Text("The quick brown fox jumps over the lazy dog");
|
||||
ImGui::PopFont();
|
||||
ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font
|
||||
ImGui::SameLine(); ShowHelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)");
|
||||
ImGui::SameLine(); HelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)");
|
||||
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);
|
||||
@ -2997,7 +3078,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
|
||||
if (ImGui::BeginTabItem("Rendering"))
|
||||
{
|
||||
ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); ShowHelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
|
||||
ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
|
||||
ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
|
||||
ImGui::PushItemWidth(100);
|
||||
ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, "%.2f", 2.0f);
|
||||
@ -3671,7 +3752,7 @@ static void ShowExampleAppPropertyEditor(bool* p_open)
|
||||
return;
|
||||
}
|
||||
|
||||
ShowHelpMarker("This example shows how you may implement a property editor using two columns.\nAll objects/fields data are dummies here.\nRemember that in many simple cases, you can use ImGui::SameLine(xxx) to position\nyour cursor horizontally instead of using the Columns() API.");
|
||||
HelpMarker("This example shows how you may implement a property editor using two columns.\nAll objects/fields data are dummies here.\nRemember that in many simple cases, you can use ImGui::SameLine(xxx) to position\nyour cursor horizontally instead of using the Columns() API.");
|
||||
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2,2));
|
||||
ImGui::Columns(2);
|
||||
@ -3950,97 +4031,121 @@ static void ShowExampleAppCustomRendering(bool* p_open)
|
||||
// In this example we are not using the maths operators!
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
|
||||
// Primitives
|
||||
ImGui::Text("Primitives");
|
||||
static float sz = 36.0f;
|
||||
static float thickness = 4.0f;
|
||||
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::ColorEdit4("Color", &col.x);
|
||||
if (ImGui::BeginTabBar("##TabBar"))
|
||||
{
|
||||
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++)
|
||||
// Primitives
|
||||
if (ImGui::BeginTabItem("Primitives"))
|
||||
{
|
||||
// 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, 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;
|
||||
draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f, y), ImVec2(x+sz,y+sz-0.5f), ImVec2(x,y+sz-0.5f), col32); x += sz+spacing;
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+sz, y+thickness), col32); x += sz+spacing; // Horizontal line (faster than AddLine, but only handle integer thickness)
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+thickness, y+sz), col32); x += spacing+spacing; // Vertical line (faster than AddLine, but only handle integer thickness)
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x+1, y+1), col32); x += sz; // Pixel (faster than AddLine)
|
||||
draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x+sz, y+sz), IM_COL32(0,0,0,255), IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255));
|
||||
ImGui::Dummy(ImVec2((sz+spacing)*8, (sz+spacing)*3));
|
||||
}
|
||||
ImGui::Separator();
|
||||
{
|
||||
static ImVector<ImVec2> points;
|
||||
static bool adding_line = false;
|
||||
ImGui::Text("Canvas example");
|
||||
if (ImGui::Button("Clear")) points.clear();
|
||||
if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } }
|
||||
ImGui::Text("Left-click and drag to add lines,\nRight-click to undo");
|
||||
|
||||
// Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered()
|
||||
// But you can also draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos().
|
||||
// If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max).
|
||||
ImVec2 canvas_pos = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates!
|
||||
ImVec2 canvas_size = ImGui::GetContentRegionAvail(); // Resize canvas to what's available
|
||||
if (canvas_size.x < 50.0f) canvas_size.x = 50.0f;
|
||||
if (canvas_size.y < 50.0f) canvas_size.y = 50.0f;
|
||||
draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(50, 50, 50, 255), IM_COL32(50, 50, 60, 255), IM_COL32(60, 60, 70, 255), IM_COL32(50, 50, 60, 255));
|
||||
draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(255, 255, 255, 255));
|
||||
|
||||
bool adding_preview = false;
|
||||
ImGui::InvisibleButton("canvas", canvas_size);
|
||||
ImVec2 mouse_pos_in_canvas = ImVec2(ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y);
|
||||
if (adding_line)
|
||||
{
|
||||
adding_preview = true;
|
||||
points.push_back(mouse_pos_in_canvas);
|
||||
if (!ImGui::IsMouseDown(0))
|
||||
adding_line = adding_preview = false;
|
||||
}
|
||||
if (ImGui::IsItemHovered())
|
||||
{
|
||||
if (!adding_line && ImGui::IsMouseClicked(0))
|
||||
static float sz = 36.0f;
|
||||
static float thickness = 4.0f;
|
||||
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::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++)
|
||||
{
|
||||
// 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, 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;
|
||||
draw_list->AddTriangleFilled(ImVec2(x + sz*0.5f, y), ImVec2(x + sz, y + sz - 0.5f), ImVec2(x, y + sz - 0.5f), col32); x += sz + spacing;
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col32); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness)
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col32); x += spacing + spacing; // Vertical line (faster than AddLine, but only handle integer thickness)
|
||||
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col32); x += sz; // Pixel (faster than AddLine)
|
||||
draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255));
|
||||
ImGui::Dummy(ImVec2((sz + spacing) * 9.5f, (sz + spacing) * 3));
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
if (ImGui::BeginTabItem("Canvas"))
|
||||
{
|
||||
static ImVector<ImVec2> points;
|
||||
static bool adding_line = false;
|
||||
if (ImGui::Button("Clear")) points.clear();
|
||||
if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } }
|
||||
ImGui::Text("Left-click and drag to add lines,\nRight-click to undo");
|
||||
|
||||
// Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use IsItemHovered()
|
||||
// But you can also draw directly and poll mouse/keyboard by yourself. You can manipulate the cursor using GetCursorPos() and SetCursorPos().
|
||||
// If you only use the ImDrawList API, you can notify the owner window of its extends by using SetCursorPos(max).
|
||||
ImVec2 canvas_pos = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates!
|
||||
ImVec2 canvas_size = ImGui::GetContentRegionAvail(); // Resize canvas to what's available
|
||||
if (canvas_size.x < 50.0f) canvas_size.x = 50.0f;
|
||||
if (canvas_size.y < 50.0f) canvas_size.y = 50.0f;
|
||||
draw_list->AddRectFilledMultiColor(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(50, 50, 50, 255), IM_COL32(50, 50, 60, 255), IM_COL32(60, 60, 70, 255), IM_COL32(50, 50, 60, 255));
|
||||
draw_list->AddRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), IM_COL32(255, 255, 255, 255));
|
||||
|
||||
bool adding_preview = false;
|
||||
ImGui::InvisibleButton("canvas", canvas_size);
|
||||
ImVec2 mouse_pos_in_canvas = ImVec2(ImGui::GetIO().MousePos.x - canvas_pos.x, ImGui::GetIO().MousePos.y - canvas_pos.y);
|
||||
if (adding_line)
|
||||
{
|
||||
adding_preview = true;
|
||||
points.push_back(mouse_pos_in_canvas);
|
||||
adding_line = true;
|
||||
if (!ImGui::IsMouseDown(0))
|
||||
adding_line = adding_preview = false;
|
||||
}
|
||||
if (ImGui::IsMouseClicked(1) && !points.empty())
|
||||
if (ImGui::IsItemHovered())
|
||||
{
|
||||
adding_line = adding_preview = false;
|
||||
points.pop_back();
|
||||
points.pop_back();
|
||||
if (!adding_line && ImGui::IsMouseClicked(0))
|
||||
{
|
||||
points.push_back(mouse_pos_in_canvas);
|
||||
adding_line = true;
|
||||
}
|
||||
if (ImGui::IsMouseClicked(1) && !points.empty())
|
||||
{
|
||||
adding_line = adding_preview = false;
|
||||
points.pop_back();
|
||||
points.pop_back();
|
||||
}
|
||||
}
|
||||
draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), true); // clip lines within the canvas (if we resize it, etc.)
|
||||
for (int i = 0; i < points.Size - 1; i += 2)
|
||||
draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i + 1].x, canvas_pos.y + points[i + 1].y), IM_COL32(255, 255, 0, 255), 2.0f);
|
||||
draw_list->PopClipRect();
|
||||
if (adding_preview)
|
||||
points.pop_back();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x + canvas_size.x, canvas_pos.y + canvas_size.y), true); // clip lines within the canvas (if we resize it, etc.)
|
||||
for (int i = 0; i < points.Size - 1; i += 2)
|
||||
draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i + 1].x, canvas_pos.y + points[i + 1].y), IM_COL32(255, 255, 0, 255), 2.0f);
|
||||
draw_list->PopClipRect();
|
||||
if (adding_preview)
|
||||
points.pop_back();
|
||||
|
||||
if (ImGui::BeginTabItem("BG/FG draw lists"))
|
||||
{
|
||||
static bool draw_bg = true;
|
||||
static bool draw_fg = true;
|
||||
ImGui::Checkbox("Draw in Background draw list", &draw_bg);
|
||||
ImGui::Checkbox("Draw in Foreground draw list", &draw_fg);
|
||||
ImVec2 window_pos = ImGui::GetWindowPos();
|
||||
ImVec2 window_size = ImGui::GetWindowSize();
|
||||
ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f);
|
||||
if (draw_bg)
|
||||
ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 32, 10);
|
||||
if (draw_fg)
|
||||
ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 32, 10);
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
ImGui::EndTabBar();
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.68
|
||||
// dear imgui, v1.69
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
@ -55,7 +55,7 @@ Index of this file:
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
|
||||
#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 "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is.
|
||||
#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
|
||||
@ -83,7 +83,7 @@ Index of this file:
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
// Compile time options:
|
||||
//#define IMGUI_STB_NAMESPACE ImGuiStb
|
||||
//#define IMGUI_STB_NAMESPACE ImStb
|
||||
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
|
||||
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
|
||||
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
|
||||
@ -163,7 +163,7 @@ namespace IMGUI_STB_NAMESPACE
|
||||
#endif
|
||||
|
||||
#ifdef IMGUI_STB_NAMESPACE
|
||||
} // namespace ImGuiStb
|
||||
} // namespace ImStb
|
||||
using namespace IMGUI_STB_NAMESPACE;
|
||||
#endif
|
||||
|
||||
@ -407,7 +407,7 @@ ImDrawList* ImDrawList::CloneOutput() const
|
||||
|
||||
// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds
|
||||
#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : _Data->ClipRectFullscreen)
|
||||
#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL)
|
||||
#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : (ImTextureID)NULL)
|
||||
|
||||
void ImDrawList::AddDrawCmd()
|
||||
{
|
||||
@ -2346,6 +2346,23 @@ const ImWchar* ImFontAtlas::GetGlyphRangesThai()
|
||||
return &ranges[0];
|
||||
}
|
||||
|
||||
const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese()
|
||||
{
|
||||
static const ImWchar ranges[] =
|
||||
{
|
||||
0x0020, 0x00FF, // Basic Latin
|
||||
0x0102, 0x0103,
|
||||
0x0110, 0x0111,
|
||||
0x0128, 0x0129,
|
||||
0x0168, 0x0169,
|
||||
0x01A0, 0x01A1,
|
||||
0x01AF, 0x01B0,
|
||||
0x1EA0, 0x1EF9,
|
||||
0,
|
||||
};
|
||||
return &ranges[0];
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ImFontGlyphRangesBuilder
|
||||
//-----------------------------------------------------------------------------
|
||||
|
169
imgui_internal.h
169
imgui_internal.h
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.68
|
||||
// dear imgui, v1.69
|
||||
// (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!
|
||||
@ -83,6 +83,7 @@ struct ImGuiWindowSettings; // Storage for window settings stored in .in
|
||||
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
|
||||
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
|
||||
typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior()
|
||||
typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior()
|
||||
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
|
||||
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
|
||||
typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight()
|
||||
@ -90,13 +91,13 @@ typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags:
|
||||
typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests
|
||||
typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for Separator() - internal
|
||||
typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior()
|
||||
typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior()
|
||||
typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// STB libraries includes
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
namespace ImGuiStb
|
||||
namespace ImStb
|
||||
{
|
||||
|
||||
#undef STB_TEXTEDIT_STRING
|
||||
@ -104,9 +105,11 @@ namespace ImGuiStb
|
||||
#define STB_TEXTEDIT_STRING ImGuiInputTextState
|
||||
#define STB_TEXTEDIT_CHARTYPE ImWchar
|
||||
#define STB_TEXTEDIT_GETWIDTH_NEWLINE -1.0f
|
||||
#define STB_TEXTEDIT_UNDOSTATECOUNT 99
|
||||
#define STB_TEXTEDIT_UNDOCHARCOUNT 999
|
||||
#include "imstb_textedit.h"
|
||||
|
||||
} // namespace ImGuiStb
|
||||
} // namespace ImStb
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Context pointer
|
||||
@ -223,12 +226,15 @@ static inline double ImAtof(const char* s)
|
||||
static inline float ImFloorStd(float x) { return floorf(x); } // we already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by stb_truetype)
|
||||
static inline float ImCeil(float x) { return ceilf(x); }
|
||||
#endif
|
||||
// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double, using templates here but we could also redefine them 6 times
|
||||
// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support for variety of types: signed/unsigned int/long long float/double
|
||||
// (Exceptionally using templates here but we could also redefine them for variety of types)
|
||||
template<typename T> static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; }
|
||||
template<typename T> static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; }
|
||||
template<typename T> static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
|
||||
template<typename T> static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); }
|
||||
template<typename T> static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; }
|
||||
template<typename T> static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; }
|
||||
template<typename T> static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; }
|
||||
// - Misc maths helpers
|
||||
static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); }
|
||||
static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); }
|
||||
@ -242,6 +248,7 @@ static inline float ImLengthSqr(const ImVec4& lhs)
|
||||
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; }
|
||||
static inline float ImFloor(float f) { return (float)(int)f; }
|
||||
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); }
|
||||
static inline int ImModPositive(int a, int b) { return (a + b) % b; }
|
||||
static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
|
||||
static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
|
||||
static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
|
||||
@ -275,7 +282,8 @@ struct IMGUI_API ImPool
|
||||
T* GetByIndex(ImPoolIdx n) { return &Data[n]; }
|
||||
ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); }
|
||||
T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); }
|
||||
void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; }
|
||||
bool Contains(const T* p) const { return (p >= Data.Data && p < Data.Data + Data.Size); }
|
||||
void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; }
|
||||
T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; }
|
||||
void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); }
|
||||
void Remove(ImGuiID key, ImPoolIdx idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); }
|
||||
@ -375,6 +383,12 @@ enum ImGuiItemStatusFlags_
|
||||
#endif
|
||||
};
|
||||
|
||||
enum ImGuiTextFlags_
|
||||
{
|
||||
ImGuiTextFlags_None = 0,
|
||||
ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0
|
||||
};
|
||||
|
||||
// FIXME: this is in development, not exposed/functional as a generic feature yet.
|
||||
// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2
|
||||
enum ImGuiLayoutType_
|
||||
@ -383,6 +397,15 @@ enum ImGuiLayoutType_
|
||||
ImGuiLayoutType_Vertical = 1
|
||||
};
|
||||
|
||||
enum ImGuiLogType
|
||||
{
|
||||
ImGuiLogType_None = 0,
|
||||
ImGuiLogType_TTY,
|
||||
ImGuiLogType_File,
|
||||
ImGuiLogType_Buffer,
|
||||
ImGuiLogType_Clipboard
|
||||
};
|
||||
|
||||
// X/Y enums are fixed to 0/1 so they may be used to index ImVec2
|
||||
enum ImGuiAxis
|
||||
{
|
||||
@ -537,7 +560,6 @@ struct ImGuiGroupData
|
||||
ImVec1 BackupGroupOffset;
|
||||
ImVec2 BackupCurrentLineSize;
|
||||
float BackupCurrentLineTextBaseOffset;
|
||||
float BackupLogLinePosY;
|
||||
ImGuiID BackupActiveIdIsAlive;
|
||||
bool BackupActiveIdPreviousFrameIsAlive;
|
||||
bool AdvanceCursor;
|
||||
@ -546,10 +568,9 @@ struct ImGuiGroupData
|
||||
// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper.
|
||||
struct IMGUI_API ImGuiMenuColumns
|
||||
{
|
||||
int Count;
|
||||
float Spacing;
|
||||
float Width, NextWidth;
|
||||
float Pos[4], NextWidths[4];
|
||||
float Pos[3], NextWidths[3];
|
||||
|
||||
ImGuiMenuColumns();
|
||||
void Update(int count, float spacing, bool clear);
|
||||
@ -561,16 +582,17 @@ struct IMGUI_API ImGuiMenuColumns
|
||||
struct IMGUI_API ImGuiInputTextState
|
||||
{
|
||||
ImGuiID ID; // widget id owning the text state
|
||||
int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 len is valid even if TextA is not.
|
||||
ImVector<ImWchar> TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
|
||||
ImVector<char> InitialText; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
|
||||
ImVector<char> TempBuffer; // temporary buffer for callback and other other operations. size=capacity.
|
||||
int CurLenA, CurLenW; // we need to maintain our buffer length in both UTF-8 and wchar format.
|
||||
ImVector<char> TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity.
|
||||
ImVector<char> InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
|
||||
bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument)
|
||||
int BufCapacityA; // end-user buffer capacity
|
||||
float ScrollX;
|
||||
ImGuiStb::STB_TexteditState StbState;
|
||||
float CursorAnim;
|
||||
bool CursorFollow;
|
||||
bool SelectedAllMouseLock;
|
||||
float ScrollX; // horizontal scrolling/offset
|
||||
ImStb::STB_TexteditState Stb; // state for stb_textedit.h
|
||||
float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately
|
||||
bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
|
||||
bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
|
||||
|
||||
// Temporarily set when active
|
||||
ImGuiInputTextFlags UserFlags;
|
||||
@ -578,11 +600,14 @@ struct IMGUI_API ImGuiInputTextState
|
||||
void* UserCallbackData;
|
||||
|
||||
ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
|
||||
void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); }
|
||||
void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
|
||||
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 = 0; }
|
||||
void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); }
|
||||
bool HasSelection() const { return Stb.select_start != Stb.select_end; }
|
||||
void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; }
|
||||
void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
|
||||
int GetUndoAvailCount() const { return Stb.undostate.undo_point; }
|
||||
int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; }
|
||||
void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
|
||||
};
|
||||
|
||||
@ -617,7 +642,7 @@ struct ImGuiPopupRef
|
||||
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
|
||||
ImGuiWindow* ParentWindow; // Set on OpenPopup()
|
||||
int OpenFrameCount; // Set on OpenPopup()
|
||||
ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differenciate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
|
||||
ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
|
||||
ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
|
||||
ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup
|
||||
};
|
||||
@ -748,8 +773,17 @@ struct ImGuiNextWindowData
|
||||
|
||||
struct ImGuiTabBarSortItem
|
||||
{
|
||||
int Index;
|
||||
float Width;
|
||||
int Index;
|
||||
float Width;
|
||||
};
|
||||
|
||||
struct ImGuiTabBarRef
|
||||
{
|
||||
ImGuiTabBar* Ptr; // Either field can be set, not both. Dock node tab bars are loose while BeginTabBar() ones are in a pool.
|
||||
int IndexInMainPool;
|
||||
|
||||
ImGuiTabBarRef(ImGuiTabBar* ptr) { Ptr = ptr; IndexInMainPool = -1; }
|
||||
ImGuiTabBarRef(int index_in_main_pool) { Ptr = NULL; IndexInMainPool = index_in_main_pool; }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -857,11 +891,21 @@ struct ImGuiContext
|
||||
ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
|
||||
ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
|
||||
|
||||
// Tabbing system (older than Nav, active even if Nav is disabled. FIXME-NAV: This needs a redesign!)
|
||||
ImGuiWindow* FocusRequestCurrWindow; //
|
||||
ImGuiWindow* FocusRequestNextWindow; //
|
||||
int FocusRequestCurrCounterAll; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch)
|
||||
int FocusRequestCurrCounterTab; // Tab item being requested for focus, stored as an index
|
||||
int FocusRequestNextCounterAll; // Stored for next frame
|
||||
int FocusRequestNextCounterTab; // "
|
||||
bool FocusTabPressed; //
|
||||
|
||||
// Render
|
||||
ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
|
||||
ImDrawDataBuilder DrawDataBuilder;
|
||||
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
|
||||
ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays
|
||||
ImDrawList BackgroundDrawList; // First draw list to be rendered.
|
||||
ImDrawList ForegroundDrawList; // Last draw list to be rendered. This is where we the render software mouse cursor (if io.MouseDrawCursor is set) and most debug overlays.
|
||||
ImGuiMouseCursor MouseCursor;
|
||||
|
||||
// Drag and Drop
|
||||
@ -882,8 +926,9 @@ struct ImGuiContext
|
||||
unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads
|
||||
|
||||
// Tab bars
|
||||
ImPool<ImGuiTabBar> TabBars;
|
||||
ImVector<ImGuiTabBar*> CurrentTabBar;
|
||||
ImPool<ImGuiTabBar> TabBars;
|
||||
ImGuiTabBar* CurrentTabBar;
|
||||
ImVector<ImGuiTabBarRef> CurrentTabBarStack;
|
||||
ImVector<ImGuiTabBarSortItem> TabSortByWidthBuffer;
|
||||
|
||||
// Widget state
|
||||
@ -916,10 +961,14 @@ struct ImGuiContext
|
||||
|
||||
// Logging
|
||||
bool LogEnabled;
|
||||
ImGuiLogType LogType;
|
||||
FILE* LogFile; // If != NULL log to stdout/ file
|
||||
ImGuiTextBuffer LogClipboard; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
|
||||
int LogStartDepth;
|
||||
int LogAutoExpandMaxDepth;
|
||||
ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
|
||||
float LogLinePosY;
|
||||
bool LogLineFirstItem;
|
||||
int LogDepthRef;
|
||||
int LogDepthToExpand;
|
||||
int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
|
||||
|
||||
// Misc
|
||||
float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds.
|
||||
@ -930,7 +979,7 @@ struct ImGuiContext
|
||||
int WantTextInputNextFrame;
|
||||
char TempBuffer[1024*3+1]; // Temporary text buffer
|
||||
|
||||
ImGuiContext(ImFontAtlas* shared_font_atlas) : OverlayDrawList(NULL)
|
||||
ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(NULL), ForegroundDrawList(NULL)
|
||||
{
|
||||
Initialized = false;
|
||||
FrameScopeActive = FrameScopePushedImplicitWindow = false;
|
||||
@ -997,9 +1046,16 @@ struct ImGuiContext
|
||||
NavMoveRequestForward = ImGuiNavForward_None;
|
||||
NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None;
|
||||
|
||||
FocusRequestCurrWindow = FocusRequestNextWindow = NULL;
|
||||
FocusRequestCurrCounterAll = FocusRequestCurrCounterTab = INT_MAX;
|
||||
FocusRequestNextCounterAll = FocusRequestNextCounterTab = INT_MAX;
|
||||
FocusTabPressed = false;
|
||||
|
||||
DimBgRatio = 0.0f;
|
||||
OverlayDrawList._Data = &DrawListSharedData;
|
||||
OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging
|
||||
BackgroundDrawList._Data = &DrawListSharedData;
|
||||
BackgroundDrawList._OwnerName = "##Background"; // Give it a name for debugging
|
||||
ForegroundDrawList._Data = &DrawListSharedData;
|
||||
ForegroundDrawList._OwnerName = "##Foreground"; // Give it a name for debugging
|
||||
MouseCursor = ImGuiMouseCursor_Arrow;
|
||||
|
||||
DragDropActive = DragDropWithinSourceOrTarget = false;
|
||||
@ -1013,6 +1069,8 @@ struct ImGuiContext
|
||||
DragDropAcceptFrameCount = -1;
|
||||
memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
|
||||
|
||||
CurrentTabBar = NULL;
|
||||
|
||||
ScalarAsInputTextId = 0;
|
||||
ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
|
||||
DragCurrentAccumDirty = false;
|
||||
@ -1029,9 +1087,12 @@ struct ImGuiContext
|
||||
SettingsDirtyTimer = 0.0f;
|
||||
|
||||
LogEnabled = false;
|
||||
LogType = ImGuiLogType_None;
|
||||
LogFile = NULL;
|
||||
LogStartDepth = 0;
|
||||
LogAutoExpandMaxDepth = 2;
|
||||
LogLinePosY = FLT_MAX;
|
||||
LogLineFirstItem = false;
|
||||
LogDepthRef = 0;
|
||||
LogDepthToExpand = LogDepthToExpandDefault = 2;
|
||||
|
||||
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
|
||||
FramerateSecPerFrameIdx = 0;
|
||||
@ -1057,7 +1118,6 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
float CurrentLineTextBaseOffset;
|
||||
ImVec2 PrevLineSize;
|
||||
float PrevLineTextBaseOffset;
|
||||
float LogLinePosY;
|
||||
int TreeDepth;
|
||||
ImU32 TreeDepthMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31
|
||||
ImGuiID LastItemId;
|
||||
@ -1076,6 +1136,8 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
ImGuiStorage* StateStorage;
|
||||
ImGuiLayoutType LayoutType;
|
||||
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
|
||||
int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
|
||||
int FocusCounterTab; // (same, but only count widgets which you can Tab through)
|
||||
|
||||
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
|
||||
ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
|
||||
@ -1097,7 +1159,6 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
|
||||
CurrentLineSize = PrevLineSize = ImVec2(0.0f, 0.0f);
|
||||
CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
|
||||
LogLinePosY = -1.0f;
|
||||
TreeDepth = 0;
|
||||
TreeDepthMayJumpToParentOnPop = 0x00;
|
||||
LastItemId = 0;
|
||||
@ -1112,8 +1173,10 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
MenuBarOffset = ImVec2(0.0f, 0.0f);
|
||||
StateStorage = NULL;
|
||||
LayoutType = ParentLayoutType = ImGuiLayoutType_Vertical;
|
||||
ItemWidth = 0.0f;
|
||||
FocusCounterAll = FocusCounterTab = -1;
|
||||
|
||||
ItemFlags = ImGuiItemFlags_Default_;
|
||||
ItemWidth = 0.0f;
|
||||
TextWrapPos = -1.0f;
|
||||
memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
|
||||
|
||||
@ -1198,15 +1261,6 @@ struct IMGUI_API ImGuiWindow
|
||||
ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
|
||||
ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
|
||||
|
||||
// Navigation / Focus
|
||||
// FIXME-NAV: Merge all this with the new Nav system, at least the request variables should be moved to ImGuiContext
|
||||
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
|
||||
int FocusIdxTabCounter; // (same, but only count widgets which you can Tab through)
|
||||
int FocusIdxAllRequestCurrent; // Item being requested for focus
|
||||
int FocusIdxTabRequestCurrent; // Tab-able item being requested for focus
|
||||
int FocusIdxAllRequestNext; // Item being requested for focus, for next update (relies on layout to be stable between the frame pressing TAB and the next frame)
|
||||
int FocusIdxTabRequestNext; // "
|
||||
|
||||
public:
|
||||
ImGuiWindow(ImGuiContext* context, const char* name);
|
||||
~ImGuiWindow();
|
||||
@ -1245,7 +1299,7 @@ struct ImGuiItemHoveredDataBackup
|
||||
|
||||
enum ImGuiTabBarFlagsPrivate_
|
||||
{
|
||||
ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node
|
||||
ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around]
|
||||
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
|
||||
};
|
||||
@ -1286,6 +1340,8 @@ struct ImGuiTabBar
|
||||
float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set.
|
||||
float ScrollingAnim;
|
||||
float ScrollingTarget;
|
||||
float ScrollingTargetDistToVisibility;
|
||||
float ScrollingSpeed;
|
||||
ImGuiTabBarFlags Flags;
|
||||
ImGuiID ReorderRequestTabId;
|
||||
int ReorderRequestDir;
|
||||
@ -1376,7 +1432,7 @@ 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); // 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);
|
||||
@ -1384,6 +1440,10 @@ namespace ImGui
|
||||
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
|
||||
IMGUI_API void PopItemFlag();
|
||||
|
||||
// Logging/Capture
|
||||
IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.
|
||||
IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer
|
||||
|
||||
// Popups, Modals, Tooltips
|
||||
IMGUI_API void OpenPopupEx(ImGuiID id);
|
||||
IMGUI_API void ClosePopupToLevel(int remaining, bool apply_focus_to_window_under);
|
||||
@ -1459,12 +1519,13 @@ namespace ImGui
|
||||
IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col);
|
||||
|
||||
// Widgets
|
||||
IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
|
||||
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius);
|
||||
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 Scrollbar(ImGuiAxis axis);
|
||||
IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
|
||||
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
|
||||
@ -1479,13 +1540,13 @@ namespace ImGui
|
||||
// Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
|
||||
// To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
|
||||
// e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); "
|
||||
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, const T v_min, const T v_max, const char* format, float power, ImGuiDragFlags flags);
|
||||
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, const T v_min, const T v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb);
|
||||
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, float power, ImGuiDragFlags flags);
|
||||
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb);
|
||||
template<typename T, typename FLOAT_T> IMGUI_API float SliderCalcRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float power, float linear_zero_pos);
|
||||
template<typename T, typename SIGNED_T> IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);
|
||||
|
||||
// InputText
|
||||
IMGUI_API bool InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format);
|
||||
|
||||
// Color
|
||||
|
1207
imgui_widgets.cpp
1207
imgui_widgets.cpp
File diff suppressed because it is too large
Load Diff
@ -63,3 +63,15 @@ bool ImGui::InputTextMultiline(const char* label, std::string* str, const ImVec2
|
||||
cb_user_data.ChainCallbackUserData = user_data;
|
||||
return InputTextMultiline(label, (char*)str->c_str(), str->capacity() + 1, size, flags, InputTextCallback, &cb_user_data);
|
||||
}
|
||||
|
||||
bool ImGui::InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
|
||||
{
|
||||
IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);
|
||||
flags |= ImGuiInputTextFlags_CallbackResize;
|
||||
|
||||
InputTextCallback_UserData cb_user_data;
|
||||
cb_user_data.Str = str;
|
||||
cb_user_data.ChainCallback = callback;
|
||||
cb_user_data.ChainCallbackUserData = user_data;
|
||||
return InputTextWithHint(label, hint, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data);
|
||||
}
|
||||
|
@ -19,4 +19,5 @@ namespace ImGui
|
||||
// Because text input needs dynamic resizing, we need to setup a callback to grow the capacity
|
||||
IMGUI_API bool InputText(const char* label, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
}
|
||||
|
@ -1,3 +1,7 @@
|
||||
dear imgui, v1.69
|
||||
(Font Readme)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
|
||||
a 13 pixels high, pixel-perfect font used by default.
|
||||
@ -5,7 +9,6 @@ We embed it font in source code so you can use Dear ImGui without any file syste
|
||||
|
||||
You may also load external .TTF/.OTF files.
|
||||
The files in this folder are suggested fonts, provided as a convenience.
|
||||
(Note: .OTF support in imstb_truetype.h currently doesn't appear to load every font)
|
||||
|
||||
Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
|
||||
Also read dear imgui FAQ in imgui.cpp!
|
||||
@ -32,7 +35,8 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui "
|
||||
README FIRST / FAQ
|
||||
---------------------------------------
|
||||
|
||||
- You can use the style editor ImGui::ShowStyleEditor() to browse your fonts and understand what's going on if you have an issue.
|
||||
- You can use the style editor ImGui::ShowStyleEditor() in the "Fonts" section to browse your fonts
|
||||
and understand what's going on if you have an issue.
|
||||
- Make sure your font ranges data are persistent (available during the call to GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
|
||||
- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
|
||||
u8"hello"
|
||||
@ -201,7 +205,8 @@ For example: for a game where your script is known, if you can feed your entire
|
||||
Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array that you can embed in source code.
|
||||
See the documentation in binary_to_compressed_c.cpp for instruction on how to use the tool.
|
||||
You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see README).
|
||||
The tool optionally used Base85 encoding to reduce the size of _source code_ but the read-only arrays will be about 20% bigger.
|
||||
The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the
|
||||
actual binary will be about 20% bigger.
|
||||
|
||||
Then load the font with:
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
|
||||
@ -294,6 +299,9 @@ MONOSPACE FONTS
|
||||
https://github.com/kmar/Sweet16Font
|
||||
Also include .inl file to use directly in dear imgui.
|
||||
|
||||
Google Noto Mono Fonts
|
||||
https://www.google.com/get/noto/
|
||||
|
||||
Typefaces for source code beautification
|
||||
https://github.com/chrissimpkins/codeface
|
||||
|
||||
|
Reference in New Issue
Block a user