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@ -29,6 +29,166 @@ HOW TO UPDATE?
|
||||
- Please report any issue!
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.72 (Released 2019-07-27)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking Changes:
|
||||
- Removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017):
|
||||
- ImGuiCol_Column*, ImGuiSetCond_* enums.
|
||||
- IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow() functions.
|
||||
- IMGUI_ONCE_UPON_A_FRAME macro.
|
||||
If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out
|
||||
the new names or equivalent features.
|
||||
- Renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
|
||||
- Removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()).
|
||||
Kept redirection function (will obsolete). (#581, #324)
|
||||
|
||||
Other Changes:
|
||||
comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style).
|
||||
- Scrolling: Made mouse-wheel scrolling lock the underlying window until the mouse is moved again or
|
||||
until a short delay expires (~2 seconds). This allow uninterrupted scroll even if child windows are
|
||||
passing under the mouse cursor. (#2604)
|
||||
- Scrolling: Made it possible for mouse wheel and navigation-triggered scrolling to override a call to
|
||||
SetScrollX()/SetScrollY(), making it possible to use a simpler stateless pattern for auto-scrolling:
|
||||
// (Submit items..)
|
||||
if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) // If scrolling at the already at the bottom..
|
||||
ImGui::SetScrollHereY(1.0f); // ..make last item fully visible
|
||||
- Scrolling: Added SetScrollHereX(), SetScrollFromPosX() for completeness. (#1580) [@kevreco]
|
||||
- Scrolling: Mouse wheel scrolling while hovering a child window is automatically forwarded to parent window
|
||||
if ScrollMax is zero on the scrolling axis.
|
||||
Also still the case if ImGuiWindowFlags_NoScrollWithMouse is set (not new), but previously the forwarding
|
||||
would be disabled if ImGuiWindowFlags_NoScrollbar was set on the child window, which is not the case
|
||||
any more. Forwarding can still be disabled by setting ImGuiWindowFlags_NoInputs. (amend #1502, #1380).
|
||||
- Window: Fixed InnerClipRect right-most coordinates using wrong padding setting (introduced in 1.71).
|
||||
- Window: Fixed old SetWindowFontScale() api value from not being inherited by child window. Added
|
||||
- Scrollbar: Avoid overlapping the opposite side when window (often a child window) is forcibly too small.
|
||||
- Combo: Hide arrow when there's not enough space even for the square button.
|
||||
- InputText: Testing for newly added ImGuiKey_KeyPadEnter key. (#2677, #2005) [@amc522]
|
||||
- TabBar: Fixed unfocused tab bar separator color (was using ImGuiCol_Tab, should use ImGuiCol_TabUnfocusedActive).
|
||||
- Columns: Fixed a regression from 1.71 where the right-side of the contents rectangle within each column
|
||||
would wrongly use a WindowPadding.x instead of ItemSpacing.x like it always did. (#125, #2666)
|
||||
- Columns: Made the right-most edge reaches up to the clipping rectangle (removing half of WindowPadding.x
|
||||
worth of asymmetrical/extraneous padding, note that there's another half that conservatively has to offset
|
||||
the right-most column, otherwise it's clipping width won't match the other columns). (#125, #2666)
|
||||
- Columns: Improved honoring alignment with various values of ItemSpacing.x and WindowPadding.x. (#125, #2666)
|
||||
- Columns: Made GetColumnOffset() and GetColumnWidth() behave when there's no column set, consistently with
|
||||
other column functions. (#2683)
|
||||
- InputTextMultiline: Fixed vertical scrolling tracking glitch.
|
||||
- Word-wrapping: Fixed overzealous word-wrapping when glyph edge lands exactly on the limit. Because
|
||||
of this, auto-fitting exactly unwrapped text would make it wrap. (fixes initial 1.15 commit, 78645a7d).
|
||||
- Style: Attenuated default opacity of ImGuiCol_Separator in Classic and Light styles.
|
||||
- Style: Added style.ColorButtonPosition (left/right, defaults to ImGuiDir_Right) to move the color button
|
||||
of ColorEdit3/ColorEdit4 functions to either side of the inputs.
|
||||
- IO: Added ImGuiKey_KeyPadEnter and support in various back-ends (previously back-ends would need to
|
||||
specifically redirect key-pad keys to their regular counterpart). This is a temporary attenuating measure
|
||||
until we actually refactor and add whole sets of keys into the ImGuiKey enum. (#2677, #2005) [@amc522]
|
||||
- Misc: Made Button(), ColorButton() not trigger an "edited" event leading to IsItemDeactivatedAfterEdit()
|
||||
returning true. This also effectively make ColorEdit4() not incorrect trigger IsItemDeactivatedAfterEdit()
|
||||
when clicking the color button to open the picker popup. (#1875)
|
||||
- Misc: Added IMGUI_DISABLE_METRICS_WINDOW imconfig.h setting to explicitly compile out ShowMetricsWindow().
|
||||
- Debug, Metrics: Added "Tools->Item Picker" tool which allow clicking on a widget to break in the debugger
|
||||
within the item code. The tool calls IM_DEBUG_BREAK() which can be redefined in imconfig.h if needed.
|
||||
- ImDrawList: Fixed CloneOutput() helper crashing. (#1860) [@gviot]
|
||||
- ImDrawList::ChannelsSplit(), ImDrawListSplitter: Fixed an issue with merging draw commands between
|
||||
channel 0 and 1. (#2624)
|
||||
- ImDrawListSplitter: Fixed memory leak when using low-level split api (was not affecting ImDrawList api,
|
||||
also this type was added in 1.71 and not advertised as a public-facing feature).
|
||||
- Fonts: binary_to_compressed_c.cpp: Display an error message if failing to open/read the input font file.
|
||||
- Demo: Log, Console: Using a simpler stateless pattern for auto-scrolling.
|
||||
- Demo: Widgets: Showing how to use the format parameter of Slider/Drag functions to display the name
|
||||
of an enum value instead of the underlying integer value.
|
||||
- Backends: DX10/DX11: Backup, clear and restore Geometry Shader is any is bound when calling renderer.
|
||||
- Backends: DX11: Clear Hull Shader, Domain Shader, Compute Shader before rendering. Not backing/restoring them.
|
||||
- Backends: OSX: Disabled default native Mac clipboard copy/paste implementation in core library (added in 1.71),
|
||||
because it needs application to be linked with '-framework ApplicationServices'. It can be explicitly
|
||||
enabled back by using '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h. Re-added
|
||||
equivalent using NSPasteboard api in the imgui_impl_osx.mm experimental back-end. (#2546)
|
||||
- Backends: SDL2: Added dummy ImGui_ImplSDL2_InitForD3D() function to make D3D support more visible.
|
||||
(#2482, #2632) [@josiahmanson]
|
||||
- Examples: Added SDL2+DirectX11 example application. (#2632, #2612, #2482) [@vincenthamm]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.71 (Released 2019-06-12)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking Changes:
|
||||
- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c).
|
||||
- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
|
||||
- Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now
|
||||
performed as part of their parent window, avoiding the creation of an extraneous draw commands.
|
||||
If you have overlapping child windows with decorations, and relied on their relative z-order to be
|
||||
mapped to submission their order, this will affect your rendering. The optimization is disabled
|
||||
if the parent window has no visual output because it appears to be the most common situation leading
|
||||
to the creation of overlapping child windows. Please reach out if you are affected by this change!
|
||||
|
||||
Other Changes:
|
||||
- Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available
|
||||
after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize
|
||||
will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding.
|
||||
The exact meaning of ContentSize for decorated windows was previously ill-defined.
|
||||
- Window: Fixed auto-resize with AlwaysVerticalScrollbar or AlwaysHorizontalScrollbar flags.
|
||||
- Window: Fixed one case where auto-resize by double-clicking the resize grip would make either scrollbar
|
||||
appear for a single frame after the resize.
|
||||
- Separator: Revert 1.70 "Declare its thickness (1.0f) to the layout" change. It's not incorrect
|
||||
but it breaks existing some layout patterns. Will return back to it when we expose Separator flags.
|
||||
- Fixed InputScalar, InputScalarN, SliderScalarN, DragScalarN with non-visible label from inserting
|
||||
style.ItemInnerSpacing.x worth of trailing spacing.
|
||||
- Fixed InputFloatX, SliderFloatX, DragFloatX functions erroneously reporting IsItemEdited() multiple
|
||||
times when the text input doesn't match the formatted output value (e.g. input "1" shows "1.000").
|
||||
It wasn't much of a problem because we typically use the return value instead of IsItemEdited() here.
|
||||
- Fixed uses of IsItemDeactivated(), IsItemDeactivatedAfterEdit() on multi-components widgets and
|
||||
after EndGroup(). (#2550, #1875)
|
||||
- Fixed crash when appending with BeginMainMenuBar() more than once and no other window are showing. (#2567)
|
||||
- ColorEdit: Fixed the color picker popup only displaying inputs as HSV instead of showing multiple
|
||||
options. (#2587, broken in 1.69 by #2384).
|
||||
- CollapsingHeader: Better clipping when a close button is enabled and it overlaps the label. (#600)
|
||||
- Scrollbar: Minor bounding box adjustment to cope with various border size.
|
||||
- Scrollbar, Style: Changed default style.ScrollbarSize from 16 to 14.
|
||||
- Combo: Fixed rounding not applying with the ImGuiComboFlags_NoArrowButton flag. (#2607) [@DucaRii]
|
||||
- Nav: Fixed gamepad/keyboard moving of window affecting contents size incorrectly, sometimes leading
|
||||
to scrollbars appearing during the movement.
|
||||
- Nav: Fixed rare crash when e.g. releasing Alt-key while focusing a window with a menu at the same
|
||||
frame as clearing the focus. This was in most noticeable in back-ends such as Glfw and SDL which
|
||||
emits key release events when focusing another viewport, leading to Alt+clicking on void on another
|
||||
viewport triggering the issue. (#2609)
|
||||
- TreeNode, CollapsingHeader: Fixed highlight frame not covering horizontal area fully when using
|
||||
horizontal scrolling. (#2211, #2579)
|
||||
- TabBar: Fixed BeginTabBar() within a window with horizontal scrolling from creating a feedback
|
||||
loop with the horizontal contents size.
|
||||
- Columns: Fixed Columns() within a window with horizontal scrolling from not covering the full
|
||||
horizontal area (previously only worked with an explicit contents size). (#125)
|
||||
- Columns: Fixed Separator from creating an extraneous draw command. (#125)
|
||||
- Columns: Fixed Selectable with SpanAllColumns flag from creating an extraneous draw command. (#125)
|
||||
- Style: Added style.WindowMenuButtonPosition (left/right, defaults to ImGuiDir_Left) to move the
|
||||
collapsing/docking button to the other side of the title bar.
|
||||
- Style: Made window close button cross slightly smaller.
|
||||
- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture.
|
||||
- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices.
|
||||
The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable
|
||||
this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero.
|
||||
This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not
|
||||
support 32-bits indices. Most examples back-ends have been modified to support the VtxOffset field.
|
||||
- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command.
|
||||
This is provided for convenience and consistency with VtxOffset.
|
||||
- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to
|
||||
facilitate custom rendering back-ends passing local render-specific data to the draw callback.
|
||||
- ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. Combine
|
||||
with RasterizerFlags::MonoHinting for best results. (#2545) [@HolyBlackCat]
|
||||
- ImFontGlyphRangesBuilder: Fixed unnecessarily over-sized buffer, which incidentally was also not
|
||||
fully cleared. Fixed edge-case overflow when adding character 0xFFFF. (#2568). [@NIKE3500]
|
||||
- Demo: Added full "Dear ImGui" prefix to the title of "Dear ImGui Demo" and "Dear ImGui Metrics" windows.
|
||||
- Backends: Add native Mac clipboard copy/paste default implementation in core library to match what we are
|
||||
dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
|
||||
- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168]
|
||||
- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes
|
||||
(64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends.
|
||||
- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(),
|
||||
the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode
|
||||
support. (#2538, #2541)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.70 (Released 2019-05-06)
|
||||
-----------------------------------------------------------------------
|
||||
@ -125,7 +285,7 @@ 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]
|
||||
Kept redirection enum values (will obsolete). (#2384) [@haldean]
|
||||
- Renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). (#2391)
|
||||
|
||||
Other Changes:
|
||||
@ -270,7 +430,7 @@ Breaking Changes:
|
||||
side-effect because the window would have ID zero. In particular it is causing problems in viewport/docking branches.
|
||||
- Renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges and removed its [Beta] mark.
|
||||
The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names.
|
||||
- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete).
|
||||
- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
|
||||
|
||||
Other Changes:
|
||||
- Added BETA api for Tab Bar/Tabs widgets: (#261, #351)
|
||||
@ -1011,7 +1171,7 @@ Breaking Changes:
|
||||
- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382)
|
||||
- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382)
|
||||
- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency.
|
||||
- Renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete).
|
||||
- Renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
|
||||
|
||||
Other Changes:
|
||||
|
||||
|
@ -1,9 +1,12 @@
|
||||
dear imgui
|
||||
=====
|
||||
[](https://travis-ci.org/ocornut/imgui)
|
||||
[](https://travis-ci.com/ocornut/imgui)
|
||||
[](https://scan.coverity.com/projects/4720)
|
||||
|
||||
_(This library is free as in freedom, but needs your support to sustain its development. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal.)_
|
||||
_(This library is available under a free and permissive licence, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal.)_
|
||||
|
||||
Businesses: support continued development via invoiced technical support & maintenance contracts:
|
||||
<br> _E-mail: omarcornut at gmail dot com_
|
||||
|
||||
Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
|
||||
<br> [](http://www.patreon.com/imgui)
|
||||
@ -11,16 +14,13 @@ Individuals/hobbyists: support continued maintenance and development via the mon
|
||||
Individuals/hobbyists: support continued maintenance and development via PayPal:
|
||||
<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
|
||||
|
||||
Businesses: support continued maintenance and development via support contracts or sponsoring:
|
||||
<br> _E-mail: omarcornut at gmail dot com_
|
||||
|
||||
Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
|
||||
|
||||
Dear ImGui is designed to enable fast iterations and to empower programmers to create content creation tools and visualization / debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and lacks certain features normally found in more high-level libraries.
|
||||
|
||||
Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
|
||||
|
||||
See [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui), [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Gallery](https://github.com/ocornut/imgui/issues/2265) pages to get an idea of its use cases.
|
||||
See [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui), [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Gallery](https://github.com/ocornut/imgui/issues/2529) pages to get an idea of its use cases.
|
||||
|
||||
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
|
||||
- imgui.cpp
|
||||
@ -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-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)
|
||||
- [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190715.zip) (Windows binaries, Dear ImGui 1.72 WIP built 2019/07/15, 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()`.
|
||||
|
||||
@ -127,7 +127,7 @@ Languages: (third-party bindings)
|
||||
- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui)
|
||||
- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas)
|
||||
- PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui)
|
||||
- Python: [pyimgui](https://github.com/swistakm/pyimgui) or [bimpy](https://github.com/podgorskiy/bimpy)
|
||||
- Python: [pyimgui](https://github.com/swistakm/pyimgui) or [bimpy](https://github.com/podgorskiy/bimpy) or [ogre-imgui](https://github.com/OGRECave/ogre-imgui)
|
||||
- Ruby: [ruby-imgui](https://github.com/vaiorabbit/ruby-imgui)
|
||||
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust)
|
||||
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
|
||||
@ -137,12 +137,13 @@ Frameworks:
|
||||
- Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
||||
- Framework: Allegro 5, Emscripten, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
||||
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
|
||||
- bsf: [bsfimgui](https://github.com/pgruenbacher/bsfImgui)
|
||||
- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
|
||||
- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551)
|
||||
- Flexium: [FlexGUI](https://github.com/DXsmiley/FlexGUI)
|
||||
- GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml)
|
||||
- Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI)
|
||||
- Ogre: [ogreimgui](https://bitbucket.org/LMCrashy/ogreimgui/src)
|
||||
- Ogre: [ogre-imgui](https://github.com/OGRECave/ogre-imgui)
|
||||
- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui)
|
||||
- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c)
|
||||
- ORX: [ImGuiOrx](https://github.com/thegwydd/ImGuiOrx), [#1843](https://github.com/ocornut/imgui/pull/1843)
|
||||
@ -177,7 +178,8 @@ User screenshots:
|
||||
<br>[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
|
||||
<br>[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 to June 2018)
|
||||
<br>[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 to January 2019)
|
||||
<br>[Gallery Part 8](https://github.com/ocornut/imgui/issues/2265) (January 2019 onward)
|
||||
<br>[Gallery Part 8](https://github.com/ocornut/imgui/issues/2265) (January 2019 to May 2019)
|
||||
<br>[Gallery Part 9](https://github.com/ocornut/imgui/issues/2529) (May 2019 onward)
|
||||
|
||||
Custom engine
|
||||
[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
|
||||
@ -197,7 +199,7 @@ References
|
||||
The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
|
||||
- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
|
||||
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
|
||||
- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
|
||||
- [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/).
|
||||
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
|
||||
- [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k).
|
||||
- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/).
|
||||
@ -241,7 +243,7 @@ See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software usi
|
||||
|
||||
The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce this ambiguity without affecting existing codebases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library. Please try to refer to this library as "Dear ImGui".
|
||||
|
||||
**How can I tell whether to dispatch mouse/keyboard to imgui or to my application?**
|
||||
**How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?**
|
||||
<br>**How can I display an image? What is ImTextureID, how does it works?**
|
||||
<br>**Why are multiple widgets reacting when I interact with a single one? How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack...**
|
||||
<br>**How can I use my own math types instead of ImVec2/ImVec4?**
|
||||
@ -250,7 +252,7 @@ The library started its life as "ImGui" due to the fact that I didn't give it a
|
||||
<br>**How can I load multiple fonts?**
|
||||
<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([example](https://github.com/ocornut/imgui/wiki/Loading-Font-Example))
|
||||
<br>**How can I interact with standard C++ types (such as std::string and std::vector)?**
|
||||
<br>**How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)**
|
||||
<br>**How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API)**
|
||||
<br>**How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)**
|
||||
<br>**I integrated Dear ImGui in my engine and the text or lines are blurry..**
|
||||
<br>**I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..**
|
||||
@ -288,7 +290,10 @@ Support dear imgui
|
||||
|
||||
**How can I help financing further development of Dear ImGui?**
|
||||
|
||||
Your contributions are keeping this project alive. The library is free as in freedom, but continued maintenance and development are a full-time endeavor. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. Thank you!
|
||||
Your contributions are keeping this project alive. The library is available under a free and permissive licence, but continued maintenance and development are a full-time endeavor and I would like to grow the team. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced technical support and maintenance contracts. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal. Thank you!
|
||||
|
||||
Businesses: support continued development via invoiced technical support & maintenance contracts:
|
||||
<br> _E-mail: omarcornut at gmail dot com_
|
||||
|
||||
Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
|
||||
<br> [](http://www.patreon.com/imgui)
|
||||
@ -296,22 +301,20 @@ Individuals/hobbyists: support continued maintenance and development via the mon
|
||||
Individuals/hobbyists: support continued maintenance and development via PayPal:
|
||||
<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
|
||||
|
||||
Businesses: support continued maintenance and development via support contracts or sponsoring:
|
||||
<br> _E-mail: omarcornut at gmail dot com_
|
||||
|
||||
Ongoing dear imgui development is financially supported by users and private sponsors, recently:
|
||||
|
||||
**Platinum-chocolate sponsors**
|
||||
- **Blizzard Entertainment**.
|
||||
- Blizzard Entertainment
|
||||
- Google
|
||||
|
||||
**Double-chocolate sponsors**
|
||||
- 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, Unit 2 Games.
|
||||
- Remedy Entertainment, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, Morten Skaaning, Nikhil Deshpande, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford.
|
||||
|
||||
**Caramel supporters**
|
||||
- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem.
|
||||
- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra, Frederik De Bleser, Anticrisis.
|
||||
|
||||
And all other past and present supporters; THANK YOU!
|
||||
(Please contact me if you would like to be added or removed from this list)
|
||||
|
@ -9,6 +9,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- doc/test: checklist app to verify binding/integration of imgui (test inputs, rendering, callback, etc.).
|
||||
- doc/tips: tips of the day: website? applet in imgui_club?
|
||||
|
||||
- window: preserve/restore relative focus ordering (persistent or not) (#2304) -> also see docking reference to same #.
|
||||
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
|
||||
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
|
||||
- window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
|
||||
@ -25,17 +26,20 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- window: using SetWindowPos() inside Begin() and moving the window with the mouse reacts a very ugly glitch. We should just defer the SetWindowPos() call.
|
||||
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
|
||||
- window: investigate better auto-positioning for new windows.
|
||||
- window: top most window flag? (#2574)
|
||||
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false.
|
||||
- window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?).
|
||||
- window/child: border could be emitted in parent as well.
|
||||
- window/child: allow SetNextWindowContentSize() to work on child windows.
|
||||
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
|
||||
- window/tab: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
|
||||
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
|
||||
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
|
||||
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
|
||||
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
|
||||
- scrolling/style: shadows on scrollable areas to denote that there is more contents
|
||||
|
||||
- drawdata: make it easy to clone (or swap?) a ImDrawData so user can easily save that data if they use threaded rendering.
|
||||
- drawdata: make it easy to clone (or swap?) a full ImDrawData so user can easily save that data if they use threaded rendering. (e.g. #2646)
|
||||
! drawlist: add calctextsize func to facilitate consistent code from user pov (currently need to use ImGui or ImFont alternatives!)
|
||||
- drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack.
|
||||
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
|
||||
@ -63,10 +67,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- widgets: start exposing PushItemFlag() and ImGuiItemFlags
|
||||
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
|
||||
- widgets: activate by identifier (trigger button, focus given id)
|
||||
- widgets: a way to represent "mixed" values, so e.g. all values replaced with **, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed)
|
||||
- widgets: 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) (#2644)
|
||||
- widgets: selectable: generic BeginSelectable()/EndSelectable() mechanism.
|
||||
- widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
|
||||
- widgets: checkbox with custom glyph inside frame.
|
||||
- widgets: checkbox: checkbox with custom glyph inside frame.
|
||||
- widgets: coloredit: keep reporting as active when picker is on?
|
||||
- widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
|
||||
|
||||
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
|
||||
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
|
||||
@ -81,8 +87,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it.
|
||||
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
|
||||
- input text: 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: global callback system so user can plug in an expression evaluator easily. (#1691)
|
||||
- input text: force scroll to end or scroll to a given line/contents (so user can implement a log or a search feature)
|
||||
- input text: a way to preview completion (e.g. disabled text completing from the cursor)
|
||||
- input text: a side bar that could e.g. preview where errors are. probably left to the user to draw but we'd need to give them the info there.
|
||||
- input text: a way for the user to provide syntax coloring.
|
||||
- input text: Shift+TAB with ImGuiInputTextFlags_AllowTabInput could eat preceding blanks, up to tab_count.
|
||||
@ -103,9 +110,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- layout: horizontal flow until no space left (#404)
|
||||
- layout: more generic alignment state (left/right/centered) for single items?
|
||||
- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
|
||||
- layout: BeginGroup() needs a border option. (~#1496)
|
||||
- layout: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284)
|
||||
|
||||
- group: BeginGroup() needs a border option. (~#1496)
|
||||
- group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable?
|
||||
- group: merge deactivation/activation within same group (fwd WasEdited flag). (#2550)
|
||||
|
||||
- columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125)
|
||||
- columns: add a conditional parameter to SetColumnOffset() (#513, #125)
|
||||
- columns: headers. re-orderable. (#513, #125)
|
||||
@ -113,6 +123,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- columns: option to alternate background colors on odd/even scanlines.
|
||||
- columns: allow columns to recurse.
|
||||
- columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them.
|
||||
- columns: sizing is lossy when columns width is very small (default width may turn negative etc.)
|
||||
- columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
|
||||
- columns: flag to add horizontal separator above/below?
|
||||
- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
|
||||
@ -132,8 +143,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- clipper: ability to force display 1 item in the list would be convenient (for patterns where we need to set active id etc.)
|
||||
- clipper: ability to disable the clipping through a simple flag/bool.
|
||||
- clipper: ability to run without knowing full count in advance.
|
||||
- clipper: horizontal clipping support. (#2580)
|
||||
|
||||
- splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
|
||||
- separator: expose flags (#759)
|
||||
- separator: width, thickness, centering (#1643)
|
||||
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
|
||||
|
||||
- dock: merge docking branch (#2109)
|
||||
- dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
|
||||
@ -194,23 +208,24 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- shortcuts: programmatically access shortcuts "Focus("&Save"))
|
||||
- menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
|
||||
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
|
||||
- menus: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot).
|
||||
|
||||
- text: selectable text (for copy) as a generic feature (ItemFlags?)
|
||||
- text: proper alignment options in imgui_internal.h
|
||||
- text wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
|
||||
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
|
||||
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
|
||||
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
|
||||
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
|
||||
- text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width
|
||||
- text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
|
||||
|
||||
- tree node / optimization: avoid formatting when clipped.
|
||||
- tree node: tree-node/header right-most side doesn't take account of horizontal scrolling.
|
||||
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
|
||||
- tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
|
||||
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
|
||||
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
|
||||
- tree node: leaf/non-leaf highlight mismatch.
|
||||
- tree node: _NoIndentOnOpen flag? would require to store a per-depth bit mask to store info for pop (or whatever is cheaper)
|
||||
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height?)
|
||||
|
||||
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
|
||||
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
|
||||
@ -223,6 +238,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc.
|
||||
- style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation).
|
||||
- style: global scale setting.
|
||||
- style: FramePadding could be different for up vs down (#584)
|
||||
- style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
|
||||
- style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223)
|
||||
- style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
|
||||
@ -262,6 +278,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- font: a CalcTextHeight() helper could run faster than CalcTextSize().y
|
||||
- font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
|
||||
- font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
|
||||
- font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575)
|
||||
- font: PushFontSize API (#1018)
|
||||
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
|
||||
- font: storing MinAdvanceX per font would allow us to skip calculating line width (under a threshold of character count) in loops looking for block width
|
||||
@ -270,7 +287,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- font/atlas: add a missing Glyphs.reserve()
|
||||
- font/atlas: incremental updates
|
||||
- font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
|
||||
- font/atlas: allow user to submit its own primitive to be rectpacked, and allow to map them on a Unicode point.
|
||||
- font/draw: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
|
||||
- font/draw: need to be able to specify wrap start position.
|
||||
- font/draw: better reserve policy for large horizontal block of text (shouldn't reserve for all clipped lines)
|
||||
@ -278,8 +294,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct), would save on cache line.
|
||||
- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
|
||||
- font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
|
||||
- font: fix AddRemapChar() to work before font has been built.
|
||||
- font: what would it take to support codepoint higher than 0xFFFF? (smileys, etc.)
|
||||
- font: fix AddRemapChar() to work before atlas has been built.
|
||||
- font: what would it take to support codepoint higher than 0xFFFF? (smileys, etc.) (#2538, #2541)
|
||||
- font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
|
||||
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
|
||||
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
|
||||
@ -318,6 +334,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- inputs/io: backspace and arrows in the context of a text input could use system repeat rate.
|
||||
- inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
|
||||
- inputs: add mouse cursor for unavailable/no? IDC_NO/SDL_SYSTEM_CURSOR_NO.
|
||||
- inputs/scrolling: support for smooth scrolling (#2462, #2569)
|
||||
|
||||
- misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for back-end to be able stop refreshing easily.
|
||||
- misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls.
|
||||
|
@ -1,5 +1,5 @@
|
||||
-----------------------------------------------------------------------
|
||||
dear imgui, v1.70
|
||||
dear imgui, v1.72
|
||||
-----------------------------------------------------------------------
|
||||
examples/README.txt
|
||||
(This is the README file for the examples/ folder. See docs/ for more documentation)
|
||||
@ -93,7 +93,7 @@ Most the example bindings are split in 2 parts:
|
||||
|
||||
- Road-map: Dear ImGui 1.80 (WIP currently in the "docking" branch) will allows imgui windows to be
|
||||
seamlessly detached from the main application window. This is achieved using an extra layer to the
|
||||
platform and renderer bindings, which allows imgui to communicate platform-specific requests.
|
||||
platform and renderer bindings, which allows Dear ImGui to communicate platform-specific requests.
|
||||
If you decide to use unmodified imgui_impl_xxxx.cpp files, you will automatically benefit from
|
||||
improvements and fixes related to viewports and platform windows without extra work on your side.
|
||||
|
||||
@ -104,7 +104,7 @@ List of Platforms Bindings in this repository:
|
||||
imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl back-ends)
|
||||
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
|
||||
imgui_impl_win32.cpp ; Win32 native API (Windows)
|
||||
imgui_impl_glut.cpp ; GLUT/FreeGLUT (not recommended unless really miss the 90's)
|
||||
imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2019)
|
||||
|
||||
List of Renderer Bindings in this repository:
|
||||
|
||||
@ -175,7 +175,7 @@ example_empscripten:
|
||||
We provide this to make the Emscripten differences obvious, and have them not pollute all other examples.
|
||||
|
||||
example_glfw_metal/
|
||||
GLFW (Mac) + Vulkan example.
|
||||
GLFW (Mac) + Metal example.
|
||||
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm.
|
||||
|
||||
example_glfw_opengl2/
|
||||
@ -201,6 +201,7 @@ example_glfw_vulkan/
|
||||
GLFW (Win32, Mac, Linux) + Vulkan example.
|
||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
|
||||
This is quite long and tedious, because: Vulkan.
|
||||
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
|
||||
|
||||
example_glut_opengl2/
|
||||
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2.
|
||||
@ -211,6 +212,17 @@ example_marmalade/
|
||||
Marmalade example using IwGx.
|
||||
= main.cpp + imgui_impl_marmalade.cpp
|
||||
|
||||
example_null
|
||||
Null example, compile and link imgui, create context, run headless with no inputs and no graphics output.
|
||||
= main.cpp
|
||||
This is used to quickly test compilation of core imgui files in as many setups as possible.
|
||||
Because this application doesn't create a window nor a graphic context, there's no graphics output.
|
||||
|
||||
example_sdl_directx11/
|
||||
SDL2 + DirectX11 example, Windows only.
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp
|
||||
This to demonstrate usage of DirectX with SDL.
|
||||
|
||||
example_sdl_opengl2/
|
||||
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
|
||||
@ -234,6 +246,7 @@ example_sdl_vulkan/
|
||||
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
|
||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
|
||||
This is quite long and tedious, because: Vulkan.
|
||||
For this example, the main.cpp file exceptionally use helpers function from imgui_impl_vulkan.h/cpp.
|
||||
|
||||
example_win32_directx9/
|
||||
DirectX9 example, Windows only.
|
||||
|
@ -2,7 +2,7 @@
|
||||
# Configuration
|
||||
|
||||
Dear ImGui outputs 16-bit vertex indices by default.
|
||||
Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile imgui with 32-bit indices.
|
||||
Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices.
|
||||
You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename.
|
||||
We are providing `imconfig_allegro5.h` that enables 32-bit indices.
|
||||
Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion.
|
||||
|
@ -38,14 +38,11 @@
|
||||
4080A99F20B034280036BA46 /* imgui_impl_osx.mm */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.objcpp; name = imgui_impl_osx.mm; path = ../imgui_impl_osx.mm; sourceTree = "<group>"; };
|
||||
4080A9A020B034280036BA46 /* imgui_impl_opengl2.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_opengl2.h; path = ../imgui_impl_opengl2.h; sourceTree = "<group>"; };
|
||||
4080A9A120B034280036BA46 /* imgui_impl_osx.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_impl_osx.h; path = ../imgui_impl_osx.h; sourceTree = "<group>"; };
|
||||
4080A9A420B0343C0036BA46 /* stb_truetype.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = stb_truetype.h; path = ../../stb_truetype.h; sourceTree = "<group>"; };
|
||||
4080A9A520B0343C0036BA46 /* imgui_internal.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui_internal.h; path = ../../imgui_internal.h; sourceTree = "<group>"; };
|
||||
4080A9A620B0343C0036BA46 /* imgui_demo.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_demo.cpp; path = ../../imgui_demo.cpp; sourceTree = "<group>"; };
|
||||
4080A9A720B0343C0036BA46 /* imgui.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui.cpp; path = ../../imgui.cpp; sourceTree = "<group>"; };
|
||||
4080A9A820B0343C0036BA46 /* imgui.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imgui.h; path = ../../imgui.h; sourceTree = "<group>"; };
|
||||
4080A9A920B0343C0036BA46 /* stb_rect_pack.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = stb_rect_pack.h; path = ../../stb_rect_pack.h; sourceTree = "<group>"; };
|
||||
4080A9AA20B0343C0036BA46 /* imgui_draw.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; name = imgui_draw.cpp; path = ../../imgui_draw.cpp; sourceTree = "<group>"; };
|
||||
4080A9AB20B0343C0036BA46 /* stb_textedit.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = stb_textedit.h; path = ../../stb_textedit.h; sourceTree = "<group>"; };
|
||||
4080A9AC20B0343C0036BA46 /* imconfig.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; name = imconfig.h; path = ../../imconfig.h; sourceTree = "<group>"; };
|
||||
4080A9B220B034E40036BA46 /* Cocoa.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Cocoa.framework; path = System/Library/Frameworks/Cocoa.framework; sourceTree = SDKROOT; };
|
||||
4080A9B420B034EA0036BA46 /* OpenGL.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGL.framework; path = System/Library/Frameworks/OpenGL.framework; sourceTree = SDKROOT; };
|
||||
@ -74,9 +71,6 @@
|
||||
4080A9A620B0343C0036BA46 /* imgui_demo.cpp */,
|
||||
4080A9AA20B0343C0036BA46 /* imgui_draw.cpp */,
|
||||
4080A9A520B0343C0036BA46 /* imgui_internal.h */,
|
||||
4080A9A920B0343C0036BA46 /* stb_rect_pack.h */,
|
||||
4080A9AB20B0343C0036BA46 /* stb_textedit.h */,
|
||||
4080A9A420B0343C0036BA46 /* stb_truetype.h */,
|
||||
4080A99E20B034280036BA46 /* imgui_impl_opengl2.cpp */,
|
||||
4080A9A020B034280036BA46 /* imgui_impl_opengl2.h */,
|
||||
4080A9A120B034280036BA46 /* imgui_impl_osx.h */,
|
||||
|
@ -241,7 +241,7 @@
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
|
@ -61,8 +61,8 @@ int main(int, char**)
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// For an Emscripten build we are disabling file-system access, so let's not attempt to do a fopen() of the imgui.ini file.
|
||||
// You may manually call LoadIniSettingsFromMemory() to load settings from your own storage.
|
||||
|
@ -74,6 +74,7 @@ int main(int, char**)
|
||||
|
||||
MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
|
||||
|
@ -43,8 +43,8 @@ int main(int, char**)
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -69,6 +69,7 @@ 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);
|
||||
|
@ -86,8 +86,8 @@ int main(int, char**)
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -112,6 +112,7 @@ 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);
|
||||
@ -171,14 +172,12 @@ int main(int, char**)
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
int display_w, display_h;
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwGetFramebufferSize(window, &display_w, &display_h);
|
||||
glViewport(0, 0, display_w, display_h);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
|
@ -1,3 +1,8 @@
|
||||
# Example usage:
|
||||
# mkdir build
|
||||
# cd build
|
||||
# cmake -g "Visual Studio 14 2015" ..
|
||||
|
||||
cmake_minimum_required(VERSION 2.8)
|
||||
project(imgui_example_glfw_vulkan C CXX)
|
||||
|
||||
@ -18,7 +23,7 @@ option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF)
|
||||
add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL)
|
||||
include_directories(${GLFW_DIR}/include)
|
||||
|
||||
# ImGui
|
||||
# Dear ImGui
|
||||
set(IMGUI_DIR ../../)
|
||||
include_directories(${IMGUI_DIR} ..)
|
||||
|
||||
|
@ -372,8 +372,8 @@ int main(int, char**)
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -440,6 +440,7 @@ int main(int, char**)
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
}
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
@ -3,7 +3,7 @@
|
||||
|
||||
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
|
||||
// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
|
||||
// !!! Prefer using GLFW Or SDL instead!
|
||||
// !!! Nowadays, prefer using GLFW or SDL instead!
|
||||
|
||||
#include "imgui.h"
|
||||
#include "../imgui_impl_glut.h"
|
||||
@ -18,6 +18,7 @@
|
||||
#pragma warning (disable: 4505) // unreferenced local function has been removed
|
||||
#endif
|
||||
|
||||
// Our state
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
@ -105,9 +106,10 @@ int main(int argc, char** argv)
|
||||
glutDisplayFunc(glut_display_func);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
|
@ -44,6 +44,7 @@ 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);
|
||||
|
@ -1,4 +1,5 @@
|
||||
// dear imgui: null/dummy example application (compile and link imgui with NO INPUTS, NO OUTPUTS)
|
||||
// dear imgui: null/dummy example application
|
||||
// (compile and link imgui, create context, run headless with NO INPUTS, NO GRAPHICS OUTPUT)
|
||||
// This is useful to test building, but you cannot interact with anything here!
|
||||
#include "imgui.h"
|
||||
#include <stdio.h>
|
||||
|
8
examples/example_sdl_directx11/build_win32.bat
Normal file
8
examples/example_sdl_directx11/build_win32.bat
Normal file
@ -0,0 +1,8 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
set OUT_DIR=Debug
|
||||
set OUT_EXE=example_sdl_directx11
|
||||
set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
|
||||
set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_dx11.cpp ..\..\imgui*.cpp
|
||||
set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
|
||||
mkdir %OUT_DIR%
|
||||
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
181
examples/example_sdl_directx11/example_sdl_directx11.vcxproj
Normal file
181
examples/example_sdl_directx11/example_sdl_directx11.vcxproj
Normal file
@ -0,0 +1,181 @@
|
||||
<?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">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{9E1987E3-1F19-45CA-B9C9-D31E791836D8}</ProjectGuid>
|
||||
<RootNamespace>example_sdl_directx11</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
<ProjectName>example_sdl_directx11</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>MultiByte</CharacterSet>
|
||||
<PlatformToolset>v110</PlatformToolset>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||
<IncludePath>$(IncludePath)</IncludePath>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_dx11.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_sdl.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\imgui_impl_dx11.h" />
|
||||
<ClInclude Include="..\imgui_impl_sdl.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\natvis\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
@ -0,0 +1,57 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_dx11.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_sdl.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_dx11.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_sdl.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\natvis\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
219
examples/example_sdl_directx11/main.cpp
Normal file
219
examples/example_sdl_directx11/main.cpp
Normal file
@ -0,0 +1,219 @@
|
||||
// dear imgui: standalone example application for SDL2 + DirectX 11
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl.h"
|
||||
#include "imgui_impl_dx11.h"
|
||||
#include <d3d11.h>
|
||||
#include <stdio.h>
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
|
||||
// Data
|
||||
static ID3D11Device* g_pd3dDevice = NULL;
|
||||
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
|
||||
static IDXGISwapChain* g_pSwapChain = NULL;
|
||||
static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
|
||||
|
||||
// Forward declarations of helper functions
|
||||
bool CreateDeviceD3D(HWND hWnd);
|
||||
void CleanupDeviceD3D();
|
||||
void CreateRenderTarget();
|
||||
void CleanupRenderTarget();
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Setup window
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
SDL_SysWMinfo wmInfo;
|
||||
SDL_VERSION(&wmInfo.version);
|
||||
SDL_GetWindowWMInfo(window, &wmInfo);
|
||||
HWND hwnd = (HWND)wmInfo.info.win.window;
|
||||
|
||||
// Initialize Direct3D
|
||||
if (!CreateDeviceD3D(hwnd))
|
||||
{
|
||||
CleanupDeviceD3D();
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplSDL2_InitForD3D(window);
|
||||
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
bool done = false;
|
||||
while (!done)
|
||||
{
|
||||
// Poll and handle events (inputs, window resize, etc.)
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
SDL_Event event;
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
ImGui_ImplSDL2_ProcessEvent(&event);
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
|
||||
done = true;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
ImGui_ImplDX11_NewFrame();
|
||||
ImGui_ImplSDL2_NewFrame(window);
|
||||
ImGui::NewFrame();
|
||||
|
||||
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
|
||||
if (show_demo_window)
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
|
||||
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
|
||||
|
||||
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
|
||||
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
|
||||
ImGui::Checkbox("Another Window", &show_another_window);
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
|
||||
|
||||
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show another simple window.
|
||||
if (show_another_window)
|
||||
{
|
||||
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
|
||||
ImGui::Text("Hello from another window!");
|
||||
if (ImGui::Button("Close Me"))
|
||||
show_another_window = false;
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
|
||||
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_color);
|
||||
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
g_pSwapChain->Present(1, 0); // Present with vsync
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplDX11_Shutdown();
|
||||
ImGui_ImplSDL2_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
CleanupDeviceD3D();
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
|
||||
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; }
|
||||
}
|
@ -19,7 +19,7 @@
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{94E991D0-790A-4DAF-B442-AAADE3233C75}</ProjectGuid>
|
||||
<ProjectGuid>{2AE17FDE-F7F3-4CAC-ADAB-0710EDA4F741}</ProjectGuid>
|
||||
<RootNamespace>example_sdl_opengl2</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
|
@ -13,6 +13,7 @@
|
||||
#include <SDL.h>
|
||||
#include <SDL_opengl.h>
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
@ -31,14 +32,15 @@ int main(int, char**)
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -63,6 +65,7 @@ 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);
|
||||
|
@ -22,6 +22,7 @@
|
||||
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#endif
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
@ -55,6 +56,7 @@ int main(int, char**)
|
||||
SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
|
||||
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags);
|
||||
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
SDL_GL_SetSwapInterval(1); // Enable vsync
|
||||
|
||||
// Initialize OpenGL loader
|
||||
@ -77,8 +79,8 @@ int main(int, char**)
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -103,6 +105,7 @@ 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);
|
||||
@ -170,7 +173,6 @@ int main(int, char**)
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
SDL_GL_MakeCurrent(window, gl_context);
|
||||
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
@ -322,7 +322,7 @@ int main(int, char**)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
return 1;
|
||||
return -1;
|
||||
}
|
||||
|
||||
// Setup window
|
||||
@ -353,10 +353,11 @@ int main(int, char**)
|
||||
SetupVulkanWindow(wd, surface, w, h);
|
||||
|
||||
// Setup Dear ImGui context
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -423,6 +424,7 @@ int main(int, char**)
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
}
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
@ -46,8 +46,8 @@ int main(int, char**)
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
|
@ -46,8 +46,8 @@ int main(int, char**)
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -146,6 +146,7 @@ int main(int, char**)
|
||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
ImGui_ImplDX11_Shutdown();
|
||||
ImGui_ImplWin32_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
@ -42,7 +42,7 @@ void CleanupDeviceD3D();
|
||||
void CreateRenderTarget();
|
||||
void CleanupRenderTarget();
|
||||
void WaitForLastSubmittedFrame();
|
||||
FrameContext* WaitForNextFrameResources();
|
||||
FrameContext* WaitForNextFrameResources();
|
||||
void ResizeSwapChain(HWND hWnd, int width, int height);
|
||||
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
|
||||
@ -70,8 +70,8 @@ int main(int, char**)
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
@ -333,9 +333,9 @@ void CleanupDeviceD3D()
|
||||
|
||||
void CreateRenderTarget()
|
||||
{
|
||||
ID3D12Resource* pBackBuffer;
|
||||
for (UINT i = 0; i < NUM_BACK_BUFFERS; i++)
|
||||
{
|
||||
ID3D12Resource* pBackBuffer = NULL;
|
||||
g_pSwapChain->GetBuffer(i, IID_PPV_ARGS(&pBackBuffer));
|
||||
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, g_mainRenderTargetDescriptor[i]);
|
||||
g_mainRenderTargetResource[i] = pBackBuffer;
|
||||
|
@ -44,8 +44,8 @@ int main(int, char**)
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
|
@ -15,6 +15,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter().
|
||||
// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 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.
|
||||
@ -281,6 +283,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = ALLEGRO_KEY_PAD_ENTER;
|
||||
io.KeyMap[ImGuiKey_A] = ALLEGRO_KEY_A;
|
||||
io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
|
||||
io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
|
||||
@ -353,8 +356,7 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev)
|
||||
return true;
|
||||
case ALLEGRO_EVENT_KEY_CHAR:
|
||||
if (ev->keyboard.display == g_Display)
|
||||
if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)ev->keyboard.unichar);
|
||||
io.AddInputCharacter((unsigned int)ev->keyboard.unichar);
|
||||
return true;
|
||||
case ALLEGRO_EVENT_KEY_DOWN:
|
||||
case ALLEGRO_EVENT_KEY_UP:
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
@ -10,6 +11,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData().
|
||||
// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
@ -79,6 +82,7 @@ static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device*
|
||||
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
ctx->PSSetShader(g_pPixelShader);
|
||||
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
ctx->GSSetShader(NULL);
|
||||
|
||||
// Setup render state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
@ -144,7 +148,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
g_pIB->Unmap();
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
{
|
||||
void* mapped_resource;
|
||||
if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
@ -181,6 +185,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
ID3D10SamplerState* PSSampler;
|
||||
ID3D10PixelShader* PS;
|
||||
ID3D10VertexShader* VS;
|
||||
ID3D10GeometryShader* GS;
|
||||
D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||
ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||
@ -199,6 +204,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
ctx->PSGetShader(&old.PS);
|
||||
ctx->VSGetShader(&old.VS);
|
||||
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
ctx->GSGetShader(&old.GS);
|
||||
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
@ -208,8 +214,9 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
ImGui_ImplDX10_SetupRenderState(draw_data, ctx);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_vtx_offset = 0;
|
||||
int global_idx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
@ -235,11 +242,11 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
// Bind texture, Draw
|
||||
ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->TextureId;
|
||||
ctx->PSSetShaderResources(0, 1, &texture_srv);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore modified DX state
|
||||
@ -252,6 +259,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
||||
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||
ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
|
||||
ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release();
|
||||
ctx->GSSetShader(old.GS); if (old.GS) old.GS->Release();
|
||||
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||
@ -483,8 +491,10 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
|
||||
|
||||
bool ImGui_ImplDX10_Init(ID3D10Device* device)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx10";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = NULL;
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
|
||||
@ -10,6 +11,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
|
||||
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
@ -79,6 +82,10 @@ static void ImGui_ImplDX11_SetupRenderState(ImDrawData* draw_data, ID3D11DeviceC
|
||||
ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||
ctx->PSSetShader(g_pPixelShader, NULL, 0);
|
||||
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||
ctx->GSSetShader(NULL, NULL, 0);
|
||||
ctx->HSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
ctx->DSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
ctx->CSSetShader(NULL, NULL, 0); // In theory we should backup and restore this as well.. very infrequently used..
|
||||
|
||||
// Setup blend state
|
||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
||||
@ -146,7 +153,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
ctx->Unmap(g_pIB, 0);
|
||||
|
||||
// Setup orthographic projection matrix into our constant buffer
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
{
|
||||
D3D11_MAPPED_SUBRESOURCE mapped_resource;
|
||||
if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
|
||||
@ -183,8 +190,9 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
ID3D11SamplerState* PSSampler;
|
||||
ID3D11PixelShader* PS;
|
||||
ID3D11VertexShader* VS;
|
||||
UINT PSInstancesCount, VSInstancesCount;
|
||||
ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
|
||||
ID3D11GeometryShader* GS;
|
||||
UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
|
||||
ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
|
||||
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||
@ -204,6 +212,8 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
|
||||
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
|
||||
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
|
||||
|
||||
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
||||
@ -213,8 +223,9 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_idx_offset = 0;
|
||||
int global_vtx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
@ -240,11 +251,11 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
// Bind texture, Draw
|
||||
ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
|
||||
ctx->PSSetShaderResources(0, 1, &texture_srv);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
|
||||
ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore modified DX state
|
||||
@ -259,6 +270,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
|
||||
ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
|
||||
ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||
ctx->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release();
|
||||
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
|
||||
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||
@ -490,8 +502,10 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
|
||||
|
||||
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx11";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
// Get factory from device
|
||||
IDXGIDevice* pDXGIDevice = NULL;
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// Issues:
|
||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||
|
||||
@ -12,6 +13,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-03-29: Misc: Various minor tidying up.
|
||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
||||
@ -200,8 +202,9 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
ImGui_ImplDX12_SetupRenderState(draw_data, ctx, fr);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_vtx_offset = 0;
|
||||
int global_idx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
@ -224,11 +227,11 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
|
||||
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
|
||||
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
}
|
||||
|
||||
@ -602,8 +605,10 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
|
||||
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx12";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
g_pd3dDevice = device;
|
||||
g_RTVFormat = rtv_format;
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// Issues:
|
||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
@ -10,6 +11,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
|
||||
// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
|
||||
@ -78,7 +80,7 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
|
||||
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
|
||||
|
||||
// Setup orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
|
||||
{
|
||||
float L = draw_data->DisplayPos.x + 0.5f;
|
||||
@ -172,8 +174,9 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
ImGui_ImplDX9_SetupRenderState(draw_data);
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_vtx_offset = 0;
|
||||
int global_idx_offset = 0;
|
||||
ImVec2 clip_off = draw_data->DisplayPos;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
@ -196,11 +199,11 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->TextureId;
|
||||
g_pd3dDevice->SetTexture(0, texture);
|
||||
g_pd3dDevice->SetScissorRect(&r);
|
||||
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, idx_offset, pcmd->ElemCount/3);
|
||||
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount/3);
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
|
||||
// Restore the DX9 transform
|
||||
@ -215,8 +218,10 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_dx9";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
g_pd3dDevice = device;
|
||||
g_pd3dDevice->AddRef();
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
@ -18,5 +19,5 @@ IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Use if you want to reset your rendering device without losing ImGui state.
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();
|
||||
|
@ -15,6 +15,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
|
||||
// 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.
|
||||
@ -42,11 +44,11 @@
|
||||
#define GLFW_EXPOSE_NATIVE_WIN32
|
||||
#include <GLFW/glfw3native.h> // for glfwGetWin32Window
|
||||
#endif
|
||||
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
|
||||
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
|
||||
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
|
||||
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
|
||||
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
|
||||
#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING
|
||||
#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED
|
||||
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
|
||||
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
|
||||
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
|
||||
|
||||
// Data
|
||||
enum GlfwClientApi
|
||||
@ -55,7 +57,7 @@ enum GlfwClientApi
|
||||
GlfwClientApi_OpenGL,
|
||||
GlfwClientApi_Vulkan
|
||||
};
|
||||
static GLFWwindow* g_Window = NULL;
|
||||
static GLFWwindow* g_Window = NULL; // Main window
|
||||
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
|
||||
static double g_Time = 0.0;
|
||||
static bool g_MouseJustPressed[5] = { false, false, false, false, false };
|
||||
@ -120,8 +122,7 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
|
||||
g_PrevUserCallbackChar(window, c);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (c > 0 && c < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)c);
|
||||
io.AddInputCharacter(c);
|
||||
}
|
||||
|
||||
static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api)
|
||||
@ -151,6 +152,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
||||
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER;
|
||||
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
|
||||
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
|
||||
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
|
||||
|
@ -3,7 +3,7 @@
|
||||
|
||||
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
|
||||
// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
|
||||
// !!! Prefer using GLFW or SDL instead!
|
||||
// !!! Nowadays, prefer using GLFW or SDL instead!
|
||||
|
||||
// Issues:
|
||||
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
|
||||
@ -59,6 +59,7 @@ bool ImGui_ImplGLUT_Init()
|
||||
io.KeyMap[ImGuiKey_Space] = ' ';
|
||||
io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
|
||||
io.KeyMap[ImGuiKey_Escape] = 27;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = 13; // == CTRL+M
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
io.KeyMap[ImGuiKey_C] = 'C';
|
||||
io.KeyMap[ImGuiKey_V] = 'V';
|
||||
@ -118,7 +119,7 @@ void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y)
|
||||
//printf("char_down_func %d '%c'\n", c, c);
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (c >= 32)
|
||||
io.AddInputCharacter((unsigned short)c);
|
||||
io.AddInputCharacter((unsigned int)c);
|
||||
|
||||
// Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
|
||||
// This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here.
|
||||
|
@ -3,7 +3,7 @@
|
||||
|
||||
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
|
||||
// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
|
||||
// !!! Prefer using GLFW or SDL instead!
|
||||
// !!! Nowadays, prefer using GLFW or SDL instead!
|
||||
|
||||
// Issues:
|
||||
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
|
||||
|
@ -12,6 +12,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
@ -166,8 +168,7 @@ int32 ImGui_Marmalade_CharCallback(void* system_data, void* user_data)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
s3eKeyboardCharEvent* e = (s3eKeyboardCharEvent*)system_data;
|
||||
if ((e->m_Char > 0 && e->m_Char < 0x10000))
|
||||
io.AddInputCharacter((unsigned short)e->m_Char);
|
||||
io.AddInputCharacter((unsigned int)e->m_Char);
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -235,6 +236,7 @@ bool ImGui_Marmalade_Init(bool install_callbacks)
|
||||
io.KeyMap[ImGuiKey_Space] = s3eKeySpace;
|
||||
io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
|
||||
io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter;
|
||||
io.KeyMap[ImGuiKey_A] = s3eKeyA;
|
||||
io.KeyMap[ImGuiKey_C] = s3eKeyC;
|
||||
io.KeyMap[ImGuiKey_V] = s3eKeyV;
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
@ -10,6 +11,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
|
||||
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
|
||||
@ -76,6 +78,7 @@ bool ImGui_ImplMetal_Init(id<MTLDevice> device)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_metal";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
static dispatch_once_t onceToken;
|
||||
dispatch_once(&onceToken, ^{
|
||||
@ -478,13 +481,10 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
for (int n = 0; n < drawData->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = drawData->CmdLists[n];
|
||||
ImDrawIdx idx_buffer_offset = 0;
|
||||
|
||||
memcpy((char *)vertexBuffer.buffer.contents + vertexBufferOffset, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
|
||||
memcpy((char *)indexBuffer.buffer.contents + indexBufferOffset, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
|
||||
|
||||
[commandEncoder setVertexBufferOffset:vertexBufferOffset atIndex:0];
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
@ -522,14 +522,15 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
|
||||
// Bind texture, Draw
|
||||
if (pcmd->TextureId != NULL)
|
||||
[commandEncoder setFragmentTexture:(__bridge id<MTLTexture>)(pcmd->TextureId) atIndex:0];
|
||||
|
||||
[commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0];
|
||||
[commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle
|
||||
indexCount:pcmd->ElemCount
|
||||
indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32
|
||||
indexBuffer:indexBuffer.buffer
|
||||
indexBufferOffset:indexBufferOffset + idx_buffer_offset];
|
||||
indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)];
|
||||
}
|
||||
}
|
||||
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
|
||||
}
|
||||
|
||||
vertexBufferOffset += cmd_list->VtxBuffer.Size * sizeof(ImDrawVert);
|
||||
|
@ -57,6 +57,7 @@ static GLuint g_FontTexture = 0;
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL2_Init()
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_opengl2";
|
||||
return true;
|
||||
@ -98,7 +99,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
// glUseProgram(last_program)
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
|
@ -5,6 +5,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
@ -12,6 +13,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
|
||||
// 2019-03-15: OpenGL: Added a dummy GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early.
|
||||
@ -75,7 +77,7 @@
|
||||
|
||||
// Auto-detect GL version
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__))
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (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"
|
||||
@ -85,7 +87,11 @@
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <GLES2/gl2.h>
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
|
||||
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
|
||||
#else
|
||||
#include <GLES3/gl3.h> // Use GL ES 3
|
||||
#endif
|
||||
#else
|
||||
// About Desktop OpenGL function loaders:
|
||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||
@ -102,6 +108,13 @@
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
|
||||
#else
|
||||
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
|
||||
#endif
|
||||
|
||||
// OpenGL Data
|
||||
static char g_GlslVersionString[32] = "";
|
||||
static GLuint g_FontTexture = 0;
|
||||
@ -113,8 +126,12 @@ static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
#endif
|
||||
|
||||
// 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.
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
@ -165,7 +182,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
#endif
|
||||
|
||||
// Setup viewport, orthographic projection matrix
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
|
||||
float L = draw_data->DisplayPos.x;
|
||||
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
|
||||
@ -263,7 +280,6 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
size_t idx_buffer_offset = 0;
|
||||
|
||||
// Upload vertex/index buffers
|
||||
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
|
||||
@ -300,10 +316,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)idx_buffer_offset);
|
||||
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
|
||||
#else
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
|
||||
#endif
|
||||
}
|
||||
}
|
||||
idx_buffer_offset += pcmd->ElemCount * sizeof(ImDrawIdx);
|
||||
}
|
||||
}
|
||||
|
||||
@ -384,7 +403,7 @@ static bool CheckShader(GLuint handle, const char* desc)
|
||||
glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc);
|
||||
if (log_length > 0)
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
@ -402,7 +421,7 @@ static bool CheckProgram(GLuint handle, const char* desc)
|
||||
glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length);
|
||||
if ((GLboolean)status == GL_FALSE)
|
||||
fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! (with GLSL '%s')\n", desc, g_GlslVersionString);
|
||||
if (log_length > 0)
|
||||
if (log_length > 1)
|
||||
{
|
||||
ImVector<char> buf;
|
||||
buf.resize((int)(log_length + 1));
|
||||
|
@ -5,6 +5,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@ -1,10 +1,12 @@
|
||||
// dear imgui: Platform Binding for OSX / Cocoa
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
|
||||
// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac.
|
||||
// [ALPHA] Early bindings, not well tested. If you want a portable application, prefer using the GLFW or SDL platform bindings on Mac.
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this back-end).
|
||||
// Issues:
|
||||
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
|
||||
// [ ] Platform: Mouse cursor shapes and visibility are not supported (see end of https://github.com/glfw/glfw/issues/427)
|
||||
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
|
||||
|
||||
@class NSEvent;
|
||||
@class NSView;
|
||||
|
@ -1,10 +1,12 @@
|
||||
// dear imgui: Platform Binding for OSX / Cocoa
|
||||
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
|
||||
// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac.
|
||||
// [ALPHA] Early bindings, not well tested. If you want a portable application, prefer using the GLFW or SDL platform bindings on Mac.
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this back-end).
|
||||
// Issues:
|
||||
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
|
||||
// [ ] Platform: Mouse cursor shapes and visibility are not supported (see end of https://github.com/glfw/glfw/issues/427)
|
||||
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_osx.h"
|
||||
@ -12,11 +14,25 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-07-21: Readded clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change).
|
||||
// 2019-05-28: Inputs: Added mouse cursor shape and visibility support.
|
||||
// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp.
|
||||
// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range.
|
||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||
// 2018-07-07: Initial version.
|
||||
|
||||
// Data
|
||||
static CFAbsoluteTime g_Time = 0.0;
|
||||
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
|
||||
static bool g_MouseCursorHidden = false;
|
||||
|
||||
// Undocumented methods for creating cursors.
|
||||
@interface NSCursor()
|
||||
+ (id)_windowResizeNorthWestSouthEastCursor;
|
||||
+ (id)_windowResizeNorthEastSouthWestCursor;
|
||||
+ (id)_windowResizeNorthSouthCursor;
|
||||
+ (id)_windowResizeEastWestCursor;
|
||||
@end
|
||||
|
||||
// Functions
|
||||
bool ImGui_ImplOSX_Init()
|
||||
@ -24,7 +40,7 @@ bool ImGui_ImplOSX_Init()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
|
||||
@ -32,28 +48,43 @@ bool ImGui_ImplOSX_Init()
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
const int offset_for_function_keys = 256 - 0xF700;
|
||||
io.KeyMap[ImGuiKey_Tab] = '\t';
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = NSRightArrowFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = NSUpArrowFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = NSDownArrowFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_PageUp] = NSPageUpFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_PageDown] = NSPageDownFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_Home] = NSHomeFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_End] = NSEndFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_Insert] = NSInsertFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_Delete] = NSDeleteFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_Backspace] = 127;
|
||||
io.KeyMap[ImGuiKey_Space] = 32;
|
||||
io.KeyMap[ImGuiKey_Enter] = 13;
|
||||
io.KeyMap[ImGuiKey_Escape] = 27;
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
io.KeyMap[ImGuiKey_C] = 'C';
|
||||
io.KeyMap[ImGuiKey_V] = 'V';
|
||||
io.KeyMap[ImGuiKey_X] = 'X';
|
||||
io.KeyMap[ImGuiKey_Y] = 'Y';
|
||||
io.KeyMap[ImGuiKey_Z] = 'Z';
|
||||
io.KeyMap[ImGuiKey_Tab] = '\t';
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_RightArrow] = NSRightArrowFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_UpArrow] = NSUpArrowFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_DownArrow] = NSDownArrowFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_PageUp] = NSPageUpFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_PageDown] = NSPageDownFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_Home] = NSHomeFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_End] = NSEndFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_Insert] = NSInsertFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_Delete] = NSDeleteFunctionKey + offset_for_function_keys;
|
||||
io.KeyMap[ImGuiKey_Backspace] = 127;
|
||||
io.KeyMap[ImGuiKey_Space] = 32;
|
||||
io.KeyMap[ImGuiKey_Enter] = 13;
|
||||
io.KeyMap[ImGuiKey_Escape] = 27;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = 13;
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
io.KeyMap[ImGuiKey_C] = 'C';
|
||||
io.KeyMap[ImGuiKey_V] = 'V';
|
||||
io.KeyMap[ImGuiKey_X] = 'X';
|
||||
io.KeyMap[ImGuiKey_Y] = 'Y';
|
||||
io.KeyMap[ImGuiKey_Z] = 'Z';
|
||||
|
||||
// Load cursors. Some of them are undocumented.
|
||||
g_MouseCursorHidden = false;
|
||||
g_MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
|
||||
|
||||
// Note that imgui.cpp also include default OSX clipboard handlers which can be enabled
|
||||
// by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line.
|
||||
// Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api.
|
||||
io.SetClipboardTextFn = [](void*, const char* str) -> void
|
||||
{
|
||||
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
|
||||
@ -87,6 +118,34 @@ void ImGui_ImplOSX_Shutdown()
|
||||
{
|
||||
}
|
||||
|
||||
static void ImGui_ImplOSX_UpdateMouseCursor()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
|
||||
return;
|
||||
|
||||
ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();
|
||||
if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)
|
||||
{
|
||||
// Hide OS mouse cursor if imgui is drawing it or if it wants no cursor
|
||||
if (!g_MouseCursorHidden)
|
||||
{
|
||||
g_MouseCursorHidden = true;
|
||||
[NSCursor hide];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Show OS mouse cursor
|
||||
[g_MouseCursors[g_MouseCursors[imgui_cursor] ? imgui_cursor : ImGuiMouseCursor_Arrow] set];
|
||||
if (g_MouseCursorHidden)
|
||||
{
|
||||
g_MouseCursorHidden = false;
|
||||
[NSCursor unhide];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
{
|
||||
// Setup display size
|
||||
@ -101,6 +160,8 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
CFAbsoluteTime current_time = CFAbsoluteTimeGetCurrent();
|
||||
io.DeltaTime = current_time - g_Time;
|
||||
g_Time = current_time;
|
||||
|
||||
ImGui_ImplOSX_UpdateMouseCursor();
|
||||
}
|
||||
|
||||
static int mapCharacterToKey(int c)
|
||||
@ -189,8 +250,8 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
for (int i = 0; i < len; i++)
|
||||
{
|
||||
int c = [str characterAtIndex:i];
|
||||
if (c < 0xF700 && !io.KeyCtrl)
|
||||
io.AddInputCharacter((unsigned short)c);
|
||||
if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF))
|
||||
io.AddInputCharacter((unsigned int)c);
|
||||
|
||||
// We must reset in case we're pressing a sequence of special keys while keeping the command pressed
|
||||
int key = mapCharacterToKey(c);
|
||||
|
@ -17,6 +17,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||
// 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.
|
||||
@ -43,7 +44,6 @@
|
||||
#include "imgui_impl_sdl.h"
|
||||
|
||||
// SDL
|
||||
// (the multi-viewports feature requires SDL features supported from SDL 2.0.5+)
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#if defined(__APPLE__)
|
||||
@ -145,6 +145,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
|
||||
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_RETURN2;
|
||||
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
|
||||
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
|
||||
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
|
||||
@ -191,6 +192,14 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
||||
return ImGui_ImplSDL2_Init(window);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
|
||||
{
|
||||
#if !defined(_WIN32)
|
||||
IM_ASSERT(0 && "Unsupported");
|
||||
#endif
|
||||
return ImGui_ImplSDL2_Init(window);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_Shutdown()
|
||||
{
|
||||
g_Window = NULL;
|
||||
|
@ -21,6 +21,7 @@ typedef union SDL_Event SDL_Event;
|
||||
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
|
||||
|
@ -1,6 +1,8 @@
|
||||
// dear imgui: Renderer for Vulkan
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||
|
||||
@ -20,6 +22,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount().
|
||||
// 2019-04-04: Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper.
|
||||
@ -290,7 +293,7 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkCommandBu
|
||||
}
|
||||
|
||||
// Setup scale and translation:
|
||||
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
|
||||
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
|
||||
{
|
||||
float scale[2];
|
||||
scale[0] = 2.0f / draw_data->DisplaySize.x;
|
||||
@ -375,8 +378,9 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
|
||||
|
||||
// Render command lists
|
||||
int vtx_offset = 0;
|
||||
int idx_offset = 0;
|
||||
// (Because we merged all buffers into a single one, we maintain our own offset into them)
|
||||
int global_vtx_offset = 0;
|
||||
int global_idx_offset = 0;
|
||||
for (int n = 0; n < draw_data->CmdListsCount; n++)
|
||||
{
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
@ -418,12 +422,12 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
|
||||
|
||||
// Draw
|
||||
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
|
||||
vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
||||
}
|
||||
}
|
||||
idx_offset += pcmd->ElemCount;
|
||||
}
|
||||
vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
global_vtx_offset += cmd_list->VtxBuffer.Size;
|
||||
}
|
||||
}
|
||||
|
||||
@ -799,8 +803,10 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
|
||||
|
||||
bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_vulkan";
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
|
||||
IM_ASSERT(info->Instance != VK_NULL_HANDLE);
|
||||
IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE);
|
||||
|
@ -1,6 +1,8 @@
|
||||
// dear imgui: Renderer for Vulkan
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||
|
||||
|
@ -18,6 +18,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
|
||||
// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
|
||||
// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
|
||||
// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
|
||||
@ -77,6 +78,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
|
||||
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
|
||||
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
||||
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
||||
io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
|
||||
io.KeyMap[ImGuiKey_A] = 'A';
|
||||
io.KeyMap[ImGuiKey_C] = 'C';
|
||||
io.KeyMap[ImGuiKey_V] = 'V';
|
||||
@ -305,8 +307,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
return 0;
|
||||
case WM_CHAR:
|
||||
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
|
||||
if (wParam > 0 && wParam < 0x10000)
|
||||
io.AddInputCharacter((unsigned short)wParam);
|
||||
io.AddInputCharacter((unsigned int)wParam);
|
||||
return 0;
|
||||
case WM_SETCURSOR:
|
||||
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
|
||||
|
34
imconfig.h
34
imconfig.h
@ -3,10 +3,10 @@
|
||||
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
|
||||
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
|
||||
//-----------------------------------------------------------------------------
|
||||
// A) You may edit imconfig.h (and not overwrite it when updating imgui, or maintain a patch/branch with your modifications to imconfig.h)
|
||||
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h)
|
||||
// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h"
|
||||
// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ dear imgui is used, which include
|
||||
// the imgui*.cpp files but also _any_ of your code that uses imgui. This is because some compile-time options have an affect on data structures.
|
||||
// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include
|
||||
// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
|
||||
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
|
||||
// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -17,7 +17,8 @@
|
||||
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
|
||||
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
|
||||
|
||||
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows.
|
||||
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
|
||||
// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
|
||||
//#define IMGUI_API __declspec( dllexport )
|
||||
//#define IMGUI_API __declspec( dllimport )
|
||||
|
||||
@ -25,13 +26,15 @@
|
||||
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
|
||||
//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
|
||||
//---- It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
|
||||
// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
|
||||
//#define IMGUI_DISABLE_DEMO_WINDOWS
|
||||
//#define IMGUI_DISABLE_METRICS_WINDOW
|
||||
|
||||
//---- Don't implement some functions to reduce linkage requirements.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
|
||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function.
|
||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
|
||||
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices').
|
||||
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
|
||||
//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
|
||||
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
|
||||
@ -61,9 +64,26 @@
|
||||
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
||||
*/
|
||||
|
||||
//---- Use 32-bit vertex indices (default is 16-bit) to allow meshes with more than 64K vertices. Render function needs to support it.
|
||||
//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
|
||||
// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices).
|
||||
// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer.
|
||||
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
|
||||
//#define ImDrawIdx unsigned int
|
||||
|
||||
//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly)
|
||||
//struct ImDrawList;
|
||||
//struct ImDrawCmd;
|
||||
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
|
||||
//#define ImDrawCallback MyImDrawCallback
|
||||
|
||||
//---- Debug Tools
|
||||
// Use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.
|
||||
//#define IM_DEBUG_BREAK IM_ASSERT(0)
|
||||
//#define IM_DEBUG_BREAK __debugbreak()
|
||||
// Have the Item Picker break in the ItemAdd() function instead of ItemHoverable() - which is earlier in the code, will catch a few extra items, allow picking items other than Hovered one.
|
||||
// This adds a small runtime cost which is why it is not enabled by default.
|
||||
//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
|
||||
|
||||
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
|
||||
/*
|
||||
namespace ImGui
|
||||
|
319
imgui.h
319
imgui.h
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.70
|
||||
// dear imgui, v1.72
|
||||
// (headers)
|
||||
|
||||
// See imgui.cpp file for documentation.
|
||||
@ -20,7 +20,7 @@ Index of this file:
|
||||
// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
|
||||
// Obsolete functions
|
||||
// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
|
||||
// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
|
||||
// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
|
||||
// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
|
||||
|
||||
*/
|
||||
@ -46,12 +46,13 @@ Index of this file:
|
||||
|
||||
// Version
|
||||
// (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 "1.70"
|
||||
#define IMGUI_VERSION_NUM 17000
|
||||
#define IMGUI_VERSION "1.72"
|
||||
#define IMGUI_VERSION_NUM 17200
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
|
||||
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
|
||||
// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
|
||||
// Using dear imgui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
|
||||
#ifndef IMGUI_API
|
||||
#define IMGUI_API
|
||||
#endif
|
||||
@ -82,20 +83,22 @@ Index of this file:
|
||||
#if __has_warning("-Wzero-as-null-pointer-constant")
|
||||
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
|
||||
#endif
|
||||
#elif defined(__GNUC__) && __GNUC__ >= 8
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wclass-memaccess"
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Forward declarations and basic types
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
struct ImDrawChannel; // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit()
|
||||
struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
|
||||
struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
|
||||
struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
|
||||
struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
|
||||
struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
|
||||
struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
|
||||
struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
|
||||
struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
|
||||
struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
|
||||
@ -123,30 +126,29 @@ typedef void* ImTextureID; // User data to identify a texture (this is
|
||||
typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
|
||||
typedef unsigned short ImWchar; // A single U16 character for keyboard input/display. We encode them as multi bytes UTF-8 when used in strings.
|
||||
typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
|
||||
typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for Set*()
|
||||
typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
|
||||
typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
|
||||
typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
|
||||
typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
|
||||
typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
|
||||
typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
|
||||
typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
|
||||
typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect*() etc.
|
||||
typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc.
|
||||
typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList
|
||||
typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
|
||||
typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
|
||||
typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit*(), ColorPicker*()
|
||||
typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: for Columns(), BeginColumns()
|
||||
typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
|
||||
typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
|
||||
typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
|
||||
typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for *DragDrop*()
|
||||
typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
|
||||
typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
|
||||
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
|
||||
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText*()
|
||||
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
|
||||
typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
|
||||
typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
|
||||
typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
|
||||
typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode*(),CollapsingHeader()
|
||||
typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin*()
|
||||
typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
|
||||
typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
|
||||
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
|
||||
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
|
||||
|
||||
@ -218,9 +220,9 @@ namespace ImGui
|
||||
IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
|
||||
|
||||
// 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/debug window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
|
||||
IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo 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/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.
|
||||
@ -270,19 +272,19 @@ namespace ImGui
|
||||
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
|
||||
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
|
||||
IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
|
||||
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
|
||||
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
|
||||
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
|
||||
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
|
||||
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
|
||||
IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
|
||||
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
|
||||
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
|
||||
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
|
||||
IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
|
||||
IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
|
||||
IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
|
||||
IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
|
||||
IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
|
||||
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
|
||||
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
|
||||
IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
|
||||
IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
|
||||
|
||||
// Content region
|
||||
// - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)
|
||||
@ -299,7 +301,9 @@ namespace ImGui
|
||||
IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
|
||||
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 SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
|
||||
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 SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
|
||||
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)
|
||||
@ -323,7 +327,7 @@ namespace ImGui
|
||||
IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width,
|
||||
IMGUI_API void PopItemWidth();
|
||||
IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
|
||||
IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
|
||||
IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
|
||||
IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
|
||||
IMGUI_API void PopTextWrapPos();
|
||||
IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
|
||||
@ -492,11 +496,10 @@ namespace ImGui
|
||||
IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
|
||||
IMGUI_API void TreePush(const void* ptr_id = NULL); // "
|
||||
IMGUI_API void TreePop(); // ~ Unindent()+PopId()
|
||||
IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
|
||||
IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
|
||||
IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
|
||||
IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
|
||||
IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
|
||||
IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
|
||||
|
||||
// Widgets: Selectables
|
||||
// - A selectable highlights when hovered, and can display another color when selected.
|
||||
@ -763,7 +766,8 @@ enum ImGuiInputTextFlags_
|
||||
ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
|
||||
ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
|
||||
// [Internal]
|
||||
ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
|
||||
ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline()
|
||||
ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data
|
||||
};
|
||||
|
||||
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
|
||||
@ -788,7 +792,7 @@ enum ImGuiTreeNodeFlags_
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
, ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap
|
||||
, ImGuiTreeNodeFlags_AllowOverlapMode = ImGuiTreeNodeFlags_AllowItemOverlap // [renamed in 1.53]
|
||||
#endif
|
||||
};
|
||||
|
||||
@ -799,7 +803,7 @@ enum ImGuiSelectableFlags_
|
||||
ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
|
||||
ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
|
||||
ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
|
||||
ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display greyed out text
|
||||
ImGuiSelectableFlags_Disabled = 1 << 3 // Cannot be selected, display grayed out text
|
||||
};
|
||||
|
||||
// Flags for ImGui::BeginCombo()
|
||||
@ -822,9 +826,9 @@ enum ImGuiTabBarFlags_
|
||||
ImGuiTabBarFlags_None = 0,
|
||||
ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
|
||||
ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
|
||||
ImGuiTabBarFlags_TabListPopupButton = 1 << 2,
|
||||
ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
|
||||
ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
|
||||
ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4,
|
||||
ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
|
||||
ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
|
||||
ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
|
||||
ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
|
||||
@ -864,7 +868,7 @@ enum ImGuiHoveredFlags_
|
||||
ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
|
||||
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
|
||||
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
|
||||
ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is overlapped by another window
|
||||
ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window
|
||||
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
|
||||
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
|
||||
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
|
||||
@ -879,7 +883,7 @@ enum ImGuiDragDropFlags_
|
||||
ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
|
||||
ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
|
||||
ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
|
||||
ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
|
||||
ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
|
||||
ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
|
||||
// AcceptDragDropPayload() flags
|
||||
ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
|
||||
@ -895,7 +899,7 @@ enum ImGuiDragDropFlags_
|
||||
// A primary data type
|
||||
enum ImGuiDataType_
|
||||
{
|
||||
ImGuiDataType_S8, // char
|
||||
ImGuiDataType_S8, // signed char / char (with sensible compilers)
|
||||
ImGuiDataType_U8, // unsigned char
|
||||
ImGuiDataType_S16, // short
|
||||
ImGuiDataType_U16, // unsigned short
|
||||
@ -937,6 +941,7 @@ enum ImGuiKey_
|
||||
ImGuiKey_Space,
|
||||
ImGuiKey_Enter,
|
||||
ImGuiKey_Escape,
|
||||
ImGuiKey_KeyPadEnter,
|
||||
ImGuiKey_A, // for text edit CTRL+A: select all
|
||||
ImGuiKey_C, // for text edit CTRL+C: copy
|
||||
ImGuiKey_V, // for text edit CTRL+V: paste
|
||||
@ -993,7 +998,7 @@ enum ImGuiConfigFlags_
|
||||
ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end.
|
||||
ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
|
||||
|
||||
// User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core ImGui)
|
||||
// User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui)
|
||||
ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware.
|
||||
ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse.
|
||||
};
|
||||
@ -1002,9 +1007,10 @@ enum ImGuiConfigFlags_
|
||||
enum ImGuiBackendFlags_
|
||||
{
|
||||
ImGuiBackendFlags_None = 0,
|
||||
ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end supports gamepad and currently has one connected.
|
||||
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end supports honoring GetMouseCursor() value to change the OS cursor shape.
|
||||
ImGuiBackendFlags_HasSetMousePos = 1 << 2 // Back-end supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
|
||||
ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected.
|
||||
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
|
||||
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
|
||||
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices.
|
||||
};
|
||||
|
||||
// Enumeration for PushStyleColor() / PopStyleColor()
|
||||
@ -1034,7 +1040,7 @@ enum ImGuiCol_
|
||||
ImGuiCol_Button,
|
||||
ImGuiCol_ButtonHovered,
|
||||
ImGuiCol_ButtonActive,
|
||||
ImGuiCol_Header,
|
||||
ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
|
||||
ImGuiCol_HeaderHovered,
|
||||
ImGuiCol_HeaderActive,
|
||||
ImGuiCol_Separator,
|
||||
@ -1064,7 +1070,6 @@ enum ImGuiCol_
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
, ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63]
|
||||
, ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53]
|
||||
, ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive // [renamed in 1.51]
|
||||
//ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
|
||||
//ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
|
||||
#endif
|
||||
@ -1103,7 +1108,8 @@ enum ImGuiStyleVar_
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
, ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding
|
||||
, ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60]
|
||||
, ImGuiStyleVar_ChildWindowRounding = ImGuiStyleVar_ChildRounding // [renamed in 1.53]
|
||||
#endif
|
||||
};
|
||||
|
||||
@ -1148,7 +1154,7 @@ enum ImGuiColorEditFlags_
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
, ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex
|
||||
, ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
|
||||
#endif
|
||||
};
|
||||
|
||||
@ -1159,21 +1165,21 @@ enum ImGuiMouseCursor_
|
||||
ImGuiMouseCursor_None = -1,
|
||||
ImGuiMouseCursor_Arrow = 0,
|
||||
ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
|
||||
ImGuiMouseCursor_ResizeAll, // (Unused by imgui functions)
|
||||
ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
|
||||
ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
|
||||
ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
|
||||
ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
|
||||
ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
|
||||
ImGuiMouseCursor_Hand, // (Unused by imgui functions. Use for e.g. hyperlinks)
|
||||
ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
|
||||
ImGuiMouseCursor_COUNT
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
, ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT
|
||||
, ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60]
|
||||
#endif
|
||||
};
|
||||
|
||||
// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
|
||||
// Enumateration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions
|
||||
// Represent a condition.
|
||||
// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
|
||||
enum ImGuiCond_
|
||||
@ -1182,11 +1188,6 @@ enum ImGuiCond_
|
||||
ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
|
||||
ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
|
||||
ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
, ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing
|
||||
#endif
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -1276,12 +1277,13 @@ struct ImVector
|
||||
|
||||
struct ImGuiStyle
|
||||
{
|
||||
float Alpha; // Global alpha applies to everything in ImGui.
|
||||
float Alpha; // Global alpha applies to everything in Dear ImGui.
|
||||
ImVec2 WindowPadding; // Padding within a window.
|
||||
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows.
|
||||
float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
|
||||
ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
|
||||
ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
|
||||
ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
|
||||
float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
|
||||
float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
|
||||
float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
|
||||
@ -1293,13 +1295,14 @@ struct ImGuiStyle
|
||||
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
|
||||
ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
|
||||
float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
|
||||
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns.
|
||||
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
|
||||
float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar.
|
||||
float ScrollbarRounding; // Radius of grab corners for scrollbar.
|
||||
float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar.
|
||||
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
|
||||
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
|
||||
float TabBorderSize; // Thickness of border around tabs.
|
||||
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
|
||||
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
|
||||
ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).
|
||||
ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
|
||||
@ -1341,7 +1344,7 @@ struct ImGuiIO
|
||||
float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
|
||||
void* UserData; // = NULL // Store your own data for retrieval by callbacks.
|
||||
|
||||
ImFontAtlas*Fonts; // <auto> // Load, rasterize and pack one or more fonts into a single texture.
|
||||
ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
|
||||
float FontGlobalScale; // = 1.0f // Global scale all fonts
|
||||
bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
|
||||
ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
|
||||
@ -1402,7 +1405,7 @@ struct ImGuiIO
|
||||
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
|
||||
|
||||
// Functions
|
||||
IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input
|
||||
IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input
|
||||
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
|
||||
IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
|
||||
|
||||
@ -1435,7 +1438,7 @@ struct ImGuiIO
|
||||
bool MouseClicked[5]; // Mouse button went from !Down to Down
|
||||
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
|
||||
bool MouseReleased[5]; // Mouse button went from Down to !Down
|
||||
bool MouseDownOwned[5]; // Track if button was clicked inside an imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
|
||||
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds.
|
||||
bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click
|
||||
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
|
||||
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
|
||||
@ -1529,6 +1532,10 @@ struct ImGuiPayload
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
namespace ImGui
|
||||
{
|
||||
// OBSOLETED in 1.72 (from July 2019)
|
||||
static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
|
||||
// OBSOLETED in 1.71 (from June 2019)
|
||||
static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
|
||||
// OBSOLETED in 1.70 (from May 2019)
|
||||
static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; }
|
||||
// OBSOLETED in 1.69 (from Mar 2019)
|
||||
@ -1557,13 +1564,8 @@ namespace ImGui
|
||||
static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }
|
||||
static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); }
|
||||
static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); }
|
||||
// OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
|
||||
static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }
|
||||
static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // This was misleading and partly broken. You probably want to use the ImGui::GetIO().WantCaptureMouse flag instead.
|
||||
static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
|
||||
static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }
|
||||
}
|
||||
typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent
|
||||
typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent
|
||||
typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
|
||||
#endif
|
||||
|
||||
@ -1580,11 +1582,6 @@ struct ImGuiOnceUponAFrame
|
||||
operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
|
||||
};
|
||||
|
||||
// Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf) // OBSOLETED in 1.51, will remove!
|
||||
#endif
|
||||
|
||||
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
|
||||
struct ImGuiTextFilter
|
||||
{
|
||||
@ -1596,21 +1593,19 @@ struct ImGuiTextFilter
|
||||
bool IsActive() const { return !Filters.empty(); }
|
||||
|
||||
// [Internal]
|
||||
struct TextRange
|
||||
struct ImGuiTextRange
|
||||
{
|
||||
const char* b;
|
||||
const char* e;
|
||||
const char* b;
|
||||
const char* e;
|
||||
|
||||
TextRange() { b = e = NULL; }
|
||||
TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
|
||||
const char* begin() const { return b; }
|
||||
const char* end () const { return e; }
|
||||
bool empty() const { return b == e; }
|
||||
IMGUI_API void split(char separator, ImVector<TextRange>* out) const;
|
||||
ImGuiTextRange() { b = e = NULL; }
|
||||
ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
|
||||
bool empty() const { return b == e; }
|
||||
IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
|
||||
};
|
||||
char InputBuf[256];
|
||||
ImVector<TextRange> Filters;
|
||||
int CountGrep;
|
||||
char InputBuf[256];
|
||||
ImVector<ImGuiTextRange>Filters;
|
||||
int CountGrep;
|
||||
};
|
||||
|
||||
// Helper: Growable text buffer for logging/accumulating text
|
||||
@ -1618,7 +1613,7 @@ struct ImGuiTextFilter
|
||||
struct ImGuiTextBuffer
|
||||
{
|
||||
ImVector<char> Buf;
|
||||
static char EmptyString[1];
|
||||
IMGUI_API static char EmptyString[1];
|
||||
|
||||
ImGuiTextBuffer() { }
|
||||
inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
|
||||
@ -1644,15 +1639,17 @@ struct ImGuiTextBuffer
|
||||
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
|
||||
struct ImGuiStorage
|
||||
{
|
||||
struct Pair
|
||||
// [Internal]
|
||||
struct ImGuiStoragePair
|
||||
{
|
||||
ImGuiID key;
|
||||
union { int val_i; float val_f; void* val_p; };
|
||||
Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
|
||||
Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
|
||||
Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
|
||||
ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
|
||||
ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
|
||||
ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
|
||||
};
|
||||
ImVector<Pair> Data;
|
||||
|
||||
ImVector<ImGuiStoragePair> Data;
|
||||
|
||||
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
|
||||
// - Set***() functions find pair, insertion on demand if missing.
|
||||
@ -1754,7 +1751,7 @@ struct ImColor
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
|
||||
// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
|
||||
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
@ -1764,27 +1761,36 @@ struct ImColor
|
||||
// A) Change your GPU render state,
|
||||
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
|
||||
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
|
||||
// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly.
|
||||
#ifndef ImDrawCallback
|
||||
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
|
||||
#endif
|
||||
|
||||
// Special Draw Callback value to request renderer back-end to reset the graphics/render state.
|
||||
// Special Draw callback value to request renderer back-end to reset the graphics/render state.
|
||||
// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address.
|
||||
// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
|
||||
// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).
|
||||
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
|
||||
|
||||
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
|
||||
// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset'
|
||||
// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices.
|
||||
struct ImDrawCmd
|
||||
{
|
||||
unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
|
||||
ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
|
||||
ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
|
||||
unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices.
|
||||
unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
|
||||
ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
|
||||
void* UserCallbackData; // The draw callback code can access this.
|
||||
|
||||
ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; UserCallback = NULL; UserCallbackData = NULL; }
|
||||
ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = ClipRect.z = ClipRect.w = 0.0f; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; }
|
||||
};
|
||||
|
||||
// Vertex index (override with '#define ImDrawIdx unsigned int' in imconfig.h)
|
||||
// Vertex index
|
||||
// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end)
|
||||
// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h)
|
||||
#ifndef ImDrawIdx
|
||||
typedef unsigned short ImDrawIdx;
|
||||
#endif
|
||||
@ -1800,21 +1806,38 @@ struct ImDrawVert
|
||||
#else
|
||||
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
|
||||
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
|
||||
// The type has to be described within the macro (you can either declare the struct or use a typedef)
|
||||
// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up.
|
||||
// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
|
||||
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
|
||||
#endif
|
||||
|
||||
// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
|
||||
// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
|
||||
// For use by ImDrawListSplitter.
|
||||
struct ImDrawChannel
|
||||
{
|
||||
ImVector<ImDrawCmd> CmdBuffer;
|
||||
ImVector<ImDrawIdx> IdxBuffer;
|
||||
ImVector<ImDrawCmd> _CmdBuffer;
|
||||
ImVector<ImDrawIdx> _IdxBuffer;
|
||||
};
|
||||
|
||||
// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
|
||||
// This is used by the Columns api, so items of each column can be batched together in a same draw call.
|
||||
struct ImDrawListSplitter
|
||||
{
|
||||
int _Current; // Current channel number (0)
|
||||
int _Count; // Number of active channels (1+)
|
||||
ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
|
||||
|
||||
inline ImDrawListSplitter() { Clear(); }
|
||||
inline ~ImDrawListSplitter() { ClearFreeMemory(); }
|
||||
inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
|
||||
IMGUI_API void ClearFreeMemory();
|
||||
IMGUI_API void Split(ImDrawList* draw_list, int count);
|
||||
IMGUI_API void Merge(ImDrawList* draw_list);
|
||||
IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx);
|
||||
};
|
||||
|
||||
enum ImDrawCornerFlags_
|
||||
{
|
||||
ImDrawCornerFlags_None = 0,
|
||||
ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
|
||||
ImDrawCornerFlags_TopRight = 1 << 1, // 0x2
|
||||
ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
|
||||
@ -1830,12 +1853,15 @@ enum ImDrawListFlags_
|
||||
{
|
||||
ImDrawListFlags_None = 0,
|
||||
ImDrawListFlags_AntiAliasedLines = 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f wide line, otherwise *3 the number of triangles)
|
||||
ImDrawListFlags_AntiAliasedFill = 1 << 1 // Filled shapes have anti-aliased edges (*2 the number of vertices)
|
||||
ImDrawListFlags_AntiAliasedFill = 1 << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices)
|
||||
ImDrawListFlags_AllowVtxOffset = 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
|
||||
};
|
||||
|
||||
// Draw command list
|
||||
// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
|
||||
// Each ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives.
|
||||
// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
|
||||
// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
|
||||
// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
|
||||
// access the current window draw list and draw custom primitives.
|
||||
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
|
||||
// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
|
||||
// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
|
||||
@ -1850,15 +1876,14 @@ struct ImDrawList
|
||||
// [Internal, used while building lists]
|
||||
const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
|
||||
const char* _OwnerName; // Pointer to owner window's name for debugging
|
||||
unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
|
||||
unsigned int _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'.
|
||||
unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
|
||||
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
|
||||
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
|
||||
ImVector<ImVec4> _ClipRectStack; // [Internal]
|
||||
ImVector<ImTextureID> _TextureIdStack; // [Internal]
|
||||
ImVector<ImVec2> _Path; // [Internal] current path building
|
||||
int _ChannelsCurrent; // [Internal] current channel number (0)
|
||||
int _ChannelsCount; // [Internal] number of active channels (1+)
|
||||
ImVector<ImDrawChannel> _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)
|
||||
ImDrawListSplitter _Splitter; // [Internal] for channels api
|
||||
|
||||
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
|
||||
ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); }
|
||||
@ -1873,8 +1898,8 @@ struct ImDrawList
|
||||
|
||||
// Primitives
|
||||
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
|
||||
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round
|
||||
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size)
|
||||
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round
|
||||
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size)
|
||||
IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
|
||||
IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
|
||||
IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
|
||||
@ -1886,7 +1911,7 @@ struct ImDrawList
|
||||
IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
|
||||
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 = IM_COL32_WHITE);
|
||||
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 = IM_COL32_WHITE);
|
||||
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 AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
|
||||
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);
|
||||
@ -1900,20 +1925,20 @@ struct ImDrawList
|
||||
IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
|
||||
IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
|
||||
IMGUI_API void PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
|
||||
IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All);
|
||||
|
||||
// Channels
|
||||
// - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
|
||||
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
|
||||
IMGUI_API void ChannelsSplit(int channels_count);
|
||||
IMGUI_API void ChannelsMerge();
|
||||
IMGUI_API void ChannelsSetCurrent(int channel_index);
|
||||
IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
|
||||
|
||||
// Advanced
|
||||
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
|
||||
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
|
||||
IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
|
||||
|
||||
// Advanced: Channels
|
||||
// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
|
||||
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
|
||||
inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
|
||||
inline void ChannelsMerge() { _Splitter.Merge(this); }
|
||||
inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
|
||||
|
||||
// Internal helpers
|
||||
// NB: all primitives needs to be reserved via PrimReserve() beforehand!
|
||||
IMGUI_API void Clear();
|
||||
@ -1929,7 +1954,7 @@ struct ImDrawList
|
||||
IMGUI_API void UpdateTextureID();
|
||||
};
|
||||
|
||||
// All draw data to render an ImGui frame
|
||||
// All draw data to render a Dear ImGui frame
|
||||
// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
|
||||
// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
|
||||
struct ImDrawData
|
||||
@ -1948,7 +1973,7 @@ struct ImDrawData
|
||||
~ImDrawData() { Clear(); }
|
||||
void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext!
|
||||
IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
|
||||
IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
|
||||
IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -1993,17 +2018,31 @@ struct ImFontGlyph
|
||||
// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
|
||||
struct ImFontGlyphRangesBuilder
|
||||
{
|
||||
ImVector<int> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
|
||||
ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
|
||||
|
||||
ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / sizeof(int)); memset(UsedChars.Data, 0, 0x10000 / sizeof(int)); }
|
||||
bool GetBit(int n) const { int off = (n >> 5); int mask = 1 << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
|
||||
void SetBit(int n) { int off = (n >> 5); int mask = 1 << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
|
||||
void AddChar(ImWchar c) { SetBit(c); } // Add character
|
||||
ImFontGlyphRangesBuilder() { Clear(); }
|
||||
inline void Clear() { int size_in_bytes = 0x10000 / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
|
||||
inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
|
||||
inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
|
||||
inline void AddChar(ImWchar c) { SetBit(c); } // Add character
|
||||
IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
|
||||
IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
|
||||
IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
|
||||
};
|
||||
|
||||
// See ImFontAtlas::AddCustomRectXXX functions.
|
||||
struct ImFontAtlasCustomRect
|
||||
{
|
||||
unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
|
||||
unsigned short Width, Height; // Input // Desired rectangle dimension
|
||||
unsigned short X, Y; // Output // Packed position in Atlas
|
||||
float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance
|
||||
ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset
|
||||
ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font
|
||||
ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
|
||||
bool IsPacked() const { return X != 0xFFFF; }
|
||||
};
|
||||
|
||||
enum ImFontAtlasFlags_
|
||||
{
|
||||
ImFontAtlasFlags_None = 0,
|
||||
@ -2068,33 +2107,24 @@ 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
|
||||
IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
|
||||
|
||||
//-------------------------------------------
|
||||
// Custom Rectangles/Glyphs API
|
||||
// [BETA] Custom Rectangles/Glyphs API
|
||||
//-------------------------------------------
|
||||
|
||||
// You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels.
|
||||
// You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs.
|
||||
struct CustomRect
|
||||
{
|
||||
unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
|
||||
unsigned short Width, Height; // Input // Desired rectangle dimension
|
||||
unsigned short X, Y; // Output // Packed position in Atlas
|
||||
float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance
|
||||
ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset
|
||||
ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font
|
||||
CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
|
||||
bool IsPacked() const { return X != 0xFFFF; }
|
||||
};
|
||||
|
||||
IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
|
||||
IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
|
||||
const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
|
||||
// You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
|
||||
// After calling Build(), you can query the rectangle position and render your pixels.
|
||||
// You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
|
||||
// so you can render e.g. custom colorful icons and use them as regular glyphs.
|
||||
// Read misc/fonts/README.txt for more details about using colorful icons.
|
||||
IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
|
||||
IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
|
||||
const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
|
||||
|
||||
// [Internal]
|
||||
IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
|
||||
IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
|
||||
IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
|
||||
IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
|
||||
|
||||
//-------------------------------------------
|
||||
// Members
|
||||
@ -2115,12 +2145,13 @@ struct ImFontAtlas
|
||||
ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
|
||||
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
|
||||
ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
|
||||
ImVector<CustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
|
||||
ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
|
||||
ImVector<ImFontConfig> ConfigData; // Internal data
|
||||
int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETE 1.67+
|
||||
typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
|
||||
typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
|
||||
#endif
|
||||
};
|
||||
|
||||
@ -2174,13 +2205,13 @@ struct ImFont
|
||||
IMGUI_API void SetFallbackChar(ImWchar c);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
typedef ImFontGlyph Glyph; // OBSOLETE 1.52+
|
||||
typedef ImFontGlyph Glyph; // OBSOLETED in 1.52+
|
||||
#endif
|
||||
};
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#elif defined(__GNUC__) && __GNUC__ >= 8
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
|
||||
|
400
imgui_demo.cpp
400
imgui_demo.cpp
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.70
|
||||
// dear imgui, v1.72
|
||||
// (demo code)
|
||||
|
||||
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
|
||||
@ -17,9 +17,18 @@
|
||||
// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is
|
||||
// essentially like a global variable but declared inside the scope of the function. We do this as a way to gather code and data
|
||||
// in the same place, to make the demo source code faster to read, faster to write, and smaller in size.
|
||||
// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant
|
||||
// or used in threads. This might be a pattern you will want to use in your code, but most of the real data you would be editing is
|
||||
// likely going to be stored outside your functions.
|
||||
// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be
|
||||
// reentrant or used in multiple threads. This might be a pattern you will want to use in your code, but most of the real data
|
||||
// you would be editing is likely going to be stored outside your functions.
|
||||
|
||||
// The Demo code is this file is designed to be easy to copy-and-paste in into your application!
|
||||
// Because of this:
|
||||
// - We never omit the ImGui:: namespace when calling functions, even though most of our code is already in the same namespace.
|
||||
// - We try to declare static variables in the local scope, as close as possible to the code using them.
|
||||
// - We never use any of the helpers/facilities used internally by dear imgui, unless it has been exposed in the public API (imgui.h).
|
||||
// - We never use maths operators on ImVec2/ImVec4. For other imgui sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS,
|
||||
// for your own sources file they are optional and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h.
|
||||
// Because we don't want to assume anything about your support of maths operators, we don't use them in imgui_demo.cpp.
|
||||
|
||||
/*
|
||||
|
||||
@ -63,7 +72,7 @@ Index of this file:
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
|
||||
#endif
|
||||
#ifdef __clang__
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
|
||||
#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning : 'xx' is deprecated: The POSIX name for this item.. // for strdup used in demo code (so user can copy & paste the code)
|
||||
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
|
||||
@ -80,13 +89,12 @@ Index of this file:
|
||||
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier //
|
||||
#endif
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
|
||||
#pragma GCC diagnostic ignored "-Wformat-security" // warning : format string is not a string literal (potentially insecure)
|
||||
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
|
||||
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
|
||||
#if (__GNUC__ >= 6)
|
||||
#pragma GCC diagnostic ignored "-Wmisleading-indentation" // warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub.
|
||||
#endif
|
||||
#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub.
|
||||
#endif
|
||||
|
||||
// Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n.
|
||||
@ -246,7 +254,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);
|
||||
|
||||
// Main body of the Demo window starts here.
|
||||
if (!ImGui::Begin("ImGui Demo", p_open, window_flags))
|
||||
if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags))
|
||||
{
|
||||
// Early out if the window is collapsed, as an optimization.
|
||||
ImGui::End();
|
||||
@ -350,6 +358,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad);
|
||||
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
|
||||
ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos);
|
||||
ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", (unsigned int *)&backend_flags, ImGuiBackendFlags_RendererHasVtxOffset);
|
||||
ImGui::TreePop();
|
||||
ImGui::Separator();
|
||||
}
|
||||
@ -530,8 +539,19 @@ static void ShowDemoWindowWidgets()
|
||||
static float f1=0.123f, f2=0.0f;
|
||||
ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f");
|
||||
ImGui::SliderFloat("slider float (curve)", &f2, -10.0f, 10.0f, "%.4f", 2.0f);
|
||||
|
||||
static float angle = 0.0f;
|
||||
ImGui::SliderAngle("slider angle", &angle);
|
||||
|
||||
// Using the format string to display a name instead of an integer.
|
||||
// Here we completely omit '%d' from the format string, so it'll only display a name.
|
||||
// This technique can also be used with DragInt().
|
||||
enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT };
|
||||
const char* element_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" };
|
||||
static int current_element = Element_Fire;
|
||||
const char* current_element_name = (current_element >= 0 && current_element < Element_COUNT) ? element_names[current_element] : "Unknown";
|
||||
ImGui::SliderInt("slider enum", ¤t_element, 0, Element_COUNT - 1, current_element_name);
|
||||
ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer.");
|
||||
}
|
||||
|
||||
{
|
||||
@ -568,13 +588,20 @@ static void ShowDemoWindowWidgets()
|
||||
if (ImGui::TreeNode("Basic trees"))
|
||||
{
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
// Use SetNextItemOpen() so set the default state of a node to be open.
|
||||
// We could also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing!
|
||||
if (i == 0)
|
||||
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
|
||||
|
||||
if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i))
|
||||
{
|
||||
ImGui::Text("blah blah");
|
||||
ImGui::SameLine();
|
||||
if (ImGui::SmallButton("button")) { };
|
||||
if (ImGui::SmallButton("button")) {};
|
||||
ImGui::TreePop();
|
||||
}
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
@ -612,7 +639,7 @@ static void ShowDemoWindowWidgets()
|
||||
{
|
||||
// Items 3..5 are Tree Leaves
|
||||
// The only reason we use TreeNode at all is to allow selection of the leaf.
|
||||
// Otherwise we can use BulletText() or TreeAdvanceToLabelPos()+Text().
|
||||
// Otherwise we can use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text().
|
||||
node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet
|
||||
ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);
|
||||
if (ImGui::IsItemClicked())
|
||||
@ -952,7 +979,7 @@ static void ShowDemoWindowWidgets()
|
||||
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::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
@ -1008,7 +1035,7 @@ static void ShowDemoWindowWidgets()
|
||||
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));
|
||||
Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16));
|
||||
ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity());
|
||||
ImGui::TreePop();
|
||||
}
|
||||
@ -1069,7 +1096,8 @@ static void ShowDemoWindowWidgets()
|
||||
if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; }
|
||||
}
|
||||
|
||||
// Typically we would use ImVec2(-1.0f,0.0f) to use all available width, or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth.
|
||||
// Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width,
|
||||
// or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth.
|
||||
ImGui::ProgressBar(progress, ImVec2(0.0f,0.0f));
|
||||
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
|
||||
ImGui::Text("Progress Bar");
|
||||
@ -1095,7 +1123,7 @@ static void ShowDemoWindowWidgets()
|
||||
ImGui::Checkbox("With Drag and Drop", &drag_and_drop);
|
||||
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);
|
||||
ImGuiColorEditFlags 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(); HelpMarker("Click on the colored square to open a color picker.\nCTRL+click on individual component to input value.\n");
|
||||
@ -1128,7 +1156,7 @@ static void ShowDemoWindowWidgets()
|
||||
|
||||
static ImVec4 backup_color;
|
||||
bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags);
|
||||
ImGui::SameLine();
|
||||
ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x);
|
||||
open_popup |= ImGui::Button("Palette");
|
||||
if (open_popup)
|
||||
{
|
||||
@ -1228,8 +1256,8 @@ static void ShowDemoWindowWidgets()
|
||||
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::ColorEdit4("HSV shown as RGB##1", (float*)&color_stored_as_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);
|
||||
ImGui::ColorEdit4("HSV shown as HSV##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();
|
||||
@ -1528,26 +1556,22 @@ static void ShowDemoWindowWidgets()
|
||||
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("InputText", &item_type, 4);
|
||||
ImGui::RadioButton("ColorEdit4", &item_type, 5);
|
||||
ImGui::RadioButton("MenuItem", &item_type, 6);
|
||||
ImGui::RadioButton("TreeNode (w/ double-click)", &item_type, 7);
|
||||
ImGui::RadioButton("ListBox", &item_type, 8);
|
||||
ImGui::Separator();
|
||||
ImGui::Combo("Item Type", &item_type, "Text\0Button\0Button (w/ repeat)\0Checkbox\0SliderFloat\0InputText\0InputFloat\0InputFloat3\0ColorEdit4\0MenuItem\0TreeNode (w/ double-click)\0ListBox\0");
|
||||
ImGui::SameLine();
|
||||
HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions.");
|
||||
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::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) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
|
||||
if (item_type == 7) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
|
||||
if (item_type == 8) { 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 == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater)
|
||||
if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox
|
||||
if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
|
||||
if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing)
|
||||
if (item_type == 6) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input
|
||||
if (item_type == 7) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
|
||||
if (item_type == 8) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
|
||||
if (item_type == 9) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
|
||||
if (item_type == 10){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
|
||||
if (item_type == 11){ 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"
|
||||
@ -1628,6 +1652,9 @@ static void ShowDemoWindowWidgets()
|
||||
if (embed_all_inside_a_child_window)
|
||||
ImGui::EndChild();
|
||||
|
||||
static char dummy_str[] = "This is a dummy field to be able to tab-out of the widgets above.";
|
||||
ImGui::InputText("dummy", dummy_str, IM_ARRAYSIZE(dummy_str), ImGuiInputTextFlags_ReadOnly);
|
||||
|
||||
// Calling IsItemHovered() after begin returns the hovered status of the title bar.
|
||||
// This is useful in particular if you want to create a context menu (with BeginPopupContextItem) associated to the title bar of a window.
|
||||
static bool test_window = false;
|
||||
@ -1706,7 +1733,7 @@ static void ShowDemoWindowLayout()
|
||||
{
|
||||
char buf[32];
|
||||
sprintf(buf, "%03d", i);
|
||||
ImGui::Button(buf, ImVec2(-1.0f, 0.0f));
|
||||
ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
|
||||
ImGui::NextColumn();
|
||||
}
|
||||
ImGui::EndChild();
|
||||
@ -1722,7 +1749,7 @@ static void ShowDemoWindowLayout()
|
||||
// - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from the POV of the parent window)
|
||||
// See "Widgets" -> "Querying Status (Active/Focused/Hovered etc.)" section for more details about this.
|
||||
{
|
||||
ImGui::SetCursorPosX(50);
|
||||
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + 10);
|
||||
ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100));
|
||||
ImGui::BeginChild("blah", ImVec2(200, 100), true, ImGuiWindowFlags_None);
|
||||
for (int n = 0; n < 50; n++)
|
||||
@ -1766,9 +1793,9 @@ static void ShowDemoWindowLayout()
|
||||
ImGui::Text("SetNextItemWidth/PushItemWidth(-1)");
|
||||
ImGui::SameLine(); HelpMarker("Align to right edge");
|
||||
ImGui::PushItemWidth(-1);
|
||||
ImGui::DragFloat("float##5a", &f);
|
||||
ImGui::DragFloat("float##5b", &f);
|
||||
ImGui::DragFloat("float##5c", &f);
|
||||
ImGui::DragFloat("##float5a", &f);
|
||||
ImGui::DragFloat("##float5b", &f);
|
||||
ImGui::DragFloat("##float5c", &f);
|
||||
ImGui::PopItemWidth();
|
||||
|
||||
ImGui::TreePop();
|
||||
@ -1935,7 +1962,7 @@ static void ShowDemoWindowLayout()
|
||||
|
||||
if (ImGui::TreeNode("Groups"))
|
||||
{
|
||||
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.");
|
||||
HelpMarker("BeginGroup() basically locks the horizontal position for new line. EndGroup() bundles the whole group so that you can use \"item\" functions such as IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group.");
|
||||
ImGui::BeginGroup();
|
||||
{
|
||||
ImGui::BeginGroup();
|
||||
@ -2034,48 +2061,100 @@ static void ShowDemoWindowLayout()
|
||||
|
||||
if (ImGui::TreeNode("Scrolling"))
|
||||
{
|
||||
HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given position.");
|
||||
// Vertical scroll functions
|
||||
HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position.");
|
||||
|
||||
static bool track = true;
|
||||
static int track_line = 50, scroll_to_px = 200;
|
||||
static int track_item = 50;
|
||||
static float scroll_to_off_px = 0.0f;
|
||||
static float scroll_to_pos_px = 200.0f;
|
||||
ImGui::Checkbox("Track", &track);
|
||||
ImGui::PushItemWidth(100);
|
||||
ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line = %d");
|
||||
bool scroll_to = ImGui::Button("Scroll To Pos");
|
||||
ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "Y = %d px");
|
||||
ImGui::PopItemWidth();
|
||||
if (scroll_to) track = false;
|
||||
ImGui::SameLine(140); track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d");
|
||||
|
||||
bool scroll_to_off = ImGui::Button("Scroll Offset");
|
||||
ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px");
|
||||
|
||||
bool scroll_to_pos = ImGui::Button("Scroll To Pos");
|
||||
ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, 0, 9999, "X/Y = %.0f px");
|
||||
|
||||
ImGui::PopItemWidth();
|
||||
if (scroll_to_off || scroll_to_pos)
|
||||
track = false;
|
||||
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5;
|
||||
if (child_w < 1.0f)
|
||||
child_w = 1.0f;
|
||||
ImGui::PushID("##VerticalScrolling");
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
if (i > 0) ImGui::SameLine();
|
||||
ImGui::BeginGroup();
|
||||
ImGui::Text("%s", i == 0 ? "Top" : i == 1 ? "25%" : i == 2 ? "Center" : i == 3 ? "75%" : "Bottom");
|
||||
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(ImGui::GetWindowWidth() * 0.17f, 200.0f), true);
|
||||
if (scroll_to)
|
||||
ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_px, i * 0.25f);
|
||||
for (int line = 0; line < 100; line++)
|
||||
const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" };
|
||||
ImGui::TextUnformatted(names[i]);
|
||||
|
||||
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, ImGuiWindowFlags_None);
|
||||
if (scroll_to_off)
|
||||
ImGui::SetScrollY(scroll_to_off_px);
|
||||
if (scroll_to_pos)
|
||||
ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f);
|
||||
for (int item = 0; item < 100; item++)
|
||||
{
|
||||
if (track && line == track_line)
|
||||
if (track && item == track_item)
|
||||
{
|
||||
ImGui::TextColored(ImVec4(1,1,0,1), "Line %d", line);
|
||||
ImGui::TextColored(ImVec4(1,1,0,1), "Item %d", item);
|
||||
ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::Text("Line %d", line);
|
||||
ImGui::Text("Item %d", item);
|
||||
}
|
||||
}
|
||||
float scroll_y = ImGui::GetScrollY(), scroll_max_y = ImGui::GetScrollMaxY();
|
||||
float scroll_y = ImGui::GetScrollY();
|
||||
float scroll_max_y = ImGui::GetScrollMaxY();
|
||||
ImGui::EndChild();
|
||||
ImGui::Text("%.0f/%0.f", scroll_y, scroll_max_y);
|
||||
ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y);
|
||||
ImGui::EndGroup();
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::PopID();
|
||||
|
||||
if (ImGui::TreeNode("Horizontal Scrolling"))
|
||||
{
|
||||
// Horizontal scroll functions
|
||||
ImGui::Spacing();
|
||||
HelpMarker("Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\nUsing the \"Scroll To Pos\" button above will make the discontinuity at edges visible: scrolling to the top/bottom/left/right-most item will add an additional WindowPadding to reflect on reaching the edge of the list.\n\nBecause the clipping rectangle of most window hides half worth of WindowPadding on the left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the equivalent SetScrollFromPosY(+1) wouldn't.");
|
||||
ImGui::PushID("##HorizontalScrolling");
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f;
|
||||
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, ImGuiWindowFlags_HorizontalScrollbar);
|
||||
if (scroll_to_off)
|
||||
ImGui::SetScrollX(scroll_to_off_px);
|
||||
if (scroll_to_pos)
|
||||
ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f);
|
||||
for (int item = 0; item < 100; item++)
|
||||
{
|
||||
if (track && item == track_item)
|
||||
{
|
||||
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);
|
||||
ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::Text("Item %d", item);
|
||||
}
|
||||
ImGui::SameLine();
|
||||
}
|
||||
float scroll_x = ImGui::GetScrollX();
|
||||
float scroll_max_x = ImGui::GetScrollMaxX();
|
||||
ImGui::EndChild();
|
||||
ImGui::SameLine();
|
||||
const char* names[] = { "Left", "25%", "Center", "75%", "Right" };
|
||||
ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x);
|
||||
ImGui::Spacing();
|
||||
}
|
||||
ImGui::PopID();
|
||||
|
||||
// Miscellaneous Horizontal Scrolling Demo
|
||||
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);
|
||||
@ -2118,6 +2197,97 @@ static void ShowDemoWindowLayout()
|
||||
ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta);
|
||||
ImGui::EndChild();
|
||||
}
|
||||
ImGui::Spacing();
|
||||
|
||||
static bool show_horizontal_contents_size_demo_window = false;
|
||||
ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window);
|
||||
|
||||
if (show_horizontal_contents_size_demo_window)
|
||||
{
|
||||
static bool show_h_scrollbar = true;
|
||||
static bool show_button = true;
|
||||
static bool show_tree_nodes = true;
|
||||
static bool show_text_wrapped = false;
|
||||
static bool show_columns = true;
|
||||
static bool show_tab_bar = true;
|
||||
static bool show_child = false;
|
||||
static bool explicit_content_size = false;
|
||||
static float contents_size_x = 300.0f;
|
||||
if (explicit_content_size)
|
||||
ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f));
|
||||
ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0);
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0));
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0));
|
||||
HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles.");
|
||||
ImGui::Checkbox("H-scrollbar", &show_h_scrollbar);
|
||||
ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten)
|
||||
ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width
|
||||
ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size
|
||||
ImGui::Checkbox("Columns", &show_columns); // Will use contents size
|
||||
ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size
|
||||
ImGui::Checkbox("Child", &show_child); // Will grow and use contents size
|
||||
ImGui::Checkbox("Explicit content size", &explicit_content_size);
|
||||
ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY());
|
||||
if (explicit_content_size)
|
||||
{
|
||||
ImGui::SameLine();
|
||||
ImGui::SetNextItemWidth(100);
|
||||
ImGui::DragFloat("##csx", &contents_size_x);
|
||||
ImVec2 p = ImGui::GetCursorScreenPos();
|
||||
ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE);
|
||||
ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE);
|
||||
ImGui::Dummy(ImVec2(0, 10));
|
||||
}
|
||||
ImGui::PopStyleVar(2);
|
||||
ImGui::Separator();
|
||||
if (show_button)
|
||||
{
|
||||
ImGui::Button("this is a 300-wide button", ImVec2(300, 0));
|
||||
}
|
||||
if (show_tree_nodes)
|
||||
{
|
||||
bool open = true;
|
||||
if (ImGui::TreeNode("this is a tree node"))
|
||||
{
|
||||
if (ImGui::TreeNode("another one of those tree node..."))
|
||||
{
|
||||
ImGui::Text("Some tree contents");
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::CollapsingHeader("CollapsingHeader", &open);
|
||||
}
|
||||
if (show_text_wrapped)
|
||||
{
|
||||
ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle.");
|
||||
}
|
||||
if (show_columns)
|
||||
{
|
||||
ImGui::Columns(4);
|
||||
for (int n = 0; n < 4; n++)
|
||||
{
|
||||
ImGui::Text("Width %.2f", ImGui::GetColumnWidth());
|
||||
ImGui::NextColumn();
|
||||
}
|
||||
ImGui::Columns(1);
|
||||
}
|
||||
if (show_tab_bar && ImGui::BeginTabBar("Hello"))
|
||||
{
|
||||
if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); }
|
||||
if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); }
|
||||
if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); }
|
||||
if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); }
|
||||
ImGui::EndTabBar();
|
||||
}
|
||||
if (show_child)
|
||||
{
|
||||
ImGui::BeginChild("child", ImVec2(0,0), true);
|
||||
ImGui::EndChild();
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
@ -2145,7 +2315,7 @@ static void ShowDemoWindowPopups()
|
||||
// The properties of popups windows are:
|
||||
// - They block normal mouse hovering detection outside them. (*)
|
||||
// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
|
||||
// - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
|
||||
// - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as we are used to with regular Begin() calls.
|
||||
// User can manipulate the visibility state by calling OpenPopup().
|
||||
// (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
|
||||
// Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
|
||||
@ -2392,7 +2562,7 @@ static void ShowDemoWindowColumns()
|
||||
char label[32];
|
||||
sprintf(label, "Item %d", n);
|
||||
if (ImGui::Selectable(label)) {}
|
||||
//if (ImGui::Button(label, ImVec2(-1,0))) {}
|
||||
//if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {}
|
||||
ImGui::NextColumn();
|
||||
}
|
||||
ImGui::Columns(1);
|
||||
@ -2426,6 +2596,40 @@ static void ShowDemoWindowColumns()
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
if (ImGui::TreeNode("Borders"))
|
||||
{
|
||||
// NB: Future columns API should allow automatic horizontal borders.
|
||||
static bool h_borders = true;
|
||||
static bool v_borders = true;
|
||||
static int columns_count = 4;
|
||||
const int lines_count = 3;
|
||||
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
|
||||
ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns");
|
||||
if (columns_count < 2)
|
||||
columns_count = 2;
|
||||
ImGui::SameLine();
|
||||
ImGui::Checkbox("horizontal", &h_borders);
|
||||
ImGui::SameLine();
|
||||
ImGui::Checkbox("vertical", &v_borders);
|
||||
ImGui::Columns(columns_count, NULL, v_borders);
|
||||
for (int i = 0; i < columns_count * lines_count; i++)
|
||||
{
|
||||
if (h_borders && ImGui::GetColumnIndex() == 0)
|
||||
ImGui::Separator();
|
||||
ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i);
|
||||
ImGui::Text("Width %.2f", ImGui::GetColumnWidth());
|
||||
ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x);
|
||||
ImGui::Text("Offset %.2f", ImGui::GetColumnOffset());
|
||||
ImGui::Text("Long text that is likely to clip");
|
||||
ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f));
|
||||
ImGui::NextColumn();
|
||||
}
|
||||
ImGui::Columns(1);
|
||||
if (h_borders)
|
||||
ImGui::Separator();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
// Create multiple items in a same cell before switching to next column
|
||||
if (ImGui::TreeNode("Mixed items"))
|
||||
{
|
||||
@ -2472,32 +2676,6 @@ static void ShowDemoWindowColumns()
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
if (ImGui::TreeNode("Borders"))
|
||||
{
|
||||
// NB: Future columns API should allow automatic horizontal borders.
|
||||
static bool h_borders = true;
|
||||
static bool v_borders = true;
|
||||
ImGui::Checkbox("horizontal", &h_borders);
|
||||
ImGui::SameLine();
|
||||
ImGui::Checkbox("vertical", &v_borders);
|
||||
ImGui::Columns(4, NULL, v_borders);
|
||||
for (int i = 0; i < 4*3; i++)
|
||||
{
|
||||
if (h_borders && ImGui::GetColumnIndex() == 0)
|
||||
ImGui::Separator();
|
||||
ImGui::Text("%c%c%c", 'a'+i, 'a'+i, 'a'+i);
|
||||
ImGui::Text("Width %.2f", ImGui::GetColumnWidth());
|
||||
ImGui::Text("Offset %.2f", ImGui::GetColumnOffset());
|
||||
ImGui::Text("Long text that is likely to clip");
|
||||
ImGui::Button("Button", ImVec2(-1.0f, 0.0f));
|
||||
ImGui::NextColumn();
|
||||
}
|
||||
ImGui::Columns(1);
|
||||
if (h_borders)
|
||||
ImGui::Separator();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
// Scrolling columns
|
||||
/*
|
||||
if (ImGui::TreeNode("Vertical Scrolling"))
|
||||
@ -2556,7 +2734,7 @@ static void ShowDemoWindowColumns()
|
||||
ImGui::NextColumn();
|
||||
if (open1)
|
||||
{
|
||||
for (int y = 0; y < 5; y++)
|
||||
for (int y = 0; y < 3; y++)
|
||||
{
|
||||
bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y);
|
||||
ImGui::NextColumn();
|
||||
@ -2745,7 +2923,7 @@ static void ShowDemoWindowMisc()
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] About Window / ShowAboutWindow()
|
||||
// Access from ImGui Demo -> Help -> About
|
||||
// Access from Dear ImGui Demo -> Help -> About
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void ImGui::ShowAboutWindow(bool* p_open)
|
||||
@ -2846,6 +3024,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
|
||||
if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad");
|
||||
if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors");
|
||||
if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos");
|
||||
if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset");
|
||||
ImGui::Separator();
|
||||
ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);
|
||||
ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);
|
||||
@ -2983,6 +3162,8 @@ 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::Combo("WindowMenuButtonPosition", (int*)&style.WindowMenuButtonPosition, "Left\0Right\0");
|
||||
ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0");
|
||||
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).");
|
||||
@ -3126,8 +3307,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
HelpMarker("Those are old settings provided for convenience.\nHowever, the _correct_ way of scaling your UI is currently to reload your font at the designed size, rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.");
|
||||
static float window_scale = 1.0f;
|
||||
if (ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.2f")) // scale only this window
|
||||
if (ImGui::DragFloat("window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.2f")) // scale only this window
|
||||
ImGui::SetWindowFontScale(window_scale);
|
||||
ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.2f"); // scale everything
|
||||
ImGui::PopItemWidth();
|
||||
@ -3278,7 +3460,7 @@ struct ExampleAppConsole
|
||||
Commands.push_back("CLEAR");
|
||||
Commands.push_back("CLASSIFY"); // "classify" is only here to provide an example of "C"+[tab] completing to "CL" and displaying matches.
|
||||
AutoScroll = true;
|
||||
ScrollToBottom = true;
|
||||
ScrollToBottom = false;
|
||||
AddLog("Welcome to Dear ImGui!");
|
||||
}
|
||||
~ExampleAppConsole()
|
||||
@ -3299,7 +3481,6 @@ struct ExampleAppConsole
|
||||
for (int i = 0; i < Items.Size; i++)
|
||||
free(Items[i]);
|
||||
Items.clear();
|
||||
ScrollToBottom = true;
|
||||
}
|
||||
|
||||
void AddLog(const char* fmt, ...) IM_FMTARGS(2)
|
||||
@ -3312,8 +3493,6 @@ struct ExampleAppConsole
|
||||
buf[IM_ARRAYSIZE(buf)-1] = 0;
|
||||
va_end(args);
|
||||
Items.push_back(Strdup(buf));
|
||||
if (AutoScroll)
|
||||
ScrollToBottom = true;
|
||||
}
|
||||
|
||||
void Draw(const char* title, bool* p_open)
|
||||
@ -3342,8 +3521,7 @@ struct ExampleAppConsole
|
||||
if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine();
|
||||
if (ImGui::SmallButton("Add Dummy Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine();
|
||||
if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine();
|
||||
bool copy_to_clipboard = ImGui::SmallButton("Copy"); ImGui::SameLine();
|
||||
if (ImGui::SmallButton("Scroll to bottom")) ScrollToBottom = true;
|
||||
bool copy_to_clipboard = ImGui::SmallButton("Copy");
|
||||
//static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); }
|
||||
|
||||
ImGui::Separator();
|
||||
@ -3351,9 +3529,7 @@ struct ExampleAppConsole
|
||||
// Options menu
|
||||
if (ImGui::BeginPopup("Options"))
|
||||
{
|
||||
if (ImGui::Checkbox("Auto-scroll", &AutoScroll))
|
||||
if (AutoScroll)
|
||||
ScrollToBottom = true;
|
||||
ImGui::Checkbox("Auto-scroll", &AutoScroll);
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
@ -3402,9 +3578,11 @@ struct ExampleAppConsole
|
||||
}
|
||||
if (copy_to_clipboard)
|
||||
ImGui::LogFinish();
|
||||
if (ScrollToBottom)
|
||||
|
||||
if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))
|
||||
ImGui::SetScrollHereY(1.0f);
|
||||
ScrollToBottom = false;
|
||||
|
||||
ImGui::PopStyleVar();
|
||||
ImGui::EndChild();
|
||||
ImGui::Separator();
|
||||
@ -3596,13 +3774,11 @@ struct ExampleAppLog
|
||||
ImGuiTextBuffer Buf;
|
||||
ImGuiTextFilter Filter;
|
||||
ImVector<int> LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines
|
||||
bool AutoScroll;
|
||||
bool ScrollToBottom;
|
||||
bool AutoScroll; // Keep scrolling if already at the bottom
|
||||
|
||||
ExampleAppLog()
|
||||
{
|
||||
AutoScroll = true;
|
||||
ScrollToBottom = false;
|
||||
Clear();
|
||||
}
|
||||
|
||||
@ -3623,8 +3799,6 @@ struct ExampleAppLog
|
||||
for (int new_size = Buf.size(); old_size < new_size; old_size++)
|
||||
if (Buf[old_size] == '\n')
|
||||
LineOffsets.push_back(old_size + 1);
|
||||
if (AutoScroll)
|
||||
ScrollToBottom = true;
|
||||
}
|
||||
|
||||
void Draw(const char* title, bool* p_open = NULL)
|
||||
@ -3638,9 +3812,7 @@ struct ExampleAppLog
|
||||
// Options menu
|
||||
if (ImGui::BeginPopup("Options"))
|
||||
{
|
||||
if (ImGui::Checkbox("Auto-scroll", &AutoScroll))
|
||||
if (AutoScroll)
|
||||
ScrollToBottom = true;
|
||||
ImGui::Checkbox("Auto-scroll", &AutoScroll);
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
@ -3705,9 +3877,9 @@ struct ExampleAppLog
|
||||
}
|
||||
ImGui::PopStyleVar();
|
||||
|
||||
if (ScrollToBottom)
|
||||
if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
|
||||
ImGui::SetScrollHereY(1.0f);
|
||||
ScrollToBottom = false;
|
||||
|
||||
ImGui::EndChild();
|
||||
ImGui::End();
|
||||
}
|
||||
@ -3892,7 +4064,7 @@ static void ShowExampleAppLongText(bool* p_open)
|
||||
static ImGuiTextBuffer log;
|
||||
static int lines = 0;
|
||||
ImGui::Text("Printing unusually long amount of text.");
|
||||
ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped manually\0Multiple calls to Text(), not clipped (slow)\0");
|
||||
ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped\0Multiple calls to Text(), not clipped (slow)\0");
|
||||
ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size());
|
||||
if (ImGui::Button("Clear")) { log.clear(); lines = 0; }
|
||||
ImGui::SameLine();
|
||||
|
308
imgui_draw.cpp
308
imgui_draw.cpp
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.70
|
||||
// dear imgui, v1.72
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
@ -8,6 +8,7 @@ Index of this file:
|
||||
// [SECTION] STB libraries implementation
|
||||
// [SECTION] Style functions
|
||||
// [SECTION] ImDrawList
|
||||
// [SECTION] ImDrawListSplitter
|
||||
// [SECTION] ImDrawData
|
||||
// [SECTION] Helpers ShadeVertsXXX functions
|
||||
// [SECTION] ImFontConfig
|
||||
@ -33,7 +34,7 @@ Index of this file:
|
||||
|
||||
#include <stdio.h> // vsnprintf, sscanf, printf
|
||||
#if !defined(alloca)
|
||||
#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__)
|
||||
#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) || defined(__SWITCH__)
|
||||
#include <alloca.h> // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)
|
||||
#elif defined(_WIN32)
|
||||
#include <malloc.h> // alloca
|
||||
@ -47,12 +48,13 @@ Index of this file:
|
||||
|
||||
// Visual Studio warnings
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (disable: 4127) // condition expression is constant
|
||||
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
|
||||
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
|
||||
#endif
|
||||
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#ifdef __clang__
|
||||
#if defined(__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 is.
|
||||
@ -70,13 +72,12 @@ Index of this file:
|
||||
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
|
||||
#endif
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
|
||||
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
|
||||
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
|
||||
#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer
|
||||
#if __GNUC__ >= 8
|
||||
#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
|
||||
#endif
|
||||
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
|
||||
#endif
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
@ -100,7 +101,7 @@ namespace IMGUI_STB_NAMESPACE
|
||||
#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration
|
||||
#endif
|
||||
|
||||
#ifdef __clang__
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wunused-function"
|
||||
#pragma clang diagnostic ignored "-Wmissing-prototypes"
|
||||
@ -108,7 +109,7 @@ namespace IMGUI_STB_NAMESPACE
|
||||
#pragma clang diagnostic ignored "-Wcast-qual" // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier //
|
||||
#endif
|
||||
|
||||
#ifdef __GNUC__
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits]
|
||||
#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
|
||||
@ -151,15 +152,15 @@ namespace IMGUI_STB_NAMESPACE
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef __GNUC__
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
|
||||
#ifdef __clang__
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#if defined(_MSC_VER)
|
||||
#pragma warning (pop)
|
||||
#endif
|
||||
|
||||
@ -259,7 +260,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
|
||||
colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
|
||||
colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
|
||||
colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
|
||||
colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f);
|
||||
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);
|
||||
colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);
|
||||
colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.16f);
|
||||
@ -315,7 +316,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
|
||||
colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
|
||||
colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
|
||||
colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
|
||||
colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);
|
||||
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
|
||||
colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
|
||||
colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f);
|
||||
@ -348,6 +349,7 @@ ImDrawListSharedData::ImDrawListSharedData()
|
||||
FontSize = 0.0f;
|
||||
CurveTessellationTol = 0.0f;
|
||||
ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f);
|
||||
InitialFlags = ImDrawListFlags_None;
|
||||
|
||||
// Const data
|
||||
for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++)
|
||||
@ -362,16 +364,15 @@ void ImDrawList::Clear()
|
||||
CmdBuffer.resize(0);
|
||||
IdxBuffer.resize(0);
|
||||
VtxBuffer.resize(0);
|
||||
Flags = ImDrawListFlags_AntiAliasedLines | ImDrawListFlags_AntiAliasedFill;
|
||||
Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None;
|
||||
_VtxCurrentOffset = 0;
|
||||
_VtxCurrentIdx = 0;
|
||||
_VtxWritePtr = NULL;
|
||||
_IdxWritePtr = NULL;
|
||||
_ClipRectStack.resize(0);
|
||||
_TextureIdStack.resize(0);
|
||||
_Path.resize(0);
|
||||
_ChannelsCurrent = 0;
|
||||
_ChannelsCount = 1;
|
||||
// NB: Do not clear channels so our allocations are re-used after the first frame.
|
||||
_Splitter.Clear();
|
||||
}
|
||||
|
||||
void ImDrawList::ClearFreeMemory()
|
||||
@ -385,20 +386,12 @@ void ImDrawList::ClearFreeMemory()
|
||||
_ClipRectStack.clear();
|
||||
_TextureIdStack.clear();
|
||||
_Path.clear();
|
||||
_ChannelsCurrent = 0;
|
||||
_ChannelsCount = 1;
|
||||
for (int i = 0; i < _Channels.Size; i++)
|
||||
{
|
||||
if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0])); // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again
|
||||
_Channels[i].CmdBuffer.clear();
|
||||
_Channels[i].IdxBuffer.clear();
|
||||
}
|
||||
_Channels.clear();
|
||||
_Splitter.ClearFreeMemory();
|
||||
}
|
||||
|
||||
ImDrawList* ImDrawList::CloneOutput() const
|
||||
{
|
||||
ImDrawList* dst = IM_NEW(ImDrawList(NULL));
|
||||
ImDrawList* dst = IM_NEW(ImDrawList(_Data));
|
||||
dst->CmdBuffer = CmdBuffer;
|
||||
dst->IdxBuffer = IdxBuffer;
|
||||
dst->VtxBuffer = VtxBuffer;
|
||||
@ -415,6 +408,8 @@ void ImDrawList::AddDrawCmd()
|
||||
ImDrawCmd draw_cmd;
|
||||
draw_cmd.ClipRect = GetCurrentClipRect();
|
||||
draw_cmd.TextureId = GetCurrentTextureId();
|
||||
draw_cmd.VtxOffset = _VtxCurrentOffset;
|
||||
draw_cmd.IdxOffset = IdxBuffer.Size;
|
||||
|
||||
IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
|
||||
CmdBuffer.push_back(draw_cmd);
|
||||
@ -521,88 +516,17 @@ void ImDrawList::PopTextureID()
|
||||
UpdateTextureID();
|
||||
}
|
||||
|
||||
void ImDrawList::ChannelsSplit(int channels_count)
|
||||
{
|
||||
IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1);
|
||||
int old_channels_count = _Channels.Size;
|
||||
if (old_channels_count < channels_count)
|
||||
_Channels.resize(channels_count);
|
||||
_ChannelsCount = channels_count;
|
||||
|
||||
// _Channels[] (24/32 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer
|
||||
// The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
|
||||
// When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer
|
||||
memset(&_Channels[0], 0, sizeof(ImDrawChannel));
|
||||
for (int i = 1; i < channels_count; i++)
|
||||
{
|
||||
if (i >= old_channels_count)
|
||||
{
|
||||
IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();
|
||||
}
|
||||
else
|
||||
{
|
||||
_Channels[i].CmdBuffer.resize(0);
|
||||
_Channels[i].IdxBuffer.resize(0);
|
||||
}
|
||||
if (_Channels[i].CmdBuffer.Size == 0)
|
||||
{
|
||||
ImDrawCmd draw_cmd;
|
||||
draw_cmd.ClipRect = _ClipRectStack.back();
|
||||
draw_cmd.TextureId = _TextureIdStack.back();
|
||||
_Channels[i].CmdBuffer.push_back(draw_cmd);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ImDrawList::ChannelsMerge()
|
||||
{
|
||||
// Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
|
||||
if (_ChannelsCount <= 1)
|
||||
return;
|
||||
|
||||
ChannelsSetCurrent(0);
|
||||
if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0)
|
||||
CmdBuffer.pop_back();
|
||||
|
||||
int new_cmd_buffer_count = 0, new_idx_buffer_count = 0;
|
||||
for (int i = 1; i < _ChannelsCount; i++)
|
||||
{
|
||||
ImDrawChannel& ch = _Channels[i];
|
||||
if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0)
|
||||
ch.CmdBuffer.pop_back();
|
||||
new_cmd_buffer_count += ch.CmdBuffer.Size;
|
||||
new_idx_buffer_count += ch.IdxBuffer.Size;
|
||||
}
|
||||
CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count);
|
||||
IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count);
|
||||
|
||||
ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count;
|
||||
_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count;
|
||||
for (int i = 1; i < _ChannelsCount; i++)
|
||||
{
|
||||
ImDrawChannel& ch = _Channels[i];
|
||||
if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
|
||||
if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; }
|
||||
}
|
||||
UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call.
|
||||
_ChannelsCount = 1;
|
||||
}
|
||||
|
||||
void ImDrawList::ChannelsSetCurrent(int idx)
|
||||
{
|
||||
IM_ASSERT(idx < _ChannelsCount);
|
||||
if (_ChannelsCurrent == idx) return;
|
||||
memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times
|
||||
memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer));
|
||||
_ChannelsCurrent = idx;
|
||||
memcpy(&CmdBuffer, &_Channels.Data[_ChannelsCurrent].CmdBuffer, sizeof(CmdBuffer));
|
||||
memcpy(&IdxBuffer, &_Channels.Data[_ChannelsCurrent].IdxBuffer, sizeof(IdxBuffer));
|
||||
_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size;
|
||||
}
|
||||
|
||||
// NB: this can be called with negative count for removing primitives (as long as the result does not underflow)
|
||||
void ImDrawList::PrimReserve(int idx_count, int vtx_count)
|
||||
{
|
||||
// Large mesh support (when enabled)
|
||||
if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
|
||||
{
|
||||
_VtxCurrentOffset = VtxBuffer.Size;
|
||||
_VtxCurrentIdx = 0;
|
||||
AddDrawCmd();
|
||||
}
|
||||
|
||||
ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1];
|
||||
draw_cmd.ElemCount += idx_count;
|
||||
|
||||
@ -1019,7 +943,7 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV
|
||||
}
|
||||
}
|
||||
|
||||
void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners)
|
||||
void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners)
|
||||
{
|
||||
rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f);
|
||||
rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f);
|
||||
@ -1054,24 +978,24 @@ void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thic
|
||||
}
|
||||
|
||||
// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly.
|
||||
void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags, float thickness)
|
||||
void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
if (Flags & ImDrawListFlags_AntiAliasedLines)
|
||||
PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners_flags);
|
||||
PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.50f,0.50f), rounding, rounding_corners);
|
||||
else
|
||||
PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners_flags); // Better looking lower-right corner and rounded non-AA shapes.
|
||||
PathRect(a + ImVec2(0.5f,0.5f), b - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes.
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags)
|
||||
void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
if (rounding > 0.0f)
|
||||
{
|
||||
PathRect(a, b, rounding, rounding_corners_flags);
|
||||
PathRect(a, b, rounding, rounding_corners);
|
||||
PathFillConvex(col);
|
||||
}
|
||||
else
|
||||
@ -1240,7 +1164,7 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, cons
|
||||
PopTextureID();
|
||||
}
|
||||
|
||||
void ImDrawList::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)
|
||||
void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
@ -1265,6 +1189,133 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c
|
||||
PopTextureID();
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImDrawListSplitter
|
||||
//-----------------------------------------------------------------------------
|
||||
// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap..
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void ImDrawListSplitter::ClearFreeMemory()
|
||||
{
|
||||
for (int i = 0; i < _Channels.Size; i++)
|
||||
{
|
||||
if (i == _Current)
|
||||
memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again
|
||||
_Channels[i]._CmdBuffer.clear();
|
||||
_Channels[i]._IdxBuffer.clear();
|
||||
}
|
||||
_Current = 0;
|
||||
_Count = 1;
|
||||
_Channels.clear();
|
||||
}
|
||||
|
||||
void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
|
||||
{
|
||||
IM_ASSERT(_Current == 0 && _Count <= 1);
|
||||
int old_channels_count = _Channels.Size;
|
||||
if (old_channels_count < channels_count)
|
||||
_Channels.resize(channels_count);
|
||||
_Count = channels_count;
|
||||
|
||||
// Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer
|
||||
// The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
|
||||
// When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer
|
||||
memset(&_Channels[0], 0, sizeof(ImDrawChannel));
|
||||
for (int i = 1; i < channels_count; i++)
|
||||
{
|
||||
if (i >= old_channels_count)
|
||||
{
|
||||
IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();
|
||||
}
|
||||
else
|
||||
{
|
||||
_Channels[i]._CmdBuffer.resize(0);
|
||||
_Channels[i]._IdxBuffer.resize(0);
|
||||
}
|
||||
if (_Channels[i]._CmdBuffer.Size == 0)
|
||||
{
|
||||
ImDrawCmd draw_cmd;
|
||||
draw_cmd.ClipRect = draw_list->_ClipRectStack.back();
|
||||
draw_cmd.TextureId = draw_list->_TextureIdStack.back();
|
||||
_Channels[i]._CmdBuffer.push_back(draw_cmd);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static inline bool CanMergeDrawCommands(ImDrawCmd* a, ImDrawCmd* b)
|
||||
{
|
||||
return memcmp(&a->ClipRect, &b->ClipRect, sizeof(a->ClipRect)) == 0 && a->TextureId == b->TextureId && a->VtxOffset == b->VtxOffset && !a->UserCallback && !b->UserCallback;
|
||||
}
|
||||
|
||||
void ImDrawListSplitter::Merge(ImDrawList* draw_list)
|
||||
{
|
||||
// Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
|
||||
if (_Count <= 1)
|
||||
return;
|
||||
|
||||
SetCurrentChannel(draw_list, 0);
|
||||
if (draw_list->CmdBuffer.Size != 0 && draw_list->CmdBuffer.back().ElemCount == 0)
|
||||
draw_list->CmdBuffer.pop_back();
|
||||
|
||||
// Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
|
||||
int new_cmd_buffer_count = 0;
|
||||
int new_idx_buffer_count = 0;
|
||||
ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL;
|
||||
int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0;
|
||||
for (int i = 1; i < _Count; i++)
|
||||
{
|
||||
ImDrawChannel& ch = _Channels[i];
|
||||
if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0)
|
||||
ch._CmdBuffer.pop_back();
|
||||
if (ch._CmdBuffer.Size > 0 && last_cmd != NULL && CanMergeDrawCommands(last_cmd, &ch._CmdBuffer[0]))
|
||||
{
|
||||
// Merge previous channel last draw command with current channel first draw command if matching.
|
||||
last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount;
|
||||
idx_offset += ch._CmdBuffer[0].ElemCount;
|
||||
ch._CmdBuffer.erase(ch._CmdBuffer.Data);
|
||||
}
|
||||
if (ch._CmdBuffer.Size > 0)
|
||||
last_cmd = &ch._CmdBuffer.back();
|
||||
new_cmd_buffer_count += ch._CmdBuffer.Size;
|
||||
new_idx_buffer_count += ch._IdxBuffer.Size;
|
||||
for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++)
|
||||
{
|
||||
ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset;
|
||||
idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount;
|
||||
}
|
||||
}
|
||||
draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count);
|
||||
draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count);
|
||||
|
||||
// Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices)
|
||||
ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count;
|
||||
ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count;
|
||||
for (int i = 1; i < _Count; i++)
|
||||
{
|
||||
ImDrawChannel& ch = _Channels[i];
|
||||
if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
|
||||
if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }
|
||||
}
|
||||
draw_list->_IdxWritePtr = idx_write;
|
||||
draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call.
|
||||
_Count = 1;
|
||||
}
|
||||
|
||||
void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
|
||||
{
|
||||
IM_ASSERT(idx >= 0 && idx < _Count);
|
||||
if (_Current == idx)
|
||||
return;
|
||||
// Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()
|
||||
memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer));
|
||||
memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer));
|
||||
_Current = idx;
|
||||
memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer));
|
||||
memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer));
|
||||
draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ImDrawData
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -1382,7 +1433,7 @@ ImFontConfig::ImFontConfig()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
|
||||
// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes.
|
||||
// The white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.
|
||||
const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108;
|
||||
const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
|
||||
const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000;
|
||||
@ -1669,7 +1720,7 @@ int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height)
|
||||
IM_ASSERT(id >= 0x10000);
|
||||
IM_ASSERT(width > 0 && width <= 0xFFFF);
|
||||
IM_ASSERT(height > 0 && height <= 0xFFFF);
|
||||
CustomRect r;
|
||||
ImFontAtlasCustomRect r;
|
||||
r.ID = id;
|
||||
r.Width = (unsigned short)width;
|
||||
r.Height = (unsigned short)height;
|
||||
@ -1682,7 +1733,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int
|
||||
IM_ASSERT(font != NULL);
|
||||
IM_ASSERT(width > 0 && width <= 0xFFFF);
|
||||
IM_ASSERT(height > 0 && height <= 0xFFFF);
|
||||
CustomRect r;
|
||||
ImFontAtlasCustomRect r;
|
||||
r.ID = id;
|
||||
r.Width = (unsigned short)width;
|
||||
r.Height = (unsigned short)height;
|
||||
@ -1693,7 +1744,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int
|
||||
return CustomRects.Size - 1; // Return index
|
||||
}
|
||||
|
||||
void ImFontAtlas::CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max)
|
||||
void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max)
|
||||
{
|
||||
IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates
|
||||
IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed
|
||||
@ -1709,7 +1760,7 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou
|
||||
return false;
|
||||
|
||||
IM_ASSERT(CustomRectIds[0] != -1);
|
||||
ImFontAtlas::CustomRect& r = CustomRects[CustomRectIds[0]];
|
||||
ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]];
|
||||
IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
|
||||
ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y);
|
||||
ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
|
||||
@ -1779,7 +1830,7 @@ static void UnpackBoolVectorToFlatIndexList(const ImBoolVector* in, ImVector<int
|
||||
for (const int* it = it_begin; it < it_end; it++)
|
||||
if (int entries_32 = *it)
|
||||
for (int bit_n = 0; bit_n < 32; bit_n++)
|
||||
if (entries_32 & (1 << bit_n))
|
||||
if (entries_32 & (1u << bit_n))
|
||||
out->push_back((int)((it - it_begin) << 5) + bit_n);
|
||||
}
|
||||
|
||||
@ -2068,7 +2119,7 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa
|
||||
stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;
|
||||
IM_ASSERT(pack_context != NULL);
|
||||
|
||||
ImVector<ImFontAtlas::CustomRect>& user_rects = atlas->CustomRects;
|
||||
ImVector<ImFontAtlasCustomRect>& user_rects = atlas->CustomRects;
|
||||
IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong.
|
||||
|
||||
ImVector<stbrp_rect> pack_rects;
|
||||
@ -2094,7 +2145,7 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
|
||||
{
|
||||
IM_ASSERT(atlas->CustomRectIds[0] >= 0);
|
||||
IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
|
||||
ImFontAtlas::CustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]];
|
||||
ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]];
|
||||
IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
|
||||
IM_ASSERT(r.IsPacked());
|
||||
|
||||
@ -2129,7 +2180,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
|
||||
// Register custom rectangle glyphs
|
||||
for (int i = 0; i < atlas->CustomRects.Size; i++)
|
||||
{
|
||||
const ImFontAtlas::CustomRect& r = atlas->CustomRects[i];
|
||||
const ImFontAtlasCustomRect& r = atlas->CustomRects[i];
|
||||
if (r.Font == NULL || r.ID > 0x10000)
|
||||
continue;
|
||||
|
||||
@ -2391,11 +2442,12 @@ void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
|
||||
|
||||
void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
|
||||
{
|
||||
for (int n = 0; n < 0x10000; n++)
|
||||
int max_codepoint = 0x10000;
|
||||
for (int n = 0; n < max_codepoint; n++)
|
||||
if (GetBit(n))
|
||||
{
|
||||
out_ranges->push_back((ImWchar)n);
|
||||
while (n < 0x10000 && GetBit(n + 1))
|
||||
while (n < max_codepoint - 1 && GetBit(n + 1))
|
||||
n++;
|
||||
out_ranges->push_back((ImWchar)n);
|
||||
}
|
||||
@ -2640,7 +2692,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
|
||||
}
|
||||
|
||||
// We ignore blank width at the end of the line (they can be skipped)
|
||||
if (line_width + word_width >= wrap_width)
|
||||
if (line_width + word_width > wrap_width)
|
||||
{
|
||||
// Words that cannot possibly fit within an entire line will be cut anywhere.
|
||||
if (word_width < wrap_width)
|
||||
@ -2765,7 +2817,7 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
|
||||
{
|
||||
if (!text_end)
|
||||
text_end = text_begin + strlen(text_begin); // ImGui functions generally already provides a valid text_end, so this is merely to handle direct calls.
|
||||
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
|
||||
|
||||
// Align to be pixel perfect
|
||||
pos.x = (float)(int)pos.x + DisplayOffset.x;
|
||||
@ -2948,7 +3000,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
|
||||
draw_list->_VtxWritePtr = vtx_write;
|
||||
draw_list->_IdxWritePtr = idx_write;
|
||||
draw_list->_VtxCurrentIdx = (unsigned int)draw_list->VtxBuffer.Size;
|
||||
draw_list->_VtxCurrentIdx = vtx_current_idx;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -3071,7 +3123,7 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
||||
// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it,
|
||||
// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match
|
||||
// the boldness or positioning of what the font uses...
|
||||
void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col)
|
||||
void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, ImU32 col, int count)
|
||||
{
|
||||
ImFont* font = draw_list->_Data->Font;
|
||||
const float font_scale = draw_list->_Data->FontSize / font->FontSize;
|
||||
|
406
imgui_internal.h
406
imgui_internal.h
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.70
|
||||
// dear imgui, v1.72
|
||||
// (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!
|
||||
@ -36,15 +36,17 @@ Index of this file:
|
||||
#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
|
||||
#include <limits.h> // INT_MIN, INT_MAX
|
||||
|
||||
// Visual Studio warnings
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning (push)
|
||||
#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
|
||||
#endif
|
||||
|
||||
#ifdef __clang__
|
||||
// Clang/GCC warnings with -Weverything
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic push
|
||||
#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
|
||||
#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
|
||||
#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
|
||||
#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast"
|
||||
#if __has_warning("-Wzero-as-null-pointer-constant")
|
||||
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
|
||||
@ -52,6 +54,10 @@ Index of this file:
|
||||
#if __has_warning("-Wdouble-promotion")
|
||||
#pragma clang diagnostic ignored "-Wdouble-promotion"
|
||||
#endif
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -64,14 +70,15 @@ struct ImDrawListSharedData; // Data shared between all ImDrawList instan
|
||||
struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it
|
||||
struct ImGuiColumnData; // Storage data for a single column
|
||||
struct ImGuiColumns; // Storage data for a columns set
|
||||
struct ImGuiContext; // Main imgui context
|
||||
struct ImGuiContext; // Main Dear ImGui context
|
||||
struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum
|
||||
struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
|
||||
struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
|
||||
struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data
|
||||
struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
|
||||
struct ImGuiNavMoveResult; // Result of a directional navigation move query result
|
||||
struct ImGuiNextWindowData; // Storage for SetNexWindow** functions
|
||||
struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
|
||||
struct ImGuiNextItemData; // Storage for SetNextItem** functions
|
||||
struct ImGuiPopupData; // Storage for current popup stack
|
||||
struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
|
||||
struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it
|
||||
@ -82,17 +89,20 @@ struct ImGuiWindowTempData; // Temporary storage for one window (that's
|
||||
struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session)
|
||||
|
||||
// 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()
|
||||
typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d()
|
||||
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 ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
|
||||
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
|
||||
typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior()
|
||||
typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns()
|
||||
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()
|
||||
typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d()
|
||||
typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests
|
||||
typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions
|
||||
typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions
|
||||
typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx()
|
||||
typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior()
|
||||
typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// STB libraries includes
|
||||
@ -117,7 +127,7 @@ namespace ImStb
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifndef GImGui
|
||||
extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointer
|
||||
extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -131,12 +141,15 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe
|
||||
#define IM_NEWLINE "\n"
|
||||
#endif
|
||||
#define IM_TABSIZE (4)
|
||||
|
||||
#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
|
||||
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
|
||||
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
|
||||
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
|
||||
|
||||
// Debug Logging
|
||||
#ifndef IMGUI_DEBUG_LOG
|
||||
#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
|
||||
#endif
|
||||
|
||||
// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
|
||||
#ifdef _MSC_VER
|
||||
#define IMGUI_CDECL __cdecl
|
||||
@ -340,21 +353,30 @@ enum ImGuiColumnsFlags_
|
||||
ImGuiColumnsFlags_GrowParentContentsSize= 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.
|
||||
};
|
||||
|
||||
// Extend ImGuiSelectableFlags_
|
||||
enum ImGuiSelectableFlagsPrivate_
|
||||
{
|
||||
// NB: need to be in sync with last value of ImGuiSelectableFlags_
|
||||
ImGuiSelectableFlags_NoHoldingActiveID = 1 << 10,
|
||||
ImGuiSelectableFlags_PressedOnClick = 1 << 11,
|
||||
ImGuiSelectableFlags_PressedOnRelease = 1 << 12,
|
||||
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 13, // FIXME: We may be able to remove this (added in 6251d379 for menus)
|
||||
ImGuiSelectableFlags_AllowItemOverlap = 1 << 14
|
||||
ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20,
|
||||
ImGuiSelectableFlags_PressedOnClick = 1 << 21,
|
||||
ImGuiSelectableFlags_PressedOnRelease = 1 << 22,
|
||||
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus)
|
||||
ImGuiSelectableFlags_AllowItemOverlap = 1 << 24,
|
||||
ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 25 // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
|
||||
};
|
||||
|
||||
// Extend ImGuiTreeNodeFlags_
|
||||
enum ImGuiTreeNodeFlagsPrivate_
|
||||
{
|
||||
ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20
|
||||
};
|
||||
|
||||
enum ImGuiSeparatorFlags_
|
||||
{
|
||||
ImGuiSeparatorFlags_None = 0,
|
||||
ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar
|
||||
ImGuiSeparatorFlags_Vertical = 1 << 1
|
||||
ImGuiSeparatorFlags_Vertical = 1 << 1,
|
||||
ImGuiSeparatorFlags_SpanAllColumns = 1 << 2
|
||||
};
|
||||
|
||||
// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
|
||||
@ -367,6 +389,7 @@ enum ImGuiItemFlags_
|
||||
ImGuiItemFlags_NoNav = 1 << 3, // false
|
||||
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
|
||||
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
|
||||
ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
|
||||
ImGuiItemFlags_Default_ = 0
|
||||
};
|
||||
|
||||
@ -377,10 +400,12 @@ enum ImGuiItemStatusFlags_
|
||||
ImGuiItemStatusFlags_HoveredRect = 1 << 0,
|
||||
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
|
||||
ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
|
||||
ImGuiItemStatusFlags_ToggledSelection = 1 << 3 // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues.
|
||||
ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues.
|
||||
ImGuiItemStatusFlags_HasDeactivated = 1 << 4, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
|
||||
ImGuiItemStatusFlags_Deactivated = 1 << 5 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
|
||||
|
||||
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
||||
, // [imgui-test only]
|
||||
, // [imgui_tests only]
|
||||
ImGuiItemStatusFlags_Openable = 1 << 10, //
|
||||
ImGuiItemStatusFlags_Opened = 1 << 11, //
|
||||
ImGuiItemStatusFlags_Checkable = 1 << 12, //
|
||||
@ -570,11 +595,11 @@ struct ImGuiGroupData
|
||||
ImVec2 BackupCursorMaxPos;
|
||||
ImVec1 BackupIndent;
|
||||
ImVec1 BackupGroupOffset;
|
||||
ImVec2 BackupCurrentLineSize;
|
||||
float BackupCurrentLineTextBaseOffset;
|
||||
ImVec2 BackupCurrLineSize;
|
||||
float BackupCurrLineTextBaseOffset;
|
||||
ImGuiID BackupActiveIdIsAlive;
|
||||
bool BackupActiveIdPreviousFrameIsAlive;
|
||||
bool AdvanceCursor;
|
||||
bool EmitItem;
|
||||
};
|
||||
|
||||
// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper.
|
||||
@ -679,10 +704,12 @@ struct ImGuiColumns
|
||||
bool IsBeingResized;
|
||||
int Current;
|
||||
int Count;
|
||||
float MinX, MaxX;
|
||||
float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x
|
||||
float LineMinY, LineMaxY;
|
||||
float BackupCursorPosY; // Backup of CursorPos at the time of BeginColumns()
|
||||
float BackupCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns()
|
||||
float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns()
|
||||
float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns()
|
||||
ImRect HostClipRect; // Backup of ClipRect at the time of BeginColumns()
|
||||
ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns()
|
||||
ImVector<ImGuiColumnData> Columns;
|
||||
|
||||
ImGuiColumns() { Clear(); }
|
||||
@ -694,10 +721,10 @@ struct ImGuiColumns
|
||||
IsBeingResized = false;
|
||||
Current = 0;
|
||||
Count = 1;
|
||||
MinX = MaxX = 0.0f;
|
||||
OffMinX = OffMaxX = 0.0f;
|
||||
LineMinY = LineMaxY = 0.0f;
|
||||
BackupCursorPosY = 0.0f;
|
||||
BackupCursorMaxPosX = 0.0f;
|
||||
HostCursorPosY = 0.0f;
|
||||
HostCursorMaxPosX = 0.0f;
|
||||
Columns.clear();
|
||||
}
|
||||
};
|
||||
@ -710,6 +737,7 @@ struct IMGUI_API ImDrawListSharedData
|
||||
float FontSize; // Current/default font size (optional, for simplified AddText overload)
|
||||
float CurveTessellationTol;
|
||||
ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen()
|
||||
ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)
|
||||
|
||||
// Const data
|
||||
// FIXME: Bake rounded corners fill/borders in atlas
|
||||
@ -741,63 +769,75 @@ struct ImGuiNavMoveResult
|
||||
void Clear() { ID = SelectScopeId = 0; Window = NULL; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); }
|
||||
};
|
||||
|
||||
enum ImGuiNextWindowDataFlags_
|
||||
{
|
||||
ImGuiNextWindowDataFlags_None = 0,
|
||||
ImGuiNextWindowDataFlags_HasPos = 1 << 0,
|
||||
ImGuiNextWindowDataFlags_HasSize = 1 << 1,
|
||||
ImGuiNextWindowDataFlags_HasContentSize = 1 << 2,
|
||||
ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3,
|
||||
ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4,
|
||||
ImGuiNextWindowDataFlags_HasFocus = 1 << 5,
|
||||
ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6
|
||||
};
|
||||
|
||||
// Storage for SetNexWindow** functions
|
||||
struct ImGuiNextWindowData
|
||||
{
|
||||
ImGuiCond PosCond;
|
||||
ImGuiCond SizeCond;
|
||||
ImGuiCond ContentSizeCond;
|
||||
ImGuiCond CollapsedCond;
|
||||
ImGuiCond SizeConstraintCond;
|
||||
ImGuiCond FocusCond;
|
||||
ImGuiCond BgAlphaCond;
|
||||
ImVec2 PosVal;
|
||||
ImVec2 PosPivotVal;
|
||||
ImVec2 SizeVal;
|
||||
ImVec2 ContentSizeVal;
|
||||
bool CollapsedVal;
|
||||
ImRect SizeConstraintRect;
|
||||
ImGuiSizeCallback SizeCallback;
|
||||
void* SizeCallbackUserData;
|
||||
float BgAlphaVal;
|
||||
ImVec2 MenuBarOffsetMinVal; // This is not exposed publicly, so we don't clear it.
|
||||
ImGuiNextWindowDataFlags Flags;
|
||||
ImGuiCond PosCond;
|
||||
ImGuiCond SizeCond;
|
||||
ImGuiCond CollapsedCond;
|
||||
ImVec2 PosVal;
|
||||
ImVec2 PosPivotVal;
|
||||
ImVec2 SizeVal;
|
||||
ImVec2 ContentSizeVal;
|
||||
bool CollapsedVal;
|
||||
ImRect SizeConstraintRect;
|
||||
ImGuiSizeCallback SizeCallback;
|
||||
void* SizeCallbackUserData;
|
||||
float BgAlphaVal;
|
||||
ImVec2 MenuBarOffsetMinVal; // *Always on* This is not exposed publicly, so we don't clear it.
|
||||
|
||||
ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); }
|
||||
inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; }
|
||||
};
|
||||
|
||||
ImGuiNextWindowData()
|
||||
{
|
||||
PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0;
|
||||
PosVal = PosPivotVal = SizeVal = ImVec2(0.0f, 0.0f);
|
||||
ContentSizeVal = ImVec2(0.0f, 0.0f);
|
||||
CollapsedVal = false;
|
||||
SizeConstraintRect = ImRect();
|
||||
SizeCallback = NULL;
|
||||
SizeCallbackUserData = NULL;
|
||||
BgAlphaVal = FLT_MAX;
|
||||
MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
|
||||
}
|
||||
enum ImGuiNextItemDataFlags_
|
||||
{
|
||||
ImGuiNextItemDataFlags_None = 0,
|
||||
ImGuiNextItemDataFlags_HasWidth = 1 << 0,
|
||||
ImGuiNextItemDataFlags_HasOpen = 1 << 1
|
||||
};
|
||||
|
||||
void Clear()
|
||||
{
|
||||
PosCond = SizeCond = ContentSizeCond = CollapsedCond = SizeConstraintCond = FocusCond = BgAlphaCond = 0;
|
||||
}
|
||||
struct ImGuiNextItemData
|
||||
{
|
||||
ImGuiNextItemDataFlags Flags;
|
||||
float Width; // Set by SetNextItemWidth().
|
||||
bool OpenVal; // Set by SetNextItemOpen() function.
|
||||
ImGuiCond OpenCond;
|
||||
|
||||
ImGuiNextItemData() { memset(this, 0, sizeof(*this)); }
|
||||
inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Tabs
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
struct ImGuiTabBarSortItem
|
||||
struct ImGuiShrinkWidthItem
|
||||
{
|
||||
int Index;
|
||||
float Width;
|
||||
};
|
||||
|
||||
struct ImGuiTabBarRef
|
||||
struct ImGuiPtrOrIndex
|
||||
{
|
||||
ImGuiTabBar* Ptr; // Either field can be set, not both. Dock node tab bars are loose while BeginTabBar() ones are in a pool.
|
||||
int IndexInMainPool;
|
||||
void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool.
|
||||
int Index; // Usually index in a main pool.
|
||||
|
||||
ImGuiTabBarRef(ImGuiTabBar* ptr) { Ptr = ptr; IndexInMainPool = -1; }
|
||||
ImGuiTabBarRef(int index_in_main_pool) { Ptr = NULL; IndexInMainPool = index_in_main_pool; }
|
||||
ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; }
|
||||
ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -816,11 +856,12 @@ struct ImGuiContext
|
||||
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
|
||||
float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
|
||||
ImDrawListSharedData DrawListSharedData;
|
||||
|
||||
double Time;
|
||||
int FrameCount;
|
||||
int FrameCountEnded;
|
||||
int FrameCountRendered;
|
||||
|
||||
// Windows state
|
||||
ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
|
||||
ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front
|
||||
ImVector<ImGuiWindow*> WindowsSortBuffer;
|
||||
@ -830,39 +871,48 @@ struct ImGuiContext
|
||||
ImGuiWindow* CurrentWindow; // Being drawn into
|
||||
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
|
||||
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
|
||||
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
|
||||
ImGuiWindow* WheelingWindow;
|
||||
ImVec2 WheelingWindowRefMousePos;
|
||||
float WheelingWindowTimer;
|
||||
|
||||
// Item/widgets state and tracking information
|
||||
ImGuiID HoveredId; // Hovered widget
|
||||
bool HoveredIdAllowOverlap;
|
||||
ImGuiID HoveredIdPreviousFrame;
|
||||
float HoveredIdTimer; // Measure contiguous hovering time
|
||||
float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active
|
||||
ImGuiID ActiveId; // Active widget
|
||||
ImGuiID ActiveIdPreviousFrame;
|
||||
ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)
|
||||
float ActiveIdTimer;
|
||||
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
|
||||
bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
|
||||
bool ActiveIdHasBeenPressed; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
|
||||
bool ActiveIdHasBeenEdited; // Was the value associated to the widget Edited over the course of the Active state.
|
||||
bool ActiveIdPreviousFrameIsAlive;
|
||||
bool ActiveIdPreviousFrameHasBeenEdited;
|
||||
bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
|
||||
bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
|
||||
bool ActiveIdHasBeenEditedThisFrame;
|
||||
int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
|
||||
int ActiveIdBlockNavInputFlags;
|
||||
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
|
||||
ImGuiWindow* ActiveIdWindow;
|
||||
ImGuiWindow* ActiveIdPreviousFrameWindow;
|
||||
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
|
||||
ImGuiID ActiveIdPreviousFrame;
|
||||
bool ActiveIdPreviousFrameIsAlive;
|
||||
bool ActiveIdPreviousFrameHasBeenEditedBefore;
|
||||
ImGuiWindow* ActiveIdPreviousFrameWindow;
|
||||
|
||||
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
|
||||
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
|
||||
ImVec2 LastValidMousePos;
|
||||
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
|
||||
|
||||
// Next window/item data
|
||||
ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
|
||||
ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
|
||||
|
||||
// Shared stacks
|
||||
ImVector<ImGuiColorMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
|
||||
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
|
||||
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
|
||||
ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
|
||||
ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
|
||||
ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
|
||||
bool NextTreeNodeOpenVal; // Storage for SetNextTreeNode** functions
|
||||
ImGuiCond NextTreeNodeOpenCond;
|
||||
|
||||
// Navigation data (for gamepad/keyboard)
|
||||
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow'
|
||||
@ -878,7 +928,7 @@ struct ImGuiContext
|
||||
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
|
||||
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
|
||||
int NavScoringCount; // Metrics for debugging
|
||||
ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
|
||||
ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed top-most.
|
||||
ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f
|
||||
ImGuiWindow* NavWindowingList;
|
||||
float NavWindowingTimer;
|
||||
@ -940,12 +990,13 @@ struct ImGuiContext
|
||||
unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads
|
||||
|
||||
// Tab bars
|
||||
ImPool<ImGuiTabBar> TabBars;
|
||||
ImGuiTabBar* CurrentTabBar;
|
||||
ImVector<ImGuiTabBarRef> CurrentTabBarStack;
|
||||
ImVector<ImGuiTabBarSortItem> TabSortByWidthBuffer;
|
||||
ImPool<ImGuiTabBar> TabBars;
|
||||
ImVector<ImGuiPtrOrIndex> CurrentTabBarStack;
|
||||
ImVector<ImGuiShrinkWidthItem> ShrinkWidthBuffer;
|
||||
|
||||
// Widget state
|
||||
ImVec2 LastValidMousePos;
|
||||
ImGuiInputTextState InputTextState;
|
||||
ImFont InputTextPasswordFont;
|
||||
ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
|
||||
@ -954,7 +1005,7 @@ struct ImGuiContext
|
||||
bool DragCurrentAccumDirty;
|
||||
float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
|
||||
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
|
||||
ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
|
||||
float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
|
||||
int TooltipOverrideCount;
|
||||
ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
|
||||
|
||||
@ -984,6 +1035,10 @@ struct ImGuiContext
|
||||
int LogDepthToExpand;
|
||||
int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
|
||||
|
||||
// Debug Tools
|
||||
bool DebugItemPickerActive;
|
||||
ImGuiID DebugItemPickerBreakID; // Will call IM_DEBUG_BREAK() when encountering this id
|
||||
|
||||
// Misc
|
||||
float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds.
|
||||
int FramerateSecPerFrameIdx;
|
||||
@ -993,7 +1048,7 @@ struct ImGuiContext
|
||||
int WantTextInputNextFrame;
|
||||
char TempBuffer[1024*3+1]; // Temporary text buffer
|
||||
|
||||
ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(NULL), ForegroundDrawList(NULL)
|
||||
ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData)
|
||||
{
|
||||
Initialized = false;
|
||||
FrameScopeActive = FrameScopePushedImplicitWindow = false;
|
||||
@ -1001,39 +1056,43 @@ struct ImGuiContext
|
||||
FontSize = FontBaseSize = 0.0f;
|
||||
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
|
||||
IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
|
||||
|
||||
Time = 0.0f;
|
||||
FrameCount = 0;
|
||||
FrameCountEnded = FrameCountRendered = -1;
|
||||
|
||||
WindowsActiveCount = 0;
|
||||
CurrentWindow = NULL;
|
||||
HoveredWindow = NULL;
|
||||
HoveredRootWindow = NULL;
|
||||
MovingWindow = NULL;
|
||||
WheelingWindow = NULL;
|
||||
WheelingWindowTimer = 0.0f;
|
||||
|
||||
HoveredId = 0;
|
||||
HoveredIdAllowOverlap = false;
|
||||
HoveredIdPreviousFrame = 0;
|
||||
HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;
|
||||
ActiveId = 0;
|
||||
ActiveIdPreviousFrame = 0;
|
||||
ActiveIdIsAlive = 0;
|
||||
ActiveIdTimer = 0.0f;
|
||||
ActiveIdIsJustActivated = false;
|
||||
ActiveIdAllowOverlap = false;
|
||||
ActiveIdHasBeenPressed = false;
|
||||
ActiveIdHasBeenEdited = false;
|
||||
ActiveIdPreviousFrameIsAlive = false;
|
||||
ActiveIdPreviousFrameHasBeenEdited = false;
|
||||
ActiveIdHasBeenPressedBefore = false;
|
||||
ActiveIdHasBeenEditedBefore = false;
|
||||
ActiveIdHasBeenEditedThisFrame = false;
|
||||
ActiveIdAllowNavDirFlags = 0x00;
|
||||
ActiveIdBlockNavInputFlags = 0x00;
|
||||
ActiveIdClickOffset = ImVec2(-1,-1);
|
||||
ActiveIdWindow = ActiveIdPreviousFrameWindow = NULL;
|
||||
ActiveIdWindow = NULL;
|
||||
ActiveIdSource = ImGuiInputSource_None;
|
||||
|
||||
ActiveIdPreviousFrame = 0;
|
||||
ActiveIdPreviousFrameIsAlive = false;
|
||||
ActiveIdPreviousFrameHasBeenEditedBefore = false;
|
||||
ActiveIdPreviousFrameWindow = NULL;
|
||||
|
||||
LastActiveId = 0;
|
||||
LastActiveIdTimer = 0.0f;
|
||||
LastValidMousePos = ImVec2(0.0f, 0.0f);
|
||||
MovingWindow = NULL;
|
||||
NextTreeNodeOpenVal = false;
|
||||
NextTreeNodeOpenCond = 0;
|
||||
|
||||
NavWindow = NULL;
|
||||
NavId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
|
||||
@ -1066,9 +1125,7 @@ struct ImGuiContext
|
||||
FocusTabPressed = false;
|
||||
|
||||
DimBgRatio = 0.0f;
|
||||
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;
|
||||
|
||||
@ -1085,12 +1142,13 @@ struct ImGuiContext
|
||||
|
||||
CurrentTabBar = NULL;
|
||||
|
||||
LastValidMousePos = ImVec2(0.0f, 0.0f);
|
||||
TempInputTextId = 0;
|
||||
ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
|
||||
DragCurrentAccumDirty = false;
|
||||
DragCurrentAccum = 0.0f;
|
||||
DragSpeedDefaultRatio = 1.0f / 100.0f;
|
||||
ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
|
||||
ScrollbarClickDeltaToGrabCenter = 0.0f;
|
||||
TooltipOverrideCount = 0;
|
||||
|
||||
MultiSelectScopeId = 0;
|
||||
@ -1108,6 +1166,9 @@ struct ImGuiContext
|
||||
LogDepthRef = 0;
|
||||
LogDepthToExpand = LogDepthToExpandDefault = 2;
|
||||
|
||||
DebugItemPickerActive = false;
|
||||
DebugItemPickerBreakID = 0;
|
||||
|
||||
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
|
||||
FramerateSecPerFrameIdx = 0;
|
||||
FramerateSecPerFrameAccum = 0.0f;
|
||||
@ -1127,10 +1188,10 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
ImVec2 CursorPos;
|
||||
ImVec2 CursorPosPrevLine;
|
||||
ImVec2 CursorStartPos; // Initial position in client area with padding
|
||||
ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Turned into window->SizeContents at the beginning of next frame
|
||||
ImVec2 CurrentLineSize;
|
||||
float CurrentLineTextBaseOffset;
|
||||
ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame
|
||||
ImVec2 CurrLineSize;
|
||||
ImVec2 PrevLineSize;
|
||||
float CurrLineTextBaseOffset;
|
||||
float PrevLineTextBaseOffset;
|
||||
int TreeDepth;
|
||||
ImU32 TreeStoreMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
|
||||
@ -1156,7 +1217,6 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
// 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]
|
||||
float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
|
||||
float NextItemWidth;
|
||||
float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
|
||||
ImVector<ImGuiItemFlags>ItemFlagsStack;
|
||||
ImVector<float> ItemWidthStack;
|
||||
@ -1172,8 +1232,8 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
ImGuiWindowTempData()
|
||||
{
|
||||
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
|
||||
CurrentLineSize = PrevLineSize = ImVec2(0.0f, 0.0f);
|
||||
CurrentLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
|
||||
CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f);
|
||||
CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
|
||||
TreeDepth = 0;
|
||||
TreeStoreMayJumpToParentOnPop = 0x00;
|
||||
LastItemId = 0;
|
||||
@ -1192,7 +1252,6 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
|
||||
ItemFlags = ImGuiItemFlags_Default_;
|
||||
ItemWidth = 0.0f;
|
||||
NextItemWidth = +FLT_MAX;
|
||||
TextWrapPos = -1.0f;
|
||||
memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
|
||||
|
||||
@ -1212,9 +1271,8 @@ struct IMGUI_API ImGuiWindow
|
||||
ImVec2 Pos; // Position (always rounded-up to nearest pixel)
|
||||
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
|
||||
ImVec2 SizeFull; // Size when non collapsed
|
||||
ImVec2 SizeFullAtLastBegin; // Copy of SizeFull at the end of Begin. This is the reference value we'll use on the next frame to decide if we need scrollbars.
|
||||
ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame. Include decoration, window title, border, menu, etc.
|
||||
ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize()
|
||||
ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding.
|
||||
ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize().
|
||||
ImVec2 WindowPadding; // Window padding at the time of begin.
|
||||
float WindowRounding; // Window rounding at the time of begin.
|
||||
float WindowBorderSize; // Window border size at the time of begin.
|
||||
@ -1222,6 +1280,7 @@ struct IMGUI_API ImGuiWindow
|
||||
ImGuiID MoveId; // == window->GetID("#MOVE")
|
||||
ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
|
||||
ImVec2 Scroll;
|
||||
ImVec2 ScrollMax;
|
||||
ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
|
||||
ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
|
||||
ImVec2 ScrollbarSizes; // Size taken by scrollbars on each axis
|
||||
@ -1254,16 +1313,22 @@ struct IMGUI_API ImGuiWindow
|
||||
|
||||
ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
|
||||
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
|
||||
ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
|
||||
ImRect OuterRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window.
|
||||
ImRect InnerMainRect, InnerClipRect;
|
||||
ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. Maximum visible content position ~~ Pos + (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
|
||||
|
||||
// The best way to understand what those rectangles are is to use the 'Metrics -> Tools -> Show windows rectangles' viewer.
|
||||
// The main 'OuterRect', omitted as a field, is window->Rect().
|
||||
ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window.
|
||||
ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar)
|
||||
ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect.
|
||||
ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentsRegionRect over time (from 1.71+ onward).
|
||||
ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back().
|
||||
ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.
|
||||
|
||||
int LastFrameActive; // Last frame number the window was Active.
|
||||
float ItemWidthDefault;
|
||||
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items
|
||||
ImGuiStorage StateStorage;
|
||||
ImVector<ImGuiColumns> ColumnsStorage;
|
||||
float FontWindowScale; // User scale multiplier per-window
|
||||
float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()
|
||||
int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back)
|
||||
|
||||
ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
|
||||
@ -1283,17 +1348,19 @@ public:
|
||||
|
||||
ImGuiID GetID(const char* str, const char* str_end = NULL);
|
||||
ImGuiID GetID(const void* ptr);
|
||||
ImGuiID GetID(int n);
|
||||
ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL);
|
||||
ImGuiID GetIDNoKeepAlive(const void* ptr);
|
||||
ImGuiID GetIDNoKeepAlive(int n);
|
||||
ImGuiID GetIDFromRectangle(const ImRect& r_abs);
|
||||
|
||||
// We don't use g.FontSize because the window may be != g.CurrentWidow.
|
||||
ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); }
|
||||
float CalcFontSize() const { return GImGui->FontBaseSize * FontWindowScale; }
|
||||
float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; }
|
||||
ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
|
||||
float MenuBarHeight() const { return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f : 0.0f; }
|
||||
ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
|
||||
ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); }
|
||||
float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; }
|
||||
float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; }
|
||||
ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
|
||||
float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; }
|
||||
ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
|
||||
};
|
||||
|
||||
// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data.
|
||||
@ -1313,6 +1380,7 @@ struct ImGuiItemHoveredDataBackup
|
||||
// Tab bar, tab item
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Extend ImGuiTabBarFlags_
|
||||
enum ImGuiTabBarFlagsPrivate_
|
||||
{
|
||||
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]
|
||||
@ -1320,6 +1388,7 @@ enum ImGuiTabBarFlagsPrivate_
|
||||
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
|
||||
};
|
||||
|
||||
// Extend ImGuiTabItemFlags_
|
||||
enum ImGuiTabItemFlagsPrivate_
|
||||
{
|
||||
ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Store whether p_open is set or not, which we need to recompute WidthContents during layout.
|
||||
@ -1360,7 +1429,7 @@ struct ImGuiTabBar
|
||||
float ScrollingSpeed;
|
||||
ImGuiTabBarFlags Flags;
|
||||
ImGuiID ReorderRequestTabId;
|
||||
int ReorderRequestDir;
|
||||
ImS8 ReorderRequestDir;
|
||||
bool WantLayout;
|
||||
bool VisibleTabWasSubmitted;
|
||||
short LastTabItemIdx; // For BeginTabItem()/EndTabItem()
|
||||
@ -1400,14 +1469,12 @@ namespace ImGui
|
||||
IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window);
|
||||
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
|
||||
IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
|
||||
IMGUI_API void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x);
|
||||
IMGUI_API void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y);
|
||||
IMGUI_API float GetWindowScrollMaxX(ImGuiWindow* window);
|
||||
IMGUI_API float GetWindowScrollMaxY(ImGuiWindow* window);
|
||||
IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x);
|
||||
IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
|
||||
IMGUI_API ImRect GetWindowAllowedExtentRect(ImGuiWindow* window);
|
||||
IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond);
|
||||
IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond);
|
||||
IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond);
|
||||
IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
|
||||
IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
|
||||
IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
|
||||
|
||||
IMGUI_API void SetCurrentFont(ImFont* font);
|
||||
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
|
||||
@ -1451,14 +1518,14 @@ namespace ImGui
|
||||
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
|
||||
IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested
|
||||
IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
|
||||
IMGUI_API float GetNextItemWidth();
|
||||
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
|
||||
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
|
||||
IMGUI_API void PushMultiItemsWidths(int components, float width_full);
|
||||
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
|
||||
IMGUI_API void PopItemFlag();
|
||||
IMGUI_API bool IsItemToggledSelection(); // was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)
|
||||
IMGUI_API ImVec2 GetWorkRectMax();
|
||||
IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)
|
||||
IMGUI_API ImVec2 GetContentRegionMaxAbs();
|
||||
IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);
|
||||
|
||||
// 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.
|
||||
@ -1471,7 +1538,7 @@ namespace ImGui
|
||||
IMGUI_API bool IsPopupOpen(ImGuiID id); // Test for id within current popup stack level (currently begin-ed into); this doesn't scan the whole popup stack!
|
||||
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
|
||||
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
|
||||
IMGUI_API ImGuiWindow* GetFrontMostPopupModal();
|
||||
IMGUI_API ImGuiWindow* GetTopMostPopupModal();
|
||||
IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
|
||||
IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default);
|
||||
|
||||
@ -1489,6 +1556,7 @@ namespace ImGui
|
||||
IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel);
|
||||
|
||||
// Inputs
|
||||
inline bool IsMouseDragPastThreshold(int button, float lock_threshold = -1.0f);
|
||||
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }
|
||||
inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; }
|
||||
inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; }
|
||||
@ -1502,9 +1570,13 @@ namespace ImGui
|
||||
// New Columns API (FIXME-WIP)
|
||||
IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
|
||||
IMGUI_API void EndColumns(); // close columns
|
||||
IMGUI_API void PushColumnClipRect(int column_index = -1);
|
||||
IMGUI_API void PushColumnClipRect(int column_index);
|
||||
IMGUI_API void PushColumnsBackground();
|
||||
IMGUI_API void PopColumnsBackground();
|
||||
IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count);
|
||||
IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);
|
||||
IMGUI_API float GetColumnOffsetFromNorm(const ImGuiColumns* columns, float offset_norm);
|
||||
IMGUI_API float GetColumnNormFromOffset(const ImGuiColumns* columns, float offset);
|
||||
|
||||
// Tab Bars
|
||||
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
|
||||
@ -1524,31 +1596,39 @@ namespace ImGui
|
||||
IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
|
||||
IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL);
|
||||
IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL);
|
||||
IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known);
|
||||
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
|
||||
IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
|
||||
IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);
|
||||
IMGUI_API void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f);
|
||||
IMGUI_API void RenderBullet(ImVec2 pos);
|
||||
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col, float sz);
|
||||
IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
|
||||
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
|
||||
IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL);
|
||||
|
||||
// Render helpers (those functions don't access any ImGui state!)
|
||||
IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f);
|
||||
IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);
|
||||
IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow);
|
||||
IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
|
||||
IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
|
||||
IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col);
|
||||
IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, ImU32 col, int count);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
// 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while.
|
||||
inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); }
|
||||
inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); }
|
||||
#endif
|
||||
|
||||
// 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 CloseButton(ImGuiID id, const ImVec2& pos);
|
||||
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(ImGuiAxis axis);
|
||||
IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners);
|
||||
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.
|
||||
IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags);
|
||||
|
||||
// Widgets low-level behaviors
|
||||
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
|
||||
@ -1556,7 +1636,7 @@ namespace ImGui
|
||||
IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb);
|
||||
IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f);
|
||||
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
|
||||
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
|
||||
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging
|
||||
IMGUI_API void TreePushOverrideID(ImGuiID id);
|
||||
|
||||
// Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
|
||||
@ -1590,6 +1670,9 @@ namespace ImGui
|
||||
IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
|
||||
IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
|
||||
|
||||
// Debug Tools
|
||||
inline void DebugStartItemPicker() { GImGui->DebugItemPickerActive = true; }
|
||||
|
||||
} // namespace ImGui
|
||||
|
||||
// ImFontAtlas internals
|
||||
@ -1601,22 +1684,39 @@ IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas);
|
||||
IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);
|
||||
IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride);
|
||||
|
||||
// Test engine hooks (imgui-test)
|
||||
// Debug Tools
|
||||
// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item.
|
||||
#ifndef IM_DEBUG_BREAK
|
||||
#if defined(__clang__)
|
||||
#define IM_DEBUG_BREAK() __builtin_debugtrap()
|
||||
#elif defined (_MSC_VER)
|
||||
#define IM_DEBUG_BREAK() __debugbreak()
|
||||
#else
|
||||
#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger!
|
||||
#endif
|
||||
#endif // #ifndef IM_DEBUG_BREAK
|
||||
|
||||
// Test Engine Hooks (imgui_tests)
|
||||
//#define IMGUI_ENABLE_TEST_ENGINE
|
||||
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
||||
extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx);
|
||||
extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx);
|
||||
extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);
|
||||
extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);
|
||||
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register status flags
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register status flags
|
||||
extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...);
|
||||
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional)
|
||||
#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log
|
||||
#else
|
||||
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) do { } while (0)
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0)
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) do { } while (0)
|
||||
#define IMGUI_TEST_ENGINE_LOG(_FMT, ...) do { } while (0)
|
||||
#endif
|
||||
|
||||
#ifdef __clang__
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
|
||||
#ifdef _MSC_VER
|
||||
|
1124
imgui_widgets.cpp
1124
imgui_widgets.cpp
File diff suppressed because it is too large
Load Diff
@ -5,6 +5,6 @@ imgui_stdlib.h + imgui_stdlib.cpp
|
||||
|
||||
imgui_scoped.h
|
||||
[Experimental, not currently in main repository]
|
||||
Additional header file with some RAII-style wrappers for common ImGui functions.
|
||||
Additional header file with some RAII-style wrappers for common Dear ImGui functions.
|
||||
Try by merging: https://github.com/ocornut/imgui/pull/2197
|
||||
Discuss at: https://github.com/ocornut/imgui/issues/2096
|
||||
|
@ -1,4 +1,4 @@
|
||||
dear imgui, v1.70
|
||||
dear imgui, v1.72
|
||||
(Font Readme)
|
||||
|
||||
---------------------------------------
|
||||
@ -26,6 +26,7 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui "
|
||||
- Fonts Loading Instructions
|
||||
- FreeType rasterizer, Small font sizes
|
||||
- Building Custom Glyph Ranges
|
||||
- Using custom colorful icons
|
||||
- Embedding Fonts in Source Code
|
||||
- Credits/Licences for fonts included in this folder
|
||||
- Fonts Links
|
||||
@ -198,6 +199,49 @@ For example: for a game where your script is known, if you can feed your entire
|
||||
io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted.
|
||||
|
||||
|
||||
---------------------------------------
|
||||
USING CUSTOM COLORFUL ICONS
|
||||
---------------------------------------
|
||||
|
||||
(This is a BETA api, use if you are familiar with dear imgui and with your rendering back-end)
|
||||
|
||||
You can use the ImFontAtlas::AddCustomRect() and ImFontAtlas::AddCustomRectFontGlyph() api to register rectangles
|
||||
that will be packed into the font atlas texture. Register them before building the atlas, then call Build().
|
||||
You can then use ImFontAtlas::GetCustomRectByIndex(int) to query the position/size of your rectangle within the
|
||||
texture, and blit/copy any graphics data of your choice into those rectangles.
|
||||
|
||||
Pseudo-code:
|
||||
|
||||
// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
|
||||
ImFont* font = io.Fonts->AddFontDefault();
|
||||
int rect_ids[2];
|
||||
rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
|
||||
rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
|
||||
|
||||
// Build atlas
|
||||
io.Fonts->Build();
|
||||
|
||||
// Retrieve texture in RGBA format
|
||||
unsigned char* tex_pixels = NULL;
|
||||
int tex_width, tex_height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
|
||||
|
||||
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
|
||||
{
|
||||
int rect_id = rects_ids[rect_n];
|
||||
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
|
||||
{
|
||||
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
|
||||
for (int y = 0; y < rect->Height; y++)
|
||||
{
|
||||
ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
|
||||
for (int x = rect->Width; x > 0; x--)
|
||||
*p++ = IM_COL32(255, 0, 0, 255);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
---------------------------------------
|
||||
EMBEDDING FONTS IN SOURCE CODE
|
||||
---------------------------------------
|
||||
@ -241,13 +285,13 @@ ProggyClean.ttf
|
||||
|
||||
Copyright (c) 2004, 2005 Tristan Grimmer
|
||||
MIT License
|
||||
recommended loading setting in ImGui: Size = 13.0, DisplayOffset.Y = +1
|
||||
recommended loading setting: Size = 13.0, DisplayOffset.Y = +1
|
||||
http://www.proggyfonts.net/
|
||||
|
||||
ProggyTiny.ttf
|
||||
Copyright (c) 2004, 2005 Tristan Grimmer
|
||||
MIT License
|
||||
recommended loading setting in ImGui: Size = 10.0, DisplayOffset.Y = +1
|
||||
recommended loading setting: Size = 10.0, DisplayOffset.Y = +1
|
||||
http://www.proggyfonts.net/
|
||||
|
||||
Karla-Regular.ttf
|
||||
|
@ -48,12 +48,15 @@ int main(int argc, char** argv)
|
||||
else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; }
|
||||
else
|
||||
{
|
||||
printf("Unknown argument: '%s'\n", argv[argn]);
|
||||
fprintf(stderr, "Unknown argument: '%s'\n", argv[argn]);
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
return binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding, use_compression) ? 0 : 1;
|
||||
bool ret = binary_to_compressed_c(argv[argn], argv[argn+1], use_base85_encoding, use_compression);
|
||||
if (!ret)
|
||||
fprintf(stderr, "Error opening or reading file: '%s'\n", argv[argn]);
|
||||
return ret ? 0 : 1;
|
||||
}
|
||||
|
||||
char Encode85Byte(unsigned int x)
|
||||
|
@ -1,6 +1,6 @@
|
||||
# imgui_freetype
|
||||
|
||||
Build font atlases using FreeType instead of stb_truetype (the default imgui's font rasterizer).
|
||||
Build font atlases using FreeType instead of stb_truetype (which is the default font rasterizer in Dear ImGui).
|
||||
<br>by @vuhdo, @mikesart, @ocornut.
|
||||
|
||||
### Usage
|
||||
@ -22,7 +22,7 @@ io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
FreeType assumes blending in linear space rather than gamma space.
|
||||
See FreeType note for [FT_Render_Glyph](https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph).
|
||||
For correct results you need to be using sRGB and convert to linear space in the pixel shader output.
|
||||
The default imgui styles will be impacted by this change (alpha values will need tweaking).
|
||||
The default Dear ImGui styles will be impacted by this change (alpha values will need tweaking).
|
||||
|
||||
### Test code Usage
|
||||
```cpp
|
||||
@ -120,6 +120,7 @@ struct FreeTypeTest
|
||||
WantRebuild |= ImGui::CheckboxFlags("MonoHinting", &FontsFlags, ImGuiFreeType::MonoHinting);
|
||||
WantRebuild |= ImGui::CheckboxFlags("Bold", &FontsFlags, ImGuiFreeType::Bold);
|
||||
WantRebuild |= ImGui::CheckboxFlags("Oblique", &FontsFlags, ImGuiFreeType::Oblique);
|
||||
WantRebuild |= ImGui::CheckboxFlags("Monochrome", &FontsFlags, ImGuiFreeType::Monochrome);
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
@ -12,6 +12,7 @@
|
||||
// - v0.56: (2018/06/08) added support for ImFontConfig::GlyphMinAdvanceX, GlyphMaxAdvanceX.
|
||||
// - v0.60: (2019/01/10) re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding.
|
||||
// - v0.61: (2019/01/15) added support for imgui allocators + added FreeType only override function SetAllocatorFunctions().
|
||||
// - v0.62: (2019/02/09) added RasterizerFlags::Monochrome flag to disable font anti-aliasing (combine with ::MonoHinting for best results!)
|
||||
|
||||
// Gamma Correct Blending:
|
||||
// FreeType assumes blending in linear space rather than gamma space.
|
||||
@ -35,6 +36,7 @@
|
||||
#endif
|
||||
|
||||
#if defined(__GNUC__)
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
|
||||
#endif
|
||||
|
||||
@ -109,6 +111,7 @@ namespace
|
||||
FT_Face Face;
|
||||
unsigned int UserFlags; // = ImFontConfig::RasterizerFlags
|
||||
FT_Int32 LoadFlags;
|
||||
FT_Render_Mode RenderMode;
|
||||
};
|
||||
|
||||
// From SDL_ttf: Handy routines for converting from fixed point
|
||||
@ -142,6 +145,11 @@ namespace
|
||||
else
|
||||
LoadFlags |= FT_LOAD_TARGET_NORMAL;
|
||||
|
||||
if (UserFlags & ImGuiFreeType::Monochrome)
|
||||
RenderMode = FT_RENDER_MODE_MONO;
|
||||
else
|
||||
RenderMode = FT_RENDER_MODE_NORMAL;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -208,7 +216,7 @@ namespace
|
||||
const FT_Bitmap* FreeTypeFont::RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info)
|
||||
{
|
||||
FT_GlyphSlot slot = Face->glyph;
|
||||
FT_Error error = FT_Render_Glyph(slot, FT_RENDER_MODE_NORMAL);
|
||||
FT_Error error = FT_Render_Glyph(slot, RenderMode);
|
||||
if (error != 0)
|
||||
return NULL;
|
||||
|
||||
@ -230,16 +238,42 @@ namespace
|
||||
const uint8_t* src = ft_bitmap->buffer;
|
||||
const uint32_t src_pitch = ft_bitmap->pitch;
|
||||
|
||||
if (multiply_table == NULL)
|
||||
switch (ft_bitmap->pixel_mode)
|
||||
{
|
||||
for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
|
||||
memcpy(dst, src, w);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
|
||||
for (uint32_t x = 0; x < w; x++)
|
||||
dst[x] = multiply_table[src[x]];
|
||||
case FT_PIXEL_MODE_GRAY: // Grayscale image, 1 byte per pixel.
|
||||
{
|
||||
if (multiply_table == NULL)
|
||||
{
|
||||
for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
|
||||
memcpy(dst, src, w);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
|
||||
for (uint32_t x = 0; x < w; x++)
|
||||
dst[x] = multiply_table[src[x]];
|
||||
}
|
||||
break;
|
||||
}
|
||||
case FT_PIXEL_MODE_MONO: // Monochrome image, 1 bit per pixel. The bits in each byte are ordered from MSB to LSB.
|
||||
{
|
||||
uint8_t color0 = multiply_table ? multiply_table[0] : 0;
|
||||
uint8_t color1 = multiply_table ? multiply_table[255] : 255;
|
||||
for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch)
|
||||
{
|
||||
uint8_t bits = 0;
|
||||
const uint8_t* bits_ptr = src;
|
||||
for (uint32_t x = 0; x < w; x++, bits <<= 1)
|
||||
{
|
||||
if ((x & 7) == 0)
|
||||
bits = *bits_ptr++;
|
||||
dst[x] = (bits & 0x80) ? color1 : color0;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
IM_ASSERT(0 && "FreeTypeFont::BlitGlyph(): Unknown bitmap pixel mode!");
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -612,7 +646,8 @@ static void* FreeType_Realloc(FT_Memory /*memory*/, long cur_size, long new_size
|
||||
bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags)
|
||||
{
|
||||
// FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html
|
||||
FT_MemoryRec_ memory_rec = { 0 };
|
||||
FT_MemoryRec_ memory_rec = {};
|
||||
memory_rec.user = NULL;
|
||||
memory_rec.alloc = &FreeType_Alloc;
|
||||
memory_rec.free = &FreeType_Free;
|
||||
memory_rec.realloc = &FreeType_Realloc;
|
||||
|
@ -24,7 +24,8 @@ namespace ImGuiFreeType
|
||||
LightHinting = 1 << 3, // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text.
|
||||
MonoHinting = 1 << 4, // Strong hinting algorithm that should only be used for monochrome output.
|
||||
Bold = 1 << 5, // Styling: Should we artificially embolden the font?
|
||||
Oblique = 1 << 6 // Styling: Should we slant the font, emulating italic style?
|
||||
Oblique = 1 << 6, // Styling: Should we slant the font, emulating italic style?
|
||||
Monochrome = 1 << 7 // Disable anti-aliasing. Combine this with MonoHinting for best results!
|
||||
};
|
||||
|
||||
IMGUI_API bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags = 0);
|
||||
|
Reference in New Issue
Block a user