mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-13 16:29:54 +02:00
Compare commits
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30
.gitattributes
vendored
Normal file
30
.gitattributes
vendored
Normal file
@ -0,0 +1,30 @@
|
|||||||
|
* text=auto
|
||||||
|
|
||||||
|
*.c text
|
||||||
|
*.cpp text
|
||||||
|
*.h text
|
||||||
|
*.m text
|
||||||
|
*.mm text
|
||||||
|
*.md text
|
||||||
|
*.txt text
|
||||||
|
*.html text
|
||||||
|
*.bat text
|
||||||
|
*.frag text
|
||||||
|
*.vert text
|
||||||
|
*.mkb text
|
||||||
|
*.icf text
|
||||||
|
|
||||||
|
*.sln text eol=crlf
|
||||||
|
*.vcxproj text eol=crlf
|
||||||
|
*.vcxproj.filters text eol=crlf
|
||||||
|
*.natvis text eol=crlf
|
||||||
|
|
||||||
|
Makefile text eol=lf
|
||||||
|
*.sh text eol=lf
|
||||||
|
*.pbxproj text eol=lf
|
||||||
|
*.storyboard text eol=lf
|
||||||
|
*.plist text eol=lf
|
||||||
|
|
||||||
|
*.png binary
|
||||||
|
*.ttf binary
|
||||||
|
*.lib binary
|
@ -1,16 +1,16 @@
|
|||||||
(Click "Preview" to turn any http URL into a clickable link)
|
(Click "Preview" to turn any http URL into a clickable link)
|
||||||
|
|
||||||
1. PLEASE CAREFULLY READ:
|
1. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md)
|
||||||
https://github.com/ocornut/imgui/issues/2261
|
|
||||||
|
|
||||||
2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/LOADING FONTS, please post on the "Getting Started" Discourse forum:
|
2. PLEASE CAREFULLY READ: https://github.com/ocornut/imgui/issues/2261
|
||||||
https://discourse.dearimgui.org
|
|
||||||
|
|
||||||
3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1).
|
2. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use the [Discord server](http://discord.dearimgui.org).
|
||||||
|
|
||||||
|
3. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2).
|
||||||
|
|
||||||
4. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
|
4. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
|
||||||
|
|
||||||
5. Delete points 1-5 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
|
5. Delete points 1-6 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
|
||||||
|
|
||||||
Thank you!
|
Thank you!
|
||||||
|
|
241
.github/workflows/build.yml
vendored
Normal file
241
.github/workflows/build.yml
vendored
Normal file
@ -0,0 +1,241 @@
|
|||||||
|
name: build
|
||||||
|
|
||||||
|
on:
|
||||||
|
push: {}
|
||||||
|
pull_request: {}
|
||||||
|
schedule:
|
||||||
|
- cron: '0 9 * * *'
|
||||||
|
|
||||||
|
jobs:
|
||||||
|
Windows:
|
||||||
|
runs-on: windows-2019
|
||||||
|
env:
|
||||||
|
MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\
|
||||||
|
# Until gh-actions allow us to use env variables inside other env variables (because we need %GITHUB_WORKSPACE%) we have to use relative path to imgui/examples/example_name directory.
|
||||||
|
SDL2_DIR: ..\..\SDL2-devel-2.0.10-VC\SDL2-2.0.10\
|
||||||
|
VULKAN_SDK: ..\..\vulkan-sdk-1.1.121.2\
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v1
|
||||||
|
with:
|
||||||
|
fetch-depth: 1
|
||||||
|
|
||||||
|
- name: Install Dependencies
|
||||||
|
shell: powershell
|
||||||
|
run: |
|
||||||
|
Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.0.10-VC.zip" -OutFile "SDL2-devel-2.0.10-VC.zip"
|
||||||
|
Expand-Archive -Path SDL2-devel-2.0.10-VC.zip
|
||||||
|
Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip
|
||||||
|
Expand-Archive -Path vulkan-sdk-1.1.121.2.zip
|
||||||
|
|
||||||
|
- name: Fix Projects
|
||||||
|
shell: powershell
|
||||||
|
run: |
|
||||||
|
# WARNING: This will need updating if toolset/sdk change in project files!
|
||||||
|
gci -recurse -filter "*.vcxproj" | ForEach-Object {
|
||||||
|
# Fix SDK and toolset for most samples.
|
||||||
|
(Get-Content $_.FullName) -Replace "<PlatformToolset>v110</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
|
||||||
|
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
|
||||||
|
# Fix SDK and toolset for samples that require newer SDK/toolset. At the moment it is only dx12.
|
||||||
|
(Get-Content $_.FullName) -Replace "<PlatformToolset>v140</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
|
||||||
|
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
|
||||||
|
}
|
||||||
|
|
||||||
|
# Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long.
|
||||||
|
- name: Build example_null (extra warnings)
|
||||||
|
run: mingw32-make -C examples/example_null EXTRA_WARNINGS=1
|
||||||
|
|
||||||
|
- name: Build Win32 example_glfw_opengl2
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||||
|
|
||||||
|
- name: Build Win32 example_glfw_opengl3
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||||
|
if: github.event_name == 'schedule'
|
||||||
|
|
||||||
|
- name: Build Win32 example_glfw_vulkan
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||||
|
if: github.event_name == 'schedule'
|
||||||
|
|
||||||
|
- name: Build Win32 example_sdl_vulkan
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||||
|
if: github.event_name == 'schedule'
|
||||||
|
|
||||||
|
- name: Build Win32 example_sdl_opengl2
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||||
|
if: github.event_name == 'schedule'
|
||||||
|
|
||||||
|
- name: Build Win32 example_sdl_opengl3
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||||
|
|
||||||
|
- name: Build Win32 example_sdl_directx11
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||||
|
if: github.event_name == 'schedule'
|
||||||
|
|
||||||
|
- name: Build Win32 example_win32_directx9
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||||
|
|
||||||
|
- name: Build Win32 example_win32_directx10
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||||
|
|
||||||
|
- name: Build Win32 example_win32_directx11
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||||
|
if: github.event_name == 'schedule'
|
||||||
|
|
||||||
|
- name: Build x64 example_glfw_opengl2
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
|
if: github.event_name == 'schedule'
|
||||||
|
|
||||||
|
- name: Build x64 example_glfw_opengl3
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
|
|
||||||
|
- name: Build x64 example_glfw_vulkan
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
|
|
||||||
|
- name: Build x64 example_sdl_vulkan
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
|
if: github.event_name == 'schedule'
|
||||||
|
|
||||||
|
- name: Build x64 example_sdl_opengl2
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
|
if: github.event_name == 'schedule'
|
||||||
|
|
||||||
|
- name: Build x64 example_sdl_opengl3
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
|
if: github.event_name == 'schedule'
|
||||||
|
|
||||||
|
- name: Build x64 example_sdl_directx11
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
|
|
||||||
|
- name: Build x64 example_win32_directx9
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
|
if: github.event_name == 'schedule'
|
||||||
|
|
||||||
|
- name: Build x64 example_win32_directx10
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
|
if: github.event_name == 'schedule'
|
||||||
|
|
||||||
|
- name: Build x64 example_win32_directx11
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
|
if: github.event_name == 'schedule'
|
||||||
|
|
||||||
|
- name: Build x64 example_win32_directx12
|
||||||
|
shell: cmd
|
||||||
|
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||||
|
|
||||||
|
Linux:
|
||||||
|
runs-on: ubuntu-18.04
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v1
|
||||||
|
with:
|
||||||
|
fetch-depth: 1
|
||||||
|
|
||||||
|
- name: Install Dependencies
|
||||||
|
run: |
|
||||||
|
sudo apt-get update
|
||||||
|
sudo apt-get install -y libglfw3-dev libsdl2-dev
|
||||||
|
|
||||||
|
- name: Build example_null (extra warnings)
|
||||||
|
run: make -C examples/example_null EXTRA_WARNINGS=1
|
||||||
|
|
||||||
|
- name: Build example_glfw_opengl2
|
||||||
|
run: make -C examples/example_glfw_opengl2
|
||||||
|
|
||||||
|
- name: Build example_glfw_opengl3
|
||||||
|
run: make -C examples/example_glfw_opengl3
|
||||||
|
if: github.event_name == 'schedule'
|
||||||
|
|
||||||
|
- name: Build example_sdl_opengl2
|
||||||
|
run: make -C examples/example_sdl_opengl2
|
||||||
|
if: github.event_name == 'schedule'
|
||||||
|
|
||||||
|
- name: Build example_sdl_opengl3
|
||||||
|
run: make -C examples/example_sdl_opengl3
|
||||||
|
|
||||||
|
MacOS:
|
||||||
|
runs-on: macOS-latest
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v1
|
||||||
|
with:
|
||||||
|
fetch-depth: 1
|
||||||
|
|
||||||
|
- name: Install Dependencies
|
||||||
|
run: |
|
||||||
|
brew install glfw3
|
||||||
|
brew install sdl2
|
||||||
|
|
||||||
|
- name: Build example_null (extra warnings)
|
||||||
|
run: make -C examples/example_null EXTRA_WARNINGS=1
|
||||||
|
|
||||||
|
- name: Build example_glfw_opengl2
|
||||||
|
run: make -C examples/example_glfw_opengl2
|
||||||
|
|
||||||
|
- name: Build example_glfw_opengl3
|
||||||
|
run: make -C examples/example_glfw_opengl3
|
||||||
|
if: github.event_name == 'schedule'
|
||||||
|
|
||||||
|
- name: Build example_glfw_metal
|
||||||
|
run: make -C examples/example_glfw_metal
|
||||||
|
|
||||||
|
- name: Build example_sdl_opengl2
|
||||||
|
run: make -C examples/example_sdl_opengl2
|
||||||
|
if: github.event_name == 'schedule'
|
||||||
|
|
||||||
|
- name: Build example_sdl_opengl3
|
||||||
|
run: make -C examples/example_sdl_opengl3
|
||||||
|
|
||||||
|
- name: Build example_apple_metal
|
||||||
|
run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
|
||||||
|
|
||||||
|
- name: Build example_apple_opengl2
|
||||||
|
run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
|
||||||
|
|
||||||
|
iOS:
|
||||||
|
runs-on: macOS-latest
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v1
|
||||||
|
with:
|
||||||
|
fetch-depth: 1
|
||||||
|
|
||||||
|
- name: Build example_apple_metal
|
||||||
|
run: |
|
||||||
|
# Code signing is required, but we disable it because it is irrelevant for CI builds.
|
||||||
|
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
|
||||||
|
|
||||||
|
Emscripten:
|
||||||
|
runs-on: ubuntu-18.04
|
||||||
|
steps:
|
||||||
|
- uses: actions/checkout@v1
|
||||||
|
with:
|
||||||
|
fetch-depth: 1
|
||||||
|
|
||||||
|
- name: Install Dependencies
|
||||||
|
run: |
|
||||||
|
wget -q https://github.com/emscripten-core/emsdk/archive/master.tar.gz
|
||||||
|
tar -xvf master.tar.gz
|
||||||
|
emsdk-master/emsdk update
|
||||||
|
emsdk-master/emsdk install latest-fastcomp
|
||||||
|
emsdk-master/emsdk activate latest-fastcomp
|
||||||
|
|
||||||
|
- name: Build example_emscripten
|
||||||
|
run: |
|
||||||
|
source emsdk-master/emsdk_env.sh
|
||||||
|
make -C examples/example_emscripten
|
34
.travis.yml
34
.travis.yml
@ -1,34 +0,0 @@
|
|||||||
language: cpp
|
|
||||||
sudo: required
|
|
||||||
dist: trusty
|
|
||||||
|
|
||||||
os:
|
|
||||||
- linux
|
|
||||||
- osx
|
|
||||||
|
|
||||||
compiler:
|
|
||||||
- gcc
|
|
||||||
- clang
|
|
||||||
|
|
||||||
before_install:
|
|
||||||
- if [ $TRAVIS_OS_NAME == linux ]; then
|
|
||||||
sudo apt-get update -qq;
|
|
||||||
sudo apt-get install -y --no-install-recommends libxrandr-dev libxi-dev libxxf86vm-dev libsdl2-dev;
|
|
||||||
wget https://github.com/glfw/glfw/releases/download/3.2.1/glfw-3.2.1.zip;
|
|
||||||
unzip glfw-3.2.1.zip && cd glfw-3.2.1;
|
|
||||||
cmake -DBUILD_SHARED_LIBS=true -DGLFW_BUILD_EXAMPLES=false -DGLFW_BUILD_TESTS=false -DGLFW_BUILD_DOCS=false .;
|
|
||||||
sudo make -j $CPU_NUM install && cd ..;
|
|
||||||
fi
|
|
||||||
- if [ $TRAVIS_OS_NAME == osx ]; then
|
|
||||||
brew update;
|
|
||||||
brew install glfw3;
|
|
||||||
brew install sdl2;
|
|
||||||
fi
|
|
||||||
|
|
||||||
script:
|
|
||||||
- make -C examples/example_glfw_opengl2
|
|
||||||
- make -C examples/example_glfw_opengl3
|
|
||||||
- make -C examples/example_sdl_opengl3
|
|
||||||
- if [ $TRAVIS_OS_NAME == osx ]; then
|
|
||||||
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos;
|
|
||||||
fi
|
|
@ -29,6 +29,235 @@ HOW TO UPDATE?
|
|||||||
- Please report any issue!
|
- Please report any issue!
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
VERSION 1.74 (Released 2019-11-25)
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
|
||||||
|
Breaking Changes:
|
||||||
|
- Removed redirecting functions/enums names that were marked obsolete in 1.52 (October 2017):
|
||||||
|
- Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
|
||||||
|
- IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
|
||||||
|
- AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding()
|
||||||
|
- SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
|
||||||
|
- ImFont::Glyph -> use ImFontGlyph
|
||||||
|
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, or see how they were implemented until 1.73.
|
||||||
|
- Inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used
|
||||||
|
by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
|
||||||
|
If you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can
|
||||||
|
add +io.KeyRepeatDelay to it to compensate for the fix.
|
||||||
|
The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0).
|
||||||
|
Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
|
||||||
|
Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate.
|
||||||
|
If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
|
||||||
|
- Misc: Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS. (#1038)
|
||||||
|
- Misc: Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS.
|
||||||
|
- Fonts: ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to
|
||||||
|
conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
|
||||||
|
- Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
|
||||||
|
The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate]
|
||||||
|
|
||||||
|
Other Changes:
|
||||||
|
- InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)
|
||||||
|
- InputText: Filter out ASCII 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578)
|
||||||
|
- Layout: Fixed a couple of subtle bounding box vertical positioning issues relating to the handling of text
|
||||||
|
baseline alignment. The issue would generally manifest when laying out multiple items on a same line,
|
||||||
|
with varying heights and text baseline offsets.
|
||||||
|
Some specific examples, e.g. a button with regular frame padding followed by another item with a
|
||||||
|
multi-line label and no frame padding, such as: multi-line text, small button, tree node item, etc.
|
||||||
|
The second item was correctly offset to match text baseline, and would interact/display correctly,
|
||||||
|
but it wouldn't push the contents area boundary low enough.
|
||||||
|
- Scrollbar: Fixed an issue where scrollbars wouldn't display on the frame following a frame where
|
||||||
|
all child window contents would be culled.
|
||||||
|
- ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j]
|
||||||
|
- TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow
|
||||||
|
incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897)
|
||||||
|
- TreeNode: The collapsing arrow accepts click even if modifier keys are being held, facilitating
|
||||||
|
interactions with custom multi-selections patterns. (#2886, #1896, #1861)
|
||||||
|
- TreeNode: Added IsItemToggledOpen() to explicitly query if item was just open/closed, facilitating
|
||||||
|
interactions with custom multi-selections patterns. (#1896, #1861)
|
||||||
|
- DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data
|
||||||
|
to clarify how they are used, and more comments redirecting to the demo code. (#2844)
|
||||||
|
- Error handling: Assert if user mistakenly calls End() instead of EndChild() on a child window. (#1651)
|
||||||
|
- Misc: Optimized storage of window settings data (reducing allocation count).
|
||||||
|
- Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815)
|
||||||
|
- Misc: Windows: Disabled win32 function by default when building with UWP. (#2892, #2895)
|
||||||
|
- Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings).
|
||||||
|
- Misc: Added IMGUI_DISABLE_FILE_FUNCTIONS/IMGUI_DISABLE_DEFAULT_FILE_FUNCTION to nullify or disable
|
||||||
|
default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734)
|
||||||
|
- Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut]
|
||||||
|
- Docs: Moved misc/fonts/README.txt to docs/FONTS.txt.
|
||||||
|
- Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page.
|
||||||
|
- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups]
|
||||||
|
- Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen]
|
||||||
|
- Metrics: Expose basic details of each window key/value state storage.
|
||||||
|
- Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled.
|
||||||
|
- Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0
|
||||||
|
but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov]
|
||||||
|
- Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(),
|
||||||
|
using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa]
|
||||||
|
- Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics]
|
||||||
|
- Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v]
|
||||||
|
- CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example
|
||||||
|
applications on Windows, Linux, MacOS, iOS, Emscripten. Removed Travis integration. (#2865) [@rokups]
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------------------
|
||||||
|
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)
|
VERSION 1.71 (Released 2019-06-12)
|
||||||
-----------------------------------------------------------------------
|
-----------------------------------------------------------------------
|
||||||
@ -85,11 +314,11 @@ Other Changes:
|
|||||||
collapsing/docking button to the other side of the title bar.
|
collapsing/docking button to the other side of the title bar.
|
||||||
- Style: Made window close button cross slightly smaller.
|
- Style: Made window close button cross slightly smaller.
|
||||||
- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture.
|
- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture.
|
||||||
- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices.
|
- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bit indices.
|
||||||
The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable
|
The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable
|
||||||
this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero.
|
this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero.
|
||||||
This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not
|
This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not
|
||||||
support 32-bits indices. Most examples back-ends have been modified to support the VtxOffset field.
|
support 32-bit indices. Most examples back-ends have been modified to support the VtxOffset field.
|
||||||
- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command.
|
- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command.
|
||||||
This is provided for convenience and consistency with VtxOffset.
|
This is provided for convenience and consistency with VtxOffset.
|
||||||
- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to
|
- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to
|
||||||
@ -103,7 +332,7 @@ Other Changes:
|
|||||||
dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
|
dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
|
||||||
- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168]
|
- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168]
|
||||||
- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes
|
- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes
|
||||||
(64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends.
|
(64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends.
|
||||||
- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(),
|
- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(),
|
||||||
the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode
|
the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode
|
||||||
support. (#2538, #2541)
|
support. (#2538, #2541)
|
||||||
@ -205,7 +434,7 @@ Breaking Changes:
|
|||||||
- Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively
|
- Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively
|
||||||
ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is because the addition of
|
ImGuiColorEditFlags_DisplayRGB/_DisplayHSV/_DisplayHex. This is because the addition of
|
||||||
new flag ImGuiColorEditFlags_InputHSV makes the earlier one ambiguous.
|
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)
|
- Renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). (#2391)
|
||||||
|
|
||||||
Other Changes:
|
Other Changes:
|
||||||
@ -350,7 +579,7 @@ Breaking Changes:
|
|||||||
side-effect because the window would have ID zero. In particular it is causing problems in viewport/docking branches.
|
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.
|
- 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.
|
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:
|
Other Changes:
|
||||||
- Added BETA api for Tab Bar/Tabs widgets: (#261, #351)
|
- Added BETA api for Tab Bar/Tabs widgets: (#261, #351)
|
||||||
@ -1091,7 +1320,7 @@ 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)
|
- 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)
|
- 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 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:
|
Other Changes:
|
||||||
|
|
||||||
@ -1510,7 +1739,7 @@ Changes:
|
|||||||
- Fixed border rendering in various situations when using non-pixel aligned glyphs.
|
- Fixed border rendering in various situations when using non-pixel aligned glyphs.
|
||||||
- Fixed border rendering of windows to always contain the border within the window.
|
- Fixed border rendering of windows to always contain the border within the window.
|
||||||
- Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303)
|
- Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303)
|
||||||
- Fixed int>void\* warnings for 64-bits architectures with fancy warnings enabled.
|
- Fixed int>void\* warnings for 64-bit architectures with fancy warnings enabled.
|
||||||
- Renamed the dubious Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
|
- Renamed the dubious Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
|
||||||
- InputText(): Fixed and better handling of using keyboard while mouse button if being held and dragging. (#429)
|
- InputText(): Fixed and better handling of using keyboard while mouse button if being held and dragging. (#429)
|
||||||
- InputText(): Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing.
|
- InputText(): Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing.
|
||||||
|
536
docs/FAQ.md
Normal file
536
docs/FAQ.md
Normal file
@ -0,0 +1,536 @@
|
|||||||
|
# FAQ (Frequenty Asked Questions)
|
||||||
|
|
||||||
|
You may link to this document using short form:
|
||||||
|
https://www.dearimgui.org/faq
|
||||||
|
or its real address:
|
||||||
|
https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
|
||||||
|
or view this file with any Markdown viewer.
|
||||||
|
|
||||||
|
|
||||||
|
## Index
|
||||||
|
|
||||||
|
| **Q&A: Basics** |
|
||||||
|
:---------------------------------------------------------- |
|
||||||
|
| [Where is the documentation?](#q-where-is-the-documentation) |
|
||||||
|
| [Which version should I get?](#q-which-version-should-i-get) |
|
||||||
|
| [Why the names "Dear ImGui" vs "ImGui"?](#q-why-the-names-dear-imgui-vs-imgui) |
|
||||||
|
| **Q&A: Concerns** |
|
||||||
|
| [Who uses Dear ImGui?](#q-who-uses-dear-imgui) |
|
||||||
|
| [Can you create elaborate/serious tools with Dear ImGui?](#q-can-you-create-elaborateserious-tools-with-dear-imgui) |
|
||||||
|
| [Can you reskin the look of Dear ImGui?](#q-can-you-reskin-the-look-of-dear-imgui) |
|
||||||
|
| [Why using C++ (as opposed to C)?](#q-why-using-c-as-opposed-to-c) |
|
||||||
|
| **Q&A: Integration** |
|
||||||
|
| [How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-to-my-application) |
|
||||||
|
| [How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)](#q-how-can-i-use-this-without-a-mouse-without-a-keyboard-or-without-a-screen-gamepad-input-share-remote-display) |
|
||||||
|
| [I integrated Dear ImGui in my engine and the text or lines are blurry..](#q-i-integrated-dear-imgui-in-my-engine-and-the-text-or-lines-are-blurry) |
|
||||||
|
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
|
||||||
|
| **Q&A: Usage** |
|
||||||
|
| [Why are multiple widgets reacting when I interact with a single one?<br>How can I have multiple widgets with the same label or with an empty label?](#q-why-are-multiple-widgets-reacting-when-i-interact-with-a-single-one-q-how-can-i-have-multiple-widgets-with-the-same-label-or-with-an-empty-label) |
|
||||||
|
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
|
||||||
|
| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
|
||||||
|
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
|
||||||
|
| [How can I display custom shapes? (using low-level ImDrawList API)](#q-how-can-i-display-custom-shapes-using-low-level-imdrawlist-api) |
|
||||||
|
| **Q&A: Fonts, Text** |
|
||||||
|
| [How can I load a different font than the default?](#q-how-can-i-load-a-different-font-than-the-default) |
|
||||||
|
| [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) |
|
||||||
|
| [How can I load multiple fonts?](#q-how-can-i-load-multiple-fonts) |
|
||||||
|
| [How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?](#q-how-can-i-display-and-input-non-latin-characters-such-as-chinese-japanese-korean-cyrillic) |
|
||||||
|
| **Q&A: Community** |
|
||||||
|
| [How can I help?](#q-how-can-i-help) |
|
||||||
|
|
||||||
|
|
||||||
|
# Q&A: Basics
|
||||||
|
|
||||||
|
### Q: Where is the documentation?
|
||||||
|
|
||||||
|
**This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.**
|
||||||
|
- Run the examples/ and explore them.
|
||||||
|
- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function.
|
||||||
|
- The demo covers most features of Dear ImGui, so you can read the code and see its output.
|
||||||
|
- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
|
||||||
|
- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application.
|
||||||
|
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Q: Which version should I get?
|
||||||
|
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
|
||||||
|
|
||||||
|
You may also peak at the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes:
|
||||||
|
- [Docking/Merging features](https://github.com/ocornut/imgui/issues/2109)
|
||||||
|
- [Multi-viewport features](https://github.com/ocornut/imgui/issues/1542)
|
||||||
|
|
||||||
|
Many projects are using this branch and it is kept in sync with master regularly.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Q: Why the names "Dear ImGui" vs "ImGui"?
|
||||||
|
|
||||||
|
**TL;DR: Please try to refer to this library as "Dear ImGui".**
|
||||||
|
|
||||||
|
The library started its life as "ImGui" due to the fact that I didn't give it a proper name when 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 the ambiguity without affecting existing code bases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library.
|
||||||
|
|
||||||
|
##### [Return to Index](#index)
|
||||||
|
|
||||||
|
|
||||||
|
# Q&A: Concerns
|
||||||
|
|
||||||
|
### Q: Who uses Dear ImGui?
|
||||||
|
|
||||||
|
You may take a look at:
|
||||||
|
|
||||||
|
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
|
||||||
|
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
|
||||||
|
- [Gallery](https://github.com/ocornut/imgui/issues/2847)
|
||||||
|
|
||||||
|
### Q: Can you create elaborate/serious tools with Dear ImGui?
|
||||||
|
|
||||||
|
Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
|
||||||
|
|
||||||
|
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
|
||||||
|
|
||||||
|
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm.
|
||||||
|
|
||||||
|
### Q: Can you reskin the look of Dear ImGui?
|
||||||
|
|
||||||
|
Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it.
|
||||||
|
|
||||||
|
A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119))
|
||||||
|

|
||||||
|
|
||||||
|
### Q: Why using C++ (as opposed to C)?
|
||||||
|
|
||||||
|
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
|
||||||
|
|
||||||
|
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. 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.
|
||||||
|
|
||||||
|
##### [Return to Index](#index)
|
||||||
|
|
||||||
|
|
||||||
|
# Q&A: Integration
|
||||||
|
|
||||||
|
### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?
|
||||||
|
|
||||||
|
You can read the `io.WantCaptureMouse`, `io.WantCaptureKeyboard` and `io.WantTextInput` flags from the ImGuiIO structure.
|
||||||
|
|
||||||
|
e.g. `if (ImGui::GetIO().WantCaptureMouse) { ... }`
|
||||||
|
|
||||||
|
- When `io.WantCaptureMouse` is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application.
|
||||||
|
- When `io.WantCaptureKeyboard` is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application.
|
||||||
|
- When `io.WantTextInput` is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
|
||||||
|
|
||||||
|
**Note:** You should always pass your mouse/keyboard inputs to Dear ImGui, even when the io.WantCaptureXXX flag are set false.
|
||||||
|
This is because imgui needs to detect that you clicked in the void to unfocus its own windows.
|
||||||
|
|
||||||
|
**Note:** The `io.WantCaptureMouse` is more accurate that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs. Those flags are updated by `ImGui::NewFrame()`. Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to `UpdateHoveredWindowAndCaptureFlags()`.
|
||||||
|
|
||||||
|
**Note:** Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
|
||||||
|
- You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls".
|
||||||
|
(short version: map gamepad inputs into the io.NavInputs[] array + set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad`).
|
||||||
|
- You can share your computer mouse seamlessly with your console/tablet/phone using [Synergy](https://symless.com/synergy)
|
||||||
|
This is the preferred solution for developer productivity.
|
||||||
|
In particular, the [micro-synergy-client repository](https://github.com/symless/micro-synergy-client) has simple
|
||||||
|
and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect
|
||||||
|
to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer.
|
||||||
|
Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols.
|
||||||
|
- You may also use a third party solution such as [Remote ImGui](https://github.com/JordiRos/remoteimgui) or [imgui-ws](https://github.com/ggerganov/imgui-ws) which sends the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine. See Wiki index for most details.
|
||||||
|
- For touch inputs, you can increase the hit box of widgets (via the `style.TouchPadding` setting) to accommodate
|
||||||
|
for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing
|
||||||
|
for screen real-estate and precision.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Q: I integrated Dear ImGui in my engine and the text or lines are blurry..
|
||||||
|
In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
|
||||||
|
Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
|
||||||
|
You are probably mishandling the clipping rectangles in your render function.
|
||||||
|
Rectangles provided by ImGui are defined as
|
||||||
|
`(x1=left,y1=top,x2=right,y2=bottom)`
|
||||||
|
and **NOT** as
|
||||||
|
`(x1,y1,width,height)`
|
||||||
|
|
||||||
|
##### [Return to Index](#index)
|
||||||
|
|
||||||
|
|
||||||
|
# Q&A: Usage
|
||||||
|
|
||||||
|
### Q: Why are multiple widgets reacting when I interact with a single one? <br>Q: How can I have multiple widgets with the same label or with an empty label?
|
||||||
|
|
||||||
|
A primer on labels and the ID Stack...
|
||||||
|
|
||||||
|
Dear ImGui internally need to uniquely identify UI elements.
|
||||||
|
Elements that are typically not clickable (such as calls to the Text functions) don't need an ID.
|
||||||
|
Interactive widgets (such as calls to Button buttons) need a unique ID.
|
||||||
|
Unique ID are used internally to track active widgets and occasionally associate state to widgets.
|
||||||
|
Unique ID are implicitly built from the hash of multiple elements that identify the "path" to the UI element.
|
||||||
|
|
||||||
|
- Unique ID are often derived from a string label:
|
||||||
|
```c
|
||||||
|
Button("OK"); // Label = "OK", ID = hash of (..., "OK")
|
||||||
|
Button("Cancel"); // Label = "Cancel", ID = hash of (..., "Cancel")
|
||||||
|
```
|
||||||
|
- ID are uniquely scoped within windows, tree nodes, etc. which all pushes to the ID stack. Having
|
||||||
|
two buttons labeled "OK" in different windows or different tree locations is fine.
|
||||||
|
We used "..." above to signify whatever was already pushed to the ID stack previously:
|
||||||
|
```c
|
||||||
|
Begin("MyWindow");
|
||||||
|
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
|
||||||
|
End();
|
||||||
|
Begin("MyOtherWindow");
|
||||||
|
Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
|
||||||
|
End();
|
||||||
|
```
|
||||||
|
- If you have a same ID twice in the same location, you'll have a conflict:
|
||||||
|
```c
|
||||||
|
Button("OK");
|
||||||
|
Button("OK"); // ID collision! Interacting with either button will trigger the first one.
|
||||||
|
```
|
||||||
|
Fear not! this is easy to solve and there are many ways to solve it!
|
||||||
|
|
||||||
|
- Solving ID conflict in a simple/local context:
|
||||||
|
When passing a label you can optionally specify extra ID information within string itself.
|
||||||
|
Use "##" to pass a complement to the ID that won't be visible to the end-user.
|
||||||
|
This helps solving the simple collision cases when you know e.g. at compilation time which items
|
||||||
|
are going to be created:
|
||||||
|
```c
|
||||||
|
Begin("MyWindow");
|
||||||
|
Button("Play"); // Label = "Play", ID = hash of ("MyWindow", "Play")
|
||||||
|
Button("Play##foo1"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo1") // Different from above
|
||||||
|
Button("Play##foo2"); // Label = "Play", ID = hash of ("MyWindow", "Play##foo2") // Different from above
|
||||||
|
End();
|
||||||
|
```
|
||||||
|
- If you want to completely hide the label, but still need an ID:
|
||||||
|
```c
|
||||||
|
Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
|
||||||
|
```
|
||||||
|
- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
|
||||||
|
you to animate labels. For example you may want to include varying information in a window title bar,
|
||||||
|
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
|
||||||
|
```c
|
||||||
|
Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
|
||||||
|
Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even if the label looks different
|
||||||
|
|
||||||
|
sprintf(buf, "My game (%f FPS)###MyGame", fps);
|
||||||
|
Begin(buf); // Variable title, ID = hash of "MyGame"
|
||||||
|
```
|
||||||
|
- Solving ID conflict in a more general manner:
|
||||||
|
Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts
|
||||||
|
within the same window. This is the most convenient way of distinguishing ID when iterating and
|
||||||
|
creating many UI elements programmatically.
|
||||||
|
You can push a pointer, a string or an integer value into the ID stack.
|
||||||
|
Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
|
||||||
|
At each level of the stack we store the seed used for items at this level of the ID stack.
|
||||||
|
```c
|
||||||
|
Begin("Window");
|
||||||
|
for (int i = 0; i < 100; i++)
|
||||||
|
{
|
||||||
|
PushID(i); // Push i to the id tack
|
||||||
|
Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
|
||||||
|
PopID();
|
||||||
|
}
|
||||||
|
for (int i = 0; i < 100; i++)
|
||||||
|
{
|
||||||
|
MyObject* obj = Objects[i];
|
||||||
|
PushID(obj);
|
||||||
|
Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click")
|
||||||
|
PopID();
|
||||||
|
}
|
||||||
|
for (int i = 0; i < 100; i++)
|
||||||
|
{
|
||||||
|
MyObject* obj = Objects[i];
|
||||||
|
PushID(obj->Name);
|
||||||
|
Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
|
||||||
|
PopID();
|
||||||
|
}
|
||||||
|
End();
|
||||||
|
```
|
||||||
|
- You can stack multiple prefixes into the ID stack:
|
||||||
|
```c
|
||||||
|
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
|
||||||
|
PushID("node");
|
||||||
|
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
|
||||||
|
PushID(my_ptr);
|
||||||
|
Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
|
||||||
|
PopID();
|
||||||
|
PopID();
|
||||||
|
```
|
||||||
|
- Tree nodes implicitly creates a scope for you by calling PushID().
|
||||||
|
```c
|
||||||
|
Button("Click"); // Label = "Click", ID = hash of (..., "Click")
|
||||||
|
if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
|
||||||
|
{
|
||||||
|
Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
|
||||||
|
TreePop();
|
||||||
|
}
|
||||||
|
```
|
||||||
|
- When working with trees, ID are used to preserve the open/close state of each tree node.
|
||||||
|
Depending on your use cases you may want to use strings, indices or pointers as ID.
|
||||||
|
e.g. when following a single pointer that may change over time, using a static string as ID
|
||||||
|
will preserve your node open/closed state when the targeted object change.
|
||||||
|
e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
|
||||||
|
node open/closed state differently. See what makes more sense in your situation!
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Q: How can I display an image? What is ImTextureID, how does it work?
|
||||||
|
|
||||||
|
Short explanation:
|
||||||
|
- Please read Wiki entry for examples: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
|
||||||
|
- You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures.
|
||||||
|
- Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value.
|
||||||
|
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
|
||||||
|
|
||||||
|
**Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.**
|
||||||
|
|
||||||
|
Long explanation:
|
||||||
|
- Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder we provide functions for popular graphics API (OpenGL, DirectX, etc.).
|
||||||
|
- Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API.
|
||||||
|
We carry the information to identify a "texture" in the ImTextureID type.
|
||||||
|
ImTextureID is nothing more that a void*, aka 4/8 bytes worth of data: just enough to store 1 pointer or 1 integer of your choice.
|
||||||
|
Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely pass ImTextureID values until they reach your rendering function.
|
||||||
|
- In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) bindings, for each graphics API binding we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using:
|
||||||
|
```
|
||||||
|
OpenGL:
|
||||||
|
- ImTextureID = GLuint
|
||||||
|
- See ImGui_ImplOpenGL3_RenderDrawData() function in imgui_impl_opengl3.cpp
|
||||||
|
|
||||||
|
DirectX9:
|
||||||
|
- ImTextureID = LPDIRECT3DTEXTURE9
|
||||||
|
- See ImGui_ImplDX9_RenderDrawData() function in imgui_impl_dx9.cpp
|
||||||
|
|
||||||
|
DirectX11:
|
||||||
|
- ImTextureID = ID3D11ShaderResourceView*
|
||||||
|
- See ImGui_ImplDX11_RenderDrawData() function in imgui_impl_dx11.cpp
|
||||||
|
|
||||||
|
DirectX12:
|
||||||
|
- ImTextureID = D3D12_GPU_DESCRIPTOR_HANDLE
|
||||||
|
- See ImGui_ImplDX12_RenderDrawData() function in imgui_impl_dx12.cpp
|
||||||
|
```
|
||||||
|
For example, in the OpenGL example binding we store raw OpenGL texture identifier (GLuint) inside ImTextureID.
|
||||||
|
Whereas in the DirectX11 example binding we store a pointer to ID3D11ShaderResourceView inside ImTextureID, which is a higher-level structure tying together both the texture and information about its format and how to read it.
|
||||||
|
|
||||||
|
- If you have a custom engine built over e.g. OpenGL, instead of passing GLuint around you may decide to use a high-level data type to carry information about the texture as well as how to display it (shaders, etc.). The decision of what to use as ImTextureID can always be made better knowing how your codebase is designed. If your engine has high-level data types for "textures" and "material" then you may want to use them.
|
||||||
|
If you are starting with OpenGL or DirectX or Vulkan and haven't built much of a rendering engine over them, keeping the default ImTextureID representation suggested by the example bindings is probably the best choice.
|
||||||
|
(Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer)
|
||||||
|
|
||||||
|
User code may do:
|
||||||
|
```cpp
|
||||||
|
// Cast our texture type to ImTextureID / void*
|
||||||
|
MyTexture* texture = g_CoffeeTableTexture;
|
||||||
|
ImGui::Image((void*)texture, ImVec2(texture->Width, texture->Height));
|
||||||
|
```
|
||||||
|
The renderer function called after ImGui::Render() will receive that same value that the user code passed:
|
||||||
|
```cpp
|
||||||
|
// Cast ImTextureID / void* stored in the draw command as our texture type
|
||||||
|
MyTexture* texture = (MyTexture*)pcmd->TextureId;
|
||||||
|
MyEngineBindTexture2D(texture);
|
||||||
|
```
|
||||||
|
Once you understand this design you will understand that loading image files and turning them into displayable textures is not within the scope of Dear ImGui.
|
||||||
|
This is by design and is actually a good thing, because it means your code has full control over your data types and how you display them.
|
||||||
|
If you want to display an image file (e.g. PNG file) into the screen, please refer to documentation and tutorials for the graphics API you are using.
|
||||||
|
|
||||||
|
Refer to the Wiki to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
|
||||||
|
|
||||||
|
C/C++ tip: a void* is pointer-sized storage. You may safely store any pointer or integer into it by casting your value to ImTextureID / void*, and vice-versa.
|
||||||
|
Because both end-points (user code and rendering function) are under your control, you know exactly what is stored inside the ImTextureID / void*.
|
||||||
|
Examples:
|
||||||
|
```cpp
|
||||||
|
GLuint my_tex = XXX;
|
||||||
|
void* my_void_ptr;
|
||||||
|
my_void_ptr = (void*)(intptr_t)my_tex; // cast a GLuint into a void* (we don't take its address! we literally store the value inside the pointer)
|
||||||
|
my_tex = (GLuint)(intptr_t)my_void_ptr; // cast a void* into a GLuint
|
||||||
|
|
||||||
|
ID3D11ShaderResourceView* my_dx11_srv = XXX;
|
||||||
|
void* my_void_ptr;
|
||||||
|
my_void_ptr = (void*)my_dx11_srv; // cast a ID3D11ShaderResourceView* into an opaque void*
|
||||||
|
my_dx11_srv = (ID3D11ShaderResourceView*)my_void_ptr; // cast a void* into a ID3D11ShaderResourceView*
|
||||||
|
```
|
||||||
|
Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Q: How can I use my own math types instead of ImVec2/ImVec4?
|
||||||
|
|
||||||
|
You can edit [imconfig.h](https://github.com/ocornut/imgui/blob/master/imconfig.h) and setup the IM_VEC2_CLASS_EXTRA/IM_VEC4_CLASS_EXTRA macros to add implicit type conversions.
|
||||||
|
This way you'll be able to use your own types everywhere, e.g. passing MyVector2 or glm::vec2 to ImGui functions instead of ImVec2.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Q: How can I interact with standard C++ types (such as std::string and std::vector)?
|
||||||
|
- Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers), and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
|
||||||
|
- To use ImGui::InputText() with a std::string or any resizable string class, see [misc/cpp/imgui_stdlib.h](https://github.com/ocornut/imgui/blob/master/misc/cpp/imgui_stdlib.h).
|
||||||
|
- To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API
|
||||||
|
lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API.
|
||||||
|
Prefer using them over the old and awkward Combo()/ListBox() api.
|
||||||
|
- Generally for most high-level types you should be able to access the underlying data type.
|
||||||
|
You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code).
|
||||||
|
- Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass
|
||||||
|
to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application.
|
||||||
|
Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances.
|
||||||
|
Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those
|
||||||
|
are not configurable and not the same across implementations.
|
||||||
|
- If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount
|
||||||
|
of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern
|
||||||
|
is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead.
|
||||||
|
One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str
|
||||||
|
This is a small helper where you can instance strings with configurable local buffers length. Many game engines will
|
||||||
|
provide similar or better string helpers.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Q: How can I display custom shapes? (using low-level ImDrawList API)
|
||||||
|
|
||||||
|
- You can use the low-level `ImDrawList` api to render shapes within a window.
|
||||||
|
|
||||||
|
```
|
||||||
|
ImGui::Begin("My shapes");
|
||||||
|
|
||||||
|
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||||
|
|
||||||
|
// Get the current ImGui cursor position
|
||||||
|
ImVec2 p = ImGui::GetCursorScreenPos();
|
||||||
|
|
||||||
|
// Draw a red circle
|
||||||
|
draw_list->AddCircleFilled(ImVec2(p.x + 50, p.y + 50), 30.0f, IM_COL32(255, 0, 0, 255), 16);
|
||||||
|
|
||||||
|
// Draw a 3 pixel thick yellow line
|
||||||
|
draw_list->AddLine(ImVec2(p.x, p.y), ImVec2(p.x + 100.0f, p.y + 100.0f), IM_COL32(255, 255, 0, 255), 3.0f);
|
||||||
|
|
||||||
|
// Advance the ImGui cursor to claim space in the window (otherwise the window will appears small and needs to be resized)
|
||||||
|
ImGui::Dummy(ImVec2(200, 200));
|
||||||
|
|
||||||
|
ImGui::End();
|
||||||
|
```
|
||||||
|

|
||||||
|
|
||||||
|
- Refer to "Demo > Examples > Custom Rendering" in the demo window and read the code of `ShowExampleAppCustomRendering()` in `imgui_demo.cpp` from more examples.
|
||||||
|
- To generate colors: you can use the macro `IM_COL32(255,255,255,255)` to generate them at compile time, or use `ImGui::GetColorU32(IM_COL32(255,255,255,255))` or `ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))` to generate a color that is multiplied by the current value of `style.Alpha`.
|
||||||
|
- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui_internal.h"` to use the internally defined math operators, but instead prefer using your own math library and set it up in `imconfig.h`.
|
||||||
|
- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other dear imgui windows (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated to a dear imgui window.
|
||||||
|
- You can also create your own dummy window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
|
||||||
|
- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing ImDrawListSharedData, and then call your renderer function with your own ImDrawList or ImDrawData data.
|
||||||
|
|
||||||
|
##### [Return to Index](#index)
|
||||||
|
|
||||||
|
|
||||||
|
# Q&A: Fonts, Text
|
||||||
|
|
||||||
|
### Q: How can I load a different font than the default?
|
||||||
|
Use the font atlas to load the TTF/OTF file you want:
|
||||||
|
|
||||||
|
```c
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
|
||||||
|
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
|
||||||
|
```
|
||||||
|
|
||||||
|
Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code.
|
||||||
|
|
||||||
|
(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
|
||||||
|
|
||||||
|
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file for more details about font loading.)
|
||||||
|
|
||||||
|
New programmers: remember that in C/C++ and most programming languages if you want to use a
|
||||||
|
backslash \ within a string literal, you need to write it double backslash "\\":
|
||||||
|
|
||||||
|
```c
|
||||||
|
io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escape the M here!)
|
||||||
|
io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT
|
||||||
|
io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Q: How can I easily use icons in my application?
|
||||||
|
The most convenient and practical way is to merge an icon font such as FontAwesome inside you
|
||||||
|
main font. Then you can refer to icons within your strings.
|
||||||
|
You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment.
|
||||||
|
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file for more details about icons font loading.)
|
||||||
|
With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas,
|
||||||
|
and copying your own graphics data into it. See docs/FONTS.txt about using the AddCustomRectFontGlyph API.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Q: How can I load multiple fonts?
|
||||||
|
Use the font atlas to pack them into a single texture:
|
||||||
|
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file and the code in ImFontAtlas for more details.)
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
ImFont* font0 = io.Fonts->AddFontDefault();
|
||||||
|
ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
|
||||||
|
ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels);
|
||||||
|
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
|
||||||
|
// the first loaded font gets used by default
|
||||||
|
// use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime
|
||||||
|
|
||||||
|
// Options
|
||||||
|
ImFontConfig config;
|
||||||
|
config.OversampleH = 2;
|
||||||
|
config.OversampleV = 1;
|
||||||
|
config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up
|
||||||
|
config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters
|
||||||
|
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config);
|
||||||
|
|
||||||
|
// Combine multiple fonts into one (e.g. for icon fonts)
|
||||||
|
static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
|
||||||
|
ImFontConfig config;
|
||||||
|
config.MergeMode = true;
|
||||||
|
io.Fonts->AddFontDefault();
|
||||||
|
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
|
||||||
|
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
|
||||||
|
When loading a font, pass custom Unicode ranges to specify the glyphs to load.
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
// Add default Japanese ranges
|
||||||
|
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||||
|
|
||||||
|
// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
|
||||||
|
ImVector<ImWchar> ranges;
|
||||||
|
ImFontGlyphRangesBuilder builder;
|
||||||
|
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
|
||||||
|
builder.AddChar(0x7262); // Add a specific character
|
||||||
|
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
|
||||||
|
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
|
||||||
|
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, NULL, ranges.Data);
|
||||||
|
```
|
||||||
|
|
||||||
|
All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8
|
||||||
|
by using the u8"hello" syntax. Specifying literal in your source code using a local code page
|
||||||
|
(such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
|
||||||
|
Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
|
||||||
|
|
||||||
|
Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter().
|
||||||
|
The applications in examples/ are doing that.
|
||||||
|
Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
|
||||||
|
You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state.
|
||||||
|
Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for
|
||||||
|
the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly.
|
||||||
|
|
||||||
|
##### [Return to Index](#index)
|
||||||
|
|
||||||
|
# Q&A: Community
|
||||||
|
|
||||||
|
### Q: How can I help?
|
||||||
|
- If you are experienced with Dear ImGui and C++, look at the [GitHub Issues](https://github.com/ocornut/imgui/issues), look at the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help!
|
||||||
|
- Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for Dear ImGui. With increased funding we will be able to hire more people working on this project.
|
||||||
|
- Individuals: you can also become a [Patron](http://www.patreon.com/imgui) or donate on PayPal! See README.
|
||||||
|
- Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
|
||||||
|
You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/2847). Visuals are ideal as they inspire other programmers.
|
||||||
|
But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
|
||||||
|
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete pR.
|
||||||
|
|
||||||
|
##### [Return to Index](#index)
|
@ -1,7 +1,7 @@
|
|||||||
dear imgui, v1.71
|
dear imgui
|
||||||
(Font Readme)
|
FONTS DOCUMENTATION
|
||||||
|
|
||||||
---------------------------------------
|
Also read https://www.dearimgui.org/faq for more fonts related infos.
|
||||||
|
|
||||||
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
|
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
|
||||||
a 13 pixels high, pixel-perfect font used by default.
|
a 13 pixels high, pixel-perfect font used by default.
|
||||||
@ -10,11 +10,8 @@ We embed it font in source code so you can use Dear ImGui without any file syste
|
|||||||
You may also load external .TTF/.OTF files.
|
You may also load external .TTF/.OTF files.
|
||||||
The files in this folder are suggested fonts, provided as a convenience.
|
The files in this folder are suggested fonts, provided as a convenience.
|
||||||
|
|
||||||
Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
|
Please read the FAQ: https://www.dearimgui.org/faq
|
||||||
Also read dear imgui FAQ in imgui.cpp!
|
Please use the Discord server: http://discord.dearimgui.org and not the Github issue tracker for basic font loading questions.
|
||||||
|
|
||||||
If you have other loading/merging/adding fonts, you can post on the Dear ImGui "Getting Started" forum:
|
|
||||||
https://discourse.dearimgui.org/c/getting-started
|
|
||||||
|
|
||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
@ -22,13 +19,13 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui "
|
|||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
- Readme First / FAQ
|
- Readme First / FAQ
|
||||||
- Using Icons
|
|
||||||
- Fonts Loading Instructions
|
- Fonts Loading Instructions
|
||||||
- FreeType rasterizer, Small font sizes
|
- Using Icons
|
||||||
|
- Using FreeType rasterizer
|
||||||
- Building Custom Glyph Ranges
|
- Building Custom Glyph Ranges
|
||||||
- Using custom colorful icons
|
- Using custom colorful icons
|
||||||
- Embedding Fonts in Source Code
|
- Embedding Fonts in Source Code
|
||||||
- Credits/Licences for fonts included in this folder
|
- Credits/Licences for fonts included in repository
|
||||||
- Fonts Links
|
- Fonts Links
|
||||||
|
|
||||||
|
|
||||||
@ -38,53 +35,13 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui "
|
|||||||
|
|
||||||
- You can use the style editor ImGui::ShowStyleEditor() in the "Fonts" section to browse your fonts
|
- You can use the style editor ImGui::ShowStyleEditor() in the "Fonts" section to browse your fonts
|
||||||
and understand what's going on if you have an issue.
|
and understand what's going on if you have an issue.
|
||||||
- Make sure your font ranges data are persistent (available during the call to GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
|
- Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
|
||||||
|
- Make sure your font ranges data are persistent and available at the time the font atlas is being built.
|
||||||
- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
|
- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
|
||||||
u8"hello"
|
u8"hello"
|
||||||
u8"こんにちは" // this will be encoded as UTF-8
|
u8"こんにちは" // this will be encoded as UTF-8
|
||||||
- If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\filename".
|
- If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\filename".
|
||||||
- Please use the Discourse forum (https://discourse.dearimgui.org) and not the Github issue tracker for basic font loading questions.
|
Read FAQ for details.
|
||||||
|
|
||||||
|
|
||||||
---------------------------------------
|
|
||||||
USING ICONS
|
|
||||||
---------------------------------------
|
|
||||||
|
|
||||||
Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons)
|
|
||||||
is an easy and practical way to use icons in your Dear ImGui application.
|
|
||||||
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without
|
|
||||||
having to change fonts back and forth.
|
|
||||||
|
|
||||||
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut:
|
|
||||||
https://github.com/juliettef/IconFontCppHeaders
|
|
||||||
|
|
||||||
The C++11 version of those files uses the u8"" utf-8 encoding syntax + \u
|
|
||||||
#define ICON_FA_SEARCH u8"\uf002"
|
|
||||||
The pre-C++11 version has the values directly encoded as utf-8:
|
|
||||||
#define ICON_FA_SEARCH "\xEF\x80\x82"
|
|
||||||
|
|
||||||
Example Setup:
|
|
||||||
|
|
||||||
// Merge icons into default tool font
|
|
||||||
#include "IconsFontAwesome.h"
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
|
||||||
io.Fonts->AddFontDefault();
|
|
||||||
|
|
||||||
ImFontConfig config;
|
|
||||||
config.MergeMode = true;
|
|
||||||
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
|
|
||||||
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
|
|
||||||
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
|
|
||||||
|
|
||||||
Example Usage:
|
|
||||||
|
|
||||||
// Usage, e.g.
|
|
||||||
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
|
|
||||||
ImGui::Button(ICON_FA_SEARCH " Search");
|
|
||||||
// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
|
|
||||||
// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
|
|
||||||
|
|
||||||
See Links below for other icons fonts and related tools.
|
|
||||||
|
|
||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
@ -98,6 +55,11 @@ Load default font:
|
|||||||
|
|
||||||
Load .TTF/.OTF file with:
|
Load .TTF/.OTF file with:
|
||||||
|
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
||||||
|
|
||||||
|
Load multiple fonts:
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
||||||
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
|
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
|
||||||
@ -116,23 +78,6 @@ For advanced options create a ImFontConfig structure and pass it to the AddFont
|
|||||||
config.GlyphExtraSpacing.x = 1.0f;
|
config.GlyphExtraSpacing.x = 1.0f;
|
||||||
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
|
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
|
||||||
|
|
||||||
Read about oversampling here:
|
|
||||||
https://github.com/nothings/stb/blob/master/tests/oversample
|
|
||||||
|
|
||||||
If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
|
|
||||||
The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
|
|
||||||
In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you
|
|
||||||
set OversampleH/OversampleV to 1 and use a small font size.
|
|
||||||
Mind the fact that some graphics drivers have texture size limitation.
|
|
||||||
If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
|
|
||||||
Some solutions:
|
|
||||||
|
|
||||||
- 1) Reduce glyphs ranges by calculating them from source localization data.
|
|
||||||
You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
|
|
||||||
- 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
|
|
||||||
- 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
|
|
||||||
- 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
|
|
||||||
|
|
||||||
Combine two fonts into one:
|
Combine two fonts into one:
|
||||||
|
|
||||||
// Load a first font
|
// Load a first font
|
||||||
@ -148,6 +93,25 @@ Combine two fonts into one:
|
|||||||
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges);
|
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges);
|
||||||
io.Fonts->Build();
|
io.Fonts->Build();
|
||||||
|
|
||||||
|
Font atlas is too large?
|
||||||
|
|
||||||
|
- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
|
||||||
|
- The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
|
||||||
|
- In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended
|
||||||
|
unless you set OversampleH/OversampleV to 1 and use a small font size.
|
||||||
|
- Mind the fact that some graphics drivers have texture size limitation.
|
||||||
|
- If you are building a PC application, mind the fact that users may run on hardware with lower specs than yours.
|
||||||
|
|
||||||
|
Some solutions:
|
||||||
|
|
||||||
|
- 1) Reduce glyphs ranges by calculating them from source localization data.
|
||||||
|
You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
|
||||||
|
- 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
|
||||||
|
- 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
|
||||||
|
- 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
|
||||||
|
- Read about oversampling here: https://github.com/nothings/stb/blob/master/tests/oversample
|
||||||
|
|
||||||
|
|
||||||
Add a fourth parameter to bake specific font ranges only:
|
Add a fourth parameter to bake specific font ranges only:
|
||||||
|
|
||||||
// Basic Latin, Extended Latin
|
// Basic Latin, Extended Latin
|
||||||
@ -166,6 +130,49 @@ Offset font vertically by altering the io.Font->DisplayOffset value:
|
|||||||
font->DisplayOffset.y = 1; // Render 1 pixel down
|
font->DisplayOffset.y = 1; // Render 1 pixel down
|
||||||
|
|
||||||
|
|
||||||
|
---------------------------------------
|
||||||
|
USING ICONS
|
||||||
|
---------------------------------------
|
||||||
|
|
||||||
|
Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons)
|
||||||
|
is an easy and practical way to use icons in your Dear ImGui application.
|
||||||
|
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without
|
||||||
|
having to change fonts back and forth.
|
||||||
|
|
||||||
|
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut:
|
||||||
|
|
||||||
|
https://github.com/juliettef/IconFontCppHeaders
|
||||||
|
|
||||||
|
Those files contains a bunch of named #define which you can use to refer to specific icons of the font, e.g.:
|
||||||
|
|
||||||
|
#define ICON_FA_MUSIC "\xef\x80\x81"
|
||||||
|
#define ICON_FA_SEARCH "\xef\x80\x82"
|
||||||
|
|
||||||
|
Example Setup:
|
||||||
|
|
||||||
|
// Merge icons into default tool font
|
||||||
|
#include "IconsFontAwesome.h"
|
||||||
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
io.Fonts->AddFontDefault();
|
||||||
|
|
||||||
|
ImFontConfig config;
|
||||||
|
config.MergeMode = true;
|
||||||
|
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
|
||||||
|
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
|
||||||
|
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
|
||||||
|
|
||||||
|
Example Usage:
|
||||||
|
|
||||||
|
// Usage, e.g.
|
||||||
|
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
|
||||||
|
ImGui::Button(ICON_FA_SEARCH " Search");
|
||||||
|
|
||||||
|
Important to understand: C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
|
||||||
|
ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
|
||||||
|
|
||||||
|
See Links below for other icons fonts and related tools.
|
||||||
|
|
||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
FREETYPE RASTERIZER, SMALL FONT SIZES
|
FREETYPE RASTERIZER, SMALL FONT SIZES
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
@ -212,9 +219,11 @@ texture, and blit/copy any graphics data of your choice into those rectangles.
|
|||||||
|
|
||||||
Pseudo-code:
|
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();
|
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
|
// Build atlas
|
||||||
io.Fonts->Build();
|
io.Fonts->Build();
|
||||||
@ -224,9 +233,12 @@ Pseudo-code:
|
|||||||
int tex_width, tex_height;
|
int tex_width, tex_height;
|
||||||
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &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)
|
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
|
||||||
|
{
|
||||||
|
int rect_id = rects_ids[rect_n];
|
||||||
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
|
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
|
||||||
{
|
{
|
||||||
|
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
|
||||||
for (int y = 0; y < rect->Height; y++)
|
for (int y = 0; y < rect->Height; y++)
|
||||||
{
|
{
|
||||||
ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
|
ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
|
||||||
@ -234,6 +246,7 @@ Pseudo-code:
|
|||||||
*p++ = IM_COL32(255, 0, 0, 255);
|
*p++ = IM_COL32(255, 0, 0, 255);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
@ -253,9 +266,11 @@ or:
|
|||||||
|
|
||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
CREDITS/LICENSES FOR FONTS INCLUDED IN THIS FOLDER
|
CREDITS/LICENSES FOR FONTS INCLUDED IN REPOSITORY
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
|
|
||||||
|
Some fonts are available in the misc/fonts/ folder:
|
||||||
|
|
||||||
Roboto-Medium.ttf
|
Roboto-Medium.ttf
|
||||||
|
|
||||||
Apache License 2.0
|
Apache License 2.0
|
||||||
@ -328,15 +343,17 @@ REGULAR FONTS
|
|||||||
(Japanese) M+ fonts by Coji Morishita are free
|
(Japanese) M+ fonts by Coji Morishita are free
|
||||||
http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
|
http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
|
||||||
|
|
||||||
MONOSPACE FONTS
|
MONOSPACE FONTS (PIXEL PERFECT)
|
||||||
|
|
||||||
(Pixel Perfect) Proggy Fonts, by Tristan Grimmer
|
Proggy Fonts, by Tristan Grimmer
|
||||||
http://www.proggyfonts.net or http://upperbounds.net
|
http://www.proggyfonts.net or http://upperbounds.net
|
||||||
|
|
||||||
(Pixel Perfect) Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A)
|
Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A)
|
||||||
https://github.com/kmar/Sweet16Font
|
https://github.com/kmar/Sweet16Font
|
||||||
Also include .inl file to use directly in dear imgui.
|
Also include .inl file to use directly in dear imgui.
|
||||||
|
|
||||||
|
MONOSPACE FONTS (REGULAR)
|
||||||
|
|
||||||
Google Noto Mono Fonts
|
Google Noto Mono Fonts
|
||||||
https://www.google.com/get/noto/
|
https://www.google.com/get/noto/
|
||||||
|
|
275
docs/README.md
275
docs/README.md
@ -1,52 +1,49 @@
|
|||||||
dear imgui
|
dear imgui
|
||||||
=====
|
=====
|
||||||
[](https://travis-ci.org/ocornut/imgui)
|
[](https://github.com/ocornut/imgui/actions?workflow=build)
|
||||||
[](https://scan.coverity.com/projects/4720)
|
[](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 license, 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: contact @ dearimgui dot org_
|
||||||
|
|
||||||
Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
|
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:
|
Individuals/hobbyists: support continued maintenance and development via PayPal:
|
||||||
<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
|
<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.
|
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) |
|
||||||
|
:----------------------------------------------------------: |
|
||||||
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
|
| [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) |
|
||||||
- imgui.cpp
|
| [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) |
|
||||||
- imgui.h
|
|
||||||
- imgui_demo.cpp
|
|
||||||
- imgui_draw.cpp
|
|
||||||
- imgui_widgets.cpp
|
|
||||||
- imgui_internal.h
|
|
||||||
- imconfig.h (empty by default, user-editable)
|
|
||||||
- imstb_rectpack.h
|
|
||||||
- imstb_textedit.h
|
|
||||||
- imstb_truetype.h
|
|
||||||
|
|
||||||
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
|
|
||||||
|
|
||||||
### Usage
|
### Usage
|
||||||
|
|
||||||
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 core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily copy and compile into your application/engine. They are all the files in the root folder of the repository (imgui.cpp, imgui.h, imgui_demo.cpp, imgui_draw.cpp etc.).
|
||||||
|
|
||||||
|
**No specific build process is required**. You can add the .cpp files to your existing project.
|
||||||
|
|
||||||
|
You will need a backend to integrate Dear ImGui in your app. The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices.
|
||||||
|
|
||||||
|
**Backends for a variety of graphics api and rendering platforms** are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder, along with example applications. See the [Integration](#integration) section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
|
||||||
|
|
||||||
|
After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop:
|
||||||
|
|
||||||
Code:
|
Code:
|
||||||
```cpp
|
```cp
|
||||||
ImGui::Text("Hello, world %d", 123);
|
ImGui::Text("Hello, world %d", 123);
|
||||||
if (ImGui::Button("Save"))
|
if (ImGui::Button("Save"))
|
||||||
{
|
MySaveFunction();
|
||||||
// do stuff
|
|
||||||
}
|
|
||||||
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
|
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
|
||||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||||
```
|
```
|
||||||
@ -88,97 +85,58 @@ ImGui::End();
|
|||||||
Result:
|
Result:
|
||||||
<br>
|
<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
|
### How it works
|
||||||
|
|
||||||
Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
|
Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#About-the-IMGUI-paradigm) section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
|
||||||
|
|
||||||
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
|
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
|
||||||
|
|
||||||
_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
|
_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. The code is always available for reference in `imgui_demo.cpp`.
|
||||||
-------------
|
|
||||||
|

|
||||||
|
|
||||||
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:
|
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()`.
|
The demo applications are not 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!
|
On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/examples) files without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more of the imgui_impl_xxxx files instead of rewriting them: this will be less work for you and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom binding using your custom engine functions if you wish so.
|
||||||
|
|
||||||
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
|
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 less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.org/faq), comments, and some of the examples/ application!**
|
||||||
|
|
||||||
Languages: (third-party bindings)
|
Officially maintained bindings (in repository):
|
||||||
- C: [cimgui](https://github.com/cimgui/cimgui) (2018: now auto-generated! you can use its json output to generate bindings for other languages)
|
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, OpenGL (legacy), OpenGL3/ES/ES2 (modern), Vulkan, Metal.
|
||||||
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
|
- Platforms: GLFW, SDL2, Win32, Glut, OSX.
|
||||||
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
|
- Frameworks: Emscripten, Allegro5, Marmalade.
|
||||||
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
|
|
||||||
- Go: [imgui-go](https://github.com/inkyblackness/imgui-go) or [go-imgui](https://github.com/Armored-Dragon/go-imgui)
|
|
||||||
- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui)
|
|
||||||
- Java: [jimgui](https://github.com/ice1000/jimgui)
|
|
||||||
- JavaScript: [imgui-js](https://github.com/flyover/imgui-js)
|
|
||||||
- Julia: [CImGui.jl](https://github.com/Gnimuc/CImGui.jl)
|
|
||||||
- Lua: [LuaJIT-ImGui](https://github.com/sonoro1234/LuaJIT-ImGui), [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-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)
|
|
||||||
- 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)
|
|
||||||
|
|
||||||
Frameworks:
|
Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page):
|
||||||
- Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
- Languages: C, C#/.Net, ChaiScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
|
||||||
- Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
- Frameworks: Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/GameMakerStudio2, Irrlicht, Ogre, OpenFrameworks, OpenSceneGraph/OSG, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4...
|
||||||
- Framework: Allegro 5, Emscripten, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
|
||||||
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
|
|
||||||
- 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)
|
|
||||||
- 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)
|
|
||||||
- px_render: [px_render_imgui.h](https://github.com/pplux/px/blob/master/px_render_imgui.h), [#1935](https://github.com/ocornut/imgui/pull/1935)
|
|
||||||
- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui)
|
|
||||||
- Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html))
|
|
||||||
- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort)
|
|
||||||
- Qt: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d) / [QOpenGLWindow (qtimgui)](https://github.com/ocornut/imgui/issues/1910) / [QtDirect3D](https://github.com/giladreich/QtDirect3D) / [qt6](https://github.com/alpqr/qvk6/tree/imgui/examples/rhi/imguidemo)
|
|
||||||
- SFML: [imgui-sfml](https://github.com/eliasdaler/imgui-sfml)
|
|
||||||
- Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer)
|
|
||||||
- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui)
|
|
||||||
|
|
||||||
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.
|
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
|
||||||
|
|
||||||
Roadmap
|
### Upcoming Changes
|
||||||
-------
|
|
||||||
Some of the goals for 2019 are:
|
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 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` 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))
|
- 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))
|
- 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 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 aware.
|
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
|
||||||
|
|
||||||
Gallery
|
### Gallery
|
||||||
-------
|
|
||||||
User screenshots:
|
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/2847)!
|
||||||
<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)
|
|
||||||
|
|
||||||
Custom engine
|
Custom engine
|
||||||
[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
|
[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
|
||||||
@ -186,47 +144,22 @@ Custom engine
|
|||||||
Custom engine
|
Custom engine
|
||||||
[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
|
[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
|
||||||
|
|
||||||
Demo window
|
|
||||||

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

|

|
||||||
|
|
||||||
References
|
### Support, Frequently Asked Questions (FAQ)
|
||||||
----------
|
|
||||||
|
|
||||||
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.
|
Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) page.
|
||||||
- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
|
|
||||||
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
|
|
||||||
- [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/).
|
|
||||||
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
|
|
||||||
- [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k).
|
|
||||||
- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/).
|
|
||||||
|
|
||||||
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.
|
See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
|
||||||
|
|
||||||
Support
|
See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#Articles-about-the-IMGUI-paradigm) to read/learn about the Immediate Mode GUI paradigm.
|
||||||
-------
|
|
||||||
|
|
||||||
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](http://discord.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.
|
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.
|
Paid private support is available for business customers (E-mail: _contact @ dearimgui dot org_).
|
||||||
|
|
||||||
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++.
|
|
||||||
- Run the examples/ applications and explore them.
|
|
||||||
- See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
|
|
||||||
- The demo covers most features of Dear ImGui, so you can read the code and see its output.
|
|
||||||
- See documentation and comments at the top of imgui.cpp + effectively imgui.h.
|
|
||||||
- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
|
|
||||||
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
|
|
||||||
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
|
|
||||||
|
|
||||||
**Which version should I get?**
|
**Which version should I get?**
|
||||||
|
|
||||||
@ -236,97 +169,65 @@ You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issue
|
|||||||
|
|
||||||
**Who uses Dear ImGui?**
|
**Who uses Dear ImGui?**
|
||||||
|
|
||||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for a list of games/software which are publicly known to use dear imgui. Please add yours if you can!
|
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/2847)!
|
||||||
|
|
||||||
**Why the odd dual naming, "Dear ImGui" vs "ImGui"?**
|
How to help
|
||||||
|
-----------
|
||||||
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>**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 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)**
|
|
||||||
<br>**I integrated Dear ImGui in my engine and the text or lines are blurry..**
|
|
||||||
<br>**I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..**
|
|
||||||
<br>**How can I help?**
|
|
||||||
|
|
||||||
See the FAQ in [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for answers.
|
|
||||||
|
|
||||||
**Can you create elaborate/serious tools with Dear ImGui?**
|
|
||||||
|
|
||||||
Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
|
|
||||||
|
|
||||||
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
|
|
||||||
|
|
||||||
**Can you reskin the look of Dear ImGui?**
|
|
||||||
|
|
||||||
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Below is a screenshot from [LumixEngine](https://github.com/nem0/LumixEngine) with custom colors + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged):
|
|
||||||
|
|
||||||

|
|
||||||
|
|
||||||
**Why using C++ (as opposed to C)?**
|
|
||||||
|
|
||||||
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
|
|
||||||
|
|
||||||
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. 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 can I 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](http://discord.dearimgui.org), [GitHub forum/issues](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.
|
- 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.
|
- 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.
|
- Have your company financially support this project.
|
||||||
|
|
||||||
**How can I help financing further development of Dear ImGui?**
|
**How can I help financing further development of Dear ImGui?**
|
||||||
|
|
||||||
Your contributions are keeping this project alive. The library is free as in freedom, but continued maintenance and development are a full-time endeavor. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for financial support. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. Thank you!
|
Your contributions are keeping this project alive. The library is available under a free and permissive license, 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: contact @ dearimgui dot org_
|
||||||
|
|
||||||
Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
|
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:
|
Individuals/hobbyists: support continued maintenance and development via PayPal:
|
||||||
<br> [](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
|
<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:
|
### Sponsors
|
||||||
<br> _E-mail: omarcornut at gmail dot com_
|
|
||||||
|
|
||||||
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**
|
*Platinum-chocolate sponsors*
|
||||||
- **Blizzard Entertainment**.
|
- Blizzard Entertainment
|
||||||
|
- Google
|
||||||
|
|
||||||
**Double-chocolate sponsors**
|
*Double-chocolate sponsors*
|
||||||
- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
|
- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
|
||||||
|
|
||||||
**Salty caramel supporters**
|
*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.
|
- Remedy Entertainment, Next Level Games, 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**
|
*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.
|
- 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!
|
And all other past and present supporters; THANK YOU!
|
||||||
(Please contact me if you would like to be added or removed from this list)
|
(Please contact me if you would like to be added or removed from this list)
|
||||||
|
|
||||||
|
Dear ImGui is using software and services kindly provided free of charge for open source projects:
|
||||||
|
- [PVS-Studio](https://www.viva64.com/en/b/0570/) for static analysis.
|
||||||
|
- [GitHub actions](https://github.com/features/actions) for continuous integration systems.
|
||||||
|
|
||||||
Credits
|
Credits
|
||||||
-------
|
-------
|
||||||
|
|
||||||
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
|
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com) (Vita).
|
||||||
|
|
||||||
I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it.
|
I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it.
|
||||||
|
|
||||||
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
|
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
|
||||||
|
|
||||||
Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
|
Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
|
||||||
|
|
||||||
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
|
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
|
||||||
|
|
||||||
|
@ -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/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: 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: 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/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).
|
- 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: 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: 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/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
|
- 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: 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: 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).
|
- 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: 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: 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 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: start exposing PushItemFlag() and ImGuiItemFlags
|
||||||
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
|
- 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: 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: generic BeginSelectable()/EndSelectable() mechanism.
|
||||||
- widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
|
- 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.
|
- 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: 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: 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: 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 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: 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: 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: 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: support for cut/paste without selection (cut/paste the current line)
|
||||||
- input text multi-line: line numbers? status bar? (follow up on #200)
|
- 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: 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: 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: 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: BeginGroup() needs a border option. (~#1496)
|
||||||
- group: IsHovered() after EndGroup() covers whole aabb rather than the intersection of individual items. Is that desirable?
|
- 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: option to alternate background colors on odd/even scanlines.
|
||||||
- columns: allow columns to recurse.
|
- 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: 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: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
|
||||||
- columns: flag to add horizontal separator above/below?
|
- columns: flag to add horizontal separator above/below?
|
||||||
- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
|
- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
|
||||||
@ -151,10 +159,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
|||||||
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
|
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
|
||||||
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
|
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
|
||||||
|
|
||||||
- button: provide a button that looks framed. (?)
|
|
||||||
- image/image button: misalignment on padded/bordered button?
|
- image/image button: misalignment on padded/bordered button?
|
||||||
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
|
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
|
||||||
- image button: not taking an explicit id can be problematic. (#2464, #1390)
|
- image button: not taking an explicit id can be problematic. (#2464, #1390)
|
||||||
|
- button: provide a button that looks framed. (?)
|
||||||
- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar)
|
- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar)
|
||||||
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
|
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
|
||||||
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946)
|
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946)
|
||||||
@ -204,27 +212,28 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
|||||||
- shortcuts: programmatically access shortcuts "Focus("&Save"))
|
- shortcuts: programmatically access shortcuts "Focus("&Save"))
|
||||||
- menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
|
- menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
|
||||||
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
|
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
|
||||||
|
- 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: selectable text (for copy) as a generic feature (ItemFlags?)
|
||||||
- text: proper alignment options in imgui_internal.h
|
- 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: 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: 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: 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 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: 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: 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 / 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: tweak color scheme to distinguish headers from selected tree node (#581)
|
||||||
- tree node: leaf/non-leaf highlight mismatch.
|
- 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: _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: 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)
|
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
|
||||||
- stb: add defines to disable stb implementations
|
- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
|
||||||
|
|
||||||
- style: better default styles. (#707)
|
- style: better default styles. (#707)
|
||||||
- style: add a highlighted text color (for headers, etc.)
|
- style: add a highlighted text color (for headers, etc.)
|
||||||
@ -253,16 +262,17 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
|||||||
- drag and drop: fix/support/options for overlapping drag sources.
|
- drag and drop: fix/support/options for overlapping drag sources.
|
||||||
- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
|
- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
|
||||||
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
|
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
|
||||||
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov.
|
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
|
||||||
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
|
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
|
||||||
- drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637)
|
- drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637)
|
||||||
- drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem)
|
- drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem)
|
||||||
- drag and drop: demo with reordering nodes (in a list, or a tree node). (#143)
|
- drag and drop: demo with reordering nodes (in a list, or a tree node). (#143)
|
||||||
- drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration)
|
- drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration)
|
||||||
- drag and drop: allow for multiple payload types. (#143)
|
- drag and drop: allow for multiple payload types. (#143)
|
||||||
- drag and drop: make payload optional? (#143)
|
- drag and drop: make payload optional? payload promise? (see 2018/01/11 post in #143)
|
||||||
- drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process"
|
- drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process"
|
||||||
- drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?)
|
- drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?)
|
||||||
|
|
||||||
- node/graph editor (#306)
|
- node/graph editor (#306)
|
||||||
- pie menus patterns (#434)
|
- pie menus patterns (#434)
|
||||||
- markup: simple markup language for color change? (#902)
|
- markup: simple markup language for color change? (#902)
|
||||||
@ -270,6 +280,7 @@ 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: 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: 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: 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: 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: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
|
||||||
- font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
|
- font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
|
||||||
@ -295,12 +306,14 @@ 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: 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?
|
- 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: 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: 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: 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: 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: 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: 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.
|
- 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 +331,6 @@ 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: 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: 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: 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: 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: 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)
|
- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
|
||||||
@ -351,6 +363,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
|||||||
- demo: add vertical separator demo
|
- demo: add vertical separator demo
|
||||||
- demo: add virtual scrolling example?
|
- demo: add virtual scrolling example?
|
||||||
- demo: demonstrate Plot offset
|
- demo: demonstrate Plot offset
|
||||||
|
- demo: window size constraint: square demo is broken when resizing from edges (#1975), would need to rework the callback system to solve this
|
||||||
- examples: window minimize, maximize (#583)
|
- examples: window minimize, maximize (#583)
|
||||||
- examples: provide a zero frame-rate/idle example.
|
- examples: provide a zero frame-rate/idle example.
|
||||||
- examples: apple: example_apple should be using modern GL3.
|
- examples: apple: example_apple should be using modern GL3.
|
||||||
|
4
examples/.gitignore
vendored
4
examples/.gitignore
vendored
@ -40,3 +40,7 @@ example_sdl_opengl3/example_sdl_opengl3
|
|||||||
|
|
||||||
## Dear ImGui Ini files
|
## Dear ImGui Ini files
|
||||||
imgui.ini
|
imgui.ini
|
||||||
|
|
||||||
|
## JetBrains IDEs
|
||||||
|
.idea
|
||||||
|
cmake-build-*
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
-----------------------------------------------------------------------
|
-----------------------------------------------------------------------
|
||||||
dear imgui, v1.71
|
dear imgui, v1.74
|
||||||
-----------------------------------------------------------------------
|
-----------------------------------------------------------------------
|
||||||
examples/README.txt
|
examples/README.txt
|
||||||
(This is the README file for the examples/ folder. See docs/ for more documentation)
|
(This is the README file for the examples/ folder. See docs/ for more documentation)
|
||||||
@ -62,10 +62,10 @@ You can find binaries of some of those example applications at:
|
|||||||
Most the example bindings are split in 2 parts:
|
Most the example bindings are split in 2 parts:
|
||||||
|
|
||||||
- The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
|
- The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
|
||||||
Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp)
|
Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp), etc.
|
||||||
|
|
||||||
- The "Renderer" bindings, in charge of: creating the main font texture, rendering imgui draw data.
|
- The "Renderer" bindings, in charge of: creating the main font texture, rendering imgui draw data.
|
||||||
Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp)
|
Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp), etc.
|
||||||
|
|
||||||
- The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program.
|
- The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program.
|
||||||
Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
|
Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
|
||||||
@ -122,16 +122,32 @@ List of high-level Frameworks Bindings in this repository: (combine Platform + R
|
|||||||
imgui_impl_allegro5.cpp
|
imgui_impl_allegro5.cpp
|
||||||
imgui_impl_marmalade.cpp
|
imgui_impl_marmalade.cpp
|
||||||
|
|
||||||
Note that Dear ImGui works with Emscripten.
|
Note that Dear ImGui works with Emscripten. The examples_emscripten/ app uses imgui_impl_sdl.cpp and
|
||||||
The examples_emscripten/ app uses sdl.cpp + opengl3.cpp but other combinations are possible.
|
imgui_impl_opengl3.cpp, but other combinations are possible.
|
||||||
|
|
||||||
Third-party framework, graphics API and languages bindings are listed at:
|
Third-party framework, graphics API and languages bindings are listed at:
|
||||||
|
|
||||||
https://github.com/ocornut/imgui/wiki/Bindings
|
https://github.com/ocornut/imgui/wiki/Bindings
|
||||||
|
|
||||||
Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
|
Languages:
|
||||||
Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, OpenSceneGraph,
|
C, C#, ChaiScript, CovScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Nim,
|
||||||
openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
|
Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
|
||||||
Miscellaneous: Software Renderer, RemoteImgui, etc.
|
|
||||||
|
Frameworks:
|
||||||
|
Amethyst, bsf, Cinder, Cocoa2d-x, Diligent Engine, Flexium, GML/GameMaker Studio,
|
||||||
|
GTK3 + OpenGL, Irrlicht, Ogre, OpenSceneGraph/OSG, openFrameworks, Orx, LÖVE+LUA,
|
||||||
|
Magnum, NanoRT, Nim Game Lib, px_render, Qt, Qt3d, SFML, Sokol, Unreal Engine 4, vtk...
|
||||||
|
|
||||||
|
Miscellaneous: Software Renderer, RemoteImgui, imgui-ws, etc.
|
||||||
|
|
||||||
|
Not sure which to use?
|
||||||
|
Recommended platform/frameworks:
|
||||||
|
|
||||||
|
GLFW https://github.com/glfw/glfw Use imgui_impl_glfw.cpp
|
||||||
|
SDL2 https://www.libsdl.org Use imgui_impl_sdl.cp
|
||||||
|
Sokol https://github.com/floooh/sokol Use util/sokol_imgui.h in Sokol repository.
|
||||||
|
|
||||||
|
Those will allow you to create portable applications and will solve and abstract away many issues.
|
||||||
|
|
||||||
|
|
||||||
---------------------------------------
|
---------------------------------------
|
||||||
@ -201,6 +217,7 @@ example_glfw_vulkan/
|
|||||||
GLFW (Win32, Mac, Linux) + Vulkan example.
|
GLFW (Win32, Mac, Linux) + Vulkan example.
|
||||||
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
|
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_vulkan.cpp
|
||||||
This is quite long and tedious, because: Vulkan.
|
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/
|
example_glut_opengl2/
|
||||||
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2.
|
GLUT (e.g., FreeGLUT on Linux/Windows, GLUT framework on OSX) + OpenGL2.
|
||||||
@ -217,6 +234,11 @@ example_null
|
|||||||
This is used to quickly test compilation of core imgui files in as many setups as possible.
|
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.
|
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/
|
example_sdl_opengl2/
|
||||||
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
|
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
|
||||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
|
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
|
||||||
@ -240,6 +262,7 @@ example_sdl_vulkan/
|
|||||||
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
|
SDL2 (Win32, Mac, Linux, etc.) + Vulkan example.
|
||||||
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
|
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_vulkan.cpp
|
||||||
This is quite long and tedious, because: Vulkan.
|
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/
|
example_win32_directx9/
|
||||||
DirectX9 example, Windows only.
|
DirectX9 example, Windows only.
|
||||||
|
@ -9,12 +9,14 @@ Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit ind
|
|||||||
|
|
||||||
# How to Build
|
# How to Build
|
||||||
|
|
||||||
### On Ubuntu 14.04+
|
### On Ubuntu 14.04+ and macOS
|
||||||
|
|
||||||
```bash
|
```bash
|
||||||
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
|
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
|
||||||
```
|
```
|
||||||
|
|
||||||
|
On macOS, install Allegro with homebrew: `brew install allegro`.
|
||||||
|
|
||||||
### On Windows with Visual Studio's CLI
|
### On Windows with Visual Studio's CLI
|
||||||
|
|
||||||
You may install Allegro using vcpkg:
|
You may install Allegro using vcpkg:
|
||||||
|
@ -40,7 +40,7 @@ int main(int, char**)
|
|||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - 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).
|
// - 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.
|
// - 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.
|
// - Read 'docs/FONTS.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 \\ !
|
// - 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->AddFontDefault();
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||||
|
@ -133,12 +133,6 @@
|
|||||||
return (YES);
|
return (YES);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Flip coordinate system upside down on Y
|
|
||||||
-(BOOL)isFlipped
|
|
||||||
{
|
|
||||||
return (YES);
|
|
||||||
}
|
|
||||||
|
|
||||||
-(void)dealloc
|
-(void)dealloc
|
||||||
{
|
{
|
||||||
animationTimer = nil;
|
animationTimer = nil;
|
||||||
@ -150,6 +144,8 @@
|
|||||||
-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||||
-(void)mouseDown:(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)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); }
|
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
|
||||||
|
|
||||||
@end
|
@end
|
||||||
@ -179,6 +175,7 @@
|
|||||||
|
|
||||||
_window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
|
_window = [[NSWindow alloc] initWithContentRect:viewRect styleMask:NSWindowStyleMaskTitled|NSWindowStyleMaskMiniaturizable|NSWindowStyleMaskResizable|NSWindowStyleMaskClosable backing:NSBackingStoreBuffered defer:YES];
|
||||||
[_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
|
[_window setTitle:@"Dear ImGui OSX+OpenGL2 Example"];
|
||||||
|
[_window setAcceptsMouseMovedEvents:YES];
|
||||||
[_window setOpaque:YES];
|
[_window setOpaque:YES];
|
||||||
[_window makeKeyAndOrderFront:NSApp];
|
[_window makeKeyAndOrderFront:NSApp];
|
||||||
|
|
||||||
@ -256,7 +253,7 @@
|
|||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - 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).
|
// - 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.
|
// - 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.
|
// - Read 'docs/FONTS.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 \\ !
|
// - 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->AddFontDefault();
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||||
|
@ -22,9 +22,12 @@ OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
|||||||
UNAME_S := $(shell uname -s)
|
UNAME_S := $(shell uname -s)
|
||||||
|
|
||||||
EMS = -s USE_SDL=2 -s WASM=1
|
EMS = -s USE_SDL=2 -s WASM=1
|
||||||
EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp
|
EMS += -s ALLOW_MEMORY_GROWTH=1
|
||||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
|
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
|
||||||
EMS += -s ASSERTIONS=1 -s NO_FILESYSTEM=1
|
EMS += -s ASSERTIONS=1
|
||||||
|
EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS
|
||||||
|
# Uncomment next line to fix possible rendering bugs with emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
|
||||||
|
#EMS += -s BINARYEN_TRAP_MODE=clamp
|
||||||
#EMS += -s SAFE_HEAP=1 ## Adds overhead
|
#EMS += -s SAFE_HEAP=1 ## Adds overhead
|
||||||
|
|
||||||
CPPFLAGS = -I../ -I../../
|
CPPFLAGS = -I../ -I../../
|
||||||
|
@ -3,6 +3,10 @@
|
|||||||
|
|
||||||
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
|
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
|
||||||
|
|
||||||
```
|
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
|
||||||
em++ -I.. -I../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp -s USE_SDL=2 -s USE_WEBGL2=1 -s WASM=1 -s FULL_ES3=1 -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp --shell-file shell_minimal.html -o example-emscripten.html
|
|
||||||
```
|
- Then build using `make` while in the `example_emscripten/` directory.
|
||||||
|
|
||||||
|
- Note that Emscripten 1.39.0 (October 2019) obsoleted the `BINARYEN_TRAP_MODE=clamp` compilation flag which was required with version older than 1.39.0 to avoid rendering artefacts. See [#2877](https://github.com/ocornut/imgui/issues/2877) for details. If you use an older version, uncomment this line in the Makefile:
|
||||||
|
|
||||||
|
`#EMS += -s BINARYEN_TRAP_MODE=clamp`
|
||||||
|
@ -81,7 +81,7 @@ int main(int, char**)
|
|||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - 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).
|
// - 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.
|
// - 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.
|
// - Read 'docs/FONTS.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 \\ !
|
// - 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->AddFontDefault();
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||||
|
@ -38,7 +38,7 @@ int main(int, char**)
|
|||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - 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).
|
// - 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.
|
// - 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.
|
// - Read 'docs/FONTS.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 \\ !
|
// - 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->AddFontDefault();
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||||
@ -74,6 +74,7 @@ int main(int, char**)
|
|||||||
|
|
||||||
MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];
|
MTLRenderPassDescriptor *renderPassDescriptor = [MTLRenderPassDescriptor new];
|
||||||
|
|
||||||
|
// Our state
|
||||||
bool show_demo_window = true;
|
bool show_demo_window = true;
|
||||||
bool show_another_window = false;
|
bool show_another_window = false;
|
||||||
float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
|
float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
|
||||||
|
@ -59,7 +59,7 @@ int main(int, char**)
|
|||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - 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).
|
// - 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.
|
// - 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.
|
// - Read 'docs/FONTS.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 \\ !
|
// - 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->AddFontDefault();
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||||
@ -69,6 +69,7 @@ int main(int, char**)
|
|||||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||||
//IM_ASSERT(font != NULL);
|
//IM_ASSERT(font != NULL);
|
||||||
|
|
||||||
|
// Our state
|
||||||
bool show_demo_window = true;
|
bool show_demo_window = true;
|
||||||
bool show_another_window = false;
|
bool show_another_window = false;
|
||||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||||
|
@ -35,12 +35,11 @@ CXXFLAGS += -I../libs/gl3w
|
|||||||
|
|
||||||
## Using OpenGL loader: glew
|
## Using OpenGL loader: glew
|
||||||
## (This assumes a system-wide installation)
|
## (This assumes a system-wide installation)
|
||||||
# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
|
# CXXFLAGS += -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||||
|
|
||||||
## Using OpenGL loader: glad
|
## 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
|
# 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
|
## BUILD FLAGS PER PLATFORM
|
||||||
@ -87,7 +86,9 @@ endif
|
|||||||
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
$(CXX) $(CXXFLAGS) -c -o $@ $<
|
||||||
|
|
||||||
%.o:../libs/gl3w/GL/%.c
|
%.o:../libs/gl3w/GL/%.c
|
||||||
# %.o:../libs/glad/src/%.c
|
$(CC) $(CFLAGS) -c -o $@ $<
|
||||||
|
|
||||||
|
%.o:../libs/glad/src/%.c
|
||||||
$(CC) $(CFLAGS) -c -o $@ $<
|
$(CC) $(CFLAGS) -c -o $@ $<
|
||||||
|
|
||||||
all: $(EXE)
|
all: $(EXE)
|
||||||
|
@ -7,8 +7,9 @@
|
|||||||
#include "imgui_impl_opengl3.h"
|
#include "imgui_impl_opengl3.h"
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
|
|
||||||
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
|
// About Desktop OpenGL function loaders:
|
||||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
|
// 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.
|
// 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)
|
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||||
#include <GL/gl3w.h> // Initialize with gl3wInit()
|
#include <GL/gl3w.h> // Initialize with gl3wInit()
|
||||||
@ -102,7 +103,7 @@ int main(int, char**)
|
|||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - 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).
|
// - 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.
|
// - 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.
|
// - Read 'docs/FONTS.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 \\ !
|
// - 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->AddFontDefault();
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||||
@ -112,6 +113,7 @@ int main(int, char**)
|
|||||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||||
//IM_ASSERT(font != NULL);
|
//IM_ASSERT(font != NULL);
|
||||||
|
|
||||||
|
// Our state
|
||||||
bool show_demo_window = true;
|
bool show_demo_window = true;
|
||||||
bool show_another_window = false;
|
bool show_another_window = false;
|
||||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||||
|
@ -400,7 +400,7 @@ int main(int, char**)
|
|||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - 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).
|
// - 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.
|
// - 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.
|
// - Read 'docs/FONTS.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 \\ !
|
// - 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->AddFontDefault();
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||||
@ -440,6 +440,7 @@ int main(int, char**)
|
|||||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Our state
|
||||||
bool show_demo_window = true;
|
bool show_demo_window = true;
|
||||||
bool show_another_window = false;
|
bool show_another_window = false;
|
||||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
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
|
#pragma warning (disable: 4505) // unreferenced local function has been removed
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
// Our state
|
||||||
static bool show_demo_window = true;
|
static bool show_demo_window = true;
|
||||||
static bool show_another_window = false;
|
static bool show_another_window = false;
|
||||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
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);
|
glutDisplayFunc(glut_display_func);
|
||||||
|
|
||||||
// Setup Dear ImGui context
|
// Setup Dear ImGui context
|
||||||
|
IMGUI_CHECKVERSION();
|
||||||
ImGui::CreateContext();
|
ImGui::CreateContext();
|
||||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||||
@ -123,7 +125,7 @@ int main(int argc, char** argv)
|
|||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - 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).
|
// - 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.
|
// - 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.
|
// - Read 'docs/FONTS.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 \\ !
|
// - 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->AddFontDefault();
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||||
|
@ -34,7 +34,7 @@ int main(int, char**)
|
|||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - 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).
|
// - 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.
|
// - 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.
|
// - Read 'docs/FONTS.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 \\ !
|
// - 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->AddFontDefault();
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||||
@ -44,6 +44,7 @@ int main(int, char**)
|
|||||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||||
//IM_ASSERT(font != NULL);
|
//IM_ASSERT(font != NULL);
|
||||||
|
|
||||||
|
// Our state
|
||||||
bool show_demo_window = true;
|
bool show_demo_window = true;
|
||||||
bool show_another_window = false;
|
bool show_another_window = false;
|
||||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||||
|
@ -8,27 +8,42 @@ SOURCES = main.cpp
|
|||||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||||
UNAME_S := $(shell uname -s)
|
UNAME_S := $(shell uname -s)
|
||||||
|
EXTRA_WARNINGS ?= 0
|
||||||
|
|
||||||
CXXFLAGS = -I../ -I../../
|
CXXFLAGS = -I../ -I../../
|
||||||
CXXFLAGS += -g -Wall -Wformat
|
CXXFLAGS += -g -Wall -Wformat
|
||||||
LIBS =
|
LIBS =
|
||||||
|
|
||||||
|
# We use the EXTRA_WARNINGS flag on our CI setup to eagerly catch zealous warnings
|
||||||
|
ifeq ($(EXTRA_WARNINGS), 1)
|
||||||
|
CXXFLAGS += -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros
|
||||||
|
endif
|
||||||
|
|
||||||
##---------------------------------------------------------------------
|
##---------------------------------------------------------------------
|
||||||
## BUILD FLAGS PER PLATFORM
|
## BUILD FLAGS PER PLATFORM
|
||||||
##---------------------------------------------------------------------
|
##---------------------------------------------------------------------
|
||||||
|
|
||||||
ifeq ($(UNAME_S), Linux) #LINUX
|
ifeq ($(UNAME_S), Linux) #LINUX
|
||||||
ECHO_MESSAGE = "Linux"
|
ECHO_MESSAGE = "Linux"
|
||||||
|
ifneq ($(EXTRA_WARNINGS), 0)
|
||||||
|
CXXFLAGS += -Wextra -pedantic
|
||||||
|
endif
|
||||||
CFLAGS = $(CXXFLAGS)
|
CFLAGS = $(CXXFLAGS)
|
||||||
endif
|
endif
|
||||||
|
|
||||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||||
ECHO_MESSAGE = "Mac OS X"
|
ECHO_MESSAGE = "Mac OS X"
|
||||||
|
ifneq ($(EXTRA_WARNINGS), 0)
|
||||||
|
CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-c++11-long-long
|
||||||
|
endif
|
||||||
CFLAGS = $(CXXFLAGS)
|
CFLAGS = $(CXXFLAGS)
|
||||||
endif
|
endif
|
||||||
|
|
||||||
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||||
ECHO_MESSAGE = "MinGW"
|
ECHO_MESSAGE = "MinGW"
|
||||||
|
ifneq ($(EXTRA_WARNINGS), 0)
|
||||||
|
CXXFLAGS += -Wextra -pedantic
|
||||||
|
endif
|
||||||
CFLAGS = $(CXXFLAGS)
|
CFLAGS = $(CXXFLAGS)
|
||||||
endif
|
endif
|
||||||
|
|
||||||
|
8
examples/example_sdl_directx11/build_win32.bat
Normal file
8
examples/example_sdl_directx11/build_win32.bat
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||||
|
set OUT_DIR=Debug
|
||||||
|
set OUT_EXE=example_sdl_directx11
|
||||||
|
set INCLUDES=/I.. /I..\.. /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include"
|
||||||
|
set SOURCES=main.cpp ..\imgui_impl_sdl.cpp ..\imgui_impl_dx11.cpp ..\..\imgui*.cpp
|
||||||
|
set LIBS=/libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib
|
||||||
|
mkdir %OUT_DIR%
|
||||||
|
cl /nologo /Zi /MD %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console
|
181
examples/example_sdl_directx11/example_sdl_directx11.vcxproj
Normal file
181
examples/example_sdl_directx11/example_sdl_directx11.vcxproj
Normal file
@ -0,0 +1,181 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
|
<ItemGroup Label="ProjectConfigurations">
|
||||||
|
<ProjectConfiguration Include="Debug|Win32">
|
||||||
|
<Configuration>Debug</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Debug|x64">
|
||||||
|
<Configuration>Debug</Configuration>
|
||||||
|
<Platform>x64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release|Win32">
|
||||||
|
<Configuration>Release</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Release|x64">
|
||||||
|
<Configuration>Release</Configuration>
|
||||||
|
<Platform>x64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
</ItemGroup>
|
||||||
|
<PropertyGroup Label="Globals">
|
||||||
|
<ProjectGuid>{9E1987E3-1F19-45CA-B9C9-D31E791836D8}</ProjectGuid>
|
||||||
|
<RootNamespace>example_sdl_directx11</RootNamespace>
|
||||||
|
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||||
|
<ProjectName>example_sdl_directx11</ProjectName>
|
||||||
|
</PropertyGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>true</UseDebugLibraries>
|
||||||
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||||
|
<ConfigurationType>Application</ConfigurationType>
|
||||||
|
<UseDebugLibraries>false</UseDebugLibraries>
|
||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||||
|
<CharacterSet>MultiByte</CharacterSet>
|
||||||
|
<PlatformToolset>v110</PlatformToolset>
|
||||||
|
</PropertyGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||||
|
<ImportGroup Label="ExtensionSettings">
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
|
||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||||
|
</ImportGroup>
|
||||||
|
<PropertyGroup Label="UserMacros" />
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
|
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||||
|
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||||
|
<IncludePath>$(IncludePath)</IncludePath>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
|
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||||
|
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||||
|
<IncludePath>$(IncludePath)</IncludePath>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
|
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||||
|
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||||
|
<IncludePath>$(IncludePath)</IncludePath>
|
||||||
|
</PropertyGroup>
|
||||||
|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
|
<OutDir>$(ProjectDir)$(Configuration)\</OutDir>
|
||||||
|
<IntDir>$(ProjectDir)$(Configuration)\</IntDir>
|
||||||
|
<IncludePath>$(IncludePath)</IncludePath>
|
||||||
|
</PropertyGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||||
|
<ClCompile>
|
||||||
|
<WarningLevel>Level4</WarningLevel>
|
||||||
|
<Optimization>Disabled</Optimization>
|
||||||
|
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
|
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||||
|
<ClCompile>
|
||||||
|
<WarningLevel>Level4</WarningLevel>
|
||||||
|
<Optimization>Disabled</Optimization>
|
||||||
|
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
|
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||||
|
<ClCompile>
|
||||||
|
<WarningLevel>Level4</WarningLevel>
|
||||||
|
<Optimization>MaxSpeed</Optimization>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
|
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
|
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<IgnoreSpecificDefaultLibraries>
|
||||||
|
</IgnoreSpecificDefaultLibraries>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||||
|
<ClCompile>
|
||||||
|
<WarningLevel>Level4</WarningLevel>
|
||||||
|
<Optimization>MaxSpeed</Optimization>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
|
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||||
|
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<IgnoreSpecificDefaultLibraries>
|
||||||
|
</IgnoreSpecificDefaultLibraries>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="..\..\imgui.cpp" />
|
||||||
|
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||||
|
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||||
|
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||||
|
<ClCompile Include="..\imgui_impl_dx11.cpp" />
|
||||||
|
<ClCompile Include="..\imgui_impl_sdl.cpp" />
|
||||||
|
<ClCompile Include="main.cpp" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClInclude Include="..\..\imconfig.h" />
|
||||||
|
<ClInclude Include="..\..\imgui.h" />
|
||||||
|
<ClInclude Include="..\..\imgui_internal.h" />
|
||||||
|
<ClInclude Include="..\imgui_impl_dx11.h" />
|
||||||
|
<ClInclude Include="..\imgui_impl_sdl.h" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<None Include="..\..\misc\natvis\imgui.natvis" />
|
||||||
|
<None Include="..\README.txt" />
|
||||||
|
</ItemGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
</ImportGroup>
|
||||||
|
</Project>
|
@ -0,0 +1,57 @@
|
|||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
|
<ItemGroup>
|
||||||
|
<Filter Include="imgui">
|
||||||
|
<UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
|
||||||
|
</Filter>
|
||||||
|
<Filter Include="sources">
|
||||||
|
<UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
|
||||||
|
</Filter>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClInclude Include="..\..\imconfig.h">
|
||||||
|
<Filter>imgui</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\imgui.h">
|
||||||
|
<Filter>imgui</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\..\imgui_internal.h">
|
||||||
|
<Filter>imgui</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\imgui_impl_dx11.h">
|
||||||
|
<Filter>sources</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="..\imgui_impl_sdl.h">
|
||||||
|
<Filter>sources</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="..\..\imgui.cpp">
|
||||||
|
<Filter>imgui</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="main.cpp">
|
||||||
|
<Filter>sources</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||||
|
<Filter>imgui</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||||
|
<Filter>imgui</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\imgui_impl_dx11.cpp">
|
||||||
|
<Filter>sources</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||||
|
<Filter>imgui</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="..\imgui_impl_sdl.cpp">
|
||||||
|
<Filter>sources</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<None Include="..\README.txt" />
|
||||||
|
<None Include="..\..\misc\natvis\imgui.natvis">
|
||||||
|
<Filter>sources</Filter>
|
||||||
|
</None>
|
||||||
|
</ItemGroup>
|
||||||
|
</Project>
|
221
examples/example_sdl_directx11/main.cpp
Normal file
221
examples/example_sdl_directx11/main.cpp
Normal file
@ -0,0 +1,221 @@
|
|||||||
|
// 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
|
||||||
|
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
|
||||||
|
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
|
||||||
|
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 'docs/FONTS.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; }
|
||||||
|
}
|
@ -13,9 +13,12 @@
|
|||||||
#include <SDL.h>
|
#include <SDL.h>
|
||||||
#include <SDL_opengl.h>
|
#include <SDL_opengl.h>
|
||||||
|
|
||||||
|
// Main code
|
||||||
int main(int, char**)
|
int main(int, char**)
|
||||||
{
|
{
|
||||||
// Setup SDL
|
// Setup SDL
|
||||||
|
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
|
||||||
|
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
|
||||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||||
{
|
{
|
||||||
printf("Error: %s\n", SDL_GetError());
|
printf("Error: %s\n", SDL_GetError());
|
||||||
@ -54,7 +57,7 @@ int main(int, char**)
|
|||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - 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).
|
// - 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.
|
// - 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.
|
// - Read 'docs/FONTS.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 \\ !
|
// - 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->AddFontDefault();
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||||
@ -64,6 +67,7 @@ int main(int, char**)
|
|||||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||||
//IM_ASSERT(font != NULL);
|
//IM_ASSERT(font != NULL);
|
||||||
|
|
||||||
|
// Our state
|
||||||
bool show_demo_window = true;
|
bool show_demo_window = true;
|
||||||
bool show_another_window = false;
|
bool show_another_window = false;
|
||||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||||
|
@ -35,12 +35,11 @@ CXXFLAGS += -I../libs/gl3w
|
|||||||
|
|
||||||
## Using OpenGL loader: glew
|
## Using OpenGL loader: glew
|
||||||
## (This assumes a system-wide installation)
|
## (This assumes a system-wide installation)
|
||||||
# CXXFLAGS = -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
|
# CXXFLAGS += -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW
|
||||||
|
|
||||||
## Using OpenGL loader: glad
|
## 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
|
# 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
|
## BUILD FLAGS PER PLATFORM
|
||||||
@ -50,7 +49,7 @@ ifeq ($(UNAME_S), Linux) #LINUX
|
|||||||
ECHO_MESSAGE = "Linux"
|
ECHO_MESSAGE = "Linux"
|
||||||
LIBS += -lGL -ldl `sdl2-config --libs`
|
LIBS += -lGL -ldl `sdl2-config --libs`
|
||||||
|
|
||||||
CXXFLAGS += -I../libs/gl3w `sdl2-config --cflags`
|
CXXFLAGS += `sdl2-config --cflags`
|
||||||
CFLAGS = $(CXXFLAGS)
|
CFLAGS = $(CXXFLAGS)
|
||||||
endif
|
endif
|
||||||
|
|
||||||
@ -59,7 +58,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
|
|||||||
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
|
LIBS += -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
|
||||||
LIBS += -L/usr/local/lib -L/opt/local/lib
|
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
|
CXXFLAGS += -I/usr/local/include -I/opt/local/include
|
||||||
CFLAGS = $(CXXFLAGS)
|
CFLAGS = $(CXXFLAGS)
|
||||||
endif
|
endif
|
||||||
@ -68,7 +67,7 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
|||||||
ECHO_MESSAGE = "MinGW"
|
ECHO_MESSAGE = "MinGW"
|
||||||
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
|
LIBS += -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
|
||||||
|
|
||||||
CXXFLAGS += -I../libs/gl3w `pkg-config --cflags sdl2`
|
CXXFLAGS += `pkg-config --cflags sdl2`
|
||||||
CFLAGS = $(CXXFLAGS)
|
CFLAGS = $(CXXFLAGS)
|
||||||
endif
|
endif
|
||||||
|
|
||||||
@ -88,6 +87,9 @@ endif
|
|||||||
%.o:../libs/gl3w/GL/%.c
|
%.o:../libs/gl3w/GL/%.c
|
||||||
$(CC) $(CFLAGS) -c -o $@ $<
|
$(CC) $(CFLAGS) -c -o $@ $<
|
||||||
|
|
||||||
|
%.o:../libs/glad/src/%.c
|
||||||
|
$(CC) $(CFLAGS) -c -o $@ $<
|
||||||
|
|
||||||
all: $(EXE)
|
all: $(EXE)
|
||||||
@echo Build complete for $(ECHO_MESSAGE)
|
@echo Build complete for $(ECHO_MESSAGE)
|
||||||
|
|
||||||
|
@ -9,8 +9,9 @@
|
|||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
#include <SDL.h>
|
#include <SDL.h>
|
||||||
|
|
||||||
// About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually.
|
// About Desktop OpenGL function loaders:
|
||||||
// Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad.
|
// 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.
|
// 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)
|
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
|
||||||
#include <GL/gl3w.h> // Initialize with gl3wInit()
|
#include <GL/gl3w.h> // Initialize with gl3wInit()
|
||||||
@ -22,9 +23,12 @@
|
|||||||
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
// Main code
|
||||||
int main(int, char**)
|
int main(int, char**)
|
||||||
{
|
{
|
||||||
// Setup SDL
|
// Setup SDL
|
||||||
|
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
|
||||||
|
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
|
||||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||||
{
|
{
|
||||||
printf("Error: %s\n", SDL_GetError());
|
printf("Error: %s\n", SDL_GetError());
|
||||||
@ -94,7 +98,7 @@ int main(int, char**)
|
|||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - 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).
|
// - 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.
|
// - 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.
|
// - Read 'docs/FONTS.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 \\ !
|
// - 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->AddFontDefault();
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||||
@ -104,6 +108,7 @@ int main(int, char**)
|
|||||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||||
//IM_ASSERT(font != NULL);
|
//IM_ASSERT(font != NULL);
|
||||||
|
|
||||||
|
// Our state
|
||||||
bool show_demo_window = true;
|
bool show_demo_window = true;
|
||||||
bool show_another_window = false;
|
bool show_another_window = false;
|
||||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
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)
|
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||||
{
|
{
|
||||||
printf("Error: %s\n", SDL_GetError());
|
printf("Error: %s\n", SDL_GetError());
|
||||||
return 1;
|
return -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Setup window
|
// Setup window
|
||||||
@ -353,6 +353,7 @@ int main(int, char**)
|
|||||||
SetupVulkanWindow(wd, surface, w, h);
|
SetupVulkanWindow(wd, surface, w, h);
|
||||||
|
|
||||||
// Setup Dear ImGui context
|
// Setup Dear ImGui context
|
||||||
|
IMGUI_CHECKVERSION();
|
||||||
ImGui::CreateContext();
|
ImGui::CreateContext();
|
||||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||||
@ -383,7 +384,7 @@ int main(int, char**)
|
|||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - 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).
|
// - 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.
|
// - 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.
|
// - Read 'docs/FONTS.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 \\ !
|
// - 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->AddFontDefault();
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||||
@ -423,6 +424,7 @@ int main(int, char**)
|
|||||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Our state
|
||||||
bool show_demo_window = true;
|
bool show_demo_window = true;
|
||||||
bool show_another_window = false;
|
bool show_another_window = false;
|
||||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||||
|
@ -62,7 +62,7 @@ int main(int, char**)
|
|||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - 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).
|
// - 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.
|
// - 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.
|
// - Read 'docs/FONTS.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 \\ !
|
// - 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->AddFontDefault();
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||||
|
@ -62,7 +62,7 @@ int main(int, char**)
|
|||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - 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).
|
// - 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.
|
// - 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.
|
// - Read 'docs/FONTS.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 \\ !
|
// - 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->AddFontDefault();
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||||
@ -146,6 +146,7 @@ int main(int, char**)
|
|||||||
//g_pSwapChain->Present(0, 0); // Present without vsync
|
//g_pSwapChain->Present(0, 0); // Present without vsync
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Cleanup
|
||||||
ImGui_ImplDX11_Shutdown();
|
ImGui_ImplDX11_Shutdown();
|
||||||
ImGui_ImplWin32_Shutdown();
|
ImGui_ImplWin32_Shutdown();
|
||||||
ImGui::DestroyContext();
|
ImGui::DestroyContext();
|
||||||
|
@ -9,7 +9,12 @@
|
|||||||
#include <dxgi1_4.h>
|
#include <dxgi1_4.h>
|
||||||
#include <tchar.h>
|
#include <tchar.h>
|
||||||
|
|
||||||
#define DX12_ENABLE_DEBUG_LAYER 0
|
//#define DX12_ENABLE_DEBUG_LAYER
|
||||||
|
|
||||||
|
#ifdef DX12_ENABLE_DEBUG_LAYER
|
||||||
|
#include <dxgidebug.h>
|
||||||
|
#pragma comment(lib, "dxguid.lib")
|
||||||
|
#endif
|
||||||
|
|
||||||
struct FrameContext
|
struct FrameContext
|
||||||
{
|
{
|
||||||
@ -80,7 +85,7 @@ int main(int, char**)
|
|||||||
// Setup Platform/Renderer bindings
|
// Setup Platform/Renderer bindings
|
||||||
ImGui_ImplWin32_Init(hwnd);
|
ImGui_ImplWin32_Init(hwnd);
|
||||||
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
|
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
|
||||||
DXGI_FORMAT_R8G8B8A8_UNORM,
|
DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
|
||||||
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
|
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
|
||||||
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
|
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
|
||||||
|
|
||||||
@ -89,7 +94,7 @@ int main(int, char**)
|
|||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - 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).
|
// - 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.
|
// - 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.
|
// - Read 'docs/FONTS.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 \\ !
|
// - 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->AddFontDefault();
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||||
@ -233,15 +238,14 @@ bool CreateDeviceD3D(HWND hWnd)
|
|||||||
sd.Stereo = FALSE;
|
sd.Stereo = FALSE;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (DX12_ENABLE_DEBUG_LAYER)
|
#ifdef DX12_ENABLE_DEBUG_LAYER
|
||||||
|
ID3D12Debug* pdx12Debug = NULL;
|
||||||
|
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
|
||||||
{
|
{
|
||||||
ID3D12Debug* dx12Debug = NULL;
|
pdx12Debug->EnableDebugLayer();
|
||||||
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
|
pdx12Debug->Release();
|
||||||
{
|
|
||||||
dx12Debug->EnableDebugLayer();
|
|
||||||
dx12Debug->Release();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
|
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
|
||||||
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
|
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
|
||||||
@ -329,6 +333,15 @@ void CleanupDeviceD3D()
|
|||||||
if (g_fence) { g_fence->Release(); g_fence = NULL; }
|
if (g_fence) { g_fence->Release(); g_fence = NULL; }
|
||||||
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
|
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
|
||||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||||
|
|
||||||
|
#ifdef DX12_ENABLE_DEBUG_LAYER
|
||||||
|
IDXGIDebug1* pDebug = NULL;
|
||||||
|
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
|
||||||
|
{
|
||||||
|
pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
|
||||||
|
pDebug->Release();
|
||||||
|
}
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
void CreateRenderTarget()
|
void CreateRenderTarget()
|
||||||
|
@ -60,7 +60,7 @@ int main(int, char**)
|
|||||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
// - 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).
|
// - 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.
|
// - 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.
|
// - Read 'docs/FONTS.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 \\ !
|
// - 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->AddFontDefault();
|
||||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||||
|
@ -2,7 +2,7 @@
|
|||||||
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
|
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
// [X] Platform: Clipboard support (from Allegro 5.1.12)
|
// [X] Platform: Clipboard support (from Allegro 5.1.12)
|
||||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||||
// Issues:
|
// Issues:
|
||||||
@ -15,6 +15,7 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (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().
|
// 2019-05-11: 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.
|
// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||||
// 2018-11-30: Platform: Added touchscreen support.
|
// 2018-11-30: Platform: Added touchscreen support.
|
||||||
@ -24,7 +25,7 @@
|
|||||||
// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
|
// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
|
||||||
// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||||
// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
|
// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
|
||||||
// 2018-04-18: Misc: Added support for 32-bits vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
|
// 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
|
||||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
|
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
|
||||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||||
@ -107,7 +108,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
|||||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||||
|
|
||||||
// Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves.
|
// Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves.
|
||||||
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 float as well..
|
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
|
||||||
static ImVector<ImDrawVertAllegro> vertices;
|
static ImVector<ImDrawVertAllegro> vertices;
|
||||||
vertices.resize(cmd_list->IdxBuffer.Size);
|
vertices.resize(cmd_list->IdxBuffer.Size);
|
||||||
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
|
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
|
||||||
@ -256,7 +257,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
|||||||
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
|
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
|
||||||
|
|
||||||
// Create custom vertex declaration.
|
// Create custom vertex declaration.
|
||||||
// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
|
// Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
|
||||||
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
|
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
|
||||||
ALLEGRO_VERTEX_ELEMENT elems[] =
|
ALLEGRO_VERTEX_ELEMENT elems[] =
|
||||||
{
|
{
|
||||||
@ -282,6 +283,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
|||||||
io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
|
io.KeyMap[ImGuiKey_Space] = ALLEGRO_KEY_SPACE;
|
||||||
io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
|
io.KeyMap[ImGuiKey_Enter] = ALLEGRO_KEY_ENTER;
|
||||||
io.KeyMap[ImGuiKey_Escape] = ALLEGRO_KEY_ESCAPE;
|
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_A] = ALLEGRO_KEY_A;
|
||||||
io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
|
io.KeyMap[ImGuiKey_C] = ALLEGRO_KEY_C;
|
||||||
io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
|
io.KeyMap[ImGuiKey_V] = ALLEGRO_KEY_V;
|
||||||
|
@ -2,7 +2,7 @@
|
|||||||
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
|
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
// [X] Platform: Clipboard support (from Allegro 5.1.12)
|
// [X] Platform: Clipboard support (from Allegro 5.1.12)
|
||||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||||
// Issues:
|
// Issues:
|
||||||
|
@ -2,8 +2,8 @@
|
|||||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
@ -11,6 +11,7 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (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.
|
// 2019-05-29: 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.
|
// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
// 2018-12-03: 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->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||||
ctx->PSSetShader(g_pPixelShader);
|
ctx->PSSetShader(g_pPixelShader);
|
||||||
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
|
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
|
||||||
|
ctx->GSSetShader(NULL);
|
||||||
|
|
||||||
// Setup render state
|
// Setup render state
|
||||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
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;
|
ID3D10SamplerState* PSSampler;
|
||||||
ID3D10PixelShader* PS;
|
ID3D10PixelShader* PS;
|
||||||
ID3D10VertexShader* VS;
|
ID3D10VertexShader* VS;
|
||||||
|
ID3D10GeometryShader* GS;
|
||||||
D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||||
ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||||
@ -201,6 +204,7 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data)
|
|||||||
ctx->PSGetShader(&old.PS);
|
ctx->PSGetShader(&old.PS);
|
||||||
ctx->VSGetShader(&old.VS);
|
ctx->VSGetShader(&old.VS);
|
||||||
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||||
|
ctx->GSGetShader(&old.GS);
|
||||||
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||||
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||||
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
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->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
|
||||||
ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
|
ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
|
||||||
ctx->VSSetShader(old.VS); if (old.VS) old.VS->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->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
|
||||||
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||||
|
@ -2,8 +2,8 @@
|
|||||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
|
@ -2,8 +2,8 @@
|
|||||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
|
||||||
@ -11,6 +11,8 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (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.
|
// 2019-05-29: 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.
|
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||||
// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile().
|
// 2018-12-03: 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->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
|
||||||
ctx->PSSetShader(g_pPixelShader, NULL, 0);
|
ctx->PSSetShader(g_pPixelShader, NULL, 0);
|
||||||
ctx->PSSetSamplers(0, 1, &g_pFontSampler);
|
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
|
// Setup blend state
|
||||||
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
|
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;
|
ID3D11SamplerState* PSSampler;
|
||||||
ID3D11PixelShader* PS;
|
ID3D11PixelShader* PS;
|
||||||
ID3D11VertexShader* VS;
|
ID3D11VertexShader* VS;
|
||||||
UINT PSInstancesCount, VSInstancesCount;
|
ID3D11GeometryShader* GS;
|
||||||
ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation
|
UINT PSInstancesCount, VSInstancesCount, GSInstancesCount;
|
||||||
|
ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation
|
||||||
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology;
|
||||||
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer;
|
||||||
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
|
||||||
@ -202,10 +209,12 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
|||||||
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
||||||
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||||
ctx->PSGetSamplers(0, 1, &old.PSSampler);
|
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->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
|
||||||
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
|
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
|
||||||
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||||
|
ctx->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount);
|
||||||
|
|
||||||
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
|
||||||
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
|
||||||
ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
|
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();
|
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->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->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();
|
for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
|
||||||
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
|
||||||
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
|
||||||
|
@ -2,8 +2,8 @@
|
|||||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
|
@ -2,8 +2,8 @@
|
|||||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||||
// Issues:
|
// Issues:
|
||||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||||
|
|
||||||
@ -13,6 +13,7 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
|
||||||
// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||||
// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||||
// 2019-03-29: Misc: Various minor tidying up.
|
// 2019-03-29: Misc: Various minor tidying up.
|
||||||
@ -56,6 +57,14 @@ static FrameResources* g_pFrameResources = NULL;
|
|||||||
static UINT g_numFramesInFlight = 0;
|
static UINT g_numFramesInFlight = 0;
|
||||||
static UINT g_frameIndex = UINT_MAX;
|
static UINT g_frameIndex = UINT_MAX;
|
||||||
|
|
||||||
|
template<typename T>
|
||||||
|
static void SafeRelease(T*& res)
|
||||||
|
{
|
||||||
|
if (res)
|
||||||
|
res->Release();
|
||||||
|
res = NULL;
|
||||||
|
}
|
||||||
|
|
||||||
struct VERTEX_CONSTANT_BUFFER
|
struct VERTEX_CONSTANT_BUFFER
|
||||||
{
|
{
|
||||||
float mvp[4][4];
|
float mvp[4][4];
|
||||||
@ -132,7 +141,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
|||||||
// Create and grow vertex/index buffers if needed
|
// Create and grow vertex/index buffers if needed
|
||||||
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
||||||
{
|
{
|
||||||
if (fr->VertexBuffer != NULL) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
|
SafeRelease(fr->VertexBuffer);
|
||||||
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||||
D3D12_HEAP_PROPERTIES props;
|
D3D12_HEAP_PROPERTIES props;
|
||||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||||
@ -155,7 +164,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
|||||||
}
|
}
|
||||||
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
|
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
|
||||||
{
|
{
|
||||||
if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
|
SafeRelease(fr->IndexBuffer);
|
||||||
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||||
D3D12_HEAP_PROPERTIES props;
|
D3D12_HEAP_PROPERTIES props;
|
||||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||||
@ -375,8 +384,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
|||||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||||
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
|
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
|
||||||
if (g_pFontTextureResource != NULL)
|
SafeRelease(g_pFontTextureResource);
|
||||||
g_pFontTextureResource->Release();
|
|
||||||
g_pFontTextureResource = pTexture;
|
g_pFontTextureResource = pTexture;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -502,9 +510,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
|||||||
|
|
||||||
// Create the input layout
|
// Create the input layout
|
||||||
static D3D12_INPUT_ELEMENT_DESC local_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 },
|
{ "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, IM_OFFSETOF(ImDrawVert, uv), 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, IM_OFFSETOF(ImDrawVert, col), 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 };
|
psoDesc.InputLayout = { local_layout, 3 };
|
||||||
}
|
}
|
||||||
@ -588,21 +596,24 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
|
|||||||
if (!g_pd3dDevice)
|
if (!g_pd3dDevice)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
SafeRelease(g_pVertexShaderBlob);
|
||||||
|
SafeRelease(g_pPixelShaderBlob);
|
||||||
|
SafeRelease(g_pRootSignature);
|
||||||
|
SafeRelease(g_pPipelineState);
|
||||||
|
SafeRelease(g_pFontTextureResource);
|
||||||
|
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
|
io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||||
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
|
|
||||||
if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
|
|
||||||
if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
|
|
||||||
if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
|
||||||
for (UINT i = 0; i < g_numFramesInFlight; i++)
|
for (UINT i = 0; i < g_numFramesInFlight; i++)
|
||||||
{
|
{
|
||||||
FrameResources* fr = &g_pFrameResources[i];
|
FrameResources* fr = &g_pFrameResources[i];
|
||||||
if (fr->IndexBuffer) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
|
SafeRelease(fr->IndexBuffer);
|
||||||
if (fr->VertexBuffer) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
|
SafeRelease(fr->VertexBuffer);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
|
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
|
||||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
||||||
{
|
{
|
||||||
// Setup back-end capabilities flags
|
// Setup back-end capabilities flags
|
||||||
@ -617,6 +628,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
|
|||||||
g_pFrameResources = new FrameResources[num_frames_in_flight];
|
g_pFrameResources = new FrameResources[num_frames_in_flight];
|
||||||
g_numFramesInFlight = num_frames_in_flight;
|
g_numFramesInFlight = num_frames_in_flight;
|
||||||
g_frameIndex = UINT_MAX;
|
g_frameIndex = UINT_MAX;
|
||||||
|
IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
|
||||||
|
|
||||||
// Create buffers with a default size (they will later be grown as needed)
|
// Create buffers with a default size (they will later be grown as needed)
|
||||||
for (int i = 0; i < num_frames_in_flight; i++)
|
for (int i = 0; i < num_frames_in_flight; i++)
|
||||||
|
@ -2,8 +2,8 @@
|
|||||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||||
// Issues:
|
// Issues:
|
||||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||||
|
|
||||||
@ -15,6 +15,7 @@
|
|||||||
|
|
||||||
enum DXGI_FORMAT;
|
enum DXGI_FORMAT;
|
||||||
struct ID3D12Device;
|
struct ID3D12Device;
|
||||||
|
struct ID3D12DescriptorHeap;
|
||||||
struct ID3D12GraphicsCommandList;
|
struct ID3D12GraphicsCommandList;
|
||||||
struct D3D12_CPU_DESCRIPTOR_HANDLE;
|
struct D3D12_CPU_DESCRIPTOR_HANDLE;
|
||||||
struct D3D12_GPU_DESCRIPTOR_HANDLE;
|
struct D3D12_GPU_DESCRIPTOR_HANDLE;
|
||||||
@ -23,7 +24,7 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE;
|
|||||||
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
|
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
|
||||||
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
|
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
|
||||||
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
|
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
|
||||||
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
|
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
|
||||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
|
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
|
||||||
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
|
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
|
||||||
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
|
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
|
||||||
|
@ -2,8 +2,8 @@
|
|||||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
|
@ -2,8 +2,8 @@
|
|||||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
|
@ -15,6 +15,8 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
|
||||||
|
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||||
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
|
// 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.
|
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||||
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
|
||||||
@ -60,7 +62,8 @@ static GLFWwindow* g_Window = NULL; // Main window
|
|||||||
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
|
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
|
||||||
static double g_Time = 0.0;
|
static double g_Time = 0.0;
|
||||||
static bool g_MouseJustPressed[5] = { false, false, false, false, false };
|
static bool g_MouseJustPressed[5] = { false, false, false, false, false };
|
||||||
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
|
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
|
||||||
|
static bool g_InstalledCallbacks = false;
|
||||||
|
|
||||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||||
static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
|
static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
|
||||||
@ -151,6 +154,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
|||||||
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
|
io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE;
|
||||||
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
|
||||||
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
|
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_A] = GLFW_KEY_A;
|
||||||
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
|
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
|
||||||
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
|
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
|
||||||
@ -181,6 +185,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
|||||||
g_PrevUserCallbackChar = NULL;
|
g_PrevUserCallbackChar = NULL;
|
||||||
if (install_callbacks)
|
if (install_callbacks)
|
||||||
{
|
{
|
||||||
|
g_InstalledCallbacks = true;
|
||||||
g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||||
g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
||||||
g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
||||||
@ -203,6 +208,15 @@ bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
|
|||||||
|
|
||||||
void ImGui_ImplGlfw_Shutdown()
|
void ImGui_ImplGlfw_Shutdown()
|
||||||
{
|
{
|
||||||
|
if (g_InstalledCallbacks)
|
||||||
|
{
|
||||||
|
glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
|
||||||
|
glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
|
||||||
|
glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
|
||||||
|
glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
|
||||||
|
g_InstalledCallbacks = false;
|
||||||
|
}
|
||||||
|
|
||||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||||
{
|
{
|
||||||
glfwDestroyCursor(g_MouseCursors[cursor_n]);
|
glfwDestroyCursor(g_MouseCursors[cursor_n]);
|
||||||
|
@ -59,6 +59,7 @@ bool ImGui_ImplGLUT_Init()
|
|||||||
io.KeyMap[ImGuiKey_Space] = ' ';
|
io.KeyMap[ImGuiKey_Space] = ' ';
|
||||||
io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
|
io.KeyMap[ImGuiKey_Enter] = 13; // == CTRL+M
|
||||||
io.KeyMap[ImGuiKey_Escape] = 27;
|
io.KeyMap[ImGuiKey_Escape] = 27;
|
||||||
|
io.KeyMap[ImGuiKey_KeyPadEnter] = 13; // == CTRL+M
|
||||||
io.KeyMap[ImGuiKey_A] = 'A';
|
io.KeyMap[ImGuiKey_A] = 'A';
|
||||||
io.KeyMap[ImGuiKey_C] = 'C';
|
io.KeyMap[ImGuiKey_C] = 'C';
|
||||||
io.KeyMap[ImGuiKey_V] = 'V';
|
io.KeyMap[ImGuiKey_V] = 'V';
|
||||||
|
@ -2,7 +2,7 @@
|
|||||||
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
|
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
// Missing features:
|
// Missing features:
|
||||||
// [ ] Renderer: Clipping rectangles are not honored.
|
// [ ] Renderer: Clipping rectangles are not honored.
|
||||||
|
|
||||||
@ -12,6 +12,7 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (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().
|
// 2019-05-11: 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.
|
// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window.
|
||||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_Marmalade_RenderDrawData() in the .h file so you can call it yourself.
|
// 2018-02-16: 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_Space] = s3eKeySpace;
|
||||||
io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
|
io.KeyMap[ImGuiKey_Enter] = s3eKeyEnter;
|
||||||
io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
|
io.KeyMap[ImGuiKey_Escape] = s3eKeyEsc;
|
||||||
|
io.KeyMap[ImGuiKey_KeyPadEnter] = s3eKeyNumPadEnter;
|
||||||
io.KeyMap[ImGuiKey_A] = s3eKeyA;
|
io.KeyMap[ImGuiKey_A] = s3eKeyA;
|
||||||
io.KeyMap[ImGuiKey_C] = s3eKeyC;
|
io.KeyMap[ImGuiKey_C] = s3eKeyC;
|
||||||
io.KeyMap[ImGuiKey_V] = s3eKeyV;
|
io.KeyMap[ImGuiKey_V] = s3eKeyV;
|
||||||
|
@ -2,7 +2,7 @@
|
|||||||
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
|
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
|
@ -2,8 +2,8 @@
|
|||||||
// This needs to be used along with a Platform Binding (e.g. OSX)
|
// This needs to be used along with a Platform Binding (e.g. OSX)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
|
@ -2,8 +2,8 @@
|
|||||||
// This needs to be used along with a Platform Binding (e.g. OSX)
|
// This needs to be used along with a Platform Binding (e.g. OSX)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
|
@ -2,7 +2,7 @@
|
|||||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
@ -24,7 +24,7 @@
|
|||||||
// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications.
|
// 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: 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.
|
// 2018-06-08: 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.
|
// 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).
|
// 2016-09-10: 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.
|
// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.
|
||||||
@ -201,7 +201,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
|
|||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
unsigned char* pixels;
|
unsigned char* pixels;
|
||||||
int width, height;
|
int width, height;
|
||||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||||
|
|
||||||
// Upload texture to graphics system
|
// Upload texture to graphics system
|
||||||
GLint last_texture;
|
GLint last_texture;
|
||||||
|
@ -2,7 +2,7 @@
|
|||||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
|
@ -1,11 +1,11 @@
|
|||||||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
// 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)
|
// - 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..)
|
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
@ -13,6 +13,9 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
|
||||||
|
// 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.
|
// 2019-05-29: 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.
|
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||||
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
|
// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop.
|
||||||
@ -75,19 +78,32 @@
|
|||||||
#include "TargetConditionals.h"
|
#include "TargetConditionals.h"
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Auto-detect GL version
|
// Auto-enable GLES on matching platforms
|
||||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||||
#if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__))
|
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
|
||||||
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
|
#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__)
|
#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
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
// GL includes
|
||||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||||
#include <GLES2/gl2.h>
|
#include <GLES2/gl2.h>
|
||||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
#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
|
#include <GLES3/gl3.h> // Use GL ES 3
|
||||||
|
#endif
|
||||||
#else
|
#else
|
||||||
// About Desktop OpenGL function loaders:
|
// About Desktop OpenGL function loaders:
|
||||||
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
|
||||||
@ -104,15 +120,16 @@
|
|||||||
#endif
|
#endif
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
|
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
|
||||||
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
|
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2)
|
||||||
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
|
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0
|
||||||
#else
|
#else
|
||||||
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
|
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// OpenGL Data
|
// OpenGL Data
|
||||||
static char g_GlslVersionString[32] = "";
|
static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries.
|
||||||
|
static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
|
||||||
static GLuint g_FontTexture = 0;
|
static GLuint g_FontTexture = 0;
|
||||||
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
||||||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
|
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
|
||||||
@ -122,14 +139,26 @@ static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
|
|||||||
// Functions
|
// Functions
|
||||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||||
{
|
{
|
||||||
|
// Query for GL version
|
||||||
|
#if !defined(IMGUI_IMPL_OPENGL_ES2)
|
||||||
|
GLint major, minor;
|
||||||
|
glGetIntegerv(GL_MAJOR_VERSION, &major);
|
||||||
|
glGetIntegerv(GL_MINOR_VERSION, &minor);
|
||||||
|
g_GlVersion = major * 1000 + minor;
|
||||||
|
#else
|
||||||
|
g_GlVersion = 2000; // GLES 2
|
||||||
|
#endif
|
||||||
|
|
||||||
// Setup back-end capabilities flags
|
// Setup back-end capabilities flags
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
io.BackendRendererName = "imgui_impl_opengl3";
|
io.BackendRendererName = "imgui_impl_opengl3";
|
||||||
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
|
#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||||
|
if (g_GlVersion >= 3200)
|
||||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
|
// Store GLSL version string so we can refer to it later in case we recreate shaders.
|
||||||
|
// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
|
||||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||||
if (glsl_version == NULL)
|
if (glsl_version == NULL)
|
||||||
glsl_version = "#version 100";
|
glsl_version = "#version 100";
|
||||||
@ -144,6 +173,23 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
|||||||
strcpy(g_GlslVersionString, glsl_version);
|
strcpy(g_GlslVersionString, glsl_version);
|
||||||
strcat(g_GlslVersionString, "\n");
|
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)
|
// 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.
|
// 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.
|
// Desktop OpenGL 3/4 need a function loader. See the IMGUI_IMPL_OPENGL_LOADER_xxx explanation above.
|
||||||
@ -160,7 +206,7 @@ void ImGui_ImplOpenGL3_Shutdown()
|
|||||||
|
|
||||||
void ImGui_ImplOpenGL3_NewFrame()
|
void ImGui_ImplOpenGL3_NewFrame()
|
||||||
{
|
{
|
||||||
if (!g_FontTexture)
|
if (!g_ShaderHandle)
|
||||||
ImGui_ImplOpenGL3_CreateDeviceObjects();
|
ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -312,11 +358,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
|||||||
|
|
||||||
// Bind texture, Draw
|
// Bind texture, Draw
|
||||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||||
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
|
#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||||
|
if (g_GlVersion >= 3200)
|
||||||
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
|
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
|
||||||
#else
|
else
|
||||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
|
|
||||||
#endif
|
#endif
|
||||||
|
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -357,7 +404,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
|||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
unsigned char* pixels;
|
unsigned char* pixels;
|
||||||
int width, height;
|
int width, height;
|
||||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||||
|
|
||||||
// Upload texture to graphics system
|
// Upload texture to graphics system
|
||||||
GLint last_texture;
|
GLint last_texture;
|
||||||
@ -609,20 +656,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
|
|||||||
|
|
||||||
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
void ImGui_ImplOpenGL3_DestroyDeviceObjects()
|
||||||
{
|
{
|
||||||
if (g_VboHandle) glDeleteBuffers(1, &g_VboHandle);
|
if (g_VboHandle) { glDeleteBuffers(1, &g_VboHandle); g_VboHandle = 0; }
|
||||||
if (g_ElementsHandle) glDeleteBuffers(1, &g_ElementsHandle);
|
if (g_ElementsHandle) { glDeleteBuffers(1, &g_ElementsHandle); g_ElementsHandle = 0; }
|
||||||
g_VboHandle = 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_ShaderHandle && g_VertHandle) glDetachShader(g_ShaderHandle, g_VertHandle);
|
if (g_VertHandle) { glDeleteShader(g_VertHandle); g_VertHandle = 0; }
|
||||||
if (g_VertHandle) glDeleteShader(g_VertHandle);
|
if (g_FragHandle) { glDeleteShader(g_FragHandle); g_FragHandle = 0; }
|
||||||
g_VertHandle = 0;
|
if (g_ShaderHandle) { glDeleteProgram(g_ShaderHandle); g_ShaderHandle = 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;
|
|
||||||
|
|
||||||
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||||
}
|
}
|
||||||
|
@ -1,11 +1,11 @@
|
|||||||
// dear imgui: Renderer for modern OpenGL with shaders / programmatic pipeline
|
// 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)
|
// - 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..)
|
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||||
@ -23,25 +23,42 @@
|
|||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
// Specific OpenGL versions
|
// Backend API
|
||||||
//#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
|
|
||||||
|
|
||||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
|
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_Shutdown();
|
||||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
|
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
|
||||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
|
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 bool ImGui_ImplOpenGL3_CreateFontsTexture();
|
||||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
|
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
|
||||||
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
|
||||||
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
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
|
||||||
|
|
||||||
|
@ -13,5 +13,5 @@
|
|||||||
|
|
||||||
IMGUI_API bool ImGui_ImplOSX_Init();
|
IMGUI_API bool ImGui_ImplOSX_Init();
|
||||||
IMGUI_API void ImGui_ImplOSX_Shutdown();
|
IMGUI_API void ImGui_ImplOSX_Shutdown();
|
||||||
IMGUI_API void ImGui_ImplOSX_NewFrame(NSView *_Nonnull view);
|
IMGUI_API void ImGui_ImplOSX_NewFrame(NSView *_Nullable view);
|
||||||
IMGUI_API bool ImGui_ImplOSX_HandleEvent(NSEvent *_Nonnull event, NSView *_Nullable view);
|
IMGUI_API bool ImGui_ImplOSX_HandleEvent(NSEvent *_Nonnull event, NSView *_Nullable view);
|
||||||
|
@ -14,6 +14,8 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (minor and older changes stripped away, please see git history for details)
|
||||||
|
// 2019-10-11: Inputs: Fix using Backspace key.
|
||||||
|
// 2019-07-21: Re-added 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.
|
// 2019-05-28: Inputs: Added mouse cursor shape and visibility support.
|
||||||
// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp.
|
// 2019-05-18: 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.
|
// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range.
|
||||||
@ -22,7 +24,7 @@
|
|||||||
|
|
||||||
// Data
|
// Data
|
||||||
static CFAbsoluteTime g_Time = 0.0;
|
static CFAbsoluteTime g_Time = 0.0;
|
||||||
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
|
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
|
||||||
static bool g_MouseCursorHidden = false;
|
static bool g_MouseCursorHidden = false;
|
||||||
|
|
||||||
// Undocumented methods for creating cursors.
|
// Undocumented methods for creating cursors.
|
||||||
@ -45,7 +47,7 @@ bool ImGui_ImplOSX_Init()
|
|||||||
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
|
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
|
||||||
io.BackendPlatformName = "imgui_impl_osx";
|
io.BackendPlatformName = "imgui_impl_osx";
|
||||||
|
|
||||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||||
const int offset_for_function_keys = 256 - 0xF700;
|
const int offset_for_function_keys = 256 - 0xF700;
|
||||||
io.KeyMap[ImGuiKey_Tab] = '\t';
|
io.KeyMap[ImGuiKey_Tab] = '\t';
|
||||||
io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys;
|
io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys;
|
||||||
@ -62,6 +64,7 @@ bool ImGui_ImplOSX_Init()
|
|||||||
io.KeyMap[ImGuiKey_Space] = 32;
|
io.KeyMap[ImGuiKey_Space] = 32;
|
||||||
io.KeyMap[ImGuiKey_Enter] = 13;
|
io.KeyMap[ImGuiKey_Enter] = 13;
|
||||||
io.KeyMap[ImGuiKey_Escape] = 27;
|
io.KeyMap[ImGuiKey_Escape] = 27;
|
||||||
|
io.KeyMap[ImGuiKey_KeyPadEnter] = 13;
|
||||||
io.KeyMap[ImGuiKey_A] = 'A';
|
io.KeyMap[ImGuiKey_A] = 'A';
|
||||||
io.KeyMap[ImGuiKey_C] = 'C';
|
io.KeyMap[ImGuiKey_C] = 'C';
|
||||||
io.KeyMap[ImGuiKey_V] = 'V';
|
io.KeyMap[ImGuiKey_V] = 'V';
|
||||||
@ -80,8 +83,34 @@ bool ImGui_ImplOSX_Init()
|
|||||||
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
|
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
|
||||||
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
|
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor];
|
||||||
|
|
||||||
// We don't set the io.SetClipboardTextFn/io.GetClipboardTextFn handlers,
|
// Note that imgui.cpp also include default OSX clipboard handlers which can be enabled
|
||||||
// because imgui.cpp has a default for them that works with OSX.
|
// 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;
|
return true;
|
||||||
}
|
}
|
||||||
@ -122,9 +151,12 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
|
|||||||
{
|
{
|
||||||
// Setup display size
|
// Setup display size
|
||||||
ImGuiIO& io = ImGui::GetIO();
|
ImGuiIO& io = ImGui::GetIO();
|
||||||
|
if (view)
|
||||||
|
{
|
||||||
const float dpi = [view.window backingScaleFactor];
|
const float dpi = [view.window backingScaleFactor];
|
||||||
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
|
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
|
||||||
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
|
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
|
||||||
|
}
|
||||||
|
|
||||||
// Setup time step
|
// Setup time step
|
||||||
if (g_Time == 0.0)
|
if (g_Time == 0.0)
|
||||||
@ -201,7 +233,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
|
#endif // MAC_OS_X_VERSION_MAX_ALLOWED
|
||||||
{
|
{
|
||||||
wheel_dx = [event deltaX];
|
wheel_dx = [event deltaX];
|
||||||
wheel_dy = [event deltaY];
|
wheel_dy = [event deltaY];
|
||||||
@ -222,7 +254,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
|||||||
for (int i = 0; i < len; i++)
|
for (int i = 0; i < len; i++)
|
||||||
{
|
{
|
||||||
int c = [str characterAtIndex:i];
|
int c = [str characterAtIndex:i];
|
||||||
if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF))
|
if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF) && c != 127)
|
||||||
io.AddInputCharacter((unsigned int)c);
|
io.AddInputCharacter((unsigned int)c);
|
||||||
|
|
||||||
// We must reset in case we're pressing a sequence of special keys while keeping the command pressed
|
// We must reset in case we're pressing a sequence of special keys while keeping the command pressed
|
||||||
|
@ -17,6 +17,7 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (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).
|
// 2019-04-23: 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.
|
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||||
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
|
// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.
|
||||||
@ -56,7 +57,7 @@
|
|||||||
static SDL_Window* g_Window = NULL;
|
static SDL_Window* g_Window = NULL;
|
||||||
static Uint64 g_Time = 0;
|
static Uint64 g_Time = 0;
|
||||||
static bool g_MousePressed[3] = { false, false, false };
|
static bool g_MousePressed[3] = { false, false, false };
|
||||||
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
|
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
|
||||||
static char* g_ClipboardTextData = NULL;
|
static char* g_ClipboardTextData = NULL;
|
||||||
|
|
||||||
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
|
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
|
||||||
@ -144,6 +145,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
|
|||||||
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
|
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
|
||||||
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
|
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
|
||||||
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
|
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
|
||||||
|
io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_RETURN2;
|
||||||
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
|
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
|
||||||
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
|
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
|
||||||
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
|
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
|
||||||
@ -190,6 +192,14 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
|
|||||||
return ImGui_ImplSDL2_Init(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()
|
void ImGui_ImplSDL2_Shutdown()
|
||||||
{
|
{
|
||||||
g_Window = NULL;
|
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_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
|
||||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
|
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_Shutdown();
|
||||||
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
|
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
|
||||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
|
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
|
||||||
|
@ -2,7 +2,7 @@
|
|||||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||||
// Missing features:
|
// Missing features:
|
||||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||||
|
|
||||||
@ -22,6 +22,7 @@
|
|||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
// (minor and older changes stripped away, please see git history for details)
|
// (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.
|
// 2019-05-29: 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.
|
// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||||
// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount().
|
// 2019-04-04: *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().
|
||||||
@ -721,6 +722,9 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
|||||||
|
|
||||||
VkPipelineMultisampleStateCreateInfo ms_info = {};
|
VkPipelineMultisampleStateCreateInfo ms_info = {};
|
||||||
ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
|
ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
|
||||||
|
if (v->MSAASamples != 0)
|
||||||
|
ms_info.rasterizationSamples = v->MSAASamples;
|
||||||
|
else
|
||||||
ms_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
|
ms_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
|
||||||
|
|
||||||
VkPipelineColorBlendAttachmentState color_attachment[1] = {};
|
VkPipelineColorBlendAttachmentState color_attachment[1] = {};
|
||||||
|
@ -2,7 +2,7 @@
|
|||||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||||
// Missing features:
|
// Missing features:
|
||||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||||
|
|
||||||
@ -37,6 +37,7 @@ struct ImGui_ImplVulkan_InitInfo
|
|||||||
VkDescriptorPool DescriptorPool;
|
VkDescriptorPool DescriptorPool;
|
||||||
uint32_t MinImageCount; // >= 2
|
uint32_t MinImageCount; // >= 2
|
||||||
uint32_t ImageCount; // >= MinImageCount
|
uint32_t ImageCount; // >= MinImageCount
|
||||||
|
VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT
|
||||||
const VkAllocationCallbacks* Allocator;
|
const VkAllocationCallbacks* Allocator;
|
||||||
void (*CheckVkResultFn)(VkResult err);
|
void (*CheckVkResultFn)(VkResult err);
|
||||||
};
|
};
|
||||||
|
@ -78,6 +78,7 @@ bool ImGui_ImplWin32_Init(void* hwnd)
|
|||||||
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
|
io.KeyMap[ImGuiKey_Space] = VK_SPACE;
|
||||||
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
|
||||||
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
|
||||||
|
io.KeyMap[ImGuiKey_KeyPadEnter] = VK_RETURN;
|
||||||
io.KeyMap[ImGuiKey_A] = 'A';
|
io.KeyMap[ImGuiKey_A] = 'A';
|
||||||
io.KeyMap[ImGuiKey_C] = 'C';
|
io.KeyMap[ImGuiKey_C] = 'C';
|
||||||
io.KeyMap[ImGuiKey_V] = 'V';
|
io.KeyMap[ImGuiKey_V] = 'V';
|
||||||
|
22
imconfig.h
22
imconfig.h
@ -28,14 +28,16 @@
|
|||||||
//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
|
//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
|
||||||
// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
|
// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
|
||||||
//#define IMGUI_DISABLE_DEMO_WINDOWS
|
//#define IMGUI_DISABLE_DEMO_WINDOWS
|
||||||
|
//#define IMGUI_DISABLE_METRICS_WINDOW
|
||||||
|
|
||||||
//---- Don't implement some functions to reduce linkage requirements.
|
//---- 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_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_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_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', this is why this is not the default).
|
||||||
//#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_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. 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_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
|
||||||
|
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
|
||||||
//#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().
|
//#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().
|
||||||
|
|
||||||
//---- Include imgui_user.h at the end of imgui.h as a convenience
|
//---- Include imgui_user.h at the end of imgui.h as a convenience
|
||||||
@ -63,9 +65,9 @@
|
|||||||
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
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.
|
//---- Use 32-bit vertex indices (default is 16-bit) 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).
|
// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bit 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-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
|
||||||
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
|
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
|
||||||
//#define ImDrawIdx unsigned int
|
//#define ImDrawIdx unsigned int
|
||||||
|
|
||||||
@ -75,6 +77,14 @@
|
|||||||
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
|
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
|
||||||
//#define ImDrawCallback MyImDrawCallback
|
//#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.
|
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
|
||||||
/*
|
/*
|
||||||
namespace ImGui
|
namespace ImGui
|
||||||
|
310
imgui.h
310
imgui.h
@ -1,4 +1,4 @@
|
|||||||
// dear imgui, v1.71
|
// dear imgui, v1.74
|
||||||
// (headers)
|
// (headers)
|
||||||
|
|
||||||
// See imgui.cpp file for documentation.
|
// See imgui.cpp file for documentation.
|
||||||
@ -27,7 +27,7 @@ Index of this file:
|
|||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
// Configuration file with compile-time options (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename)
|
// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename)
|
||||||
#ifdef IMGUI_USER_CONFIG
|
#ifdef IMGUI_USER_CONFIG
|
||||||
#include IMGUI_USER_CONFIG
|
#include IMGUI_USER_CONFIG
|
||||||
#endif
|
#endif
|
||||||
@ -39,15 +39,16 @@ Index of this file:
|
|||||||
// Header mess
|
// Header mess
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
#include <float.h> // FLT_MAX
|
// Includes
|
||||||
#include <stdarg.h> // va_list
|
#include <float.h> // FLT_MIN, FLT_MAX
|
||||||
|
#include <stdarg.h> // va_list, va_start, va_end
|
||||||
#include <stddef.h> // ptrdiff_t, NULL
|
#include <stddef.h> // ptrdiff_t, NULL
|
||||||
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
|
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
|
||||||
|
|
||||||
// Version
|
// 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)
|
// (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 "1.74"
|
||||||
#define IMGUI_VERSION_NUM 17100
|
#define IMGUI_VERSION_NUM 17400
|
||||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
#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)
|
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
|
||||||
@ -66,15 +67,21 @@ Index of this file:
|
|||||||
#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
|
#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
|
||||||
#endif
|
#endif
|
||||||
#if defined(__clang__) || defined(__GNUC__)
|
#if defined(__clang__) || defined(__GNUC__)
|
||||||
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
|
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions.
|
||||||
#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
|
#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
|
||||||
#else
|
#else
|
||||||
#define IM_FMTARGS(FMT)
|
#define IM_FMTARGS(FMT)
|
||||||
#define IM_FMTLIST(FMT)
|
#define IM_FMTLIST(FMT)
|
||||||
#endif
|
#endif
|
||||||
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
|
#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.
|
#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
|
||||||
|
#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Last Unicode code point supported by this build.
|
||||||
|
#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Standard invalid Unicode code point.
|
||||||
|
|
||||||
// Warnings
|
// Warnings
|
||||||
#if defined(__clang__)
|
#if defined(__clang__)
|
||||||
@ -83,9 +90,10 @@ Index of this file:
|
|||||||
#if __has_warning("-Wzero-as-null-pointer-constant")
|
#if __has_warning("-Wzero-as-null-pointer-constant")
|
||||||
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
|
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
|
||||||
#endif
|
#endif
|
||||||
#elif defined(__GNUC__) && __GNUC__ >= 8
|
#elif defined(__GNUC__)
|
||||||
#pragma GCC diagnostic push
|
#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
|
#endif
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
@ -118,42 +126,41 @@ struct ImGuiTextBuffer; // Helper to hold and append into a text buf
|
|||||||
struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
|
struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
|
||||||
|
|
||||||
// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
|
// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
|
||||||
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
|
// Use your programming IDE "Go to definition" facility on the names in the central column below to find the actual flags/enum lists.
|
||||||
#ifndef ImTextureID
|
#ifndef ImTextureID
|
||||||
typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
|
typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
|
||||||
#endif
|
#endif
|
||||||
typedef unsigned int ImGuiID; // Unique ID used by widgets (typically hashed from a stack of string)
|
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 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 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 ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
|
||||||
typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
|
typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
|
||||||
typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
|
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 ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
|
||||||
typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
|
typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
|
||||||
typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
|
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 ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList
|
||||||
typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
|
typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas
|
||||||
typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
|
typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
|
||||||
typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit*(), ColorPicker*()
|
typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
|
||||||
typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: for Columns(), BeginColumns()
|
|
||||||
typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
|
typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
|
||||||
typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
|
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 ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
|
||||||
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
|
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 ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
|
||||||
typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
|
typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
|
||||||
typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
|
typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
|
||||||
typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode*(),CollapsingHeader()
|
typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
|
||||||
typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin*()
|
typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
|
||||||
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
|
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
|
||||||
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
|
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
|
||||||
|
|
||||||
// Scalar data types
|
// Scalar data types
|
||||||
typedef signed char ImS8; // 8-bit signed integer == char
|
typedef signed char ImS8; // 8-bit signed integer
|
||||||
typedef unsigned char ImU8; // 8-bit unsigned integer
|
typedef unsigned char ImU8; // 8-bit unsigned integer
|
||||||
typedef signed short ImS16; // 16-bit signed integer
|
typedef signed short ImS16; // 16-bit signed integer
|
||||||
typedef unsigned short ImU16; // 16-bit unsigned integer
|
typedef unsigned short ImU16; // 16-bit unsigned integer
|
||||||
@ -197,14 +204,14 @@ struct ImVec4
|
|||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
// ImGui: Dear ImGui end-user API
|
// ImGui: Dear ImGui end-user API
|
||||||
// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!)
|
// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui source files!)
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
namespace ImGui
|
namespace ImGui
|
||||||
{
|
{
|
||||||
// Context creation and access
|
// Context creation and access
|
||||||
// Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
|
// Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
|
||||||
// All those functions are not reliant on the current context.
|
// None of those functions is reliant on the current context.
|
||||||
IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
|
IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
|
||||||
IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
|
IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
|
||||||
IMGUI_API ImGuiContext* GetCurrentContext();
|
IMGUI_API ImGuiContext* GetCurrentContext();
|
||||||
@ -241,8 +248,9 @@ namespace ImGui
|
|||||||
// which clicking will set the boolean to false when clicked.
|
// which clicking will set the boolean to false when clicked.
|
||||||
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
|
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
|
||||||
// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
|
// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
|
||||||
// [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc.
|
// [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
|
||||||
// where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
|
// BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
|
||||||
|
// returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
|
||||||
// - Note that the bottom of window stack always contains a window called "Debug".
|
// - Note that the bottom of window stack always contains a window called "Debug".
|
||||||
IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
|
IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
|
||||||
IMGUI_API void End();
|
IMGUI_API void End();
|
||||||
@ -251,13 +259,13 @@ namespace ImGui
|
|||||||
// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
|
// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
|
||||||
// - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
|
// - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
|
||||||
// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
|
// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
|
||||||
// Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
|
// Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().]
|
||||||
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
|
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
|
||||||
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
|
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
|
||||||
IMGUI_API void EndChild();
|
IMGUI_API void EndChild();
|
||||||
|
|
||||||
// Windows Utilities
|
// Windows Utilities
|
||||||
// - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into.
|
// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
|
||||||
IMGUI_API bool IsWindowAppearing();
|
IMGUI_API bool IsWindowAppearing();
|
||||||
IMGUI_API bool IsWindowCollapsed();
|
IMGUI_API bool IsWindowCollapsed();
|
||||||
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
|
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
|
||||||
@ -274,17 +282,17 @@ 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 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 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 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 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 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 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 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 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
|
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 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 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 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
|
// Content region
|
||||||
// - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)
|
// - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion)
|
||||||
@ -301,7 +309,9 @@ namespace ImGui
|
|||||||
IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
|
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 SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()]
|
||||||
IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
|
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 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.
|
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)
|
// Parameters stacks (shared)
|
||||||
@ -325,7 +335,7 @@ namespace ImGui
|
|||||||
IMGUI_API void PushItemWidth(float item_width); // set width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width,
|
IMGUI_API void 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 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 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 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 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
|
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
|
||||||
@ -336,6 +346,7 @@ namespace ImGui
|
|||||||
// Cursor / Layout
|
// Cursor / Layout
|
||||||
// - By "cursor" we mean the current output position.
|
// - By "cursor" we mean the current output position.
|
||||||
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
|
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
|
||||||
|
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget.
|
||||||
IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
|
IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
|
||||||
IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
|
IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
|
||||||
IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
|
IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
|
||||||
@ -378,7 +389,7 @@ namespace ImGui
|
|||||||
|
|
||||||
// Widgets: Text
|
// Widgets: Text
|
||||||
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
|
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
|
||||||
IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text
|
IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
|
||||||
IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
|
IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
|
||||||
IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
|
IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
|
||||||
IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
|
IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
|
||||||
@ -393,6 +404,7 @@ namespace ImGui
|
|||||||
|
|
||||||
// Widgets: Main
|
// Widgets: Main
|
||||||
// - Most widgets return true when the value has been changed or when pressed/selected
|
// - Most widgets return true when the value has been changed or when pressed/selected
|
||||||
|
// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
|
||||||
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
|
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
|
||||||
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
|
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
|
||||||
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
|
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
|
||||||
@ -407,7 +419,7 @@ namespace ImGui
|
|||||||
IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
|
IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
|
||||||
|
|
||||||
// Widgets: Combo Box
|
// Widgets: Combo Box
|
||||||
// - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
|
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
|
||||||
// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
|
// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
|
||||||
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
|
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
|
||||||
IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
|
IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
|
||||||
@ -420,6 +432,8 @@ 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
|
// - 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.
|
// - 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).
|
// - 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 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 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);
|
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);
|
||||||
@ -430,8 +444,8 @@ namespace ImGui
|
|||||||
IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
|
IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
|
||||||
IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
|
IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
|
||||||
IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL);
|
IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL);
|
||||||
IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
|
IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f);
|
||||||
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
|
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f);
|
||||||
|
|
||||||
// Widgets: Sliders
|
// Widgets: Sliders
|
||||||
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
|
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
|
||||||
@ -445,11 +459,11 @@ namespace ImGui
|
|||||||
IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
|
IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
|
||||||
IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
|
IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
|
||||||
IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
|
IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
|
||||||
IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
|
IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f);
|
||||||
IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
|
IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f);
|
||||||
IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
|
IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
|
||||||
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
|
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
|
||||||
IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
|
IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f);
|
||||||
|
|
||||||
// Widgets: Input with Keyboard
|
// Widgets: Input with Keyboard
|
||||||
// - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
|
// - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
|
||||||
@ -466,8 +480,8 @@ namespace ImGui
|
|||||||
IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
|
IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
|
||||||
IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
|
IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
|
||||||
IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
|
IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
|
||||||
IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
|
IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
|
||||||
IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
|
IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
|
||||||
|
|
||||||
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
|
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
|
||||||
// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
|
// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
|
||||||
@ -494,7 +508,6 @@ 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 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 TreePush(const void* ptr_id = NULL); // "
|
||||||
IMGUI_API void TreePop(); // ~ Unindent()+PopId()
|
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 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, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
|
||||||
IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
|
IMGUI_API 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
|
||||||
@ -502,7 +515,7 @@ namespace ImGui
|
|||||||
|
|
||||||
// Widgets: Selectables
|
// Widgets: Selectables
|
||||||
// - A selectable highlights when hovered, and can display another color when selected.
|
// - A selectable highlights when hovered, and can display another color when selected.
|
||||||
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them.
|
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
|
||||||
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
|
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
|
||||||
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
|
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
|
||||||
|
|
||||||
@ -528,16 +541,19 @@ namespace ImGui
|
|||||||
IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
|
IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
|
||||||
|
|
||||||
// Widgets: Menus
|
// Widgets: Menus
|
||||||
IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
|
// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
|
||||||
IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
|
// - Use BeginMainMenuBar() to create a menu bar at the top of the screen.
|
||||||
IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
|
IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
|
||||||
IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
|
IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
|
||||||
|
IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
|
||||||
|
IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
|
||||||
IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
|
IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
|
||||||
IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
|
IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
|
||||||
IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
|
IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
|
||||||
IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
|
IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
|
||||||
|
|
||||||
// Tooltips
|
// Tooltips
|
||||||
|
// - Tooltip are windows following the mouse which do not take focus away.
|
||||||
IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
|
IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
|
||||||
IMGUI_API void EndTooltip();
|
IMGUI_API void EndTooltip();
|
||||||
IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
|
IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
|
||||||
@ -549,7 +565,7 @@ namespace ImGui
|
|||||||
// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
|
// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
|
||||||
// - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
|
// - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
|
||||||
// User can manipulate the visibility state by calling OpenPopup().
|
// User can manipulate the visibility state by calling OpenPopup().
|
||||||
// (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
|
// (*) You can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
|
||||||
// Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
|
// Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
|
||||||
IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
|
IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
|
||||||
IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
|
IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
|
||||||
@ -565,6 +581,7 @@ namespace ImGui
|
|||||||
// Columns
|
// Columns
|
||||||
// - You can also use SameLine(pos_x) to mimic simplified columns.
|
// - You can also use SameLine(pos_x) to mimic simplified columns.
|
||||||
// - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
|
// - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
|
||||||
|
// - By end of the 2019 we will expose a new 'Table' api which will replace columns.
|
||||||
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
|
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
|
||||||
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
|
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
|
||||||
IMGUI_API int GetColumnIndex(); // get current column index
|
IMGUI_API int GetColumnIndex(); // get current column index
|
||||||
@ -575,7 +592,6 @@ namespace ImGui
|
|||||||
IMGUI_API int GetColumnsCount();
|
IMGUI_API int GetColumnsCount();
|
||||||
|
|
||||||
// Tab Bars, Tabs
|
// Tab Bars, Tabs
|
||||||
// [BETA API] API may evolve!
|
|
||||||
IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
|
IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
|
||||||
IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
|
IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
|
||||||
IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
|
IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
|
||||||
@ -622,6 +638,7 @@ namespace ImGui
|
|||||||
IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
|
IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
|
||||||
IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
|
IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
|
||||||
IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
|
IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
|
||||||
|
IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
|
||||||
IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
|
IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
|
||||||
IMGUI_API bool IsAnyItemActive(); // is any item active?
|
IMGUI_API bool IsAnyItemActive(); // is any item active?
|
||||||
IMGUI_API bool IsAnyItemFocused(); // is any item focused?
|
IMGUI_API bool IsAnyItemFocused(); // is any item focused?
|
||||||
@ -784,9 +801,10 @@ enum ImGuiTreeNodeFlags_
|
|||||||
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
|
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_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_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_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_NoScrollOnOpen = 1 << 12, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
|
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_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
|
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
|
||||||
|
|
||||||
// Obsolete names (will be removed)
|
// Obsolete names (will be removed)
|
||||||
@ -802,7 +820,8 @@ enum ImGuiSelectableFlags_
|
|||||||
ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
|
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_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_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()
|
// Flags for ImGui::BeginCombo()
|
||||||
@ -867,7 +886,7 @@ enum ImGuiHoveredFlags_
|
|||||||
ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
|
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_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_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_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
|
||||||
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
|
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
|
||||||
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
|
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
|
||||||
@ -898,7 +917,7 @@ enum ImGuiDragDropFlags_
|
|||||||
// A primary data type
|
// A primary data type
|
||||||
enum ImGuiDataType_
|
enum ImGuiDataType_
|
||||||
{
|
{
|
||||||
ImGuiDataType_S8, // char
|
ImGuiDataType_S8, // signed char / char (with sensible compilers)
|
||||||
ImGuiDataType_U8, // unsigned char
|
ImGuiDataType_U8, // unsigned char
|
||||||
ImGuiDataType_S16, // short
|
ImGuiDataType_S16, // short
|
||||||
ImGuiDataType_U16, // unsigned short
|
ImGuiDataType_U16, // unsigned short
|
||||||
@ -940,6 +959,7 @@ enum ImGuiKey_
|
|||||||
ImGuiKey_Space,
|
ImGuiKey_Space,
|
||||||
ImGuiKey_Enter,
|
ImGuiKey_Enter,
|
||||||
ImGuiKey_Escape,
|
ImGuiKey_Escape,
|
||||||
|
ImGuiKey_KeyPadEnter,
|
||||||
ImGuiKey_A, // for text edit CTRL+A: select all
|
ImGuiKey_A, // for text edit CTRL+A: select all
|
||||||
ImGuiKey_C, // for text edit CTRL+C: copy
|
ImGuiKey_C, // for text edit CTRL+C: copy
|
||||||
ImGuiKey_V, // for text edit CTRL+V: paste
|
ImGuiKey_V, // for text edit CTRL+V: paste
|
||||||
@ -976,7 +996,6 @@ enum ImGuiNavInput_
|
|||||||
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
|
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
|
||||||
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
|
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
|
||||||
ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
|
ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
|
||||||
ImGuiNavInput_KeyTab_, // tab // = Tab key
|
|
||||||
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
|
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
|
||||||
ImGuiNavInput_KeyRight_, // move right
|
ImGuiNavInput_KeyRight_, // move right
|
||||||
ImGuiNavInput_KeyUp_, // move up
|
ImGuiNavInput_KeyUp_, // move up
|
||||||
@ -1008,7 +1027,7 @@ enum ImGuiBackendFlags_
|
|||||||
ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected.
|
ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected.
|
||||||
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
|
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
|
||||||
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
|
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
|
||||||
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices.
|
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
|
||||||
};
|
};
|
||||||
|
|
||||||
// Enumeration for PushStyleColor() / PopStyleColor()
|
// Enumeration for PushStyleColor() / PopStyleColor()
|
||||||
@ -1038,7 +1057,7 @@ enum ImGuiCol_
|
|||||||
ImGuiCol_Button,
|
ImGuiCol_Button,
|
||||||
ImGuiCol_ButtonHovered,
|
ImGuiCol_ButtonHovered,
|
||||||
ImGuiCol_ButtonActive,
|
ImGuiCol_ButtonActive,
|
||||||
ImGuiCol_Header,
|
ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
|
||||||
ImGuiCol_HeaderHovered,
|
ImGuiCol_HeaderHovered,
|
||||||
ImGuiCol_HeaderActive,
|
ImGuiCol_HeaderActive,
|
||||||
ImGuiCol_Separator,
|
ImGuiCol_Separator,
|
||||||
@ -1068,7 +1087,6 @@ enum ImGuiCol_
|
|||||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||||
, ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63]
|
, ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63]
|
||||||
, ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53]
|
, 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_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.
|
//ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
|
||||||
#endif
|
#endif
|
||||||
@ -1187,11 +1205,6 @@ enum ImGuiCond_
|
|||||||
ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
|
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_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)
|
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
|
|
||||||
};
|
};
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
@ -1213,10 +1226,12 @@ template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p
|
|||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
// Helper: ImVector<>
|
// Helper: ImVector<>
|
||||||
// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
|
// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
|
||||||
// You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it.
|
//-----------------------------------------------------------------------------
|
||||||
// Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
|
// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
|
||||||
// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
|
// - We use std-like naming convention here, which is a little unusual for this codebase.
|
||||||
// do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
|
// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
|
||||||
|
// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
|
||||||
|
// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
template<typename T>
|
template<typename T>
|
||||||
@ -1258,6 +1273,7 @@ struct ImVector
|
|||||||
inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
|
inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
|
||||||
inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
|
inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
|
||||||
inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
|
inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
|
||||||
|
inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; }
|
||||||
inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
|
inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
|
||||||
|
|
||||||
// NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
|
// NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
|
||||||
@ -1269,7 +1285,11 @@ 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* 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 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 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 int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; }
|
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 +1307,7 @@ 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).
|
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 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.
|
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 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 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)
|
float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
|
||||||
@ -1306,6 +1326,7 @@ struct ImGuiStyle
|
|||||||
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
|
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 TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
|
||||||
float TabBorderSize; // Thickness of border around 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 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 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).
|
||||||
ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
|
ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
|
||||||
@ -1347,7 +1368,7 @@ struct ImGuiIO
|
|||||||
float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
|
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.
|
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
|
float FontGlobalScale; // = 1.0f // Global scale all fonts
|
||||||
bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
|
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].
|
ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
|
||||||
@ -1359,6 +1380,7 @@ 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 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 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.
|
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
|
// Platform Functions
|
||||||
@ -1535,6 +1557,8 @@ struct ImGuiPayload
|
|||||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||||
namespace ImGui
|
namespace ImGui
|
||||||
{
|
{
|
||||||
|
// OBSOLETED in 1.72 (from July 2019)
|
||||||
|
static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
|
||||||
// OBSOLETED in 1.71 (from June 2019)
|
// 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)
|
// OBSOLETED in 1.70 (from May 2019)
|
||||||
@ -1560,16 +1584,6 @@ namespace ImGui
|
|||||||
static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }
|
static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }
|
||||||
static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
|
static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
|
||||||
static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); }
|
static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); }
|
||||||
// OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
|
|
||||||
IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead.
|
|
||||||
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 ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent
|
||||||
typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
|
typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
|
||||||
@ -1588,11 +1602,6 @@ struct ImGuiOnceUponAFrame
|
|||||||
operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
|
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]"
|
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
|
||||||
struct ImGuiTextFilter
|
struct ImGuiTextFilter
|
||||||
{
|
{
|
||||||
@ -1604,20 +1613,18 @@ struct ImGuiTextFilter
|
|||||||
bool IsActive() const { return !Filters.empty(); }
|
bool IsActive() const { return !Filters.empty(); }
|
||||||
|
|
||||||
// [Internal]
|
// [Internal]
|
||||||
struct TextRange
|
struct ImGuiTextRange
|
||||||
{
|
{
|
||||||
const char* b;
|
const char* b;
|
||||||
const char* e;
|
const char* e;
|
||||||
|
|
||||||
TextRange() { b = e = NULL; }
|
ImGuiTextRange() { b = e = NULL; }
|
||||||
TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
|
ImGuiTextRange(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; }
|
bool empty() const { return b == e; }
|
||||||
IMGUI_API void split(char separator, ImVector<TextRange>* out) const;
|
IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
|
||||||
};
|
};
|
||||||
char InputBuf[256];
|
char InputBuf[256];
|
||||||
ImVector<TextRange> Filters;
|
ImVector<ImGuiTextRange>Filters;
|
||||||
int CountGrep;
|
int CountGrep;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -1626,14 +1633,14 @@ struct ImGuiTextFilter
|
|||||||
struct ImGuiTextBuffer
|
struct ImGuiTextBuffer
|
||||||
{
|
{
|
||||||
ImVector<char> Buf;
|
ImVector<char> Buf;
|
||||||
static char EmptyString[1];
|
IMGUI_API static char EmptyString[1];
|
||||||
|
|
||||||
ImGuiTextBuffer() { }
|
ImGuiTextBuffer() { }
|
||||||
inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
|
inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
|
||||||
const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
|
const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
|
||||||
const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
|
const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
|
||||||
int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
|
int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
|
||||||
bool empty() { return Buf.Size <= 1; }
|
bool empty() const { return Buf.Size <= 1; }
|
||||||
void clear() { Buf.clear(); }
|
void clear() { Buf.clear(); }
|
||||||
void reserve(int capacity) { Buf.reserve(capacity); }
|
void reserve(int capacity) { Buf.reserve(capacity); }
|
||||||
const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
|
const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
|
||||||
@ -1652,15 +1659,17 @@ struct ImGuiTextBuffer
|
|||||||
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
|
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
|
||||||
struct ImGuiStorage
|
struct ImGuiStorage
|
||||||
{
|
{
|
||||||
struct Pair
|
// [Internal]
|
||||||
|
struct ImGuiStoragePair
|
||||||
{
|
{
|
||||||
ImGuiID key;
|
ImGuiID key;
|
||||||
union { int val_i; float val_f; void* val_p; };
|
union { int val_i; float val_f; void* val_p; };
|
||||||
Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
|
ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
|
||||||
Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
|
ImGuiStoragePair(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, 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)
|
// - 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.
|
// - Set***() functions find pair, insertion on demand if missing.
|
||||||
@ -1721,7 +1730,7 @@ struct ImGuiListClipper
|
|||||||
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
|
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
|
||||||
};
|
};
|
||||||
|
|
||||||
// Helpers macros to generate 32-bits encoded colors
|
// Helpers macros to generate 32-bit encoded colors
|
||||||
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
|
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
|
||||||
#define IM_COL32_R_SHIFT 16
|
#define IM_COL32_R_SHIFT 16
|
||||||
#define IM_COL32_G_SHIFT 8
|
#define IM_COL32_G_SHIFT 8
|
||||||
@ -1785,23 +1794,23 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
|
|||||||
|
|
||||||
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
|
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
|
||||||
// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset'
|
// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset'
|
||||||
// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices.
|
// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
|
||||||
struct ImDrawCmd
|
struct ImDrawCmd
|
||||||
{
|
{
|
||||||
unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
|
unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
|
||||||
ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
|
ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
|
||||||
ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
|
ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
|
||||||
unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices.
|
unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bit indices.
|
||||||
unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
|
unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
|
||||||
ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
|
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.
|
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 allow large meshes with 16-bit 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)
|
// (to use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h)
|
||||||
#ifndef ImDrawIdx
|
#ifndef ImDrawIdx
|
||||||
typedef unsigned short ImDrawIdx;
|
typedef unsigned short ImDrawIdx;
|
||||||
#endif
|
#endif
|
||||||
@ -1838,6 +1847,7 @@ struct ImDrawListSplitter
|
|||||||
ImVector<ImDrawChannel> _Channels; // Draw channels (not resized down so _Count might be < Channels.Size)
|
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
|
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 ClearFreeMemory();
|
||||||
IMGUI_API void Split(ImDrawList* draw_list, int count);
|
IMGUI_API void Split(ImDrawList* draw_list, int count);
|
||||||
@ -1847,6 +1857,7 @@ struct ImDrawListSplitter
|
|||||||
|
|
||||||
enum ImDrawCornerFlags_
|
enum ImDrawCornerFlags_
|
||||||
{
|
{
|
||||||
|
ImDrawCornerFlags_None = 0,
|
||||||
ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
|
ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1
|
||||||
ImDrawCornerFlags_TopRight = 1 << 1, // 0x2
|
ImDrawCornerFlags_TopRight = 1 << 1, // 0x2
|
||||||
ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
|
ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4
|
||||||
@ -1906,35 +1917,41 @@ struct ImDrawList
|
|||||||
inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
|
inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
|
||||||
|
|
||||||
// Primitives
|
// Primitives
|
||||||
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
|
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
|
||||||
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 AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
|
||||||
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size)
|
IMGUI_API void AddRect(const ImVec2& 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 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 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 AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
|
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 AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
|
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 AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, 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 AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
|
IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
|
||||||
IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
|
IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
|
||||||
IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
|
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 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 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 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 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);
|
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()
|
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
|
||||||
inline void PathClear() { _Path.Size = 0; }
|
inline void PathClear() { _Path.Size = 0; }
|
||||||
inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
|
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 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 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; }
|
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 PathArcTo(const ImVec2& center, 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 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 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
|
// Advanced
|
||||||
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
|
IMGUI_API void 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 +2024,7 @@ 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.
|
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.
|
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.
|
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]
|
// [Internal]
|
||||||
char Name[40]; // Name (strictly to ease debugging)
|
char Name[40]; // Name (strictly to ease debugging)
|
||||||
@ -2030,7 +2048,7 @@ struct ImFontGlyphRangesBuilder
|
|||||||
ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
|
ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
|
||||||
|
|
||||||
ImFontGlyphRangesBuilder() { Clear(); }
|
ImFontGlyphRangesBuilder() { Clear(); }
|
||||||
inline void Clear() { int size_in_bytes = 0x10000 / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
|
inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX+1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
|
||||||
inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
|
inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
|
||||||
inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
|
inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
|
||||||
inline void AddChar(ImWchar c) { SetBit(c); } // Add character
|
inline void AddChar(ImWchar c) { SetBit(c); } // Add character
|
||||||
@ -2039,6 +2057,19 @@ struct ImFontGlyphRangesBuilder
|
|||||||
IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
|
IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// See ImFontAtlas::AddCustomRectXXX functions.
|
||||||
|
struct ImFontAtlasCustomRect
|
||||||
|
{
|
||||||
|
unsigned int ID; // Input // User ID. Use < 0x110000 to map into a font glyph, >= 0x110000 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 < 0x110000): glyph xadvance
|
||||||
|
ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID < 0x110000): glyph display offset
|
||||||
|
ImFont* Font; // Input // For custom font glyphs only (ID < 0x110000): 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_
|
enum ImFontAtlasFlags_
|
||||||
{
|
{
|
||||||
ImFontAtlasFlags_None = 0,
|
ImFontAtlasFlags_None = 0,
|
||||||
@ -2086,7 +2117,7 @@ struct ImFontAtlas
|
|||||||
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
|
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
|
||||||
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
|
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
|
||||||
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
|
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
|
||||||
bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
|
bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
|
||||||
void SetTexID(ImTextureID id) { TexID = id; }
|
void SetTexID(ImTextureID id) { TexID = id; }
|
||||||
|
|
||||||
//-------------------------------------------
|
//-------------------------------------------
|
||||||
@ -2103,7 +2134,7 @@ struct ImFontAtlas
|
|||||||
IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
|
IMGUI_API const ImWchar* 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* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
|
||||||
IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai 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
|
// [BETA] Custom Rectangles/Glyphs API
|
||||||
@ -2113,24 +2144,13 @@ struct ImFontAtlas
|
|||||||
// After calling Build(), you can query the rectangle position and render your pixels.
|
// 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.
|
// 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.
|
// Read docs/FONTS.txt for more details about using colorful icons.
|
||||||
struct CustomRect
|
IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x110000. 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 < 0x110000 to register a rectangle to map into a specific font.
|
||||||
unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
|
const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
|
||||||
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]; }
|
|
||||||
|
|
||||||
// [Internal]
|
// [Internal]
|
||||||
IMGUI_API void CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
|
IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
|
||||||
IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
|
IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
|
||||||
|
|
||||||
//-------------------------------------------
|
//-------------------------------------------
|
||||||
@ -2152,11 +2172,12 @@ struct ImFontAtlas
|
|||||||
ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
|
ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
|
||||||
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
|
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<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
|
ImVector<ImFontConfig> ConfigData; // Internal data
|
||||||
int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
|
int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
|
||||||
|
|
||||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||||
|
typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
|
||||||
typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
|
typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
|
||||||
#endif
|
#endif
|
||||||
};
|
};
|
||||||
@ -2180,7 +2201,8 @@ struct ImFont
|
|||||||
ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
|
ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
|
||||||
const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
|
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.
|
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 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]
|
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)
|
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)
|
||||||
@ -2209,15 +2231,11 @@ struct ImFont
|
|||||||
IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
|
IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
|
||||||
IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
|
IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
|
||||||
IMGUI_API void SetFallbackChar(ImWchar c);
|
IMGUI_API void SetFallbackChar(ImWchar c);
|
||||||
|
|
||||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
|
||||||
typedef ImFontGlyph Glyph; // OBSOLETED in 1.52+
|
|
||||||
#endif
|
|
||||||
};
|
};
|
||||||
|
|
||||||
#if defined(__clang__)
|
#if defined(__clang__)
|
||||||
#pragma clang diagnostic pop
|
#pragma clang diagnostic pop
|
||||||
#elif defined(__GNUC__) && __GNUC__ >= 8
|
#elif defined(__GNUC__)
|
||||||
#pragma GCC diagnostic pop
|
#pragma GCC diagnostic pop
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
529
imgui_demo.cpp
529
imgui_demo.cpp
File diff suppressed because it is too large
Load Diff
232
imgui_draw.cpp
232
imgui_draw.cpp
@ -1,4 +1,4 @@
|
|||||||
// dear imgui, v1.71
|
// dear imgui, v1.74
|
||||||
// (drawing and font code)
|
// (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.
|
#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
|
#endif
|
||||||
#elif defined(__GNUC__)
|
#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 "-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 "-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 "-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
|
#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" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
|
||||||
#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
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
//-------------------------------------------------------------------------
|
//-------------------------------------------------------------------------
|
||||||
@ -261,7 +260,7 @@ void ImGui::StyleColorsClassic(ImGuiStyle* dst)
|
|||||||
colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
|
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_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
|
||||||
colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 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_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);
|
||||||
colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 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);
|
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_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
|
||||||
colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
|
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_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_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
|
||||||
colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
|
colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
|
||||||
colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f);
|
colors[ImGuiCol_ResizeGrip] = ImVec4(0.80f, 0.80f, 0.80f, 0.56f);
|
||||||
@ -365,7 +364,7 @@ void ImDrawList::Clear()
|
|||||||
CmdBuffer.resize(0);
|
CmdBuffer.resize(0);
|
||||||
IdxBuffer.resize(0);
|
IdxBuffer.resize(0);
|
||||||
VtxBuffer.resize(0);
|
VtxBuffer.resize(0);
|
||||||
Flags = _Data->InitialFlags;
|
Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None;
|
||||||
_VtxCurrentOffset = 0;
|
_VtxCurrentOffset = 0;
|
||||||
_VtxCurrentIdx = 0;
|
_VtxCurrentIdx = 0;
|
||||||
_VtxWritePtr = NULL;
|
_VtxWritePtr = NULL;
|
||||||
@ -392,7 +391,7 @@ void ImDrawList::ClearFreeMemory()
|
|||||||
|
|
||||||
ImDrawList* ImDrawList::CloneOutput() const
|
ImDrawList* ImDrawList::CloneOutput() const
|
||||||
{
|
{
|
||||||
ImDrawList* dst = IM_NEW(ImDrawList(NULL));
|
ImDrawList* dst = IM_NEW(ImDrawList(_Data));
|
||||||
dst->CmdBuffer = CmdBuffer;
|
dst->CmdBuffer = CmdBuffer;
|
||||||
dst->IdxBuffer = IdxBuffer;
|
dst->IdxBuffer = IdxBuffer;
|
||||||
dst->VtxBuffer = VtxBuffer;
|
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)
|
if (radius == 0.0f || a_min_of_12 > a_max_of_12)
|
||||||
{
|
{
|
||||||
_Path.push_back(centre);
|
_Path.push_back(center);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
_Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
|
_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++)
|
for (int a = a_min_of_12; a <= a_max_of_12; a++)
|
||||||
{
|
{
|
||||||
const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)];
|
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)
|
if (radius == 0.0f)
|
||||||
{
|
{
|
||||||
_Path.push_back(centre);
|
_Path.push_back(center);
|
||||||
return;
|
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++)
|
for (int i = 0; i <= num_segments; i++)
|
||||||
{
|
{
|
||||||
const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
|
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.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);
|
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)
|
if ((col & IM_COL32_A_MASK) == 0)
|
||||||
return;
|
return;
|
||||||
PathLineTo(a + ImVec2(0.5f,0.5f));
|
PathLineTo(p1 + ImVec2(0.5f, 0.5f));
|
||||||
PathLineTo(b + ImVec2(0.5f,0.5f));
|
PathLineTo(p2 + ImVec2(0.5f, 0.5f));
|
||||||
PathStroke(col, false, thickness);
|
PathStroke(col, false, thickness);
|
||||||
}
|
}
|
||||||
|
|
||||||
// a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly.
|
// p_min = upper-left, p_max = lower-right
|
||||||
void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags, float thickness)
|
// 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)
|
if ((col & IM_COL32_A_MASK) == 0)
|
||||||
return;
|
return;
|
||||||
if (Flags & ImDrawListFlags_AntiAliasedLines)
|
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
|
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);
|
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)
|
if ((col & IM_COL32_A_MASK) == 0)
|
||||||
return;
|
return;
|
||||||
if (rounding > 0.0f)
|
if (rounding > 0.0f)
|
||||||
{
|
{
|
||||||
PathRect(a, b, rounding, rounding_corners_flags);
|
PathRect(p_min, p_max, rounding, rounding_corners);
|
||||||
PathFillConvex(col);
|
PathFillConvex(col);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
PrimReserve(6, 4);
|
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)
|
if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)
|
||||||
return;
|
return;
|
||||||
@ -1015,77 +1016,77 @@ void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32
|
|||||||
PrimReserve(6, 4);
|
PrimReserve(6, 4);
|
||||||
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2));
|
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2));
|
||||||
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3));
|
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3));
|
||||||
PrimWriteVtx(a, uv, col_upr_left);
|
PrimWriteVtx(p_min, uv, col_upr_left);
|
||||||
PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right);
|
PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right);
|
||||||
PrimWriteVtx(c, uv, col_bot_right);
|
PrimWriteVtx(p_max, uv, col_bot_right);
|
||||||
PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left);
|
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)
|
if ((col & IM_COL32_A_MASK) == 0)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
PathLineTo(a);
|
PathLineTo(p1);
|
||||||
PathLineTo(b);
|
PathLineTo(p2);
|
||||||
PathLineTo(c);
|
PathLineTo(p3);
|
||||||
PathLineTo(d);
|
PathLineTo(p4);
|
||||||
PathStroke(col, true, thickness);
|
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)
|
if ((col & IM_COL32_A_MASK) == 0)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
PathLineTo(a);
|
PathLineTo(p1);
|
||||||
PathLineTo(b);
|
PathLineTo(p2);
|
||||||
PathLineTo(c);
|
PathLineTo(p3);
|
||||||
PathLineTo(d);
|
PathLineTo(p4);
|
||||||
PathFillConvex(col);
|
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)
|
if ((col & IM_COL32_A_MASK) == 0)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
PathLineTo(a);
|
PathLineTo(p1);
|
||||||
PathLineTo(b);
|
PathLineTo(p2);
|
||||||
PathLineTo(c);
|
PathLineTo(p3);
|
||||||
PathStroke(col, true, thickness);
|
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)
|
if ((col & IM_COL32_A_MASK) == 0)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
PathLineTo(a);
|
PathLineTo(p1);
|
||||||
PathLineTo(b);
|
PathLineTo(p2);
|
||||||
PathLineTo(c);
|
PathLineTo(p3);
|
||||||
PathFillConvex(col);
|
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)
|
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
// 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;
|
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);
|
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
|
||||||
PathStroke(col, true, thickness);
|
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)
|
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
// 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;
|
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);
|
PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
|
||||||
PathFillConvex(col);
|
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);
|
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)
|
if ((col & IM_COL32_A_MASK) == 0)
|
||||||
return;
|
return;
|
||||||
@ -1143,13 +1144,13 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im
|
|||||||
PushTextureID(user_texture_id);
|
PushTextureID(user_texture_id);
|
||||||
|
|
||||||
PrimReserve(6, 4);
|
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)
|
if (push_texture_id)
|
||||||
PopTextureID();
|
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)
|
if ((col & IM_COL32_A_MASK) == 0)
|
||||||
return;
|
return;
|
||||||
@ -1159,20 +1160,20 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, cons
|
|||||||
PushTextureID(user_texture_id);
|
PushTextureID(user_texture_id);
|
||||||
|
|
||||||
PrimReserve(6, 4);
|
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)
|
if (push_texture_id)
|
||||||
PopTextureID();
|
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)
|
if ((col & IM_COL32_A_MASK) == 0)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0)
|
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;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -1181,10 +1182,10 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, c
|
|||||||
PushTextureID(user_texture_id);
|
PushTextureID(user_texture_id);
|
||||||
|
|
||||||
int vert_start_idx = VtxBuffer.Size;
|
int vert_start_idx = VtxBuffer.Size;
|
||||||
PathRect(a, b, rounding, rounding_corners);
|
PathRect(p_min, p_max, rounding, rounding_corners);
|
||||||
PathFillConvex(col);
|
PathFillConvex(col);
|
||||||
int vert_end_idx = VtxBuffer.Size;
|
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)
|
if (push_texture_id)
|
||||||
PopTextureID();
|
PopTextureID();
|
||||||
@ -1262,7 +1263,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
|
|||||||
// Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
|
// Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
|
||||||
int new_cmd_buffer_count = 0;
|
int new_cmd_buffer_count = 0;
|
||||||
int new_idx_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;
|
int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0;
|
||||||
for (int i = 1; i < _Count; i++)
|
for (int i = 1; i < _Count; i++)
|
||||||
{
|
{
|
||||||
@ -1300,12 +1301,13 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
|
|||||||
}
|
}
|
||||||
draw_list->_IdxWritePtr = idx_write;
|
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->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call.
|
||||||
|
draw_list->UpdateTextureID();
|
||||||
_Count = 1;
|
_Count = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
|
void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
|
||||||
{
|
{
|
||||||
IM_ASSERT(idx < _Count);
|
IM_ASSERT(idx >= 0 && idx < _Count);
|
||||||
if (_Current == idx)
|
if (_Current == idx)
|
||||||
return;
|
return;
|
||||||
// Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()
|
// Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()
|
||||||
@ -1425,6 +1427,7 @@ ImFontConfig::ImFontConfig()
|
|||||||
MergeMode = false;
|
MergeMode = false;
|
||||||
RasterizerFlags = 0x00;
|
RasterizerFlags = 0x00;
|
||||||
RasterizerMultiply = 1.0f;
|
RasterizerMultiply = 1.0f;
|
||||||
|
EllipsisChar = (ImWchar)-1;
|
||||||
memset(Name, 0, sizeof(Name));
|
memset(Name, 0, sizeof(Name));
|
||||||
DstFont = NULL;
|
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);
|
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
|
// Invalidate texture
|
||||||
ClearTexData();
|
ClearTexData();
|
||||||
return new_font_cfg.DstFont;
|
return new_font_cfg.DstFont;
|
||||||
@ -1651,6 +1657,7 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
|
|||||||
font_cfg.SizePixels = 13.0f * 1.0f;
|
font_cfg.SizePixels = 13.0f * 1.0f;
|
||||||
if (font_cfg.Name[0] == '\0')
|
if (font_cfg.Name[0] == '\0')
|
||||||
ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
|
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 char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
|
||||||
const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
|
const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
|
||||||
@ -1718,10 +1725,11 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed
|
|||||||
|
|
||||||
int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height)
|
int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height)
|
||||||
{
|
{
|
||||||
IM_ASSERT(id >= 0x10000);
|
// Breaking change on 2019/11/21 (1.74): ImFontAtlas::AddCustomRectRegular() now requires an ID >= 0x110000 (instead of >= 0x10000)
|
||||||
|
IM_ASSERT(id >= 0x110000);
|
||||||
IM_ASSERT(width > 0 && width <= 0xFFFF);
|
IM_ASSERT(width > 0 && width <= 0xFFFF);
|
||||||
IM_ASSERT(height > 0 && height <= 0xFFFF);
|
IM_ASSERT(height > 0 && height <= 0xFFFF);
|
||||||
CustomRect r;
|
ImFontAtlasCustomRect r;
|
||||||
r.ID = id;
|
r.ID = id;
|
||||||
r.Width = (unsigned short)width;
|
r.Width = (unsigned short)width;
|
||||||
r.Height = (unsigned short)height;
|
r.Height = (unsigned short)height;
|
||||||
@ -1734,7 +1742,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int
|
|||||||
IM_ASSERT(font != NULL);
|
IM_ASSERT(font != NULL);
|
||||||
IM_ASSERT(width > 0 && width <= 0xFFFF);
|
IM_ASSERT(width > 0 && width <= 0xFFFF);
|
||||||
IM_ASSERT(height > 0 && height <= 0xFFFF);
|
IM_ASSERT(height > 0 && height <= 0xFFFF);
|
||||||
CustomRect r;
|
ImFontAtlasCustomRect r;
|
||||||
r.ID = id;
|
r.ID = id;
|
||||||
r.Width = (unsigned short)width;
|
r.Width = (unsigned short)width;
|
||||||
r.Height = (unsigned short)height;
|
r.Height = (unsigned short)height;
|
||||||
@ -1745,7 +1753,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int
|
|||||||
return CustomRects.Size - 1; // Return index
|
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) const
|
||||||
{
|
{
|
||||||
IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates
|
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
|
IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed
|
||||||
@ -1761,7 +1769,7 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou
|
|||||||
return false;
|
return false;
|
||||||
|
|
||||||
IM_ASSERT(CustomRectIds[0] != -1);
|
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);
|
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 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];
|
ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
|
||||||
@ -1898,7 +1906,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
|||||||
dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);
|
dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);
|
||||||
|
|
||||||
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
|
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
|
||||||
for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
|
for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
|
||||||
{
|
{
|
||||||
if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
|
if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
|
||||||
continue;
|
continue;
|
||||||
@ -2062,7 +2070,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
|||||||
const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
|
const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
|
||||||
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
|
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
|
||||||
const float font_off_x = cfg.GlyphOffset.x;
|
const float font_off_x = cfg.GlyphOffset.x;
|
||||||
const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);
|
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
|
||||||
|
|
||||||
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
|
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
|
||||||
{
|
{
|
||||||
@ -2073,7 +2081,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
|||||||
const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
|
const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
|
||||||
float char_off_x = font_off_x;
|
float char_off_x = font_off_x;
|
||||||
if (char_advance_x_org != char_advance_x_mod)
|
if (char_advance_x_org != char_advance_x_mod)
|
||||||
char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
|
char_off_x += cfg.PixelSnapH ? ImFloor((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
|
||||||
|
|
||||||
// Register glyph
|
// Register glyph
|
||||||
stbtt_aligned_quad q;
|
stbtt_aligned_quad q;
|
||||||
@ -2120,7 +2128,7 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa
|
|||||||
stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;
|
stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;
|
||||||
IM_ASSERT(pack_context != NULL);
|
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.
|
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;
|
ImVector<stbrp_rect> pack_rects;
|
||||||
@ -2146,7 +2154,7 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
|
|||||||
{
|
{
|
||||||
IM_ASSERT(atlas->CustomRectIds[0] >= 0);
|
IM_ASSERT(atlas->CustomRectIds[0] >= 0);
|
||||||
IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
|
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.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
|
||||||
IM_ASSERT(r.IsPacked());
|
IM_ASSERT(r.IsPacked());
|
||||||
|
|
||||||
@ -2181,8 +2189,8 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
|
|||||||
// Register custom rectangle glyphs
|
// Register custom rectangle glyphs
|
||||||
for (int i = 0; i < atlas->CustomRects.Size; i++)
|
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)
|
if (r.Font == NULL || r.ID >= 0x110000)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
IM_ASSERT(r.Font->ContainerAtlas == atlas);
|
IM_ASSERT(r.Font->ContainerAtlas == atlas);
|
||||||
@ -2195,6 +2203,23 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
|
|||||||
for (int i = 0; i < atlas->Fonts.Size; i++)
|
for (int i = 0; i < atlas->Fonts.Size; i++)
|
||||||
if (atlas->Fonts[i]->DirtyLookupTables)
|
if (atlas->Fonts[i]->DirtyLookupTables)
|
||||||
atlas->Fonts[i]->BuildLookupTable();
|
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)
|
// Retrieve list of range (2 int per range, values are inclusive)
|
||||||
@ -2429,7 +2454,7 @@ void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
|
|||||||
text += c_len;
|
text += c_len;
|
||||||
if (c_len == 0)
|
if (c_len == 0)
|
||||||
break;
|
break;
|
||||||
if (c < 0x10000)
|
if (c <= IM_UNICODE_CODEPOINT_MAX)
|
||||||
AddChar((ImWchar)c);
|
AddChar((ImWchar)c);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -2443,12 +2468,12 @@ void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
|
|||||||
|
|
||||||
void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
|
void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
|
||||||
{
|
{
|
||||||
int max_codepoint = 0x10000;
|
const int max_codepoint = IM_UNICODE_CODEPOINT_MAX;
|
||||||
for (int n = 0; n < max_codepoint; n++)
|
for (int n = 0; n <= max_codepoint; n++)
|
||||||
if (GetBit(n))
|
if (GetBit(n))
|
||||||
{
|
{
|
||||||
out_ranges->push_back((ImWchar)n);
|
out_ranges->push_back((ImWchar)n);
|
||||||
while (n < max_codepoint - 1 && GetBit(n + 1))
|
while (n < max_codepoint && GetBit(n + 1))
|
||||||
n++;
|
n++;
|
||||||
out_ranges->push_back((ImWchar)n);
|
out_ranges->push_back((ImWchar)n);
|
||||||
}
|
}
|
||||||
@ -2464,6 +2489,7 @@ ImFont::ImFont()
|
|||||||
FontSize = 0.0f;
|
FontSize = 0.0f;
|
||||||
FallbackAdvanceX = 0.0f;
|
FallbackAdvanceX = 0.0f;
|
||||||
FallbackChar = (ImWchar)'?';
|
FallbackChar = (ImWchar)'?';
|
||||||
|
EllipsisChar = (ImWchar)-1;
|
||||||
DisplayOffset = ImVec2(0.0f, 0.0f);
|
DisplayOffset = ImVec2(0.0f, 0.0f);
|
||||||
FallbackGlyph = NULL;
|
FallbackGlyph = NULL;
|
||||||
ContainerAtlas = NULL;
|
ContainerAtlas = NULL;
|
||||||
@ -2566,7 +2592,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
|
|||||||
glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX
|
glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX
|
||||||
|
|
||||||
if (ConfigData->PixelSnapH)
|
if (ConfigData->PixelSnapH)
|
||||||
glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f);
|
glyph.AdvanceX = IM_ROUND(glyph.AdvanceX);
|
||||||
|
|
||||||
// Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
|
// Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
|
||||||
DirtyLookupTables = true;
|
DirtyLookupTables = true;
|
||||||
@ -2576,7 +2602,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
|
|||||||
void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
|
void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
|
||||||
{
|
{
|
||||||
IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
|
IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
|
||||||
int index_size = IndexLookup.Size;
|
unsigned int index_size = (unsigned int)IndexLookup.Size;
|
||||||
|
|
||||||
if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists
|
if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists
|
||||||
return;
|
return;
|
||||||
@ -2693,7 +2719,7 @@ 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)
|
// 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.
|
// Words that cannot possibly fit within an entire line will be cut anywhere.
|
||||||
if (word_width < wrap_width)
|
if (word_width < wrap_width)
|
||||||
@ -2808,8 +2834,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
|||||||
if (const ImFontGlyph* glyph = FindGlyph(c))
|
if (const ImFontGlyph* glyph = FindGlyph(c))
|
||||||
{
|
{
|
||||||
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
|
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
|
||||||
pos.x = (float)(int)pos.x + DisplayOffset.x;
|
pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
|
||||||
pos.y = (float)(int)pos.y + DisplayOffset.y;
|
pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
|
||||||
draw_list->PrimReserve(6, 4);
|
draw_list->PrimReserve(6, 4);
|
||||||
draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
|
draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
|
||||||
}
|
}
|
||||||
@ -2821,8 +2847,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
|||||||
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
|
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
|
||||||
|
|
||||||
// Align to be pixel perfect
|
// Align to be pixel perfect
|
||||||
pos.x = (float)(int)pos.x + DisplayOffset.x;
|
pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
|
||||||
pos.y = (float)(int)pos.y + DisplayOffset.y;
|
pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
|
||||||
float x = pos.x;
|
float x = pos.x;
|
||||||
float y = pos.y;
|
float y = pos.y;
|
||||||
if (y > clip_rect.w)
|
if (y > clip_rect.w)
|
||||||
@ -2995,9 +3021,9 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
|||||||
x += char_width;
|
x += char_width;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Give back unused vertices
|
// Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.
|
||||||
draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data));
|
draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()
|
||||||
draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data));
|
draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data);
|
||||||
draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
|
draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
|
||||||
draw_list->_VtxWritePtr = vtx_write;
|
draw_list->_VtxWritePtr = vtx_write;
|
||||||
draw_list->_IdxWritePtr = idx_write;
|
draw_list->_IdxWritePtr = idx_write;
|
||||||
@ -3011,19 +3037,14 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
|||||||
// - RenderMouseCursor()
|
// - RenderMouseCursor()
|
||||||
// - RenderArrowPointingAt()
|
// - RenderArrowPointingAt()
|
||||||
// - RenderRectFilledRangeH()
|
// - 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)
|
if (mouse_cursor == ImGuiMouseCursor_None)
|
||||||
return;
|
return;
|
||||||
IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
|
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;
|
ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
|
||||||
ImVec2 offset, size, uv[4];
|
ImVec2 offset, size, uv[4];
|
||||||
if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
|
if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
|
||||||
@ -3121,18 +3142,6 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
|
|||||||
draw_list->PathFillConvex(col);
|
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
|
// [SECTION] Decompression code
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
@ -3193,9 +3202,9 @@ static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, uns
|
|||||||
{
|
{
|
||||||
const unsigned long ADLER_MOD = 65521;
|
const unsigned long ADLER_MOD = 65521;
|
||||||
unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
|
unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
|
||||||
unsigned long blocklen, i;
|
unsigned long blocklen = buflen % 5552;
|
||||||
|
|
||||||
blocklen = buflen % 5552;
|
unsigned long i;
|
||||||
while (buflen) {
|
while (buflen) {
|
||||||
for (i=0; i + 7 < blocklen; i += 8) {
|
for (i=0; i + 7 < blocklen; i += 8) {
|
||||||
s1 += buffer[0], s2 += s1;
|
s1 += buffer[0], s2 += s1;
|
||||||
@ -3222,10 +3231,9 @@ static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, uns
|
|||||||
|
|
||||||
static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/)
|
static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/)
|
||||||
{
|
{
|
||||||
unsigned int olen;
|
|
||||||
if (stb__in4(0) != 0x57bC0000) return 0;
|
if (stb__in4(0) != 0x57bC0000) return 0;
|
||||||
if (stb__in4(4) != 0) return 0; // error! stream is > 4GB
|
if (stb__in4(4) != 0) return 0; // error! stream is > 4GB
|
||||||
olen = stb_decompress_length(i);
|
const unsigned int olen = stb_decompress_length(i);
|
||||||
stb__barrier_in_b = i;
|
stb__barrier_in_b = i;
|
||||||
stb__barrier_out_e = output + olen;
|
stb__barrier_out_e = output + olen;
|
||||||
stb__barrier_out_b = output;
|
stb__barrier_out_b = output;
|
||||||
|
466
imgui_internal.h
466
imgui_internal.h
@ -1,4 +1,4 @@
|
|||||||
// dear imgui, v1.71
|
// dear imgui, v1.74
|
||||||
// (internal structures/api)
|
// (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!
|
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
|
||||||
@ -31,7 +31,7 @@ Index of this file:
|
|||||||
#error Must include imgui.h before imgui_internal.h
|
#error Must include imgui.h before imgui_internal.h
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#include <stdio.h> // FILE*
|
#include <stdio.h> // FILE*, sscanf
|
||||||
#include <stdlib.h> // NULL, malloc, free, qsort, atoi, atof
|
#include <stdlib.h> // NULL, malloc, free, qsort, atoi, atof
|
||||||
#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
|
#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
|
||||||
#include <limits.h> // INT_MIN, INT_MAX
|
#include <limits.h> // INT_MIN, INT_MAX
|
||||||
@ -56,15 +56,23 @@ Index of this file:
|
|||||||
#endif
|
#endif
|
||||||
#elif defined(__GNUC__)
|
#elif defined(__GNUC__)
|
||||||
#pragma GCC diagnostic push
|
#pragma GCC diagnostic push
|
||||||
#if __GNUC__ >= 8
|
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||||
#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
|
#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
|
#endif
|
||||||
|
|
||||||
|
// Legacy defines
|
||||||
|
#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74
|
||||||
|
#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
|
||||||
|
#endif
|
||||||
|
#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74
|
||||||
|
#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
// Forward declarations
|
// Forward declarations
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
struct ImBoolVector; // Store 1-bit per value
|
||||||
struct ImRect; // An axis-aligned rectangle (2 points)
|
struct ImRect; // An axis-aligned rectangle (2 points)
|
||||||
struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
|
struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
|
||||||
struct ImDrawListSharedData; // Data shared between all ImDrawList instances
|
struct ImDrawListSharedData; // Data shared between all ImDrawList instances
|
||||||
@ -87,11 +95,12 @@ struct ImGuiTabBar; // Storage for a tab bar
|
|||||||
struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
|
struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
|
||||||
struct ImGuiWindow; // Storage for one window
|
struct ImGuiWindow; // Storage for one window
|
||||||
struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame)
|
struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame)
|
||||||
struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session)
|
struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
|
||||||
|
|
||||||
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
|
// 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 ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
|
||||||
typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior()
|
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 ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior()
|
||||||
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
|
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
|
||||||
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
|
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
|
||||||
@ -131,21 +140,47 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
// Generic helpers
|
// Macros
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Debug Logging
|
||||||
|
#ifndef IMGUI_DEBUG_LOG
|
||||||
|
#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Static Asserts
|
||||||
|
#if (__cplusplus >= 201100)
|
||||||
|
#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "")
|
||||||
|
#else
|
||||||
|
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much.
|
||||||
|
#define IMGUI_DEBUG_PARANOID 0
|
||||||
|
#if IMGUI_DEBUG_PARANOID
|
||||||
|
#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR)
|
||||||
|
#else
|
||||||
|
#define IM_ASSERT_PARANOID(_EXPR)
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Error handling
|
||||||
|
// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults.
|
||||||
|
#ifndef IM_ASSERT_USER_ERROR
|
||||||
|
#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && (_MSG)) // Recoverable User Error
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Misc Macros
|
||||||
#define IM_PI 3.14159265358979323846f
|
#define IM_PI 3.14159265358979323846f
|
||||||
#ifdef _WIN32
|
#ifdef _WIN32
|
||||||
#define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018/05 news: Microsoft announced that Notepad will finally display Unix-style carriage returns!)
|
#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!)
|
||||||
#else
|
#else
|
||||||
#define IM_NEWLINE "\n"
|
#define IM_NEWLINE "\n"
|
||||||
#endif
|
#endif
|
||||||
#define IM_TABSIZE (4)
|
#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_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
|
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
|
||||||
|
#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds
|
||||||
|
#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) //
|
||||||
|
|
||||||
// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
|
// 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
|
#ifdef _MSC_VER
|
||||||
@ -154,36 +189,34 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
|
|||||||
#define IMGUI_CDECL
|
#define IMGUI_CDECL
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Helpers: UTF-8 <> wchar
|
//-----------------------------------------------------------------------------
|
||||||
IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
|
// Generic helpers
|
||||||
IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count
|
//-----------------------------------------------------------------------------
|
||||||
IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count
|
// - Helpers: Misc
|
||||||
IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
|
// - Helpers: Bit manipulation
|
||||||
IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8
|
// - Helpers: String, Formatting
|
||||||
IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8
|
// - Helpers: UTF-8 <> wchar conversions
|
||||||
|
// - Helpers: ImVec2/ImVec4 operators
|
||||||
|
// - Helpers: Maths
|
||||||
|
// - Helpers: Geometry
|
||||||
|
// - Helper: ImBoolVector
|
||||||
|
// - Helper: ImPool<>
|
||||||
|
// - Helper: ImChunkStream<>
|
||||||
|
//-----------------------------------------------------------------------------
|
||||||
|
|
||||||
// Helpers: Misc
|
// Helpers: Misc
|
||||||
|
#define ImQsort qsort
|
||||||
IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
|
IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
|
||||||
IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);
|
IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);
|
||||||
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0);
|
|
||||||
IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode);
|
|
||||||
static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
|
|
||||||
static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
|
|
||||||
static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
|
|
||||||
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
|
|
||||||
#define ImQsort qsort
|
|
||||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||||
static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68]
|
static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68]
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Helpers: Geometry
|
// Helpers: Bit manipulation
|
||||||
IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
|
static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
|
||||||
IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
|
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
|
||||||
IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
|
|
||||||
IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
|
|
||||||
IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy);
|
|
||||||
|
|
||||||
// Helpers: String
|
// Helpers: String, Formatting
|
||||||
IMGUI_API int ImStricmp(const char* str1, const char* str2);
|
IMGUI_API int ImStricmp(const char* str1, const char* str2);
|
||||||
IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count);
|
IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count);
|
||||||
IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count);
|
IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count);
|
||||||
@ -195,12 +228,23 @@ IMGUI_API const char* ImStreolRange(const char* str, const char* str_end);
|
|||||||
IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line
|
IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line
|
||||||
IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);
|
IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);
|
||||||
IMGUI_API void ImStrTrimBlanks(char* str);
|
IMGUI_API void ImStrTrimBlanks(char* str);
|
||||||
|
IMGUI_API const char* ImStrSkipBlank(const char* str);
|
||||||
IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3);
|
IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3);
|
||||||
IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3);
|
IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3);
|
||||||
IMGUI_API const char* ImParseFormatFindStart(const char* format);
|
IMGUI_API const char* ImParseFormatFindStart(const char* format);
|
||||||
IMGUI_API const char* ImParseFormatFindEnd(const char* format);
|
IMGUI_API const char* ImParseFormatFindEnd(const char* format);
|
||||||
IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size);
|
IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size);
|
||||||
IMGUI_API int ImParseFormatPrecision(const char* format, int default_value);
|
IMGUI_API int ImParseFormatPrecision(const char* format, int default_value);
|
||||||
|
static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
|
||||||
|
static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
|
||||||
|
|
||||||
|
// Helpers: UTF-8 <> wchar conversions
|
||||||
|
IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
|
||||||
|
IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count
|
||||||
|
IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count
|
||||||
|
IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
|
||||||
|
IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8
|
||||||
|
IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8
|
||||||
|
|
||||||
// Helpers: ImVec2/ImVec4 operators
|
// Helpers: ImVec2/ImVec4 operators
|
||||||
// We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.)
|
// We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.)
|
||||||
@ -221,9 +265,35 @@ static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs)
|
|||||||
static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x*rhs.x, lhs.y*rhs.y, lhs.z*rhs.z, lhs.w*rhs.w); }
|
static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x*rhs.x, lhs.y*rhs.y, lhs.z*rhs.z, lhs.w*rhs.w); }
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
// Helpers: File System
|
||||||
|
#if defined(__EMSCRIPTEN__) && !defined(IMGUI_DISABLE_FILE_FUNCTIONS)
|
||||||
|
#define IMGUI_DISABLE_FILE_FUNCTIONS
|
||||||
|
#endif
|
||||||
|
#ifdef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||||
|
#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
|
||||||
|
typedef void* ImFileHandle;
|
||||||
|
static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; }
|
||||||
|
static inline bool ImFileClose(ImFileHandle) { return false; }
|
||||||
|
static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; }
|
||||||
|
static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; }
|
||||||
|
static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; }
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
|
||||||
|
typedef FILE* ImFileHandle;
|
||||||
|
IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode);
|
||||||
|
IMGUI_API bool ImFileClose(ImFileHandle file);
|
||||||
|
IMGUI_API ImU64 ImFileGetSize(ImFileHandle file);
|
||||||
|
IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file);
|
||||||
|
IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file);
|
||||||
|
#else
|
||||||
|
#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions
|
||||||
|
#endif
|
||||||
|
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0);
|
||||||
|
|
||||||
// Helpers: Maths
|
// Helpers: Maths
|
||||||
// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy)
|
// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy)
|
||||||
#ifndef IMGUI_DISABLE_MATH_FUNCTIONS
|
#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
|
||||||
static inline float ImFabs(float x) { return fabsf(x); }
|
static inline float ImFabs(float x) { return fabsf(x); }
|
||||||
static inline float ImSqrt(float x) { return sqrtf(x); }
|
static inline float ImSqrt(float x) { return sqrtf(x); }
|
||||||
static inline float ImPow(float x, float y) { return powf(x, y); }
|
static inline float ImPow(float x, float y) { return powf(x, y); }
|
||||||
@ -258,17 +328,25 @@ static inline float ImSaturate(float f)
|
|||||||
static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
|
static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
|
||||||
static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
|
static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
|
||||||
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; }
|
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; }
|
||||||
static inline float ImFloor(float f) { return (float)(int)f; }
|
static inline float ImFloor(float f) { return (float)(int)(f); }
|
||||||
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); }
|
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
|
||||||
static inline int ImModPositive(int a, int b) { return (a + b) % b; }
|
static inline int ImModPositive(int a, int b) { return (a + b) % b; }
|
||||||
static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
|
static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
|
||||||
static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
|
static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
|
||||||
static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
|
static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
|
||||||
static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
|
static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
|
||||||
|
|
||||||
// Helper: ImBoolVector. Store 1-bit per value.
|
// Helpers: Geometry
|
||||||
// Note that Resize() currently clears the whole vector.
|
IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
|
||||||
struct ImBoolVector
|
IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
|
||||||
|
IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
|
||||||
|
IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
|
||||||
|
inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; }
|
||||||
|
IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy);
|
||||||
|
|
||||||
|
// Helper: ImBoolVector
|
||||||
|
// Store 1-bit per value. Note that Resize() currently clears the whole vector.
|
||||||
|
struct IMGUI_API ImBoolVector
|
||||||
{
|
{
|
||||||
ImVector<int> Storage;
|
ImVector<int> Storage;
|
||||||
ImBoolVector() { }
|
ImBoolVector() { }
|
||||||
@ -278,29 +356,52 @@ struct ImBoolVector
|
|||||||
void SetBit(int n, bool v) { int off = (n >> 5); int mask = 1 << (n & 31); if (v) Storage[off] |= mask; else Storage[off] &= ~mask; }
|
void SetBit(int n, bool v) { int off = (n >> 5); int mask = 1 << (n & 31); if (v) Storage[off] |= mask; else Storage[off] &= ~mask; }
|
||||||
};
|
};
|
||||||
|
|
||||||
// Helper: ImPool<>. Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,
|
// Helper: ImPool<>
|
||||||
|
// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,
|
||||||
// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.
|
// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.
|
||||||
typedef int ImPoolIdx;
|
typedef int ImPoolIdx;
|
||||||
template<typename T>
|
template<typename T>
|
||||||
struct IMGUI_API ImPool
|
struct IMGUI_API ImPool
|
||||||
{
|
{
|
||||||
ImVector<T> Data; // Contiguous data
|
ImVector<T> Buf; // Contiguous data
|
||||||
ImGuiStorage Map; // ID->Index
|
ImGuiStorage Map; // ID->Index
|
||||||
ImPoolIdx FreeIdx; // Next free idx to use
|
ImPoolIdx FreeIdx; // Next free idx to use
|
||||||
|
|
||||||
ImPool() { FreeIdx = 0; }
|
ImPool() { FreeIdx = 0; }
|
||||||
~ImPool() { Clear(); }
|
~ImPool() { Clear(); }
|
||||||
T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Data[idx] : NULL; }
|
T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; }
|
||||||
T* GetByIndex(ImPoolIdx n) { return &Data[n]; }
|
T* GetByIndex(ImPoolIdx n) { return &Buf[n]; }
|
||||||
ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); }
|
ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); }
|
||||||
T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); }
|
T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); }
|
||||||
bool Contains(const T* p) const { return (p >= Data.Data && p < Data.Data + Data.Size); }
|
bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); }
|
||||||
void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; }
|
void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = 0; }
|
||||||
T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; }
|
T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); return &Buf[idx]; }
|
||||||
void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); }
|
void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); }
|
||||||
void Remove(ImGuiID key, ImPoolIdx idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); }
|
void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); }
|
||||||
void Reserve(int capacity) { Data.reserve(capacity); Map.Data.reserve(capacity); }
|
void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); }
|
||||||
int GetSize() const { return Data.Size; }
|
int GetSize() const { return Buf.Size; }
|
||||||
|
};
|
||||||
|
|
||||||
|
// Helper: ImChunkStream<>
|
||||||
|
// Build and iterate a contiguous stream of variable-sized structures.
|
||||||
|
// This is used by Settings to store persistent data while reducing allocation count.
|
||||||
|
// We store the chunk size first, and align the final size on 4 bytes boundaries (this what the '(X + 3) & ~3' statement is for)
|
||||||
|
// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.
|
||||||
|
template<typename T>
|
||||||
|
struct IMGUI_API ImChunkStream
|
||||||
|
{
|
||||||
|
ImVector<char> Buf;
|
||||||
|
|
||||||
|
void clear() { Buf.clear(); }
|
||||||
|
bool empty() const { return Buf.Size == 0; }
|
||||||
|
int size() const { return Buf.Size; }
|
||||||
|
T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = ((HDR_SZ + sz) + 3u) & ~3u; int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); }
|
||||||
|
T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); }
|
||||||
|
T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; }
|
||||||
|
int chunk_size(const T* p) { return ((const int*)p)[-1]; }
|
||||||
|
T* end() { return (T*)(void*)(Buf.Data + Buf.Size); }
|
||||||
|
int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; }
|
||||||
|
T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); }
|
||||||
};
|
};
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
@ -320,7 +421,7 @@ enum ImGuiButtonFlags_
|
|||||||
ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED]
|
ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED]
|
||||||
ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions
|
ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions
|
||||||
ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
|
ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
|
||||||
ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held
|
ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable mouse interaction if a key modifier is held
|
||||||
ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
|
ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
|
||||||
ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
|
ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
|
||||||
ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated
|
ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated
|
||||||
@ -358,7 +459,8 @@ enum ImGuiSelectableFlagsPrivate_
|
|||||||
ImGuiSelectableFlags_PressedOnClick = 1 << 21,
|
ImGuiSelectableFlags_PressedOnClick = 1 << 21,
|
||||||
ImGuiSelectableFlags_PressedOnRelease = 1 << 22,
|
ImGuiSelectableFlags_PressedOnRelease = 1 << 22,
|
||||||
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 23, // FIXME: We may be able to remove this (added in 6251d379 for menus)
|
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_
|
// Extend ImGuiTreeNodeFlags_
|
||||||
@ -379,12 +481,14 @@ enum ImGuiSeparatorFlags_
|
|||||||
// This is going to be exposed in imgui.h when stabilized enough.
|
// This is going to be exposed in imgui.h when stabilized enough.
|
||||||
enum ImGuiItemFlags_
|
enum ImGuiItemFlags_
|
||||||
{
|
{
|
||||||
|
ImGuiItemFlags_None = 0,
|
||||||
ImGuiItemFlags_NoTabStop = 1 << 0, // false
|
ImGuiItemFlags_NoTabStop = 1 << 0, // false
|
||||||
ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
|
ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
|
||||||
ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
|
ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
|
||||||
ImGuiItemFlags_NoNav = 1 << 3, // false
|
ImGuiItemFlags_NoNav = 1 << 3, // false
|
||||||
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
|
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
|
||||||
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
|
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
|
ImGuiItemFlags_Default_ = 0
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -396,11 +500,12 @@ enum ImGuiItemStatusFlags_
|
|||||||
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
|
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
|
||||||
ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
|
ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
|
||||||
ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues.
|
ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues.
|
||||||
ImGuiItemStatusFlags_HasDeactivated = 1 << 4, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
|
ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
|
||||||
ImGuiItemStatusFlags_Deactivated = 1 << 5 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
|
ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
|
||||||
|
ImGuiItemStatusFlags_Deactivated = 1 << 6 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
|
||||||
|
|
||||||
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
||||||
, // [imgui-test only]
|
, // [imgui_tests only]
|
||||||
ImGuiItemStatusFlags_Openable = 1 << 10, //
|
ImGuiItemStatusFlags_Openable = 1 << 10, //
|
||||||
ImGuiItemStatusFlags_Opened = 1 << 11, //
|
ImGuiItemStatusFlags_Opened = 1 << 11, //
|
||||||
ImGuiItemStatusFlags_Checkable = 1 << 12, //
|
ImGuiItemStatusFlags_Checkable = 1 << 12, //
|
||||||
@ -491,7 +596,8 @@ 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_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_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_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
|
enum ImGuiNavForward
|
||||||
@ -522,6 +628,14 @@ struct ImVec1
|
|||||||
ImVec1(float _x) { x = _x; }
|
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
|
// 2D axis aligned bounding-box
|
||||||
// NB: we can't rely on ImVec2 math operators being available here
|
// NB: we can't rely on ImVec2 math operators being available here
|
||||||
struct IMGUI_API ImRect
|
struct IMGUI_API ImRect
|
||||||
@ -554,7 +668,7 @@ struct IMGUI_API ImRect
|
|||||||
void TranslateY(float dy) { Min.y += dy; Max.y += dy; }
|
void TranslateY(float dy) { Min.y += dy; Max.y += dy; }
|
||||||
void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
|
void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
|
||||||
void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
|
void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
|
||||||
void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
|
void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); }
|
||||||
bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
|
bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -607,7 +721,7 @@ struct IMGUI_API ImGuiMenuColumns
|
|||||||
ImGuiMenuColumns();
|
ImGuiMenuColumns();
|
||||||
void Update(int count, float spacing, bool clear);
|
void Update(int count, float spacing, bool clear);
|
||||||
float DeclColumns(float w0, float w1, float w2);
|
float DeclColumns(float w0, float w1, float w2);
|
||||||
float CalcExtraSpace(float avail_w);
|
float CalcExtraSpace(float avail_w) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
// Internal state of the currently focused/edited text input box
|
// Internal state of the currently focused/edited text input box
|
||||||
@ -625,34 +739,37 @@ struct IMGUI_API ImGuiInputTextState
|
|||||||
float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately
|
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 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
|
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
|
||||||
// Temporarily set when active
|
ImGuiInputTextCallback UserCallback; // "
|
||||||
ImGuiInputTextFlags UserFlags;
|
void* UserCallbackData; // "
|
||||||
ImGuiInputTextCallback UserCallback;
|
|
||||||
void* UserCallbackData;
|
|
||||||
|
|
||||||
ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
|
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(); }
|
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
|
||||||
|
|
||||||
|
// Cursor & Selection
|
||||||
void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
|
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); }
|
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; }
|
bool HasSelection() const { return Stb.select_start != Stb.select_end; }
|
||||||
void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; }
|
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; }
|
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
|
|
||||||
};
|
};
|
||||||
|
|
||||||
// Windows data saved in imgui.ini file
|
// Windows data saved in imgui.ini file
|
||||||
|
// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily.
|
||||||
|
// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure)
|
||||||
struct ImGuiWindowSettings
|
struct ImGuiWindowSettings
|
||||||
{
|
{
|
||||||
char* Name;
|
|
||||||
ImGuiID ID;
|
ImGuiID ID;
|
||||||
ImVec2 Pos;
|
ImVec2ih Pos;
|
||||||
ImVec2 Size;
|
ImVec2ih Size;
|
||||||
bool Collapsed;
|
bool Collapsed;
|
||||||
|
|
||||||
ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ImVec2(0,0); Collapsed = false; }
|
ImGuiWindowSettings() { ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = false; }
|
||||||
|
char* GetName() { return (char*)(this + 1); }
|
||||||
};
|
};
|
||||||
|
|
||||||
struct ImGuiSettingsHandler
|
struct ImGuiSettingsHandler
|
||||||
@ -704,6 +821,7 @@ struct ImGuiColumns
|
|||||||
float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns()
|
float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns()
|
||||||
float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns()
|
float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns()
|
||||||
ImRect HostClipRect; // Backup of ClipRect 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;
|
ImVector<ImGuiColumnData> Columns;
|
||||||
|
|
||||||
ImGuiColumns() { Clear(); }
|
ImGuiColumns() { Clear(); }
|
||||||
@ -825,13 +943,13 @@ struct ImGuiShrinkWidthItem
|
|||||||
float Width;
|
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.
|
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 IndexInMainPool;
|
int Index; // Usually index in a main pool.
|
||||||
|
|
||||||
ImGuiTabBarRef(ImGuiTabBar* ptr) { Ptr = ptr; IndexInMainPool = -1; }
|
ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; }
|
||||||
ImGuiTabBarRef(int index_in_main_pool) { Ptr = NULL; IndexInMainPool = index_in_main_pool; }
|
ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; }
|
||||||
};
|
};
|
||||||
|
|
||||||
//-----------------------------------------------------------------------------
|
//-----------------------------------------------------------------------------
|
||||||
@ -841,9 +959,7 @@ struct ImGuiTabBarRef
|
|||||||
struct ImGuiContext
|
struct ImGuiContext
|
||||||
{
|
{
|
||||||
bool Initialized;
|
bool Initialized;
|
||||||
bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame()
|
bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
|
||||||
bool FrameScopePushedImplicitWindow; // Set by NewFrame(), cleared by EndFrame()
|
|
||||||
bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
|
|
||||||
ImGuiIO IO;
|
ImGuiIO IO;
|
||||||
ImGuiStyle Style;
|
ImGuiStyle Style;
|
||||||
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
|
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
|
||||||
@ -854,18 +970,24 @@ struct ImGuiContext
|
|||||||
int FrameCount;
|
int FrameCount;
|
||||||
int FrameCountEnded;
|
int FrameCountEnded;
|
||||||
int FrameCountRendered;
|
int FrameCountRendered;
|
||||||
|
bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame()
|
||||||
|
bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed
|
||||||
|
bool WithinEndChild; // Set within EndChild()
|
||||||
|
|
||||||
// Windows state
|
// Windows state
|
||||||
ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
|
ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
|
||||||
ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front
|
ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front
|
||||||
ImVector<ImGuiWindow*> WindowsSortBuffer;
|
ImVector<ImGuiWindow*> WindowsSortBuffer;
|
||||||
ImVector<ImGuiWindow*> CurrentWindowStack;
|
ImVector<ImGuiWindow*> CurrentWindowStack;
|
||||||
ImGuiStorage WindowsById;
|
ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
|
||||||
int WindowsActiveCount;
|
int WindowsActiveCount; // Number of unique windows submitted by frame
|
||||||
ImGuiWindow* CurrentWindow; // Being drawn into
|
ImGuiWindow* CurrentWindow; // Window being drawn into
|
||||||
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
|
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
|
||||||
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
|
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* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
|
||||||
|
ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
|
||||||
|
ImVec2 WheelingWindowRefMousePos;
|
||||||
|
float WheelingWindowTimer;
|
||||||
|
|
||||||
// Item/widgets state and tracking information
|
// Item/widgets state and tracking information
|
||||||
ImGuiID HoveredId; // Hovered widget
|
ImGuiID HoveredId; // Hovered widget
|
||||||
@ -881,8 +1003,9 @@ struct ImGuiContext
|
|||||||
bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
|
bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
|
||||||
bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
|
bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
|
||||||
bool ActiveIdHasBeenEditedThisFrame;
|
bool ActiveIdHasBeenEditedThisFrame;
|
||||||
int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
|
ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those directional navigation requests (e.g. can activate a button and move away from it)
|
||||||
int ActiveIdBlockNavInputFlags;
|
ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs.
|
||||||
|
ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
|
||||||
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
|
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
|
||||||
ImGuiWindow* ActiveIdWindow;
|
ImGuiWindow* ActiveIdWindow;
|
||||||
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
|
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
|
||||||
@ -890,7 +1013,6 @@ struct ImGuiContext
|
|||||||
bool ActiveIdPreviousFrameIsAlive;
|
bool ActiveIdPreviousFrameIsAlive;
|
||||||
bool ActiveIdPreviousFrameHasBeenEditedBefore;
|
bool ActiveIdPreviousFrameHasBeenEditedBefore;
|
||||||
ImGuiWindow* ActiveIdPreviousFrameWindow;
|
ImGuiWindow* ActiveIdPreviousFrameWindow;
|
||||||
|
|
||||||
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
|
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
|
||||||
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
|
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
|
||||||
|
|
||||||
@ -919,7 +1041,7 @@ struct ImGuiContext
|
|||||||
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
|
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.
|
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
|
||||||
int NavScoringCount; // Metrics for debugging
|
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* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f
|
||||||
ImGuiWindow* NavWindowingList;
|
ImGuiWindow* NavWindowingList;
|
||||||
float NavWindowingTimer;
|
float NavWindowingTimer;
|
||||||
@ -941,7 +1063,7 @@ struct ImGuiContext
|
|||||||
ImGuiNavMoveFlags NavMoveRequestFlags;
|
ImGuiNavMoveFlags NavMoveRequestFlags;
|
||||||
ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
|
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 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 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 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)
|
ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
|
||||||
@ -978,12 +1100,12 @@ struct ImGuiContext
|
|||||||
ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
|
ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
|
||||||
int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source
|
int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source
|
||||||
ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly
|
ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly
|
||||||
unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads
|
unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads
|
||||||
|
|
||||||
// Tab bars
|
// Tab bars
|
||||||
ImPool<ImGuiTabBar> TabBars;
|
|
||||||
ImGuiTabBar* CurrentTabBar;
|
ImGuiTabBar* CurrentTabBar;
|
||||||
ImVector<ImGuiTabBarRef> CurrentTabBarStack;
|
ImPool<ImGuiTabBar> TabBars;
|
||||||
|
ImVector<ImGuiPtrOrIndex> CurrentTabBarStack;
|
||||||
ImVector<ImGuiShrinkWidthItem> ShrinkWidthBuffer;
|
ImVector<ImGuiShrinkWidthItem> ShrinkWidthBuffer;
|
||||||
|
|
||||||
// Widget state
|
// Widget state
|
||||||
@ -992,7 +1114,9 @@ struct ImGuiContext
|
|||||||
ImFont InputTextPasswordFont;
|
ImFont InputTextPasswordFont;
|
||||||
ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
|
ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
|
||||||
ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
|
ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
|
||||||
ImVec4 ColorPickerRef;
|
float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips
|
||||||
|
float ColorEditLastColor[3];
|
||||||
|
ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker.
|
||||||
bool DragCurrentAccumDirty;
|
bool DragCurrentAccumDirty;
|
||||||
float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
|
float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
|
||||||
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
|
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
|
||||||
@ -1013,12 +1137,12 @@ struct ImGuiContext
|
|||||||
float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero
|
float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero
|
||||||
ImGuiTextBuffer SettingsIniData; // In memory .ini settings
|
ImGuiTextBuffer SettingsIniData; // In memory .ini settings
|
||||||
ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
|
ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
|
||||||
ImVector<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries (parsed from the last loaded .ini file and maintained on saving)
|
ImChunkStream<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries
|
||||||
|
|
||||||
// Logging
|
// Capture/Logging
|
||||||
bool LogEnabled;
|
bool LogEnabled;
|
||||||
ImGuiLogType LogType;
|
ImGuiLogType LogType;
|
||||||
FILE* LogFile; // If != NULL log to stdout/ file
|
ImFileHandle LogFile; // If != NULL log to stdout/ file
|
||||||
ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
|
ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
|
||||||
float LogLinePosY;
|
float LogLinePosY;
|
||||||
bool LogLineFirstItem;
|
bool LogLineFirstItem;
|
||||||
@ -1026,6 +1150,10 @@ struct ImGuiContext
|
|||||||
int LogDepthToExpand;
|
int LogDepthToExpand;
|
||||||
int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
|
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
|
// Misc
|
||||||
float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds.
|
float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds.
|
||||||
int FramerateSecPerFrameIdx;
|
int FramerateSecPerFrameIdx;
|
||||||
@ -1038,7 +1166,6 @@ struct ImGuiContext
|
|||||||
ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData)
|
ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData)
|
||||||
{
|
{
|
||||||
Initialized = false;
|
Initialized = false;
|
||||||
FrameScopeActive = FrameScopePushedImplicitWindow = false;
|
|
||||||
Font = NULL;
|
Font = NULL;
|
||||||
FontSize = FontBaseSize = 0.0f;
|
FontSize = FontBaseSize = 0.0f;
|
||||||
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
|
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
|
||||||
@ -1046,12 +1173,15 @@ struct ImGuiContext
|
|||||||
Time = 0.0f;
|
Time = 0.0f;
|
||||||
FrameCount = 0;
|
FrameCount = 0;
|
||||||
FrameCountEnded = FrameCountRendered = -1;
|
FrameCountEnded = FrameCountRendered = -1;
|
||||||
|
WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;
|
||||||
|
|
||||||
WindowsActiveCount = 0;
|
WindowsActiveCount = 0;
|
||||||
CurrentWindow = NULL;
|
CurrentWindow = NULL;
|
||||||
HoveredWindow = NULL;
|
HoveredWindow = NULL;
|
||||||
HoveredRootWindow = NULL;
|
HoveredRootWindow = NULL;
|
||||||
MovingWindow = NULL;
|
MovingWindow = NULL;
|
||||||
|
WheelingWindow = NULL;
|
||||||
|
WheelingWindowTimer = 0.0f;
|
||||||
|
|
||||||
HoveredId = 0;
|
HoveredId = 0;
|
||||||
HoveredIdAllowOverlap = false;
|
HoveredIdAllowOverlap = false;
|
||||||
@ -1065,17 +1195,16 @@ struct ImGuiContext
|
|||||||
ActiveIdHasBeenPressedBefore = false;
|
ActiveIdHasBeenPressedBefore = false;
|
||||||
ActiveIdHasBeenEditedBefore = false;
|
ActiveIdHasBeenEditedBefore = false;
|
||||||
ActiveIdHasBeenEditedThisFrame = false;
|
ActiveIdHasBeenEditedThisFrame = false;
|
||||||
ActiveIdAllowNavDirFlags = 0x00;
|
ActiveIdUsingNavDirMask = 0x00;
|
||||||
ActiveIdBlockNavInputFlags = 0x00;
|
ActiveIdUsingNavInputMask = 0x00;
|
||||||
|
ActiveIdUsingKeyInputMask = 0x00;
|
||||||
ActiveIdClickOffset = ImVec2(-1,-1);
|
ActiveIdClickOffset = ImVec2(-1,-1);
|
||||||
ActiveIdWindow = NULL;
|
ActiveIdWindow = NULL;
|
||||||
ActiveIdSource = ImGuiInputSource_None;
|
ActiveIdSource = ImGuiInputSource_None;
|
||||||
|
|
||||||
ActiveIdPreviousFrame = 0;
|
ActiveIdPreviousFrame = 0;
|
||||||
ActiveIdPreviousFrameIsAlive = false;
|
ActiveIdPreviousFrameIsAlive = false;
|
||||||
ActiveIdPreviousFrameHasBeenEditedBefore = false;
|
ActiveIdPreviousFrameHasBeenEditedBefore = false;
|
||||||
ActiveIdPreviousFrameWindow = NULL;
|
ActiveIdPreviousFrameWindow = NULL;
|
||||||
|
|
||||||
LastActiveId = 0;
|
LastActiveId = 0;
|
||||||
LastActiveIdTimer = 0.0f;
|
LastActiveIdTimer = 0.0f;
|
||||||
|
|
||||||
@ -1130,6 +1259,8 @@ struct ImGuiContext
|
|||||||
LastValidMousePos = ImVec2(0.0f, 0.0f);
|
LastValidMousePos = ImVec2(0.0f, 0.0f);
|
||||||
TempInputTextId = 0;
|
TempInputTextId = 0;
|
||||||
ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
|
ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
|
||||||
|
ColorEditLastHue = 0.0f;
|
||||||
|
ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX;
|
||||||
DragCurrentAccumDirty = false;
|
DragCurrentAccumDirty = false;
|
||||||
DragCurrentAccum = 0.0f;
|
DragCurrentAccum = 0.0f;
|
||||||
DragSpeedDefaultRatio = 1.0f / 100.0f;
|
DragSpeedDefaultRatio = 1.0f / 100.0f;
|
||||||
@ -1151,6 +1282,9 @@ struct ImGuiContext
|
|||||||
LogDepthRef = 0;
|
LogDepthRef = 0;
|
||||||
LogDepthToExpand = LogDepthToExpandDefault = 2;
|
LogDepthToExpand = LogDepthToExpandDefault = 2;
|
||||||
|
|
||||||
|
DebugItemPickerActive = false;
|
||||||
|
DebugItemPickerBreakID = 0;
|
||||||
|
|
||||||
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
|
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
|
||||||
FramerateSecPerFrameIdx = 0;
|
FramerateSecPerFrameIdx = 0;
|
||||||
FramerateSecPerFrameAccum = 0.0f;
|
FramerateSecPerFrameAccum = 0.0f;
|
||||||
@ -1167,20 +1301,20 @@ struct ImGuiContext
|
|||||||
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
|
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
|
||||||
struct IMGUI_API ImGuiWindowTempData
|
struct IMGUI_API ImGuiWindowTempData
|
||||||
{
|
{
|
||||||
ImVec2 CursorPos;
|
ImVec2 CursorPos; // Current emitting position, in absolute coordinates.
|
||||||
ImVec2 CursorPosPrevLine;
|
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 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 CurrLineSize;
|
||||||
ImVec2 PrevLineSize;
|
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;
|
float PrevLineTextBaseOffset;
|
||||||
int TreeDepth;
|
int TreeDepth; // Current tree depth.
|
||||||
ImU32 TreeStoreMayJumpToParentOnPop; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
|
ImU32 TreeMayJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
|
||||||
ImGuiID LastItemId;
|
ImGuiID LastItemId; // ID for last item
|
||||||
ImGuiItemStatusFlags LastItemStatusFlags;
|
ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_)
|
||||||
ImRect LastItemRect; // Interaction rect
|
ImRect LastItemRect; // Interaction rect for last item
|
||||||
ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
|
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)
|
ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
|
||||||
int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
|
int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
|
||||||
int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
|
int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
|
||||||
@ -1190,7 +1324,7 @@ struct IMGUI_API ImGuiWindowTempData
|
|||||||
bool MenuBarAppending; // FIXME: Remove this
|
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.
|
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;
|
ImVector<ImGuiWindow*> ChildWindows;
|
||||||
ImGuiStorage* StateStorage;
|
ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
|
||||||
ImGuiLayoutType LayoutType;
|
ImGuiLayoutType LayoutType;
|
||||||
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
|
ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
|
||||||
int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
|
int FocusCounterAll; // Counter for focus/tabbing system. Start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign)
|
||||||
@ -1217,7 +1351,7 @@ struct IMGUI_API ImGuiWindowTempData
|
|||||||
CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f);
|
CurrLineSize = PrevLineSize = ImVec2(0.0f, 0.0f);
|
||||||
CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
|
CurrLineTextBaseOffset = PrevLineTextBaseOffset = 0.0f;
|
||||||
TreeDepth = 0;
|
TreeDepth = 0;
|
||||||
TreeStoreMayJumpToParentOnPop = 0x00;
|
TreeMayJumpToParentOnPopMask = 0x00;
|
||||||
LastItemId = 0;
|
LastItemId = 0;
|
||||||
LastItemStatusFlags = 0;
|
LastItemStatusFlags = 0;
|
||||||
LastItemRect = LastItemDisplayRect = ImRect();
|
LastItemRect = LastItemDisplayRect = ImRect();
|
||||||
@ -1255,9 +1389,9 @@ struct IMGUI_API ImGuiWindow
|
|||||||
ImVec2 SizeFull; // Size when non collapsed
|
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 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 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize().
|
||||||
ImVec2 WindowPadding; // Window padding at the time of begin.
|
ImVec2 WindowPadding; // Window padding at the time of Begin().
|
||||||
float WindowRounding; // Window rounding at the time of begin.
|
float WindowRounding; // Window rounding at the time of Begin().
|
||||||
float WindowBorderSize; // Window border size 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)!
|
int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)!
|
||||||
ImGuiID MoveId; // == window->GetID("#MOVE")
|
ImGuiID MoveId; // == window->GetID("#MOVE")
|
||||||
ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
|
ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
|
||||||
@ -1266,7 +1400,7 @@ 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 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 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
|
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 Active; // Set to true on Begin(), unless Collapsed
|
||||||
bool WasActive;
|
bool WasActive;
|
||||||
bool WriteAccessed; // Set to true when any widget access the current window
|
bool WriteAccessed; // Set to true when any widget access the current window
|
||||||
@ -1281,9 +1415,9 @@ struct IMGUI_API ImGuiWindow
|
|||||||
short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
|
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.
|
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)
|
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;
|
bool AutoFitOnlyGrows;
|
||||||
int AutoFitChildAxises;
|
|
||||||
ImGuiDir AutoPosLastDirection;
|
ImGuiDir AutoPosLastDirection;
|
||||||
int HiddenFramesCanSkipItems; // Hide the window for N frames
|
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
|
int HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size
|
||||||
@ -1293,25 +1427,26 @@ 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 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.
|
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.
|
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 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().
|
// 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 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 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 WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect 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 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.
|
ImRect ContentRegionRect; // 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.
|
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;
|
float ItemWidthDefault;
|
||||||
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items
|
ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items
|
||||||
ImGuiStorage StateStorage;
|
ImGuiStorage StateStorage;
|
||||||
ImVector<ImGuiColumns> ColumnsStorage;
|
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)
|
int SettingsOffset; // Offset into SettingsWindows[] (offsets 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)
|
ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
|
||||||
ImDrawList DrawListInst;
|
ImDrawList DrawListInst;
|
||||||
@ -1324,6 +1459,10 @@ struct IMGUI_API ImGuiWindow
|
|||||||
ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
|
ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
|
||||||
ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
|
ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
|
||||||
|
|
||||||
|
bool MemoryCompacted;
|
||||||
|
int MemoryDrawListIdxCapacity;
|
||||||
|
int MemoryDrawListVtxCapacity;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
ImGuiWindow(ImGuiContext* context, const char* name);
|
ImGuiWindow(ImGuiContext* context, const char* name);
|
||||||
~ImGuiWindow();
|
~ImGuiWindow();
|
||||||
@ -1338,10 +1477,10 @@ public:
|
|||||||
|
|
||||||
// We don't use g.FontSize because the window may be != g.CurrentWidow.
|
// 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); }
|
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 CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; }
|
||||||
float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + GImGui->Style.FramePadding.y * 2.0f; }
|
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())); }
|
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; }
|
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()); }
|
ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -1373,7 +1512,7 @@ enum ImGuiTabBarFlagsPrivate_
|
|||||||
// Extend ImGuiTabItemFlags_
|
// Extend ImGuiTabItemFlags_
|
||||||
enum ImGuiTabItemFlagsPrivate_
|
enum ImGuiTabItemFlagsPrivate_
|
||||||
{
|
{
|
||||||
ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Store whether p_open is set or not, which we need to recompute WidthContents during layout.
|
ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Store whether p_open is set or not, which we need to recompute ContentWidth during layout.
|
||||||
};
|
};
|
||||||
|
|
||||||
// Storage for one active tab item (sizeof() 26~32 bytes)
|
// Storage for one active tab item (sizeof() 26~32 bytes)
|
||||||
@ -1386,9 +1525,9 @@ struct ImGuiTabItem
|
|||||||
int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
|
int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
|
||||||
float Offset; // Position relative to beginning of tab
|
float Offset; // Position relative to beginning of tab
|
||||||
float Width; // Width currently displayed
|
float Width; // Width currently displayed
|
||||||
float WidthContents; // Width of actual contents, stored during BeginTabItem() call
|
float ContentWidth; // Width of actual contents, stored during BeginTabItem() call
|
||||||
|
|
||||||
ImGuiTabItem() { ID = Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = WidthContents = 0.0f; }
|
ImGuiTabItem() { ID = 0; Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; }
|
||||||
};
|
};
|
||||||
|
|
||||||
// Storage for a tab bar (sizeof() 92~96 bytes)
|
// Storage for a tab bar (sizeof() 92~96 bytes)
|
||||||
@ -1402,8 +1541,9 @@ struct ImGuiTabBar
|
|||||||
int CurrFrameVisible;
|
int CurrFrameVisible;
|
||||||
int PrevFrameVisible;
|
int PrevFrameVisible;
|
||||||
ImRect BarRect;
|
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 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 OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set.
|
||||||
float ScrollingAnim;
|
float ScrollingAnim;
|
||||||
float ScrollingTarget;
|
float ScrollingTarget;
|
||||||
@ -1411,7 +1551,7 @@ struct ImGuiTabBar
|
|||||||
float ScrollingSpeed;
|
float ScrollingSpeed;
|
||||||
ImGuiTabBarFlags Flags;
|
ImGuiTabBarFlags Flags;
|
||||||
ImGuiID ReorderRequestTabId;
|
ImGuiID ReorderRequestTabId;
|
||||||
int ReorderRequestDir;
|
ImS8 ReorderRequestDir;
|
||||||
bool WantLayout;
|
bool WantLayout;
|
||||||
bool VisibleTabWasSubmitted;
|
bool VisibleTabWasSubmitted;
|
||||||
short LastTabItemIdx; // For BeginTabItem()/EndTabItem()
|
short LastTabItemIdx; // For BeginTabItem()/EndTabItem()
|
||||||
@ -1451,15 +1591,16 @@ namespace ImGui
|
|||||||
IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window);
|
IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window);
|
||||||
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
|
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
|
||||||
IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
|
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 ImRect GetWindowAllowedExtentRect(ImGuiWindow* window);
|
||||||
IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
|
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 SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
|
||||||
IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, 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);
|
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 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
|
// Init
|
||||||
IMGUI_API void Initialize(ImGuiContext* context);
|
IMGUI_API void Initialize(ImGuiContext* context);
|
||||||
@ -1479,6 +1620,13 @@ namespace ImGui
|
|||||||
IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name);
|
IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name);
|
||||||
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_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
|
// Basic Accessors
|
||||||
inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }
|
inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }
|
||||||
inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
|
inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
|
||||||
@ -1493,8 +1641,8 @@ namespace ImGui
|
|||||||
IMGUI_API void PushOverrideID(ImGuiID id);
|
IMGUI_API void PushOverrideID(ImGuiID id);
|
||||||
|
|
||||||
// Basic Helpers for widget code
|
// Basic Helpers for widget code
|
||||||
IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
|
IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
|
||||||
IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f);
|
IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f);
|
||||||
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL);
|
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL);
|
||||||
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
|
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
|
||||||
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
|
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
|
||||||
@ -1520,7 +1668,7 @@ 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 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 bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
|
||||||
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
|
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 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);
|
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);
|
||||||
|
|
||||||
@ -1532,16 +1680,20 @@ namespace ImGui
|
|||||||
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
|
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
|
||||||
IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
|
IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
|
||||||
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
|
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
|
||||||
IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate);
|
IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
|
||||||
IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
|
IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
|
||||||
IMGUI_API void SetNavID(ImGuiID id, int nav_layer);
|
IMGUI_API void SetNavID(ImGuiID id, int nav_layer);
|
||||||
IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel);
|
IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel);
|
||||||
|
|
||||||
// Inputs
|
// Inputs
|
||||||
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; }
|
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
|
||||||
inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; }
|
inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }
|
||||||
inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; }
|
inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; }
|
||||||
inline bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) { return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f; }
|
inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; }
|
||||||
|
IMGUI_API bool IsMouseDragPastThreshold(int button, float lock_threshold = -1.0f);
|
||||||
|
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }
|
||||||
|
inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; }
|
||||||
|
inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); }
|
||||||
|
|
||||||
// Drag and Drop
|
// Drag and Drop
|
||||||
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
|
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
|
||||||
@ -1556,6 +1708,8 @@ namespace ImGui
|
|||||||
IMGUI_API void PopColumnsBackground();
|
IMGUI_API void PopColumnsBackground();
|
||||||
IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count);
|
IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count);
|
||||||
IMGUI_API ImGuiColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);
|
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
|
// Tab Bars
|
||||||
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
|
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
|
||||||
@ -1587,13 +1741,12 @@ namespace ImGui
|
|||||||
// Render helpers (those functions don't access any ImGui state!)
|
// 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 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 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 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 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
|
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||||
// 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while.
|
// [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while]
|
||||||
inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); }
|
inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); }
|
||||||
inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); }
|
inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); }
|
||||||
#endif
|
#endif
|
||||||
@ -1606,13 +1759,14 @@ namespace ImGui
|
|||||||
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
|
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
|
||||||
IMGUI_API void Scrollbar(ImGuiAxis axis);
|
IMGUI_API void Scrollbar(ImGuiAxis axis);
|
||||||
IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners);
|
IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners);
|
||||||
IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
|
IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
|
||||||
|
IMGUI_API ImGuiID GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders
|
||||||
IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags);
|
IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags);
|
||||||
|
|
||||||
// Widgets low-level behaviors
|
// Widgets low-level behaviors
|
||||||
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
|
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
|
||||||
IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags);
|
IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, float power, ImGuiDragFlags flags);
|
||||||
IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb);
|
IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb);
|
||||||
IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f);
|
IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f);
|
||||||
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
|
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
|
||||||
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging
|
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging
|
||||||
@ -1628,13 +1782,13 @@ namespace ImGui
|
|||||||
|
|
||||||
// Data type helpers
|
// Data type helpers
|
||||||
IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type);
|
IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type);
|
||||||
IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format);
|
IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format);
|
||||||
IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2);
|
IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2);
|
||||||
IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format);
|
IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format);
|
||||||
|
|
||||||
// InputText
|
// InputText
|
||||||
IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||||
IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format);
|
IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format);
|
||||||
inline bool TempInputTextIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputTextId == id); }
|
inline bool TempInputTextIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputTextId == id); }
|
||||||
|
|
||||||
// Color
|
// Color
|
||||||
@ -1649,6 +1803,10 @@ 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 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);
|
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 DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); }
|
||||||
|
inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
|
||||||
|
|
||||||
} // namespace ImGui
|
} // namespace ImGui
|
||||||
|
|
||||||
// ImFontAtlas internals
|
// ImFontAtlas internals
|
||||||
@ -1660,7 +1818,19 @@ IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas);
|
|||||||
IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);
|
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);
|
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
|
//#define IMGUI_ENABLE_TEST_ENGINE
|
||||||
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
||||||
extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx);
|
extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx);
|
||||||
|
1219
imgui_widgets.cpp
1219
imgui_widgets.cpp
File diff suppressed because it is too large
Load Diff
@ -1,10 +1,10 @@
|
|||||||
// [DEAR IMGUI]
|
// [DEAR IMGUI]
|
||||||
// This is a slightly modified version of stb_rect_pack.h 0.99.
|
// This is a slightly modified version of stb_rect_pack.h 1.00.
|
||||||
// Those changes would need to be pushed into nothings/stb:
|
// Those changes would need to be pushed into nothings/stb:
|
||||||
// - Added STBRP__CDECL
|
// - Added STBRP__CDECL
|
||||||
// Grep for [DEAR IMGUI] to find the changes.
|
// 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
|
// Sean Barrett 2014
|
||||||
//
|
//
|
||||||
// Useful for e.g. packing rectangular textures into an atlas.
|
// Useful for e.g. packing rectangular textures into an atlas.
|
||||||
@ -37,9 +37,11 @@
|
|||||||
//
|
//
|
||||||
// Bugfixes / warning fixes
|
// Bugfixes / warning fixes
|
||||||
// Jeremy Jaussaud
|
// Jeremy Jaussaud
|
||||||
|
// Fabian Giesen
|
||||||
//
|
//
|
||||||
// Version history:
|
// Version history:
|
||||||
//
|
//
|
||||||
|
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
|
||||||
// 0.99 (2019-02-07) warning fixes
|
// 0.99 (2019-02-07) warning fixes
|
||||||
// 0.11 (2017-03-03) return packing success/fail result
|
// 0.11 (2017-03-03) return packing success/fail result
|
||||||
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
|
// 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;
|
width -= width % c->align;
|
||||||
STBRP_ASSERT(width % c->align == 0);
|
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;
|
node = c->active_head;
|
||||||
prev = &c->active_head;
|
prev = &c->active_head;
|
||||||
while (node->x + width <= c->width) {
|
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);
|
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
|
||||||
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
|
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) {
|
||||||
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
|
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
|
||||||
best_x = xpos;
|
best_x = xpos;
|
||||||
|
@ -1,9 +1,10 @@
|
|||||||
// ImGui - binary_to_compressed_c.cpp
|
// dear imgui
|
||||||
|
// (binary_to_compressed_c.cpp)
|
||||||
// Helper tool to turn a file into a C array, if you want to embed font data in your source code.
|
// Helper tool to turn a file into a C array, if you want to embed font data in your source code.
|
||||||
|
|
||||||
// The data is first compressed with stb_compress() to reduce source code size,
|
// The data is first compressed with stb_compress() to reduce source code size,
|
||||||
// then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex)
|
// then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex)
|
||||||
// (If we used 32-bits constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent)
|
// (If we used 32-bit constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent)
|
||||||
// Note that even with compression, the output array is likely to be bigger than the binary file..
|
// Note that even with compression, the output array is likely to be bigger than the binary file..
|
||||||
// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()
|
// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()
|
||||||
|
|
||||||
@ -48,12 +49,15 @@ int main(int argc, char** argv)
|
|||||||
else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; }
|
else if (strcmp(argv[argn], "-nocompress") == 0) { use_compression = false; argn++; }
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
printf("Unknown argument: '%s'\n", argv[argn]);
|
fprintf(stderr, "Unknown argument: '%s'\n", argv[argn]);
|
||||||
return 1;
|
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)
|
char Encode85Byte(unsigned int x)
|
||||||
|
@ -36,6 +36,7 @@
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if defined(__GNUC__)
|
#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
|
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
@ -544,7 +545,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
|||||||
const float descent = src_tmp.Font.Info.Descender;
|
const float descent = src_tmp.Font.Info.Descender;
|
||||||
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
|
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
|
||||||
const float font_off_x = cfg.GlyphOffset.x;
|
const float font_off_x = cfg.GlyphOffset.x;
|
||||||
const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);
|
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
|
||||||
|
|
||||||
const int padding = atlas->TexGlyphPadding;
|
const int padding = atlas->TexGlyphPadding;
|
||||||
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
|
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
|
||||||
@ -571,7 +572,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
|||||||
float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
|
float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
|
||||||
float char_off_x = font_off_x;
|
float char_off_x = font_off_x;
|
||||||
if (char_advance_x_org != char_advance_x_mod)
|
if (char_advance_x_org != char_advance_x_mod)
|
||||||
char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
|
char_off_x += cfg.PixelSnapH ? IM_FLOOR((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
|
||||||
|
|
||||||
// Register glyph
|
// Register glyph
|
||||||
float x0 = info.OffsetX + char_off_x;
|
float x0 = info.OffsetX + char_off_x;
|
||||||
@ -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)
|
bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags)
|
||||||
{
|
{
|
||||||
// FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html
|
// 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.alloc = &FreeType_Alloc;
|
||||||
memory_rec.free = &FreeType_Free;
|
memory_rec.free = &FreeType_Free;
|
||||||
memory_rec.realloc = &FreeType_Realloc;
|
memory_rec.realloc = &FreeType_Realloc;
|
||||||
|
Reference in New Issue
Block a user