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@ -29,6 +29,162 @@ HOW TO UPDATE?
|
||||
- Please report any issue!
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.73 (Released 2019-09-24)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Nav, Scrolling: Added support for Home/End key. (#787)
|
||||
- ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around.
|
||||
- ColorEdit, ColorPicker: In HSV display of a RGB stored value, attempt to locally preserve Hue
|
||||
when Saturation==0, which reduces accidentally lossy interactions. (#2722, 2770) [@rokups]
|
||||
- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711)
|
||||
Note that some elements won't accurately fade down with the same intensity, and the color wheel
|
||||
when enabled will have small overlap glitches with (style.Alpha < 1.0).
|
||||
- TabBar: Fixed single-tab not shrinking their width down.
|
||||
- TabBar: Fixed clicking on a tab larger than tab-bar width creating a bouncing feedback loop.
|
||||
- TabBar: Feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (#2768)
|
||||
(before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations).
|
||||
- TabBar: Improved shrinking for large number of tabs to avoid leaving extraneous space on the right side.
|
||||
Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right.
|
||||
- Columns, Separator: Fixed a bug where non-visible separators within columns would alter the next row position
|
||||
differently than visible ones.
|
||||
- SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (#2765) [@loicmouton]
|
||||
- DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edits to the value.
|
||||
- DragScalar: Fixed dragging of unsigned values on ARM cpu (float to uint cast is undefined). (#2780) [@dBagrat]
|
||||
- TreeNode: Added ImGuiTreeNodeFlags_SpanAvailWidth flag. (#2451, #2438, #1897) [@Melix19, @PathogenDavid]
|
||||
This extends the hit-box to the right-most edge, even if the node is not framed.
|
||||
(Note: this is not the default in order to allow adding other items on the same line. In the future we will
|
||||
aim toward refactoring the hit-system to be front-to-back, allowing more natural overlapping of items,
|
||||
and then we will be able to make this the default.)
|
||||
- TreeNode: Added ImGuiTreeNodeFlags_SpanFullWidth flag. This extends the hit-box to both the left-most and
|
||||
right-most edge of the working area, bypassing indentation.
|
||||
- CollapsingHeader: Added support for ImGuiTreeNodeFlags_Bullet and ImGuiTreeNodeFlags_Leaf on framed nodes,
|
||||
mostly for consistency. (#2159, #2160) [@goran-w]
|
||||
- Selectable: Added ImGuiSelectableFlags_AllowItemOverlap flag in public api (was previously internal only).
|
||||
- Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (#2634, #2639)
|
||||
- Font: Better ellipsis ("...") drawing implementation. Instead of drawing three pixel-ey dots (which was glaringly
|
||||
unfitting with many types of fonts) we first attempt to find a standard ellipsis glyphs within the loaded set.
|
||||
Otherwise we render ellipsis using '.' from the font from where we trim excessive spacing to make it as narrow
|
||||
as possible. (#2775) [@rokups]
|
||||
- ImDrawList: Clarified the name of many parameters so reading the code is a little easier. (#2740)
|
||||
- ImDrawListSplitter: Fixed merging channels if the last submitted draw command used a different texture. (#2506)
|
||||
- Using offsetof() when available in C++11. Avoids Clang sanitizer complaining about old-style macros. (#94)
|
||||
- ImVector: Added find(), find_erase(), find_erase_unsorted() helpers.
|
||||
- Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when
|
||||
a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory
|
||||
usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (#2636)
|
||||
- Documentation: Various tweaks and improvements to the README page. [@ker0chan]
|
||||
- Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
before ImGui_ImplOpenGL3_NewFrame(), which sometimes can be convenient.
|
||||
- Backends: OpenGL3: Attempt to automatically detect default GL loader by using __has_include. (#2798) [@o-micron]
|
||||
- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count, which would
|
||||
generally make the DX11 debug layer complain (bug added in 1.72).
|
||||
- Backends: Vulkan: Added support for specifying multisample count. Set 'ImGui_ImplVulkan_InitInfo::MSAASamples' to
|
||||
one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. (#2705, #2706) [@vilya]
|
||||
- Examples: OSX: Fix example_apple_opengl2/main.mm not forwarding mouse clicks and drags correctly. (#1961, #2710)
|
||||
[@intonarumori, @ElectricMagic]
|
||||
- Misc: Updated stb_rect_pack.h from 0.99 to 1.00 (fixes by @rygorous: off-by-1 bug in best-fit heuristic,
|
||||
fix handling of rectangles too large to fit inside texture). (#2762) [@tido64]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.72b (Released 2019-07-31)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Nav, Scrolling: Fixed programmatic scroll leading to a slightly incorrect scroll offset when
|
||||
the window has decorations or a menu-bar (broken in 1.71). This was mostly noticeable when
|
||||
a keyboard/gamepad movement led to scrolling the view, or using e.g. SetScrollHereY() function.
|
||||
- Nav: Made hovering non-MenuItem Selectable not re-assign the source item for keyboard navigation.
|
||||
- Nav: Fixed an issue with NavFlattened window flag (beta) where widgets not entirely fitting
|
||||
in child window (often selectables because of their protruding sides) would be not considered
|
||||
as entry points to to navigate toward the child window. (#787)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
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:
|
||||
- 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
|
||||
comments about the right way to scale your UI (load a font at the right side, rebuild atlas, scale style).
|
||||
- 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.
|
||||
- Demo: Renamed the "Help" menu to "Tools" (more accurate).
|
||||
- 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)
|
||||
-----------------------------------------------------------------------
|
||||
@ -205,7 +361,7 @@ 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:
|
||||
@ -350,7 +506,7 @@ 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)
|
||||
@ -1091,7 +1247,7 @@ 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:
|
||||
|
||||
|
126
docs/README.md
126
docs/README.md
@ -1,26 +1,33 @@
|
||||
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.)_
|
||||
<sub>(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.)</sub>
|
||||
|
||||
Businesses: support continued development via invoiced technical support, maintenance, sponsoring 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)
|
||||
<br> [](http://www.patreon.com/imgui)
|
||||
|
||||
Individuals/hobbyists: support continued maintenance and development via PayPal:
|
||||
<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=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 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 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/2529) pages to get an idea of its use cases.
|
||||
| [Usage](#usage) - [How it works](#how-it-works) - [Demo](#demo) - [Integration](#integration) |
|
||||
:----------------------------------------------------------: |
|
||||
| [Upcoming changes](#upcoming-changes) - [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](#sponsors) - [Credits](#credits) - [License](#license) |
|
||||
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Language & frameworks bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
|
||||
|
||||
### Usage
|
||||
|
||||
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
|
||||
- imgui.cpp
|
||||
@ -36,12 +43,12 @@ Dear ImGui is self-contained within a few files that you can easily copy and com
|
||||
|
||||
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
|
||||
|
||||
### Usage
|
||||
Backends for a variety of graphics api and rendering platforms along with example applications are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder.
|
||||
|
||||
Your code passes mouse/keyboard/gamepad inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it from \_anywhere\_ in your program loop:
|
||||
The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices. After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop:
|
||||
|
||||
Code:
|
||||
```cpp
|
||||
```cp
|
||||
ImGui::Text("Hello, world %d", 123);
|
||||
if (ImGui::Button("Save"))
|
||||
{
|
||||
@ -88,6 +95,8 @@ ImGui::End();
|
||||
Result:
|
||||
<br>
|
||||
|
||||
Dear ImGui allows you **create elaborate tools** as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
|
||||
|
||||
### How it works
|
||||
|
||||
Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
|
||||
@ -96,18 +105,18 @@ Dear ImGui outputs vertex buffers and command lists that you can easily render i
|
||||
|
||||
_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
|
||||
|
||||
Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
|
||||
### Demo
|
||||
|
||||
Demo Binaries
|
||||
-------------
|
||||
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples.
|
||||
|
||||

|
||||
|
||||
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, 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()`.
|
||||
|
||||
Bindings
|
||||
--------
|
||||
### Integration
|
||||
|
||||
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you about an hour to integrate Dear ImGui in your custom engine. Make sure to spend time reading the FAQ, the comments and other documentation!
|
||||
|
||||
@ -127,7 +136,7 @@ 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 +146,13 @@ 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)
|
||||
@ -157,28 +167,19 @@ Frameworks:
|
||||
|
||||
For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/). Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
|
||||
|
||||
Roadmap
|
||||
-------
|
||||
### Upcoming Changes
|
||||
|
||||
Some of the goals for 2019 are:
|
||||
- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public `docking` branch looking for feedback)
|
||||
- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public `docking` branch looking for feedback)
|
||||
- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
|
||||
- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
|
||||
- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
|
||||
- Add an automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
|
||||
- Make Columns better. (they are currently pretty terrible!)
|
||||
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI aware.
|
||||
- Make Columns better. They are currently pretty terrible! New Tables API coming Q4 2019!
|
||||
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
|
||||
|
||||
Gallery
|
||||
-------
|
||||
User screenshots:
|
||||
<br>[Gallery Part 1](https://github.com/ocornut/imgui/issues/123) (Feb 2015 to Feb 2016)
|
||||
<br>[Gallery Part 2](https://github.com/ocornut/imgui/issues/539) (Feb 2016 to Aug 2016)
|
||||
<br>[Gallery Part 3](https://github.com/ocornut/imgui/issues/772) (Aug 2016 to Jan 2017)
|
||||
<br>[Gallery Part 4](https://github.com/ocornut/imgui/issues/973) (Jan 2017 to Aug 2017)
|
||||
<br>[Gallery Part 5](https://github.com/ocornut/imgui/issues/1269) (Aug 2017 to Feb 2018)
|
||||
<br>[Gallery Part 6](https://github.com/ocornut/imgui/issues/1607) (Feb 2018 to June 2018)
|
||||
<br>[Gallery Part 7](https://github.com/ocornut/imgui/issues/1902) (June 2018 to January 2019)
|
||||
<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)
|
||||
### Gallery
|
||||
|
||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/2529)!
|
||||
|
||||
Custom engine
|
||||
[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
|
||||
@ -186,14 +187,10 @@ Custom engine
|
||||
Custom engine
|
||||
[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
|
||||
|
||||
Demo window
|
||||

|
||||
|
||||
[Tracy Profiler](https://bitbucket.org/wolfpld/tracy)
|
||||

|
||||
|
||||
References
|
||||
----------
|
||||
### 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).
|
||||
@ -205,18 +202,14 @@ The Immediate Mode GUI paradigm may at first appear unusual to some users. This
|
||||
|
||||
See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks.
|
||||
|
||||
Support
|
||||
-------
|
||||
### Support, Frequently Asked Questions (FAQ)
|
||||
|
||||
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: please post on the Discourse forums: https://discourse.dearimgui.org.
|
||||
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](https://discord.gg/NgJ4SEP) or [Discourse forums](https://discourse.dearimgui.org).
|
||||
|
||||
Otherwise for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
|
||||
|
||||
Private support is available for paying customers.
|
||||
|
||||
Frequently Asked Question (FAQ)
|
||||
-------------------------------
|
||||
|
||||
**Where is the documentation?**
|
||||
|
||||
This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.
|
||||
@ -243,13 +236,13 @@ 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 Dear ImGui or to my application?**
|
||||
<br>**How can I display an image? What is ImTextureID, how does it works?**
|
||||
<br>**How can I display an image? What is ImTextureID, how does it works?** ([examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples))
|
||||
<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?**
|
||||
<br>**How can I load a different font than the default?**
|
||||
<br>**How can I easily use icons in my application?**
|
||||
<br>**How can I load multiple fonts?**
|
||||
<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([example](https://github.com/ocornut/imgui/wiki/Loading-Font-Example))
|
||||
<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([examples](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 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)**
|
||||
@ -277,42 +270,45 @@ Dear ImGui takes advantage of a few C++ languages features for convenience but n
|
||||
|
||||
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
|
||||
|
||||
Support dear imgui
|
||||
------------------
|
||||
How to help
|
||||
-----------
|
||||
|
||||
**How can I help?**
|
||||
|
||||
- You may participate in the [Discourse forums](https://discourse.dearimgui.org) and the GitHub [issues tracker](https://github.com/ocornut/imgui/issues).
|
||||
- You may participate in the [Discord server](https://discord.gg/NgJ4SEP), [Discourse forums](https://discourse.dearimgui.org), GitHub [issues tracker](https://github.com/ocornut/imgui/issues).
|
||||
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it.
|
||||
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
|
||||
- Have your company financially support this project.
|
||||
|
||||
**How can I help financing further development of Dear ImGui?**
|
||||
|
||||
Your contributions are keeping 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, sponsoring 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)
|
||||
<br> [](http://www.patreon.com/imgui)
|
||||
|
||||
Individuals/hobbyists: support continued maintenance and development via PayPal:
|
||||
<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
|
||||
|
||||
Businesses: support continued maintenance and development via support contracts or sponsoring:
|
||||
<br> _E-mail: omarcornut at gmail dot com_
|
||||
### Sponsors
|
||||
|
||||
Ongoing dear imgui development is financially supported by users and private sponsors, recently:
|
||||
Ongoing Dear ImGui development is financially supported by users and private sponsors, recently:
|
||||
|
||||
**Platinum-chocolate sponsors**
|
||||
- **Blizzard Entertainment**.
|
||||
*Platinum-chocolate sponsors*
|
||||
- Blizzard Entertainment
|
||||
- Google
|
||||
|
||||
**Double-chocolate sponsors**
|
||||
*Double-chocolate sponsors*
|
||||
- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
|
||||
|
||||
**Salty caramel supporters**
|
||||
- Remedy Entertainment, 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, Neil Bickford.
|
||||
*Salty caramel supporters*
|
||||
- Remedy Entertainment, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, G3DVu, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford, Bill Six, Graham Manders.
|
||||
|
||||
**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, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra.
|
||||
*Caramel supporters*
|
||||
- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Morten Skaaning, 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, Matt Reyer.
|
||||
|
||||
And all other past and present supporters; THANK YOU!
|
||||
(Please contact me if you would like to be added or removed from this list)
|
||||
|
@ -30,14 +30,16 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- 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).
|
||||
@ -61,11 +63,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
|
||||
- widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
|
||||
- widgets: add visuals for Disabled/ReadOnly mode and expose publicly (#211)
|
||||
- widgets: add always-allow-overlap mode. This should perhaps be the default.
|
||||
- widgets: add always-allow-overlap mode. This should perhaps be the default? one problem is that highlight after mouse-wheel scrolling gets deferred, makes scrolling more flickery.
|
||||
- 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: checkbox with custom glyph inside frame.
|
||||
@ -87,9 +89,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- 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. (#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.
|
||||
- input text: facilitate patterns like if (InputText(..., obj.get_string_ref()) { obj.set_string(...); } relying on internally held buffer.
|
||||
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
|
||||
- input text multi-line: support for cut/paste without selection (cut/paste the current line)
|
||||
- input text multi-line: line numbers? status bar? (follow up on #200)
|
||||
@ -108,6 +112,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- 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: vertical alignment of mixed height items (e.g. buttons) within a same line (#1284)
|
||||
- layout: null layout mode were items are not rendered but user can query GetItemRectMin()/Max/Size.
|
||||
- layout: (R&D) local multi-pass layout mode.
|
||||
- layout: (R&D) bind authored layout data (created by an off-line tool), items fetch their pos/size at submission, self-optimize data structures to stable linear access.
|
||||
|
||||
- group: BeginGroup() needs a border option. (~#1496)
|
||||
- group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable?
|
||||
@ -120,6 +127,7 @@ 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)
|
||||
@ -204,23 +212,24 @@ 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)
|
||||
@ -270,6 +279,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype)
|
||||
- font: free the Alpha buffer if user only requested RGBA.
|
||||
!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
|
||||
- font: for the purpose of RenderTextEllipsis(), it might be useful that CalcTextSizeA() can ignore the trailing padding?
|
||||
- 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
|
||||
@ -295,12 +305,14 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
|
||||
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
|
||||
|
||||
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?)
|
||||
- nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ?
|
||||
- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
|
||||
- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
|
||||
- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
|
||||
- nav: patterns to make it possible for arrows key to update selection
|
||||
- nav: restore/find nearest navid when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
|
||||
- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
|
||||
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
|
||||
- nav: allow input system to be be more tolerant of io.DeltaTime=0.0f
|
||||
- nav: ESC within a menu of a child window seems to exit the child window.
|
||||
- nav: NavFlattened: ESC on a flattened child should select something.
|
||||
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
|
||||
@ -318,7 +330,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
|
||||
- nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
|
||||
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
|
||||
- nav: configuration flag to disable global shortcuts (currently only CTRL-tab) ?
|
||||
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
|
||||
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
|
||||
- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
|
||||
|
@ -1,5 +1,5 @@
|
||||
-----------------------------------------------------------------------
|
||||
dear imgui, v1.71
|
||||
dear imgui, v1.73
|
||||
-----------------------------------------------------------------------
|
||||
examples/README.txt
|
||||
(This is the README file for the examples/ folder. See docs/ for more documentation)
|
||||
@ -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.
|
||||
@ -217,6 +218,11 @@ example_null
|
||||
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
|
||||
@ -240,6 +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.
|
||||
|
@ -133,12 +133,6 @@
|
||||
return (YES);
|
||||
}
|
||||
|
||||
// Flip coordinate system upside down on Y
|
||||
-(BOOL)isFlipped
|
||||
{
|
||||
return (YES);
|
||||
}
|
||||
|
||||
-(void)dealloc
|
||||
{
|
||||
animationTimer = nil;
|
||||
@ -150,6 +144,8 @@
|
||||
-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||
|
||||
@end
|
||||
@ -179,6 +175,7 @@
|
||||
|
||||
_window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
|
||||
[_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
|
||||
[_window setAcceptsMouseMovedEvents:YES];
|
||||
[_window setOpaque:YES];
|
||||
[_window makeKeyAndOrderFront:NSApp];
|
||||
|
||||
|
@ -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};
|
||||
|
@ -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);
|
||||
|
@ -35,12 +35,11 @@ CXXFLAGS += -I../libs/gl3w
|
||||
|
||||
## Using OpenGL loader: glew
|
||||
## (This assumes a system-wide installation)
|
||||
# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
# CXXFLAGS += -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
|
||||
## Using OpenGL loader: glad
|
||||
## (You'll also need to change the rule at line ~77 of this Makefile to compile/link glad.c/.o)
|
||||
# SOURCES += ../libs/glad/src/glad.c
|
||||
# CXXFLAGS = -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
@ -87,7 +86,9 @@ endif
|
||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../libs/gl3w/GL/%.c
|
||||
# %.o:../libs/glad/src/%.c
|
||||
$(CC) $(CFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../libs/glad/src/%.c
|
||||
$(CC) $(CFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
|
@ -7,9 +7,10 @@
|
||||
#include "imgui_impl_opengl3.h"
|
||||
#include <stdio.h>
|
||||
|
||||
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
// About Desktop OpenGL function loaders:
|
||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
#include <GL/gl3w.h> // Initialize with gl3wInit()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
@ -112,6 +113,7 @@ 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);
|
||||
|
@ -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);
|
||||
|
@ -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);
|
||||
@ -105,6 +106,7 @@ 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
|
||||
|
@ -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);
|
||||
|
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>
|
||||
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|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
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||||
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||||
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||||
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||||
<ProjectGuid>{9E1987E3-1F19-45CA-B9C9-D31E791836D8}</ProjectGuid>
|
||||
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|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
<ProjectName>example_sdl_directx11</ProjectName>
|
||||
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|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
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||||
<UseDebugLibraries>true</UseDebugLibraries>
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
<CharacterSet>MultiByte</CharacterSet>
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||||
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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||||
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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||||
<WarningLevel>Level4</WarningLevel>
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<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
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</Link>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<ClCompile>
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<WarningLevel>Level4</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(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>
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</Link>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<ClCompile>
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<WarningLevel>Level4</WarningLevel>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
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<BufferSecurityCheck>false</BufferSecurityCheck>
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</ClCompile>
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<Link>
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||||
<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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||||
<SubSystem>Console</SubSystem>
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<IgnoreSpecificDefaultLibraries>
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</IgnoreSpecificDefaultLibraries>
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<WarningLevel>Level4</WarningLevel>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<SubSystem>Console</SubSystem>
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<IgnoreSpecificDefaultLibraries>
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<ClCompile Include="..\..\imgui.cpp" />
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<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
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<ClCompile Include="..\..\imgui_widgets.cpp" />
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<ClCompile Include="..\imgui_impl_dx11.cpp" />
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<ClCompile Include="..\imgui_impl_sdl.cpp" />
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<ClCompile Include="main.cpp" />
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<ItemGroup>
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<ClInclude Include="..\..\imconfig.h" />
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||||
<ClInclude Include="..\..\imgui.h" />
|
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<ClInclude Include="..\..\imgui_internal.h" />
|
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<ClInclude Include="..\imgui_impl_dx11.h" />
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<ClInclude Include="..\imgui_impl_sdl.h" />
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||||
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<None Include="..\..\misc\natvis\imgui.natvis" />
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<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ClCompile Include="main.cpp">
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||||
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||||
<ClCompile Include="..\..\imgui_demo.cpp">
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||||
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|
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; }
|
||||
}
|
@ -13,6 +13,7 @@
|
||||
#include <SDL.h>
|
||||
#include <SDL_opengl.h>
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
@ -64,6 +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);
|
||||
|
@ -35,12 +35,11 @@ CXXFLAGS += -I../libs/gl3w
|
||||
|
||||
## Using OpenGL loader: glew
|
||||
## (This assumes a system-wide installation)
|
||||
# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
# CXXFLAGS += -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
|
||||
## Using OpenGL loader: glad
|
||||
## (You'll also need to change the rule at line ~77 of this Makefile to compile/link glad.c/.o)
|
||||
# SOURCES += ../libs/glad/src/glad.c
|
||||
# CXXFLAGS = -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
@ -50,7 +49,7 @@ ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
LIBS += -lGL -ldl `sdl2-config --libs`
|
||||
|
||||
CXXFLAGS += -I../libs/gl3w `sdl2-config --cflags`
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
@ -59,7 +58,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
|
||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
||||
|
||||
CXXFLAGS += -I../libs/gl3w `sdl2-config --cflags`
|
||||
CXXFLAGS += `sdl2-config --cflags`
|
||||
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
@ -68,7 +67,7 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
|
||||
|
||||
CXXFLAGS += -I../libs/gl3w `pkg-config --cflags sdl2`
|
||||
CXXFLAGS += `pkg-config --cflags sdl2`
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
@ -88,6 +87,9 @@ endif
|
||||
%.o:../libs/gl3w/GL/%.c
|
||||
$(CC) $(CFLAGS) -c -o $@ $<
|
||||
|
||||
%.o:../libs/glad/src/%.c
|
||||
$(CC) $(CFLAGS) -c -o $@ $<
|
||||
|
||||
all: $(EXE)
|
||||
@echo Build complete for $(ECHO_MESSAGE)
|
||||
|
||||
|
@ -9,9 +9,10 @@
|
||||
#include <stdio.h>
|
||||
#include <SDL.h>
|
||||
|
||||
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
// About Desktop OpenGL function loaders:
|
||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
|
||||
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
#include <GL/gl3w.h> // Initialize with gl3wInit()
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
@ -22,6 +23,7 @@
|
||||
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#endif
|
||||
|
||||
// Main code
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
@ -104,6 +106,7 @@ 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);
|
||||
|
@ -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
|
||||
@ -353,6 +353,7 @@ 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
|
||||
@ -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);
|
||||
|
@ -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();
|
||||
|
@ -15,6 +15,7 @@
|
||||
|
||||
// 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.
|
||||
@ -282,6 +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;
|
||||
|
@ -11,6 +11,7 @@
|
||||
|
||||
// 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().
|
||||
@ -81,6 +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 };
|
||||
@ -183,6 +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;
|
||||
@ -201,6 +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);
|
||||
@ -255,6 +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();
|
||||
|
@ -11,6 +11,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
|
||||
// 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().
|
||||
@ -81,6 +83,10 @@ 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 };
|
||||
@ -185,8 +191,9 @@ 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;
|
||||
@ -202,10 +209,12 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
||||
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||
ctx->PSGetSamplers(0, 1, &old.PSSampler);
|
||||
old.PSInstancesCount = old.VSInstancesCount = 256;
|
||||
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
|
||||
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);
|
||||
@ -262,6 +271,7 @@ 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();
|
||||
|
@ -502,9 +502,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
|
||||
// Create the input layout
|
||||
static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
psoDesc.InputLayout = { local_layout, 3 };
|
||||
}
|
||||
|
@ -15,6 +15,7 @@
|
||||
|
||||
// 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.
|
||||
@ -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;
|
||||
|
@ -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';
|
||||
|
@ -12,6 +12,7 @@
|
||||
|
||||
// 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.
|
||||
@ -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;
|
||||
|
@ -24,7 +24,7 @@
|
||||
// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
|
||||
// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples.
|
||||
// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplGlfwGL2_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2017-09-01: OpenGL: Save and restore current polygon mode.
|
||||
// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal).
|
||||
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
|
||||
|
@ -1,5 +1,5 @@
|
||||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 3.x 4.x
|
||||
// - Desktop GL: 2.x 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
@ -13,6 +13,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
|
||||
// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
|
||||
// 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.
|
||||
@ -77,17 +79,30 @@
|
||||
|
||||
// Auto-detect GL version
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__))
|
||||
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
|
||||
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#elif defined(__EMSCRIPTEN__)
|
||||
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
|
||||
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// GL includes
|
||||
#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.
|
||||
@ -144,6 +159,23 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
strcpy(g_GlslVersionString, glsl_version);
|
||||
strcat(g_GlslVersionString, "\n");
|
||||
|
||||
// Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
|
||||
// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
|
||||
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
|
||||
// you are likely to get a crash below.
|
||||
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
|
||||
const char* gl_loader = "Unknown";
|
||||
IM_UNUSED(gl_loader);
|
||||
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||
gl_loader = "GL3W";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
|
||||
gl_loader = "GLEW";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
gl_loader = "GLAD";
|
||||
#else IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
gl_loader = "Custom";
|
||||
#endif
|
||||
|
||||
// Make a dummy GL call (we don't actually need the result)
|
||||
// IF YOU GET A CRASH HERE: it probably means that you haven't initialized the OpenGL function loader used by this code.
|
||||
// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
|
||||
@ -160,7 +192,7 @@ void ImGui_ImplOpenGL3_Shutdown()
|
||||
|
||||
void ImGui_ImplOpenGL3_NewFrame()
|
||||
{
|
||||
if (!g_FontTexture)
|
||||
if (!g_ShaderHandle)
|
||||
ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
}
|
||||
|
||||
@ -609,20 +641,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
||||
|
||||
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||
{
|
||||
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
|
||||
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
|
||||
g_VboHandle = g_ElementsHandle = 0;
|
||||
|
||||
if (g_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
|
||||
if (g_VertHandle) glDeleteShader(g_VertHandle);
|
||||
g_VertHandle = 0;
|
||||
|
||||
if (g_ShaderHandle && g_FragHandle) glDetachShader(g_ShaderHandle, g_FragHandle);
|
||||
if (g_FragHandle) glDeleteShader(g_FragHandle);
|
||||
g_FragHandle = 0;
|
||||
|
||||
if (g_ShaderHandle) glDeleteProgram(g_ShaderHandle);
|
||||
g_ShaderHandle = 0;
|
||||
if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
|
||||
if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
|
||||
if (g_ShaderHandle && g_VertHandle) { glDetachShader(g_ShaderHandle, g_VertHandle); }
|
||||
if (g_ShaderHandle && g_FragHandle) { glDetachShader(g_ShaderHandle, g_FragHandle); }
|
||||
if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
|
||||
if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
|
||||
if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 0; }
|
||||
|
||||
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
}
|
||||
|
@ -1,5 +1,5 @@
|
||||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
||||
// - Desktop GL: 3.x 4.x
|
||||
// - Desktop GL: 2.x 3.x 4.x
|
||||
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
@ -23,25 +23,42 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
// Specific OpenGL versions
|
||||
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
|
||||
|
||||
// Set default OpenGL3 loader to be gl3w
|
||||
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#endif
|
||||
|
||||
// Backend API
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
|
||||
|
||||
// Called by Init/NewFrame/Shutdown
|
||||
// (Optional) Called by Init/NewFrame/Shutdown
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
|
||||
// Specific OpenGL versions
|
||||
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
|
||||
|
||||
// Desktop OpenGL: attempt to detect default GL loader based on available header files.
|
||||
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
|
||||
// you are likely to get a crash in ImGui_ImplOpenGL3_Init().
|
||||
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
|
||||
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
|
||||
#if defined(__has_include)
|
||||
#if __has_include(<GL/glew.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||
#elif __has_include(<glad/glad.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GLAD
|
||||
#elif __has_include(<GL/gl3w.h>)
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
|
||||
#else
|
||||
#error "Cannot detect OpenGL loader!"
|
||||
#endif
|
||||
#else
|
||||
#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
@ -14,6 +14,7 @@
|
||||
|
||||
// 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.
|
||||
@ -47,27 +48,28 @@ 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;
|
||||
@ -80,8 +82,34 @@ bool ImGui_ImplOSX_Init()
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
|
||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
|
||||
|
||||
// We don't set the io.SetClipboardTextFn/io.GetClipboardTextFn handlers,
|
||||
// because imgui.cpp has a default for them that works with OSX.
|
||||
// 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];
|
||||
[pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil];
|
||||
[pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString];
|
||||
};
|
||||
|
||||
io.GetClipboardTextFn = [](void*) -> const char*
|
||||
{
|
||||
NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];
|
||||
NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];
|
||||
if (![available isEqualToString:NSPasteboardTypeString])
|
||||
return NULL;
|
||||
|
||||
NSString* string = [pasteboard stringForType:NSPasteboardTypeString];
|
||||
if (string == nil)
|
||||
return NULL;
|
||||
|
||||
const char* string_c = (const char*)[string UTF8String];
|
||||
size_t string_len = strlen(string_c);
|
||||
static ImVector<char> s_clipboard;
|
||||
s_clipboard.resize((int)string_len + 1);
|
||||
strcpy(s_clipboard.Data, string_c);
|
||||
return s_clipboard.Data;
|
||||
};
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -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.
|
||||
@ -144,6 +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;
|
||||
@ -190,6 +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);
|
||||
|
@ -22,6 +22,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before.
|
||||
// 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().
|
||||
@ -721,7 +722,10 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo ms_info = {};
|
||||
ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
|
||||
ms_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
if (v->MSAASamples != 0)
|
||||
ms_info.rasterizationSamples = v->MSAASamples;
|
||||
else
|
||||
ms_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
|
||||
VkPipelineColorBlendAttachmentState color_attachment[1] = {};
|
||||
color_attachment[0].blendEnable = VK_TRUE;
|
||||
|
@ -37,6 +37,7 @@ struct ImGui_ImplVulkan_InitInfo
|
||||
VkDescriptorPool DescriptorPool;
|
||||
uint32_t MinImageCount; // >= 2
|
||||
uint32_t ImageCount; // >= MinImageCount
|
||||
VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT
|
||||
const VkAllocationCallbacks* Allocator;
|
||||
void (*CheckVkResultFn)(VkResult err);
|
||||
};
|
||||
|
@ -78,6 +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';
|
||||
|
17
imconfig.h
17
imconfig.h
@ -17,7 +17,7 @@
|
||||
//#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 )
|
||||
@ -28,12 +28,13 @@
|
||||
//---- 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.
|
||||
//#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 (clipboard, ime).
|
||||
//#define IMGUI_DISABLE_OSX_FUNCTIONS // [OSX] Won't use and link with any OSX function (clipboard).
|
||||
//#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().
|
||||
@ -63,9 +64,9 @@
|
||||
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
||||
*/
|
||||
|
||||
//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
|
||||
//---- 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.
|
||||
// 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
|
||||
|
||||
@ -75,6 +76,14 @@
|
||||
//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
|
||||
|
231
imgui.h
231
imgui.h
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.71
|
||||
// dear imgui, v1.73
|
||||
// (headers)
|
||||
|
||||
// See imgui.cpp file for documentation.
|
||||
@ -46,8 +46,8 @@ 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 "1.71"
|
||||
#define IMGUI_VERSION_NUM 17100
|
||||
#define IMGUI_VERSION "1.73"
|
||||
#define IMGUI_VERSION_NUM 17300
|
||||
#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)
|
||||
@ -73,8 +73,12 @@ Index of this file:
|
||||
#define IM_FMTLIST(FMT)
|
||||
#endif
|
||||
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
|
||||
#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.
|
||||
#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
|
||||
#if (__cplusplus >= 201100)
|
||||
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
|
||||
#else
|
||||
#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro.
|
||||
#endif
|
||||
|
||||
// Warnings
|
||||
#if defined(__clang__)
|
||||
@ -83,9 +87,10 @@ 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
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -125,30 +130,29 @@ 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);
|
||||
|
||||
@ -274,17 +278,17 @@ namespace ImGui
|
||||
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 (~ 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)
|
||||
@ -301,7 +305,9 @@ 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)
|
||||
@ -322,10 +328,10 @@ namespace ImGui
|
||||
IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
|
||||
|
||||
// Parameters stacks (current window)
|
||||
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 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
|
||||
@ -420,6 +426,8 @@ namespace ImGui
|
||||
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
|
||||
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
|
||||
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
|
||||
// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
|
||||
// - Use v_min > v_max to lock edits.
|
||||
IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
|
||||
IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
|
||||
IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", float power = 1.0f);
|
||||
@ -494,7 +502,6 @@ 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 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
|
||||
@ -784,9 +791,10 @@ enum ImGuiTreeNodeFlags_
|
||||
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
|
||||
ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
|
||||
ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
|
||||
//ImGuiTreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
|
||||
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
|
||||
ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
|
||||
ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
|
||||
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
|
||||
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
|
||||
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
@ -802,7 +810,8 @@ 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 grayed out text
|
||||
ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
|
||||
ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one
|
||||
};
|
||||
|
||||
// Flags for ImGui::BeginCombo()
|
||||
@ -867,7 +876,7 @@ 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
|
||||
@ -898,7 +907,7 @@ 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
|
||||
@ -940,6 +949,7 @@ 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
|
||||
@ -1038,7 +1048,7 @@ 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,
|
||||
@ -1068,7 +1078,6 @@ 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
|
||||
@ -1187,11 +1196,6 @@ 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 // [renamed in 1.51]
|
||||
#endif
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -1269,6 +1273,10 @@ struct ImVector
|
||||
inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
|
||||
inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
|
||||
inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
|
||||
inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
|
||||
inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
|
||||
inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
|
||||
inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
|
||||
inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; }
|
||||
};
|
||||
|
||||
@ -1287,7 +1295,7 @@ struct ImGuiStyle
|
||||
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.
|
||||
ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/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)
|
||||
@ -1306,6 +1314,7 @@ struct ImGuiStyle
|
||||
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
|
||||
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
|
||||
float TabBorderSize; // Thickness of border around tabs.
|
||||
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.
|
||||
@ -1347,7 +1356,7 @@ 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].
|
||||
@ -1359,6 +1368,7 @@ struct ImGuiIO
|
||||
bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
|
||||
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
|
||||
bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
|
||||
float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable.
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Platform Functions
|
||||
@ -1535,8 +1545,10 @@ 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); }
|
||||
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)
|
||||
@ -1565,11 +1577,6 @@ 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; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent
|
||||
typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
|
||||
@ -1588,11 +1595,6 @@ 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
|
||||
{
|
||||
@ -1604,21 +1606,19 @@ 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
|
||||
@ -1626,7 +1626,7 @@ 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]; }
|
||||
@ -1652,15 +1652,17 @@ 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.
|
||||
@ -1768,7 +1770,7 @@ struct ImColor
|
||||
|
||||
// Draw callbacks for advanced uses.
|
||||
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
|
||||
// you can poke into the draw list for that! Draw callback may be useful for example to:
|
||||
// you can poke into the draw list for that! Draw callback may be useful for example to:
|
||||
// A) Change your GPU render state,
|
||||
// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
|
||||
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
|
||||
@ -1796,10 +1798,10 @@ struct ImDrawCmd
|
||||
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; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; }
|
||||
ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; }
|
||||
};
|
||||
|
||||
// Vertex index
|
||||
// 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
|
||||
@ -1830,14 +1832,15 @@ struct ImDrawChannel
|
||||
};
|
||||
|
||||
// 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.
|
||||
// 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() { 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);
|
||||
@ -1847,6 +1850,7 @@ struct ImDrawListSplitter
|
||||
|
||||
enum ImDrawCornerFlags_
|
||||
{
|
||||
ImDrawCornerFlags_None = 0,
|
||||
ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
|
||||
ImDrawCornerFlags_TopRight = 1 << 1, // 0x2
|
||||
ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
|
||||
@ -1869,7 +1873,7 @@ enum ImDrawListFlags_
|
||||
// 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 dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
|
||||
// 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)
|
||||
@ -1906,35 +1910,41 @@ struct ImDrawList
|
||||
inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
|
||||
|
||||
// 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 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);
|
||||
IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
|
||||
IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
|
||||
IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
|
||||
IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
|
||||
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
|
||||
IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
|
||||
IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, 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& p_min, const ImVec2& p_max, 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& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
|
||||
IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
|
||||
IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
|
||||
IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
|
||||
IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
|
||||
IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
|
||||
IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 12);
|
||||
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
|
||||
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 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);
|
||||
|
||||
// Image primitives
|
||||
// - Read FAQ to understand what ImTextureID is.
|
||||
// - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
|
||||
// - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
|
||||
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
|
||||
IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
|
||||
IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
|
||||
|
||||
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
|
||||
inline void PathClear() { _Path.Size = 0; }
|
||||
inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
|
||||
inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
|
||||
inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.
|
||||
inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
|
||||
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 PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
|
||||
IMGUI_API void PathArcToFast(const ImVec2& center, 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);
|
||||
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.
|
||||
@ -2007,6 +2017,7 @@ struct ImFontConfig
|
||||
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
|
||||
unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
|
||||
float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
|
||||
ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
|
||||
|
||||
// [Internal]
|
||||
char Name[40]; // Name (strictly to ease debugging)
|
||||
@ -2039,6 +2050,19 @@ struct ImFontGlyphRangesBuilder
|
||||
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,
|
||||
@ -2103,35 +2127,24 @@ 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
|
||||
|
||||
//-------------------------------------------
|
||||
// [BETA] Custom Rectangles/Glyphs API
|
||||
//-------------------------------------------
|
||||
|
||||
// You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
|
||||
// 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),
|
||||
// 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.
|
||||
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]; }
|
||||
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
|
||||
@ -2152,11 +2165,12 @@ 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 ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
|
||||
typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
|
||||
#endif
|
||||
};
|
||||
@ -2180,7 +2194,8 @@ struct ImFont
|
||||
ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
|
||||
const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
|
||||
short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
|
||||
ImWchar FallbackChar; // 2 // in // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
|
||||
ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar()
|
||||
ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering.
|
||||
float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
|
||||
float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
|
||||
int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
|
||||
@ -2217,7 +2232,7 @@ struct ImFont
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#elif defined(__GNUC__) && __GNUC__ >= 8
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic pop
|
||||
#endif
|
||||
|
||||
|
346
imgui_demo.cpp
346
imgui_demo.cpp
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.71
|
||||
// dear imgui, v1.73
|
||||
// (demo code)
|
||||
|
||||
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
|
||||
@ -17,7 +17,7 @@
|
||||
// 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
|
||||
// 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.
|
||||
|
||||
@ -89,13 +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.
|
||||
@ -107,8 +106,6 @@ Index of this file:
|
||||
#define IM_NEWLINE "\n"
|
||||
#endif
|
||||
|
||||
#define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B))
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Forward Declarations, Helpers
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -154,8 +151,11 @@ void ImGui::ShowUserGuide()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui::BulletText("Double-click on title bar to collapse window.");
|
||||
ImGui::BulletText("Click and drag on lower right corner to resize window\n(double-click to auto fit window to its contents).");
|
||||
ImGui::BulletText("Click and drag on any empty space to move window.");
|
||||
ImGui::BulletText("Click and drag on lower corner to resize window\n(double-click to auto fit window to its contents).");
|
||||
if (io.ConfigWindowsMoveFromTitleBarOnly)
|
||||
ImGui::BulletText("Click and drag on title bar to move window.");
|
||||
else
|
||||
ImGui::BulletText("Click and drag on any empty space to move window.");
|
||||
ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
|
||||
ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
|
||||
if (io.FontAllowUserScaling)
|
||||
@ -176,6 +176,12 @@ void ImGui::ShowUserGuide()
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Demo Window / ShowDemoWindow()
|
||||
//-----------------------------------------------------------------------------
|
||||
// - ShowDemoWindowWidgets()
|
||||
// - ShowDemoWindowLayout()
|
||||
// - ShowDemoWindowPopups()
|
||||
// - ShowDemoWindowColumns()
|
||||
// - ShowDemoWindowMisc()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// We split the contents of the big ShowDemoWindow() function into smaller functions (because the link time of very large functions grow non-linearly)
|
||||
static void ShowDemoWindowWidgets();
|
||||
@ -217,7 +223,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles);
|
||||
if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
|
||||
|
||||
// Dear ImGui Apps (accessible from the "Help" menu)
|
||||
// Dear ImGui Apps (accessible from the "Tools" menu)
|
||||
static bool show_app_metrics = false;
|
||||
static bool show_app_style_editor = false;
|
||||
static bool show_app_about = false;
|
||||
@ -290,7 +296,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::MenuItem("Documents", NULL, &show_app_documents);
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
if (ImGui::BeginMenu("Help"))
|
||||
if (ImGui::BeginMenu("Tools"))
|
||||
{
|
||||
ImGui::MenuItem("Metrics", NULL, &show_app_metrics);
|
||||
ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor);
|
||||
@ -308,7 +314,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
ImGui::Text("PROGRAMMER GUIDE:");
|
||||
ImGui::BulletText("Please see the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");
|
||||
ImGui::BulletText("Please see the comments in imgui.cpp.");
|
||||
ImGui::BulletText("Please see the examples/ in application.");
|
||||
ImGui::BulletText("Please see the examples/ application.");
|
||||
ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");
|
||||
ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");
|
||||
ImGui::Separator();
|
||||
@ -540,8 +546,19 @@ 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.");
|
||||
}
|
||||
|
||||
{
|
||||
@ -579,7 +596,7 @@ static void ShowDemoWindowWidgets()
|
||||
{
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
// Use SetNextItemOpen() so set the default state of a node to be open.
|
||||
// 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);
|
||||
@ -598,7 +615,12 @@ static void ShowDemoWindowWidgets()
|
||||
if (ImGui::TreeNode("Advanced, with Selectable nodes"))
|
||||
{
|
||||
HelpMarker("This is a more typical looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open.");
|
||||
static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;
|
||||
static bool align_label_with_current_x_position = false;
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnArrow);
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanAvailWidth);
|
||||
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
|
||||
ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position);
|
||||
ImGui::Text("Hello!");
|
||||
if (align_label_with_current_x_position)
|
||||
@ -606,12 +628,12 @@ static void ShowDemoWindowWidgets()
|
||||
|
||||
static int selection_mask = (1 << 2); // Dumb representation of what may be user-side selection state. You may carry selection state inside or outside your objects in whatever format you see fit.
|
||||
int node_clicked = -1; // Temporary storage of what node we have clicked to process selection at the end of the loop. May be a pointer to your own node type, etc.
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, ImGui::GetFontSize()*3); // Increase spacing to differentiate leaves from expanded contents.
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
// Disable the default open on single-click behavior and pass in Selected flag according to our selection state.
|
||||
ImGuiTreeNodeFlags node_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick;
|
||||
if (selection_mask & (1 << i))
|
||||
ImGuiTreeNodeFlags node_flags = base_flags;
|
||||
const bool is_selected = (selection_mask & (1 << i)) != 0;
|
||||
if (is_selected)
|
||||
node_flags |= ImGuiTreeNodeFlags_Selected;
|
||||
if (i < 3)
|
||||
{
|
||||
@ -621,7 +643,7 @@ static void ShowDemoWindowWidgets()
|
||||
node_clicked = i;
|
||||
if (node_open)
|
||||
{
|
||||
ImGui::Text("Blah blah\nBlah Blah");
|
||||
ImGui::BulletText("Blah blah\nBlah Blah");
|
||||
ImGui::TreePop();
|
||||
}
|
||||
}
|
||||
@ -629,7 +651,7 @@ 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())
|
||||
@ -644,7 +666,6 @@ static void ShowDemoWindowWidgets()
|
||||
else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, this commented bit preserve selection when clicking on item that is part of the selection
|
||||
selection_mask = (1 << node_clicked); // Click to single-select
|
||||
}
|
||||
ImGui::PopStyleVar();
|
||||
if (align_label_with_current_x_position)
|
||||
ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
|
||||
ImGui::TreePop();
|
||||
@ -656,7 +677,7 @@ static void ShowDemoWindowWidgets()
|
||||
{
|
||||
static bool closable_group = true;
|
||||
ImGui::Checkbox("Show 2nd header", &closable_group);
|
||||
if (ImGui::CollapsingHeader("Header"))
|
||||
if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None))
|
||||
{
|
||||
ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
|
||||
for (int i = 0; i < 5; i++)
|
||||
@ -668,6 +689,10 @@ static void ShowDemoWindowWidgets()
|
||||
for (int i = 0; i < 5; i++)
|
||||
ImGui::Text("More content %d", i);
|
||||
}
|
||||
/*
|
||||
if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet))
|
||||
ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());
|
||||
*/
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
@ -675,6 +700,11 @@ static void ShowDemoWindowWidgets()
|
||||
{
|
||||
ImGui::BulletText("Bullet point 1");
|
||||
ImGui::BulletText("Bullet point 2\nOn multiple lines");
|
||||
if (ImGui::TreeNode("Tree node"))
|
||||
{
|
||||
ImGui::BulletText("Another bullet point");
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)");
|
||||
ImGui::Bullet(); ImGui::SmallButton("Button");
|
||||
ImGui::TreePop();
|
||||
@ -749,7 +779,7 @@ static void ShowDemoWindowWidgets()
|
||||
// Here we are grabbing the font texture because that's the only one we have access to inside the demo code.
|
||||
// Remember that ImTextureID is just storage for whatever you want it to be, it is essentially a value that will be passed to the render function inside the ImDrawCmd structure.
|
||||
// If you use one of the default imgui_impl_XXXX.cpp renderer, they all have comments at the top of their file to specify what they expect to be stored in ImTextureID.
|
||||
// (for example, the imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. The imgui_impl_glfw_gl3.cpp renderer expect a GLuint OpenGL texture identifier etc.)
|
||||
// (for example, the imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier etc.)
|
||||
// If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers to ImGui::Image(), and gather width/height through your own functions, etc.
|
||||
// Using ShowMetricsWindow() as a "debugger" to inspect the draw data that are being passed to your render will help you debug issues if you are confused about this.
|
||||
// Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
|
||||
@ -969,7 +999,7 @@ 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();
|
||||
}
|
||||
|
||||
@ -1025,7 +1055,7 @@ 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();
|
||||
}
|
||||
@ -1033,6 +1063,8 @@ static void ShowDemoWindowWidgets()
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
// Plot/Graph widgets are currently fairly limited.
|
||||
// Consider writing your own plotting widget, or using a third-party one (see "Wiki->Useful Widgets", or github.com/ocornut/imgui/issues/2747)
|
||||
if (ImGui::TreeNode("Plots Widgets"))
|
||||
{
|
||||
static bool animate = true;
|
||||
@ -1056,7 +1088,18 @@ static void ShowDemoWindowWidgets()
|
||||
phase += 0.10f*values_offset;
|
||||
refresh_time += 1.0f/60.0f;
|
||||
}
|
||||
ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, "avg 0.0", -1.0f, 1.0f, ImVec2(0,80));
|
||||
|
||||
// Plots can display overlay texts
|
||||
// (in this example, we will display an average value)
|
||||
{
|
||||
float average = 0.0f;
|
||||
for (int n = 0; n < IM_ARRAYSIZE(values); n++)
|
||||
average += values[n];
|
||||
average /= (float)IM_ARRAYSIZE(values);
|
||||
char overlay[32];
|
||||
sprintf(overlay, "avg %f", average);
|
||||
ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0,80));
|
||||
}
|
||||
ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0,80));
|
||||
|
||||
// Use functions to generate output
|
||||
@ -1086,7 +1129,8 @@ 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");
|
||||
@ -1112,7 +1156,7 @@ 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");
|
||||
@ -1145,7 +1189,7 @@ 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)
|
||||
{
|
||||
@ -1427,7 +1471,7 @@ static void ShowDemoWindowWidgets()
|
||||
ImGui::PushID("set2");
|
||||
static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f };
|
||||
const int rows = 3;
|
||||
const ImVec2 small_slider_size(18, (160.0f-(rows-1)*spacing)/rows);
|
||||
const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows));
|
||||
for (int nx = 0; nx < 4; nx++)
|
||||
{
|
||||
if (nx > 0) ImGui::SameLine();
|
||||
@ -1467,6 +1511,8 @@ static void ShowDemoWindowWidgets()
|
||||
// They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F to allow your own widgets
|
||||
// to use colors in their drag and drop interaction. Also see the demo in Color Picker -> Palette demo.
|
||||
ImGui::BulletText("Drag and drop in standard widgets");
|
||||
ImGui::SameLine();
|
||||
HelpMarker("You can drag from the colored squares.");
|
||||
ImGui::Indent();
|
||||
static float col1[3] = { 1.0f,0.0f,0.2f };
|
||||
static float col2[4] = { 0.4f,0.7f,0.0f,0.5f };
|
||||
@ -1499,8 +1545,8 @@ static void ShowDemoWindowWidgets()
|
||||
// Our buttons are both drag sources and drag targets here!
|
||||
if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None))
|
||||
{
|
||||
ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); // Set payload to carry the index of our item (could be anything)
|
||||
if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } // Display preview (could be anything, e.g. when dragging an image we could decide to display the filename and a small preview of the image, etc.)
|
||||
ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); // Set payload to carry the index of our item (could be anything)
|
||||
if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } // Display preview (could be anything, e.g. when dragging an image we could decide to display the filename and a small preview of the image, etc.)
|
||||
if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); }
|
||||
if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); }
|
||||
ImGui::EndDragDropSource();
|
||||
@ -1539,34 +1585,32 @@ static void ShowDemoWindowWidgets()
|
||||
|
||||
if (ImGui::TreeNode("Querying Status (Active/Focused/Hovered etc.)"))
|
||||
{
|
||||
// Display the value of IsItemHovered() and other common item state functions. Note that the flags can be combined.
|
||||
// (because BulletText is an item itself and that would affect the output of IsItemHovered() we pass all state in a single call to simplify the code).
|
||||
// Submit an item (various types available) so we can query their status in the following block.
|
||||
static int item_type = 1;
|
||||
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;
|
||||
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("InputFloat3", &item_type, 5);
|
||||
ImGui::RadioButton("ColorEdit4", &item_type, 6);
|
||||
ImGui::RadioButton("MenuItem", &item_type, 7);
|
||||
ImGui::RadioButton("TreeNode (w/ double-click)", &item_type, 8);
|
||||
ImGui::RadioButton("ListBox", &item_type, 9);
|
||||
ImGui::Separator();
|
||||
bool ret = false;
|
||||
if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction
|
||||
if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button
|
||||
if (item_type == 2) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox
|
||||
if (item_type == 3) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
|
||||
if (item_type == 4) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing)
|
||||
if (item_type == 5) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
|
||||
if (item_type == 6) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
|
||||
if (item_type == 7) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
|
||||
if (item_type == 8) { ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
|
||||
if (item_type == 9) { 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)); }
|
||||
|
||||
// Display the value of IsItemHovered() and other common item state functions.
|
||||
// Note that the ImGuiHoveredFlags_XXX flags can be combined.
|
||||
// Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
|
||||
// we query every state in a single call to avoid storing them and to simplify the code
|
||||
ImGui::BulletText(
|
||||
"Return value = %d\n"
|
||||
"IsItemFocused() = %d\n"
|
||||
@ -1609,7 +1653,8 @@ static void ShowDemoWindowWidgets()
|
||||
if (embed_all_inside_a_child_window)
|
||||
ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20), true);
|
||||
|
||||
// Testing IsWindowFocused() function with its various flags. Note that the flags can be combined.
|
||||
// Testing IsWindowFocused() function with its various flags.
|
||||
// Note that the ImGuiFocusedFlags_XXX flags can be combined.
|
||||
ImGui::BulletText(
|
||||
"IsWindowFocused() = %d\n"
|
||||
"IsWindowFocused(_ChildWindows) = %d\n"
|
||||
@ -1622,7 +1667,8 @@ static void ShowDemoWindowWidgets()
|
||||
ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),
|
||||
ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));
|
||||
|
||||
// Testing IsWindowHovered() function with its various flags. Note that the flags can be combined.
|
||||
// Testing IsWindowHovered() function with its various flags.
|
||||
// Note that the ImGuiHoveredFlags_XXX flags can be combined.
|
||||
ImGui::BulletText(
|
||||
"IsWindowHovered() = %d\n"
|
||||
"IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n"
|
||||
@ -1728,7 +1774,7 @@ 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();
|
||||
@ -1744,7 +1790,7 @@ 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++)
|
||||
@ -1788,9 +1834,9 @@ 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();
|
||||
@ -1957,7 +2003,7 @@ 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();
|
||||
@ -2056,50 +2102,66 @@ 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;
|
||||
static int track_item = 50;
|
||||
static bool enable_track = true;
|
||||
static bool enable_extra_decorations = false;
|
||||
static float scroll_to_off_px = 0.0f;
|
||||
static float scroll_to_pos_px = 200.0f;
|
||||
ImGui::Checkbox("Track", &track);
|
||||
|
||||
ImGui::Checkbox("Decoration", &enable_extra_decorations);
|
||||
ImGui::SameLine();
|
||||
HelpMarker("We expose this for testing because scrolling sometimes had issues with window decoration such as menu-bars.");
|
||||
|
||||
ImGui::Checkbox("Track", &enable_track);
|
||||
ImGui::PushItemWidth(100);
|
||||
ImGui::SameLine(140); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line = %d");
|
||||
ImGui::SameLine(140); enable_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_y", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px");
|
||||
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_y", &scroll_to_pos_px, 1.00f, 0, 9999, "Y = %.0f px");
|
||||
|
||||
ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, 9999, "X/Y = %.0f px");
|
||||
ImGui::PopItemWidth();
|
||||
|
||||
if (scroll_to_off || scroll_to_pos)
|
||||
track = false;
|
||||
enable_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");
|
||||
const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" };
|
||||
ImGui::TextUnformatted(names[i]);
|
||||
|
||||
ImGuiWindowFlags child_flags = ImGuiWindowFlags_MenuBar;
|
||||
ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0;
|
||||
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, child_flags);
|
||||
if (ImGui::BeginMenuBar())
|
||||
{
|
||||
ImGui::TextUnformatted("abc");
|
||||
ImGui::EndMenuBar();
|
||||
}
|
||||
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 line = 0; line < 100; line++)
|
||||
for (int item = 0; item < 100; item++)
|
||||
{
|
||||
if (track && line == track_line)
|
||||
if (enable_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();
|
||||
@ -2108,11 +2170,45 @@ static void ShowDemoWindowLayout()
|
||||
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;
|
||||
ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0);
|
||||
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, child_flags);
|
||||
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 (enable_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);
|
||||
@ -2191,7 +2287,7 @@ static void ShowDemoWindowLayout()
|
||||
ImGui::SameLine();
|
||||
ImGui::SetNextItemWidth(100);
|
||||
ImGui::DragFloat("##csx", &contents_size_x);
|
||||
ImVec2 p = ImGui::GetCursorScreenPos();
|
||||
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));
|
||||
@ -2520,7 +2616,7 @@ 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);
|
||||
@ -2559,19 +2655,27 @@ static void ShowDemoWindowColumns()
|
||||
// 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(4, NULL, v_borders);
|
||||
for (int i = 0; i < 4 * 3; i++)
|
||||
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(-1.0f, 0.0f));
|
||||
ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f));
|
||||
ImGui::NextColumn();
|
||||
}
|
||||
ImGui::Columns(1);
|
||||
@ -2718,6 +2822,8 @@ static void ShowDemoWindowMisc()
|
||||
{
|
||||
if (ImGui::CollapsingHeader("Filtering"))
|
||||
{
|
||||
// Helper class to easy setup a text filter.
|
||||
// You may want to implement a more feature-full filtering scheme in your own application.
|
||||
static ImGuiTextFilter filter;
|
||||
ImGui::Text("Filter usage:\n"
|
||||
" \"\" display all lines\n"
|
||||
@ -2735,12 +2841,14 @@ static void ShowDemoWindowMisc()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Display ImGuiIO output flags
|
||||
ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse);
|
||||
ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
|
||||
ImGui::Text("WantTextInput: %d", io.WantTextInput);
|
||||
ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos);
|
||||
ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible);
|
||||
|
||||
// Display Keyboard/Mouse state
|
||||
if (ImGui::TreeNode("Keyboard, Mouse & Navigation State"))
|
||||
{
|
||||
if (ImGui::IsMousePosValid())
|
||||
@ -2873,7 +2981,7 @@ static void ShowDemoWindowMisc()
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] About Window / ShowAboutWindow()
|
||||
// Access from Dear ImGui Demo -> Help -> About
|
||||
// Access from Dear ImGui Demo -> Tools -> About
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void ImGui::ShowAboutWindow(bool* p_open)
|
||||
@ -2885,7 +2993,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
|
||||
}
|
||||
ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
|
||||
ImGui::Separator();
|
||||
ImGui::Text("By Omar Cornut and all dear imgui contributors.");
|
||||
ImGui::Text("By Omar Cornut and all Dear ImGui contributors.");
|
||||
ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.");
|
||||
|
||||
static bool show_config_info = false;
|
||||
@ -2898,7 +3006,10 @@ void ImGui::ShowAboutWindow(bool* p_open)
|
||||
bool copy_to_clipboard = ImGui::Button("Copy to clipboard");
|
||||
ImGui::BeginChildFrame(ImGui::GetID("cfginfos"), ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18), ImGuiWindowFlags_NoMove);
|
||||
if (copy_to_clipboard)
|
||||
{
|
||||
ImGui::LogToClipboard();
|
||||
ImGui::LogText("```\n"); // Back quotes will make the text appears without formatting when pasting to GitHub
|
||||
}
|
||||
|
||||
ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
|
||||
ImGui::Separator();
|
||||
@ -2970,6 +3081,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
|
||||
if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink");
|
||||
if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges");
|
||||
if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly");
|
||||
if (io.ConfigWindowsMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigWindowsMemoryCompactTimer = %.1ff", io.ConfigWindowsMemoryCompactTimer);
|
||||
ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags);
|
||||
if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad");
|
||||
if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors");
|
||||
@ -2989,7 +3101,10 @@ void ImGui::ShowAboutWindow(bool* p_open)
|
||||
ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y);
|
||||
|
||||
if (copy_to_clipboard)
|
||||
{
|
||||
ImGui::LogText("\n```\n");
|
||||
ImGui::LogFinish();
|
||||
}
|
||||
ImGui::EndChildFrame();
|
||||
}
|
||||
ImGui::End();
|
||||
@ -2998,6 +3113,10 @@ void ImGui::ShowAboutWindow(bool* p_open)
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Style Editor / ShowStyleEditor()
|
||||
//-----------------------------------------------------------------------------
|
||||
// - ShowStyleSelector()
|
||||
// - ShowFontSelector()
|
||||
// - ShowStyleEditor()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
|
||||
// Here we use the simplified Combo() api that packs items into a single literal string. Useful for quick combo boxes where the choices are known locally.
|
||||
@ -3112,7 +3231,10 @@ 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");
|
||||
int window_menu_button_position = style.WindowMenuButtonPosition + 1;
|
||||
if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0"))
|
||||
style.WindowMenuButtonPosition = window_menu_button_position - 1;
|
||||
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).");
|
||||
@ -3199,7 +3321,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
ImGui::SameLine(); HelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)");
|
||||
ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f");
|
||||
ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
|
||||
ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar);
|
||||
ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar);
|
||||
ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar);
|
||||
const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface);
|
||||
ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt);
|
||||
for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
|
||||
@ -3256,8 +3379,9 @@ 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();
|
||||
@ -3287,6 +3411,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
|
||||
//-----------------------------------------------------------------------------
|
||||
// - ShowExampleAppMainMenuBar()
|
||||
// - ShowExampleMenuFile()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Demonstrate creating a "main" fullscreen menu bar and populating it.
|
||||
// Note the difference between BeginMainMenuBar() and BeginMenuBar():
|
||||
@ -3408,7 +3535,7 @@ 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()
|
||||
@ -3429,7 +3556,6 @@ 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)
|
||||
@ -3442,8 +3568,6 @@ 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)
|
||||
@ -3472,8 +3596,7 @@ 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();
|
||||
@ -3481,9 +3604,7 @@ 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();
|
||||
}
|
||||
|
||||
@ -3532,9 +3653,11 @@ 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();
|
||||
@ -3726,13 +3849,11 @@ 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();
|
||||
}
|
||||
|
||||
@ -3753,8 +3874,6 @@ 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)
|
||||
@ -3768,9 +3887,7 @@ 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();
|
||||
}
|
||||
|
||||
@ -3835,9 +3952,9 @@ struct ExampleAppLog
|
||||
}
|
||||
ImGui::PopStyleVar();
|
||||
|
||||
if (ScrollToBottom)
|
||||
if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
|
||||
ImGui::SetScrollHereY(1.0f);
|
||||
ScrollToBottom = false;
|
||||
|
||||
ImGui::EndChild();
|
||||
ImGui::End();
|
||||
}
|
||||
@ -4022,7 +4139,7 @@ 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();
|
||||
@ -4092,7 +4209,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
|
||||
{
|
||||
struct CustomConstraints // Helper functions to demonstrate programmatic constraints
|
||||
{
|
||||
static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize = ImVec2(IM_MAX(data->DesiredSize.x, data->DesiredSize.y), IM_MAX(data->DesiredSize.x, data->DesiredSize.y)); }
|
||||
static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = (data->DesiredSize.x > data->DesiredSize.y ? data->DesiredSize.x : data->DesiredSize.y); }
|
||||
static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); }
|
||||
};
|
||||
|
||||
@ -4211,7 +4328,6 @@ static void ShowExampleAppWindowTitles(bool*)
|
||||
// Demonstrate using the low-level ImDrawList to draw custom shapes.
|
||||
static void ShowExampleAppCustomRendering(bool* p_open)
|
||||
{
|
||||
ImGui::SetNextWindowSize(ImVec2(350, 560), ImGuiCond_FirstUseEver);
|
||||
if (!ImGui::Begin("Example: Custom rendering", p_open))
|
||||
{
|
||||
ImGui::End();
|
||||
@ -4331,14 +4447,16 @@ static void ShowExampleAppCustomRendering(bool* p_open)
|
||||
static bool draw_bg = true;
|
||||
static bool draw_fg = true;
|
||||
ImGui::Checkbox("Draw in Background draw list", &draw_bg);
|
||||
ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows.");
|
||||
ImGui::Checkbox("Draw in Foreground draw list", &draw_fg);
|
||||
ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows.");
|
||||
ImVec2 window_pos = ImGui::GetWindowPos();
|
||||
ImVec2 window_size = ImGui::GetWindowSize();
|
||||
ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f);
|
||||
if (draw_bg)
|
||||
ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 32, 10+4);
|
||||
ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 48, 10+4);
|
||||
if (draw_fg)
|
||||
ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 32, 10);
|
||||
ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 48, 10);
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
|
192
imgui_draw.cpp
192
imgui_draw.cpp
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.71
|
||||
// dear imgui, v1.73
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
@ -72,13 +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
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
@ -261,7 +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);
|
||||
@ -317,7 +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);
|
||||
@ -365,7 +364,7 @@ void ImDrawList::Clear()
|
||||
CmdBuffer.resize(0);
|
||||
IdxBuffer.resize(0);
|
||||
VtxBuffer.resize(0);
|
||||
Flags = _Data->InitialFlags;
|
||||
Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None;
|
||||
_VtxCurrentOffset = 0;
|
||||
_VtxCurrentIdx = 0;
|
||||
_VtxWritePtr = NULL;
|
||||
@ -392,7 +391,7 @@ void ImDrawList::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;
|
||||
@ -861,26 +860,26 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
|
||||
}
|
||||
}
|
||||
|
||||
void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12)
|
||||
void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
|
||||
{
|
||||
if (radius == 0.0f || a_min_of_12 > a_max_of_12)
|
||||
{
|
||||
_Path.push_back(centre);
|
||||
_Path.push_back(center);
|
||||
return;
|
||||
}
|
||||
_Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
|
||||
for (int a = a_min_of_12; a <= a_max_of_12; a++)
|
||||
{
|
||||
const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)];
|
||||
_Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius));
|
||||
_Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius));
|
||||
}
|
||||
}
|
||||
|
||||
void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments)
|
||||
void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
|
||||
{
|
||||
if (radius == 0.0f)
|
||||
{
|
||||
_Path.push_back(centre);
|
||||
_Path.push_back(center);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -890,7 +889,7 @@ void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float a_min, floa
|
||||
for (int i = 0; i <= num_segments; i++)
|
||||
{
|
||||
const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
|
||||
_Path.push_back(ImVec2(centre.x + ImCos(a) * radius, centre.y + ImSin(a) * radius));
|
||||
_Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius));
|
||||
}
|
||||
}
|
||||
|
||||
@ -944,7 +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);
|
||||
@ -969,44 +968,46 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int
|
||||
}
|
||||
}
|
||||
|
||||
void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness)
|
||||
void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
PathLineTo(a + ImVec2(0.5f,0.5f));
|
||||
PathLineTo(b + ImVec2(0.5f,0.5f));
|
||||
PathLineTo(p1 + ImVec2(0.5f, 0.5f));
|
||||
PathLineTo(p2 + ImVec2(0.5f, 0.5f));
|
||||
PathStroke(col, false, thickness);
|
||||
}
|
||||
|
||||
// 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)
|
||||
// p_min = upper-left, p_max = lower-right
|
||||
// Note we don't render 1 pixels sized rectangles properly.
|
||||
void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, 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(p_min + ImVec2(0.50f,0.50f), p_max - 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(p_min + ImVec2(0.50f,0.50f), p_max - 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& p_min, const ImVec2& p_max, 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(p_min, p_max, rounding, rounding_corners);
|
||||
PathFillConvex(col);
|
||||
}
|
||||
else
|
||||
{
|
||||
PrimReserve(6, 4);
|
||||
PrimRect(a, b, col);
|
||||
PrimRect(p_min, p_max, col);
|
||||
}
|
||||
}
|
||||
|
||||
void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
|
||||
// p_min = upper-left, p_max = lower-right
|
||||
void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
|
||||
{
|
||||
if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
@ -1015,77 +1016,77 @@ void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32
|
||||
PrimReserve(6, 4);
|
||||
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2));
|
||||
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3));
|
||||
PrimWriteVtx(a, uv, col_upr_left);
|
||||
PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right);
|
||||
PrimWriteVtx(c, uv, col_bot_right);
|
||||
PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left);
|
||||
PrimWriteVtx(p_min, uv, col_upr_left);
|
||||
PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right);
|
||||
PrimWriteVtx(p_max, uv, col_bot_right);
|
||||
PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left);
|
||||
}
|
||||
|
||||
void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness)
|
||||
void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
PathLineTo(a);
|
||||
PathLineTo(b);
|
||||
PathLineTo(c);
|
||||
PathLineTo(d);
|
||||
PathLineTo(p1);
|
||||
PathLineTo(p2);
|
||||
PathLineTo(p3);
|
||||
PathLineTo(p4);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)
|
||||
void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
PathLineTo(a);
|
||||
PathLineTo(b);
|
||||
PathLineTo(c);
|
||||
PathLineTo(d);
|
||||
PathLineTo(p1);
|
||||
PathLineTo(p2);
|
||||
PathLineTo(p3);
|
||||
PathLineTo(p4);
|
||||
PathFillConvex(col);
|
||||
}
|
||||
|
||||
void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness)
|
||||
void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
PathLineTo(a);
|
||||
PathLineTo(b);
|
||||
PathLineTo(c);
|
||||
PathLineTo(p1);
|
||||
PathLineTo(p2);
|
||||
PathLineTo(p3);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
|
||||
void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
PathLineTo(a);
|
||||
PathLineTo(b);
|
||||
PathLineTo(c);
|
||||
PathLineTo(p1);
|
||||
PathLineTo(p2);
|
||||
PathLineTo(p3);
|
||||
PathFillConvex(col);
|
||||
}
|
||||
|
||||
void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness)
|
||||
void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
|
||||
return;
|
||||
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathArcTo(centre, radius-0.5f, 0.0f, a_max, num_segments - 1);
|
||||
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
|
||||
void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
|
||||
return;
|
||||
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathArcTo(centre, radius, 0.0f, a_max, num_segments - 1);
|
||||
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
|
||||
PathFillConvex(col);
|
||||
}
|
||||
|
||||
@ -1133,7 +1134,7 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c
|
||||
AddText(NULL, 0.0f, pos, col, text_begin, text_end);
|
||||
}
|
||||
|
||||
void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col)
|
||||
void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
@ -1143,13 +1144,13 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im
|
||||
PushTextureID(user_texture_id);
|
||||
|
||||
PrimReserve(6, 4);
|
||||
PrimRectUV(a, b, uv_a, uv_b, col);
|
||||
PrimRectUV(p_min, p_max, uv_min, uv_max, col);
|
||||
|
||||
if (push_texture_id)
|
||||
PopTextureID();
|
||||
}
|
||||
|
||||
void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
|
||||
void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
@ -1159,20 +1160,20 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, cons
|
||||
PushTextureID(user_texture_id);
|
||||
|
||||
PrimReserve(6, 4);
|
||||
PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col);
|
||||
PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col);
|
||||
|
||||
if (push_texture_id)
|
||||
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& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0)
|
||||
{
|
||||
AddImage(user_texture_id, a, b, uv_a, uv_b, col);
|
||||
AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -1181,10 +1182,10 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c
|
||||
PushTextureID(user_texture_id);
|
||||
|
||||
int vert_start_idx = VtxBuffer.Size;
|
||||
PathRect(a, b, rounding, rounding_corners);
|
||||
PathRect(p_min, p_max, rounding, rounding_corners);
|
||||
PathFillConvex(col);
|
||||
int vert_end_idx = VtxBuffer.Size;
|
||||
ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, a, b, uv_a, uv_b, true);
|
||||
ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);
|
||||
|
||||
if (push_texture_id)
|
||||
PopTextureID();
|
||||
@ -1201,7 +1202,7 @@ void ImDrawListSplitter::ClearFreeMemory()
|
||||
{
|
||||
for (int i = 0; i < _Channels.Size; i++)
|
||||
{
|
||||
if (i == _Current)
|
||||
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();
|
||||
@ -1262,7 +1263,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
|
||||
// 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 && _Channels[0]._CmdBuffer.Size > 0) ? &_Channels[0]._CmdBuffer.back() : NULL;
|
||||
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++)
|
||||
{
|
||||
@ -1300,13 +1301,14 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
|
||||
}
|
||||
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.
|
||||
draw_list->UpdateTextureID();
|
||||
_Count = 1;
|
||||
}
|
||||
|
||||
void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
|
||||
{
|
||||
IM_ASSERT(idx < _Count);
|
||||
if (_Current == 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));
|
||||
@ -1425,6 +1427,7 @@ ImFontConfig::ImFontConfig()
|
||||
MergeMode = false;
|
||||
RasterizerFlags = 0x00;
|
||||
RasterizerMultiply = 1.0f;
|
||||
EllipsisChar = (ImWchar)-1;
|
||||
memset(Name, 0, sizeof(Name));
|
||||
DstFont = NULL;
|
||||
}
|
||||
@ -1617,6 +1620,9 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
|
||||
memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);
|
||||
}
|
||||
|
||||
if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1)
|
||||
new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar;
|
||||
|
||||
// Invalidate texture
|
||||
ClearTexData();
|
||||
return new_font_cfg.DstFont;
|
||||
@ -1651,6 +1657,7 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
|
||||
font_cfg.SizePixels = 13.0f * 1.0f;
|
||||
if (font_cfg.Name[0] == '\0')
|
||||
ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
|
||||
font_cfg.EllipsisChar = (ImWchar)0x0085;
|
||||
|
||||
const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
|
||||
const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
|
||||
@ -1721,7 +1728,7 @@ 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;
|
||||
@ -1734,7 +1741,7 @@ 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;
|
||||
@ -1745,7 +1752,7 @@ 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
|
||||
@ -1761,7 +1768,7 @@ 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];
|
||||
@ -2120,7 +2127,7 @@ 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;
|
||||
@ -2146,7 +2153,7 @@ 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());
|
||||
|
||||
@ -2181,7 +2188,7 @@ 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;
|
||||
|
||||
@ -2195,6 +2202,23 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
|
||||
for (int i = 0; i < atlas->Fonts.Size; i++)
|
||||
if (atlas->Fonts[i]->DirtyLookupTables)
|
||||
atlas->Fonts[i]->BuildLookupTable();
|
||||
|
||||
// Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
|
||||
// However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
|
||||
// FIXME: Also note that 0x2026 is currently seldomly included in our font ranges. Because of this we are more likely to use three individual dots.
|
||||
for (int i = 0; i < atlas->Fonts.size(); i++)
|
||||
{
|
||||
ImFont* font = atlas->Fonts[i];
|
||||
if (font->EllipsisChar != (ImWchar)-1)
|
||||
continue;
|
||||
const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 };
|
||||
for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++)
|
||||
if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists
|
||||
{
|
||||
font->EllipsisChar = ellipsis_variants[j];
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Retrieve list of range (2 int per range, values are inclusive)
|
||||
@ -2464,6 +2488,7 @@ ImFont::ImFont()
|
||||
FontSize = 0.0f;
|
||||
FallbackAdvanceX = 0.0f;
|
||||
FallbackChar = (ImWchar)'?';
|
||||
EllipsisChar = (ImWchar)-1;
|
||||
DisplayOffset = ImVec2(0.0f, 0.0f);
|
||||
FallbackGlyph = NULL;
|
||||
ContainerAtlas = NULL;
|
||||
@ -2693,7 +2718,7 @@ 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)
|
||||
@ -3011,19 +3036,14 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
// - RenderMouseCursor()
|
||||
// - RenderArrowPointingAt()
|
||||
// - RenderRectFilledRangeH()
|
||||
// - RenderPixelEllipsis()
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor)
|
||||
void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
|
||||
{
|
||||
if (mouse_cursor == ImGuiMouseCursor_None)
|
||||
return;
|
||||
IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
|
||||
|
||||
const ImU32 col_shadow = IM_COL32(0, 0, 0, 48);
|
||||
const ImU32 col_border = IM_COL32(0, 0, 0, 255); // Black
|
||||
const ImU32 col_fill = IM_COL32(255, 255, 255, 255); // White
|
||||
|
||||
ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
|
||||
ImVec2 offset, size, uv[4];
|
||||
if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
|
||||
@ -3121,18 +3141,6 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
||||
draw_list->PathFillConvex(col);
|
||||
}
|
||||
|
||||
// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it,
|
||||
// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match
|
||||
// the boldness or positioning of what the font uses...
|
||||
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;
|
||||
pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent * font_scale + 0.5f - 1.0f);
|
||||
for (int dot_n = 0; dot_n < count; dot_n++)
|
||||
draw_list->AddRectFilled(ImVec2(pos.x + dot_n * 2.0f, pos.y), ImVec2(pos.x + dot_n * 2.0f + 1.0f, pos.y + 1.0f), col);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Decompression code
|
||||
//-----------------------------------------------------------------------------
|
||||
|
203
imgui_internal.h
203
imgui_internal.h
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.71
|
||||
// dear imgui, v1.73
|
||||
// (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!
|
||||
@ -56,9 +56,8 @@ Index of this file:
|
||||
#endif
|
||||
#elif defined(__GNUC__)
|
||||
#pragma GCC diagnostic push
|
||||
#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 "-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
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -92,6 +91,7 @@ struct ImGuiWindowSettings; // Storage for window settings stored in .in
|
||||
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
|
||||
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
|
||||
typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior()
|
||||
typedef int 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
|
||||
@ -141,12 +141,15 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
|
||||
#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
|
||||
@ -358,7 +361,8 @@ enum ImGuiSelectableFlagsPrivate_
|
||||
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 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
|
||||
ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25
|
||||
};
|
||||
|
||||
// Extend ImGuiTreeNodeFlags_
|
||||
@ -385,6 +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
|
||||
};
|
||||
|
||||
@ -400,7 +405,7 @@ enum ImGuiItemStatusFlags_
|
||||
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, //
|
||||
@ -491,7 +496,8 @@ enum ImGuiNavMoveFlags_
|
||||
ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
|
||||
ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness
|
||||
ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
|
||||
ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5 // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible.
|
||||
ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only comprise elements that are already fully visible.
|
||||
ImGuiNavMoveFlags_ScrollToEdge = 1 << 6
|
||||
};
|
||||
|
||||
enum ImGuiNavForward
|
||||
@ -522,6 +528,14 @@ struct ImVec1
|
||||
ImVec1(float _x) { x = _x; }
|
||||
};
|
||||
|
||||
// 2D vector (half-size integer)
|
||||
struct ImVec2ih
|
||||
{
|
||||
short x, y;
|
||||
ImVec2ih() { x = y = 0; }
|
||||
ImVec2ih(short _x, short _y) { x = _x; y = _y; }
|
||||
};
|
||||
|
||||
// 2D axis aligned bounding-box
|
||||
// NB: we can't rely on ImVec2 math operators being available here
|
||||
struct IMGUI_API ImRect
|
||||
@ -625,22 +639,23 @@ struct IMGUI_API ImGuiInputTextState
|
||||
float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately
|
||||
bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
|
||||
bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
|
||||
ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback
|
||||
ImGuiInputTextCallback UserCallback; // "
|
||||
void* UserCallbackData; // "
|
||||
|
||||
// Temporarily set when active
|
||||
ImGuiInputTextFlags UserFlags;
|
||||
ImGuiInputTextCallback UserCallback;
|
||||
void* UserCallbackData;
|
||||
ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
|
||||
void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }
|
||||
void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); }
|
||||
int GetUndoAvailCount() const { return Stb.undostate.undo_point; }
|
||||
int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; }
|
||||
void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
|
||||
|
||||
ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
|
||||
void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); }
|
||||
void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
|
||||
void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); }
|
||||
bool HasSelection() const { return Stb.select_start != Stb.select_end; }
|
||||
void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; }
|
||||
void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
|
||||
int GetUndoAvailCount() const { return Stb.undostate.undo_point; }
|
||||
int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; }
|
||||
void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
|
||||
// Cursor & Selection
|
||||
void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
|
||||
void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); }
|
||||
bool HasSelection() const { return Stb.select_start != Stb.select_end; }
|
||||
void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; }
|
||||
void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
|
||||
};
|
||||
|
||||
// Windows data saved in imgui.ini file
|
||||
@ -648,11 +663,11 @@ struct ImGuiWindowSettings
|
||||
{
|
||||
char* Name;
|
||||
ImGuiID ID;
|
||||
ImVec2 Pos;
|
||||
ImVec2 Size;
|
||||
ImVec2ih Pos;
|
||||
ImVec2ih Size;
|
||||
bool Collapsed;
|
||||
|
||||
ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ImVec2(0,0); Collapsed = false; }
|
||||
ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = false; }
|
||||
};
|
||||
|
||||
struct ImGuiSettingsHandler
|
||||
@ -704,6 +719,7 @@ struct ImGuiColumns
|
||||
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(); }
|
||||
@ -792,7 +808,7 @@ struct ImGuiNextWindowData
|
||||
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; }
|
||||
};
|
||||
@ -825,13 +841,13 @@ struct ImGuiShrinkWidthItem
|
||||
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; }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -866,6 +882,9 @@ struct ImGuiContext
|
||||
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
|
||||
@ -919,7 +938,7 @@ 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;
|
||||
@ -941,7 +960,7 @@ struct ImGuiContext
|
||||
ImGuiNavMoveFlags NavMoveRequestFlags;
|
||||
ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
|
||||
ImGuiDir NavMoveDir, NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request
|
||||
ImGuiDir NavMoveClipDir;
|
||||
ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename?
|
||||
ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow
|
||||
ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
|
||||
ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
|
||||
@ -981,9 +1000,9 @@ struct ImGuiContext
|
||||
unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads
|
||||
|
||||
// Tab bars
|
||||
ImPool<ImGuiTabBar> TabBars;
|
||||
ImGuiTabBar* CurrentTabBar;
|
||||
ImVector<ImGuiTabBarRef> CurrentTabBarStack;
|
||||
ImPool<ImGuiTabBar> TabBars;
|
||||
ImVector<ImGuiPtrOrIndex> CurrentTabBarStack;
|
||||
ImVector<ImGuiShrinkWidthItem> ShrinkWidthBuffer;
|
||||
|
||||
// Widget state
|
||||
@ -992,6 +1011,8 @@ struct ImGuiContext
|
||||
ImFont InputTextPasswordFont;
|
||||
ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
|
||||
ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
|
||||
float ColorEditLastHue;
|
||||
float ColorEditLastColor[3];
|
||||
ImVec4 ColorPickerRef;
|
||||
bool DragCurrentAccumDirty;
|
||||
float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
|
||||
@ -1026,6 +1047,10 @@ 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;
|
||||
@ -1052,6 +1077,8 @@ struct ImGuiContext
|
||||
HoveredWindow = NULL;
|
||||
HoveredRootWindow = NULL;
|
||||
MovingWindow = NULL;
|
||||
WheelingWindow = NULL;
|
||||
WheelingWindowTimer = 0.0f;
|
||||
|
||||
HoveredId = 0;
|
||||
HoveredIdAllowOverlap = false;
|
||||
@ -1130,6 +1157,8 @@ struct ImGuiContext
|
||||
LastValidMousePos = ImVec2(0.0f, 0.0f);
|
||||
TempInputTextId = 0;
|
||||
ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
|
||||
ColorEditLastHue = 0.0f;
|
||||
ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX;
|
||||
DragCurrentAccumDirty = false;
|
||||
DragCurrentAccum = 0.0f;
|
||||
DragSpeedDefaultRatio = 1.0f / 100.0f;
|
||||
@ -1151,6 +1180,9 @@ struct ImGuiContext
|
||||
LogDepthRef = 0;
|
||||
LogDepthToExpand = LogDepthToExpandDefault = 2;
|
||||
|
||||
DebugItemPickerActive = false;
|
||||
DebugItemPickerBreakID = 0;
|
||||
|
||||
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
|
||||
FramerateSecPerFrameIdx = 0;
|
||||
FramerateSecPerFrameAccum = 0.0f;
|
||||
@ -1167,20 +1199,20 @@ struct ImGuiContext
|
||||
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
|
||||
struct IMGUI_API ImGuiWindowTempData
|
||||
{
|
||||
ImVec2 CursorPos;
|
||||
ImVec2 CursorPos; // Current emitting position, in absolute coordinates.
|
||||
ImVec2 CursorPosPrevLine;
|
||||
ImVec2 CursorStartPos; // Initial position in client area with padding
|
||||
ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding.
|
||||
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 CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).
|
||||
float PrevLineTextBaseOffset;
|
||||
int TreeDepth;
|
||||
ImU32 TreeStoreMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
|
||||
ImGuiID LastItemId;
|
||||
ImGuiItemStatusFlags LastItemStatusFlags;
|
||||
ImRect LastItemRect; // Interaction rect
|
||||
ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
|
||||
int TreeDepth; // Current tree depth.
|
||||
ImU32 TreeMayJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
|
||||
ImGuiID LastItemId; // ID for last item
|
||||
ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_)
|
||||
ImRect LastItemRect; // Interaction rect for last item
|
||||
ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
|
||||
ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
|
||||
int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
|
||||
int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
|
||||
@ -1190,7 +1222,7 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
bool MenuBarAppending; // FIXME: Remove this
|
||||
ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
|
||||
ImVector<ImGuiWindow*> ChildWindows;
|
||||
ImGuiStorage* StateStorage;
|
||||
ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
|
||||
ImGuiLayoutType LayoutType;
|
||||
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
|
||||
int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
|
||||
@ -1217,7 +1249,7 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f);
|
||||
CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
|
||||
TreeDepth = 0;
|
||||
TreeStoreMayJumpToParentOnPop = 0x00;
|
||||
TreeMayJumpToParentOnPopMask = 0x00;
|
||||
LastItemId = 0;
|
||||
LastItemStatusFlags = 0;
|
||||
LastItemRect = LastItemDisplayRect = ImRect();
|
||||
@ -1255,9 +1287,9 @@ struct IMGUI_API ImGuiWindow
|
||||
ImVec2 SizeFull; // Size when non collapsed
|
||||
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.
|
||||
ImVec2 WindowPadding; // Window padding at the time of Begin().
|
||||
float WindowRounding; // Window rounding at the time of Begin().
|
||||
float WindowBorderSize; // Window border size at the time of Begin().
|
||||
int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)!
|
||||
ImGuiID MoveId; // == window->GetID("#MOVE")
|
||||
ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
|
||||
@ -1266,7 +1298,7 @@ struct IMGUI_API ImGuiWindow
|
||||
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
|
||||
bool ScrollbarX, ScrollbarY;
|
||||
bool ScrollbarX, ScrollbarY; // Are scrollbars visible?
|
||||
bool Active; // Set to true on Begin(), unless Collapsed
|
||||
bool WasActive;
|
||||
bool WriteAccessed; // Set to true when any widget access the current window
|
||||
@ -1281,9 +1313,9 @@ struct IMGUI_API ImGuiWindow
|
||||
short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
|
||||
short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
|
||||
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
|
||||
int AutoFitFramesX, AutoFitFramesY;
|
||||
ImS8 AutoFitFramesX, AutoFitFramesY;
|
||||
ImS8 AutoFitChildAxises;
|
||||
bool AutoFitOnlyGrows;
|
||||
int AutoFitChildAxises;
|
||||
ImGuiDir AutoPosLastDirection;
|
||||
int HiddenFramesCanSkipItems; // Hide the window for N frames
|
||||
int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size
|
||||
@ -1293,24 +1325,25 @@ struct IMGUI_API ImGuiWindow
|
||||
ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
|
||||
ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right.
|
||||
|
||||
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure)
|
||||
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
|
||||
|
||||
// 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)
|
||||
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 LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there)
|
||||
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)
|
||||
@ -1324,6 +1357,10 @@ struct IMGUI_API ImGuiWindow
|
||||
ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
|
||||
ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
|
||||
|
||||
bool MemoryCompacted;
|
||||
int MemoryDrawListIdxCapacity;
|
||||
int MemoryDrawListVtxCapacity;
|
||||
|
||||
public:
|
||||
ImGuiWindow(ImGuiContext* context, const char* name);
|
||||
~ImGuiWindow();
|
||||
@ -1337,12 +1374,12 @@ public:
|
||||
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.
|
||||
@ -1402,8 +1439,9 @@ struct ImGuiTabBar
|
||||
int CurrFrameVisible;
|
||||
int PrevFrameVisible;
|
||||
ImRect BarRect;
|
||||
float ContentsHeight;
|
||||
float LastTabContentHeight; // Record the height of contents submitted below the tab bar
|
||||
float OffsetMax; // Distance from BarRect.Min.x, locked during layout
|
||||
float OffsetMaxIdeal; // Ideal offset if all tabs were visible and not clipped
|
||||
float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set.
|
||||
float ScrollingAnim;
|
||||
float ScrollingTarget;
|
||||
@ -1411,7 +1449,7 @@ struct ImGuiTabBar
|
||||
float ScrollingSpeed;
|
||||
ImGuiTabBarFlags Flags;
|
||||
ImGuiID ReorderRequestTabId;
|
||||
int ReorderRequestDir;
|
||||
ImS8 ReorderRequestDir;
|
||||
bool WantLayout;
|
||||
bool VisibleTabWasSubmitted;
|
||||
short LastTabItemIdx; // For BeginTabItem()/EndTabItem()
|
||||
@ -1451,15 +1489,16 @@ 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 ImRect GetWindowAllowedExtentRect(ImGuiWindow* window);
|
||||
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 GcCompactTransientWindowBuffers(ImGuiWindow* window);
|
||||
IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
|
||||
|
||||
IMGUI_API void SetCurrentFont(ImFont* font);
|
||||
inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
|
||||
inline ImDrawList* GetForegroundDrawList(ImGuiWindow*) { ImGuiContext& g = *GImGui; return &g.ForegroundDrawList; } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
|
||||
|
||||
// Init
|
||||
IMGUI_API void Initialize(ImGuiContext* context);
|
||||
@ -1479,6 +1518,13 @@ namespace ImGui
|
||||
IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name);
|
||||
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
|
||||
|
||||
// Scrolling
|
||||
IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x);
|
||||
IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
|
||||
IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f);
|
||||
IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f);
|
||||
IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
|
||||
|
||||
// Basic Accessors
|
||||
inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }
|
||||
inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
|
||||
@ -1520,7 +1566,7 @@ 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);
|
||||
|
||||
@ -1538,6 +1584,7 @@ namespace ImGui
|
||||
IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel);
|
||||
|
||||
// Inputs
|
||||
IMGUI_API 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; }
|
||||
@ -1556,6 +1603,8 @@ namespace ImGui
|
||||
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);
|
||||
@ -1587,10 +1636,9 @@ namespace ImGui
|
||||
// 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 RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);
|
||||
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, 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.
|
||||
@ -1649,6 +1697,9 @@ 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
|
||||
@ -1660,7 +1711,19 @@ 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);
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,10 +1,10 @@
|
||||
// [DEAR IMGUI]
|
||||
// This is a slightly modified version of stb_rect_pack.h 0.99.
|
||||
// [DEAR IMGUI]
|
||||
// This is a slightly modified version of stb_rect_pack.h 1.00.
|
||||
// Those changes would need to be pushed into nothings/stb:
|
||||
// - Added STBRP__CDECL
|
||||
// Grep for [DEAR IMGUI] to find the changes.
|
||||
|
||||
// stb_rect_pack.h - v0.99 - public domain - rectangle packing
|
||||
// stb_rect_pack.h - v1.00 - public domain - rectangle packing
|
||||
// Sean Barrett 2014
|
||||
//
|
||||
// Useful for e.g. packing rectangular textures into an atlas.
|
||||
@ -37,9 +37,11 @@
|
||||
//
|
||||
// Bugfixes / warning fixes
|
||||
// Jeremy Jaussaud
|
||||
// Fabian Giesen
|
||||
//
|
||||
// Version history:
|
||||
//
|
||||
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
|
||||
// 0.99 (2019-02-07) warning fixes
|
||||
// 0.11 (2017-03-03) return packing success/fail result
|
||||
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
|
||||
@ -357,6 +359,13 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt
|
||||
width -= width % c->align;
|
||||
STBRP_ASSERT(width % c->align == 0);
|
||||
|
||||
// if it can't possibly fit, bail immediately
|
||||
if (width > c->width || height > c->height) {
|
||||
fr.prev_link = NULL;
|
||||
fr.x = fr.y = 0;
|
||||
return fr;
|
||||
}
|
||||
|
||||
node = c->active_head;
|
||||
prev = &c->active_head;
|
||||
while (node->x + width <= c->width) {
|
||||
@ -420,7 +429,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt
|
||||
}
|
||||
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
|
||||
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
|
||||
if (y + height < c->height) {
|
||||
if (y + height <= c->height) {
|
||||
if (y <= best_y) {
|
||||
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
|
||||
best_x = xpos;
|
||||
|
@ -1,7 +1,9 @@
|
||||
dear imgui, v1.71
|
||||
(Font Readme)
|
||||
|
||||
---------------------------------------
|
||||
----------------------------------------------------------------------
|
||||
dear imgui, v1.73
|
||||
----------------------------------------------------------------------
|
||||
misc/fonts/README.txt
|
||||
This is the Readme dedicated to fonts.
|
||||
----------------------------------------------------------------------
|
||||
|
||||
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
|
||||
a 13 pixels high, pixel-perfect font used by default.
|
||||
@ -212,9 +214,11 @@ texture, and blit/copy any graphics data of your choice into those rectangles.
|
||||
|
||||
Pseudo-code:
|
||||
|
||||
// Add font, then register one custom 13x13 rectangle mapped to glyph 'a' of this font
|
||||
// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
|
||||
ImFont* font = io.Fonts->AddFontDefault();
|
||||
int rect_id = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
|
||||
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();
|
||||
@ -224,14 +228,18 @@ Pseudo-code:
|
||||
int tex_width, tex_height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
|
||||
|
||||
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here)
|
||||
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
|
||||
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
|
||||
{
|
||||
for (int y = 0; y < rect->Height; y++)
|
||||
int rect_id = rects_ids[rect_n];
|
||||
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
|
||||
{
|
||||
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);
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -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)
|
||||
|
@ -36,6 +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
|
||||
|
||||
@ -645,7 +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;
|
||||
|
Reference in New Issue
Block a user