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284 Commits
v1.73 ... v1.76

Author SHA1 Message Date
5503c0a12e Version 1.76
+ fixed PVS warning, update demo binaries, update readme image
2020-04-12 20:18:47 +02:00
7ee623d9b1 Internals: FocusScope not inherited by popups, modals. Amend a5041c88 2ebe08be) 2020-04-12 18:58:06 +02:00
ec7294d890 Backends: OpenGL3: Fixed version check mistakenly testing for GL 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset, leaving 3.2 contexts without it. (#3119, #2866, #2852) 2020-04-12 18:01:10 +02:00
977ac53dd8 Examples: Win32+DX12: Fixed resizing main window, enabled debug layer. (#3087, #3115) 2020-04-12 09:55:56 +02:00
f7852fa8e8 Internals: Extracted GetWindowScrollbarRect() out of Scrollbar() and tidying up code to make it more obvious how to draw over scrollbars. (#3114) 2020-04-10 11:51:17 +02:00
fb70d90fef Made default clipboard handlers for Win32 and OSX use a buffer inside the main context instead of a static buffer, so it can be freed properly on Shutdown. (#3110) 2020-04-09 13:34:39 +02:00
832fda8488 Fixed stray end of line blanks, added comments in .editorconfig, tweaked some headers. 2020-04-07 14:46:46 +02:00
4e7ceb5f90 Plot: Internals: Added hovered index to PlotEx() function. (#2670) 2020-04-07 12:11:06 +02:00
e9366b4c73 Regretfully moved .gitignore file from examples/ into root directory because OSX keeps pooping its DS_Store/ artifacts everywhere. (#3088) 2020-04-07 11:56:51 +02:00
cc0e43e631 Backends: Comments next to include, misc minor comments/tweaks, fix imgui_impl_osx.h using IMGUI_API instead of IMGUI_IMPL_API. (#3105) 2020-04-07 11:02:43 +02:00
00927105ba Backends: Include imgui.h in implementation headers. (#3105)
Currently, the implementation headers don't include the imgui.h header.
Which means that the compilation will fail if the implementation header
was included before the imgui.h header in the compilation unit. For
instance, a compilation unit with the following will work:

  #include "imgui.h"
  #include "imgui_impl_glfw.h"
  #include "imgui_impl_opengl3.h"

But a compilation unit with the following will fail because IMGUI_IMPL_API
and possibly other symbols will not be defined:

  #include "imgui_impl_glfw.h"
  #include "imgui_impl_opengl3.h"
  #include "imgui.h"

This patch includes imgui.h in the implementation headers to make
inclusions order-invariant, which is a recommended practice.
2020-04-07 11:01:37 +02:00
752436219d Metrics: Made Tools section more prominent, added options, made mesh viewer more accessible. 2020-04-06 18:10:24 +02:00
cc0d4e346a Misc: Added an explicit compile-time test for non-scoped IM_ASSERT() macros to redirect users to a solution + fixed our stb wrappers.
+ Nav: Use nav layer enum, comments.
2020-04-03 12:41:33 +02:00
b7e1b13ca7 Update docs, FAQ, comments (mainly related to io.WantCaptureMouse / WantCaptureKeyboard flags). 2020-04-02 21:53:10 +02:00
11116eee80 Columns: undid the change in 1.75 were Columns()/BeginColumns() were preemptively limited to 64 columns with an assert. (#3037, #125)
Essentially reverting 9d444062f9.
2020-04-02 20:01:48 +02:00
3490046c97 Nav: Disabled clipping g.NavId and fixed interactions with ImGuiListClipper. (#787) 2020-04-02 17:56:35 +02:00
fd56de1144 Nav: Store key mods associated to a nav request (for range_select) + use io.KeyMods.
+ renamed NavScoringRectScreen > NavScoringRect
2020-04-02 17:56:21 +02:00
05420ea2cf TreeNode: Made clicking on arrow with _OpenOnArrow toggle the open state on the Mouse Down event rather than the Mouse Down+Up sequence (this is rather standard behavior). 2020-04-02 14:26:33 +02:00
68c5d030cd Typo in readme (#3078) 2020-03-29 15:34:57 +02:00
ec2a24a5f1 Selectable: Allow using ImGuiSelectableFlags_SpanAllColumns in other columns than first. Comments. (#125) 2020-03-26 20:33:39 +01:00
5be5add1ad Selectable: Removed extraneous WindowPadding.x worth of width when auto-sized selectable label goes off available width (would not be noticeable) + Renamed ImGuiSelectableFlags_DrawFillAvailWidth to ImGuiSelectableFlags_SpanAvailWidth. 2020-03-26 20:15:24 +01:00
b4d1287011 Selectable: Clarifying the code around use of ImGuiSelectableFlags_DrawFillAvailWidth (with intent of trying to remove it).
Amend old 6251d379, 2bcafc86
2020-03-26 17:02:10 +01:00
7c11997bcc Selectable: Fixed honoring style.SelectableTextAlign with unspecified size. (#2347, #2601) 2020-03-26 15:02:03 +01:00
ac2247f551 Selectable: Removed seemingly ineffective text clipping offset in SpanAllColumns handling path + tweaks.
made max_x absolutely to reduce confusion.
amend cf481e1
2020-03-26 14:50:13 +01:00
1d4b5def51 Alter definition of IM_UNICODE_ defines to faclitate C-binding. (#2538, #2541, #2815) 2020-03-25 21:40:20 +01:00
670367e51d Added IMGUI_USE_WCHAR32 instead of "#define ImWchar ImWchar32" to faclitate C-binding. (#2538, #2541, #2815) 2020-03-24 20:15:17 +01:00
f2b01c3436 Changelog, tweak OpenGL3 backends. (#3061), update Gallery thread links. 2020-03-24 18:45:05 +01:00
ac4262ad01 Backends: OpenGL3: Support older 2.x series of glbinding as loader for OpenGL3 (#3061)
This removes the unversioned definition IMGUI_IMPL_OPENGL_LOADER_GLBINDING in favor of two versioned ones to choose explicitly.
References: #2870, 5e2329b98e
2020-03-24 18:36:34 +01:00
4986dba270 Scrolling: Fixed scrolling centering API leading to non-integer scrolling values and initial cursor position. (#3073)
This would often get fixed after the fix item submission, but using the ImGuiListClipper as the first thing after Begin() could largely break size calculations. (#3073)
2020-03-24 11:56:21 +01:00
110f506ec0 Comments in imgui.h 2020-03-19 18:39:43 +01:00
fbc93debf9 Internal: Refactor: Moved NewFrameSanityChecks as ErrorCheckNewFrameSanityChecks() 2020-03-19 12:27:16 +01:00
ccf0cc8584 Added ImGuiKeyModFlags. Added additional checks in EndFrame() to verify that io.KeyXXX values have not been tampered with between NewFrame() and EndFrame(). 2020-03-19 12:24:32 +01:00
d8824f9a9a CI: Clarify purpose of example_null, Changelog 2020-03-19 11:13:52 +01:00
ac5ffffc23 CI: Test builds with freetype on linux. 2020-03-19 11:05:53 +01:00
bdd31ec4db Internal: Refactor: Moved RenderColorRectWithAlphaCheckerboard() to imgui_draw.cpp, tweaked signature. 2020-03-18 22:48:23 +01:00
0bbbbe0f68 Internal: Refactor: Moved RenderArrow, RenderBullet, RenderCheckMark to imgui_draw.cpp, changed RenderCheckMark to avoid using ImGui context 2020-03-18 22:48:22 +01:00
2fd411a83e Support custom stb_rect_pack filename in Freetype (#3062)
Copies the #define magic from imgui_draw.cpp to the imgui_freetype implementation to allow the use of a custom stb rect_pack here as well.
References: fe5347ef94
2020-03-18 22:14:29 +01:00
75a65f6fb0 CI: Test build with large indices, obsolete functions disabled and demo/metrics windows disabled.
+ amend notes
2020-03-17 20:33:28 +01:00
339ffd25a9 Internals: Renamed ImBoolVector to ImBitVector, added low-level loose function to replicate the behavior include a help SetBitRange() function. 2020-03-13 18:50:02 +01:00
1d5612a05e Internal: Added two missing ImVec2 operators for consistency. Split up DragDropWithinSourceOrTarget
ImVec2 *= ImVec2 to match  ImVec2 * ImVec2, likewise with /
2020-03-12 20:58:24 +01:00
b016f1ad70 Examples: SDL+DX11: Fixed resizing main window. Amend (#3057) 2020-03-11 21:22:52 +01:00
a0f01d2290 Improve resizing in dx11 example (#3057)
Make the dx11 example implementation resize the window in a sane way, i.e. not the stretching/scaling the initial render to fit the new window size (current behaviour).
2020-03-11 21:22:52 +01:00
a5041c8820 Focus: Child inherit focus scope from parent (amend 2ebe08be). 2020-03-11 21:07:39 +01:00
9a46a19e99 Internals: Rename ImGuiSelectableFlags_PressedOnXXX to ImGuiSelectableFlags_SelectOnXXX, ImGuiButtonFlags_NoHoveredOnNav to ImGuiButtonFlags_NoHoveredOnFocus. 2020-03-11 21:07:32 +01:00
4a10af2bda Unicode, Windows: Remove stringapiset.h include (breaks vs2010 and seems unnecessary?). (#2541, #2815) 2020-03-11 13:25:50 +01:00
e137db2df7 CI: Enable error on warnings for the extra warnings builds as an experiment. FAQ tweaks 2020-03-10 14:09:47 +01:00
aef057e975 Internals: Added GetInputTextState() + comments. 2020-03-07 15:55:05 +01:00
2dcf8df9f4 Internals: Shuffled some of the windows-specific includes to avoid duplication. Might have undesirable side-effects on some compilers, please report! 2020-03-07 15:51:50 +01:00
de37a0bfab Internals: fix potential warning. Comments around include sections. Moved a few bits. 2020-03-07 15:40:22 +01:00
1b5b87a40e Internals: Added #define NOMINMAX before windows.h include for single-compile-unit builds. 2020-03-07 15:19:51 +01:00
0850b46c88 ImDrawList: Internals: Added IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER setting. 2020-03-03 19:26:27 +01:00
b029182a73 Merge branch 'features/unicode' 2020-03-03 18:59:54 +01:00
897704cb49 Menus: Tweak for first-level menu windows to be positioned regardless of MenuBarHeight() which is not stored in window, allowing undocumented modification of the menu bar height). 2020-03-03 18:57:07 +01:00
a41332453e Unicode: Changelog, comments, minimum CI integration. (#2541, #2538, #2815) 2020-03-03 18:53:29 +01:00
0283a6e566 ImFont: Demo, Store Used4kPagesMap[] map in ImFont to facilitate iteration on all codepoints with a large value of IM_UNICODE_CODEPOINT_MAX. (#2815)
Demo uses IsGlyphRangeUnused()
2020-03-03 18:53:29 +01:00
c8ea0a017d Unicode: UTF32 support improvements (#2541, #2538, #2815)
- Make ImWchar32 unsigned.
 - Fix Win32 version of ImFileOpen by including windows.h sooner.
 - Make ImGuiIO::AddInputCharacterUTF16() more robust by disallowing illegal
surrogate pairs.
 - Allow pushing higher plane codepoints through ImGuiIO::AddInputCharacter().
 - Minor cleaning up in the high-plane Unicode support.
 - Fix Clang -Wunreachable-code warning
2020-03-03 18:53:29 +01:00
6d59653e82 Unicode: full Unicode Support (6 squashed commits) (#2541, #2538)
fix build for WideCharToMultiByte
[3181ff1e] Full Unicode Support
[6c9e73ac] Fix ImTextCountUtf8BytesFromChar and ImTextCharToUtf8, these APIs assume the input is an unicode code point, not UTF-16
[ba85665b] Add AddInputCharacterUTF16 for windows backend to handle WM_CHAR
[fafdcaf0] Use Windows API to convert UTF-16 for ImFileOpen
[dc7d5925] Use windows API to convert UTF-16 for clipboard
2020-03-03 18:53:29 +01:00
8c683de33f Internals: Refactor: Moved get height and contents regions functions, to Layout section. IF YOU GREAT CONFLICTS WHILE MERGING (NOT REBASING) THOSE 6 PREV COMMITS, TRY MERGING THEM INDIVIDUALLY 1 by 1 or 2 by 2 etc. 2020-03-03 17:04:32 +01:00
602df11f19 Internals: Refactor: Moved item width/size functions to Layout section. 2020-03-03 16:28:03 +01:00
6c1810e503 Internals: Refactor: Moved cursor position functions to Layout section. 2020-03-03 16:27:58 +01:00
3ce26f65d4 Internals: Refactor: Moved ItemAdd(), ItemSize(), BeginGroup(), EndGroup(), SameLine(), Indent(), Unindent() to Layout section. 2020-03-03 16:27:49 +01:00
caca55c642 Internals: Refactor: Moved code into a Styling section and some code into the Error Handling section. 2020-03-03 16:03:28 +01:00
2679bee28d Internals: Refactor: Moved code out of NewFrame() into UpdateTabFocus() and UpdateSettings() 2020-03-03 16:03:28 +01:00
095dc996b0 Disable deprecated-enum-enum-conversion (#3040, #2983) 2020-03-02 16:13:48 +01:00
628614c6ea Demo: Remove unnecessary code added by 24bd33ac. 2020-03-02 15:49:51 +01:00
24bd33ace8 Menus: Some renaming, comments, add to demo. Amend 0342a3c. (#1207) 2020-02-28 16:42:24 +01:00
0342a3c548 Menus: Implement BeginMenu() appending to existing menu when executed with same ID multiple times. (#1207) 2020-02-28 16:35:33 +01:00
898e91f20d Internals: Added TempInputText() to facilitate creation of custom widgets, renamed TempInputTextScalar() to TempInputScalar() etc. (#2718)
+ Minor imgui.h/todo comments
2020-02-25 21:34:02 +01:00
e547f898a9 Demo: Added color gradient in demo to identify srgb/linear issues better. Tweaks. 2020-02-24 12:44:19 +01:00
0345324646 Backends: SDL: Fixed mapping for ImGuiKey_KeyPadEnter. (#3031) [@Davido71] 2020-02-20 12:28:06 +01:00
02a6c06080 Window: Fixed a bug with child window inheriting ItemFlags from their parent when the child window also manipulate the ItemFlags stack. (#3024) [@Stanbroek]
Amend f843facba4 and 8828889d5e
2020-02-18 14:25:50 +01:00
ea3fc76038 BeginMenu: Fixed a bug where SetNextWindowXXX data before a BeginMenu() would not be cleared when the menu is not open. (#3030) 2020-02-18 12:49:02 +01:00
8836975dcf Drag and Drop, Nav: Disabling navigation arrow keys when drag and drop is active. (#3025) 2020-02-17 18:28:01 +01:00
b62f1ea8e9 Fix zealous PVS studio warnings. Minor tweaks. 2020-02-17 16:17:46 +01:00
09329ea4e6 Fix Clang 9.0 zealous warnings 2020-02-17 15:29:59 +01:00
ceec3cd3fd Backends: Win32: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helpers functions.
(backported from the docking branch)
2020-02-17 11:15:40 +01:00
8601187fee Backends: Win32: Clarify how the WndProc handler requires a forward declaration. 2020-02-17 10:22:39 +01:00
f339b24b3a Links, alphabetical order 2020-02-12 16:19:54 +01:00
2bc3a92f96 Update README.md 2020-02-12 16:10:58 +01:00
b4ac420fc5 Demo: Amend d284a6c (#2149, #515) 2020-02-11 19:31:53 +01:00
d284a6cffc InputText: Fixed password fields displaying ASCII spaces as blanks. Fixed non-ASCII space occasionally creating unnecessary empty polygons. (#2149, #515) 2020-02-11 19:28:11 +01:00
ccaec1a270 Version 1.76 WIP 2020-02-11 16:56:56 +01:00
30bb15672d Remove trailing spaces 2020-02-10 23:22:03 +01:00
70975fe44d Demo: Added a black and white gradient to Demo>Examples>Custom Rendering. 2020-02-10 22:08:52 +01:00
d8948b5343 ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced by default. 2020-02-10 21:24:03 +01:00
21b9e42964 Minor fixes to example_sdl_metal and a changelog entry.
Add example_sdl_metal to CI builds.

Closes #3017.
2020-02-10 16:53:37 +01:00
f346b4b302 Examples: SDL+Metal example. 2020-02-10 16:53:27 +01:00
d16c87a5b1 Internals: Minor renaming 2020-02-10 16:46:51 +01:00
58b3e02b95 Version 1.75
Comments
2020-02-10 14:02:41 +01:00
d37d25470a Added IMGUI_DISABLE compile-time definition to make all headers and sources empty. 2020-02-09 17:08:33 +01:00
f694244dec InputText: Fix using a combination of _CallbackResize + _EnterReturnsTrue + lack of persisting user storage. (#3009)
Amend 24ff25981 (#2006, #1443, #1008)
2020-02-04 15:19:49 +01:00
bdbb2b21f5 Fix 83efdcec from overflowing buffer + make it a single undo records + comments (#3008) 2020-02-03 17:39:20 +01:00
83efdcec8d Canceling text input with [esc] key uses stb_textedit facilities to restore original value. This makes restoration undoable using hotkeys.
Fixes #3008.
2020-02-03 15:50:17 +01:00
5a437f198c Internals: GetItemStatusFlags(). Added Comments. 2020-02-02 21:01:22 +01:00
fc42528f13 When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we test both the focused/clicked window (which could be a child window) and the root window. 2020-01-31 18:28:49 +01:00
fc41839cab Focus: Reworking FocusWindow() so in Docking branch we can fix CTRL+Tab being out of order on Docked windows because WindowsFocusOreder is poorly maintained.
When merging this and d9bca0d8 in Docking we'll replace two ocurrences of RootWindow with RootWindowDockStop.
2020-01-31 18:27:40 +01:00
fb257eef3e Internals: Update ->RootWindow and other links before applying the SetNextWindowXXX stuff. This is so FocusWindow() can always assume that ->RootWindow != NULL. 2020-01-31 18:25:57 +01:00
d9bca0d853 Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected the current root window instead of always selecting the previous root window. (#787) 2020-01-31 14:42:59 +01:00
d19297e2fa InputTextMultiline: Provide label to BeginChildEx so internal window name hold a little more context. 2020-01-31 14:42:59 +01:00
47fab0e166 Misc renaming, comments. Docs: add missing spacing to Changelog. 2020-01-31 14:42:59 +01:00
9cff4d6e5e Columns: ImDrawList::Channels* functions now work inside columns.
Use a private splitter in columns, paving way for removal of obsolete ImDrawList::Channels* functions.
2020-01-31 12:02:56 +01:00
05a49f0413 Examples: Emscripten: Demonstrating embedding fonts in Makefile and code. (#2953) [@Oipo] 2020-01-30 17:15:15 +01:00
8cbb693f47 Emscripten: Allow filesystem support. (#3005)
Filesystem functions perfectly work for Emscripten platform. This changes remove extra changes added by #2734.
You can still disable filesystem functions by defining IMGUI_DISABLE_FILE_FUNCTIONS.
2020-01-30 16:26:09 +01:00
6e1f8be07b Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) 2020-01-30 15:13:36 +01:00
0a23582718 Examples: VS projects: Removed inconsistent/extraneous explicit linkage to imm32. 2020-01-29 20:11:42 +01:00
0e89041997 Internals: ButtonEx, ButtonBehavior can support multiple mouse buttons. 2020-01-29 18:55:49 +01:00
5f4dfad5b7 Merge misc/shallow changes from Docking to reduce drift.
Most are comments. Fix menu bar clipping: 07ff47bf1b
2020-01-28 20:06:34 +01:00
6c1a73774d Tooltip: Testing DragDropWithinSourceOrTarget in BeginTooltipEx() instead of just BeginTooltip() - feel this was an overlook. Added tooltip flags instead of using bool. 2020-01-27 22:02:43 +01:00
4d4e3b97f4 TODO, Readme
(dropped TreeNode_NoIndent flag from todo, as it feels unnecessary)
2020-01-27 12:37:06 +01:00
b887259974 Bindings: Improved FreeGLUT support for MinGW (#3004) 2020-01-27 12:11:29 +01:00
f6da5000bf Backends: OpenGL2: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. (#3000) 2020-01-23 16:20:37 +01:00
5363af7f47 AddCircle, AddCircleFilled: Add auto-calculation of circle segment counts (amends)
Tweak default max error value, Changelog, comments, path-fast for 12 segments circles, made LUT store ImU8
2020-01-23 14:55:05 +01:00
051ce0765e AddCircle, AddCircleFilled: Add auto-calculation of circle segment counts 2020-01-23 14:52:48 +01:00
2eda3585e7 Fixed hoverable/focus bug introduced in 3fe6ae97 (#2997)
+ ArrowButtonEx() internal bits.
2020-01-22 15:20:49 +01:00
7a22767483 CI: Add MSVC extra warnings build and correct labels of other extra warnings builds. 2020-01-22 14:17:03 +01:00
3fe6ae9732 Internals: Move some Nav functions and members around (no functional change) + Misc comments 2020-01-20 18:19:03 +01:00
0a3df4b2ce Update FAQ.md 2020-01-20 14:28:01 +01:00
15c6abe4be Internals: Standard math functions default redirection uses a define instead of an extraneous inline function call 2020-01-20 11:48:17 +01:00
8bcac7d95c Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released.
Neither GLFW nor SDL can correctly report the key release in every cases (e.g. when using Win+V) causing problems with some widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976)
2020-01-17 15:18:33 +01:00
e499497ec5 Backends: Win32: Added support for io.KeySuper (Windows key) for consistency with other backends. (#2976)
Even if realistically it is difficult to make good use of under Windows.
+ Style editor: Use a more explicit form of RadioButton() to avoid being depending on underlying flags type. (#2983)
2020-01-17 15:06:22 +01:00
2478dbfdb7 Disable warning C5054 introduced in VS 2019 16.2 (#2983) 2020-01-17 14:18:16 +01:00
6c00d1916e Disable format checks when using stb_sprintf.h
STB sprintf allows extra formats like %b or %$d. If ImGui is configured
to use STB sprintf, it generates warnings with GCC and clang when using
such formats because it keeps applying default printf-style warnings.
This commit disables printf-style warnings when using STB sprintf.

Since the printf-style warnings are defined in imgui.h based on the
compiler, IMGUI_USE_STB_SPRINTF can't just be defined in the cpp file
anymore and it's been moved as a proper config in imconfig.h.
2020-01-17 13:27:51 +01:00
aa34681652 Backends: GLFW: inhibit error callback when creating cursors because X11 setups may be missing them + comment (#2980) 2020-01-17 11:36:56 +01:00
9ad4c5da7e Fix zealous warnings + Internals: Renamed members from XxxxID to XxxxxId to be more consistent with rest of the codebase (still some inconsistency left that are harder to fix) 2020-01-16 23:44:05 +01:00
f6d6880a61 Internals: Nav: PushFocusScope, PopFocusScope, GetFocusScopeID() helpers 2020-01-14 20:34:26 +01:00
2ebe08be40 Focus, Nav: Merged bits from RangeSelect features to enable early manipulation of focus scope for styling purpose.
FocusScopeId is tracked by nav scoring/request and stored in result.
It's all rather WIP and we should reorganize the SetNavIDXXX functions fiasco at some point (soon?).
Didn't separate FocusScope from SelectionScope for now, will re-investigate this later, this is the minimum commit to be able to do some styling.
2020-01-14 19:25:20 +01:00
4f7bf7e96a Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. (#2716) 2020-01-14 14:58:36 +01:00
e2eb0b4bc4 Internals: Begin tries to setup WindowTemp/DC members in same order as their declaration. Readme: remove Coverity banner (PVS is better) 2020-01-13 16:50:56 +01:00
02c2d18aa3 Internals: Renaming and marking of legacy focus/tabbing system 2020-01-13 15:21:37 +01:00
52334ad8df Internals: Minor ordering/comments of ImGuiWindowTempData. 2020-01-13 15:04:28 +01:00
f56962cb9a ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x' + both with/without alpha when available. 2020-01-13 14:09:42 +01:00
ff5299e0e0 Docs: FAQ, Comments. 2020-01-12 22:09:18 +01:00
4b3c5ff5f1 Comments + minor moving 2020-01-11 16:08:17 +01:00
f03c00bc89 Added imgui_single_file.h, We use this to validate compiling all *.cpp in same compilation unit.
Removed Unity builds stuff from example_null/. CI builds a temporary .cpp file.
2020-01-10 19:04:35 +01:00
97a8dc6514 CI: Added PVS-Studio static analysis on the continuous-integration server. 2020-01-10 16:58:39 +01:00
ae1e3619f6 Disable some PVS studio warnings.
V1048: While they are technically correct we want to emphasize assigned values must remain same.
2020-01-10 15:20:08 +01:00
4ee7aa72e9 ButtonBehavior: Default assignment of pressed behavior now also test for ImGuiButtonFlags_PressedOnDragDropHold which wasn't the case before. 2020-01-10 14:35:03 +01:00
1eb71fc72b ButtonBehavior: Added ImGuiButtonFlags_PressedOnClickReleaseAnywhere behavior (#2971)
Rearranged flags. Added tests in 'widgets_button_press'
2020-01-10 14:34:15 +01:00
00c515f51a Add glbinding build sample to Makefiles of GL3 examples. (#2870) 2020-01-09 16:26:42 +01:00
f9630e60c5 Metrics: Fix not being able to expand "ParentWindow" when parent window is same as root window. 2020-01-07 21:32:00 +01:00
1db78b8ca7 Renaming + missing initialization + missing Changelog update. 2020-01-07 21:26:16 +01:00
32c33c6659 ColorEdit: Preserve last saturation value when V=0. Disable Hue editing lock.
This workaround is no longer necessary because preserving hue value prevents it from resetting when it is edited in said condition.
2020-01-07 21:26:15 +01:00
5e2329b98e Backends: GL3: Implement glbinding opengl loader support. (#2870) 2020-01-07 21:06:37 +01:00
e254167afd ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) 2020-01-06 16:26:14 +01:00
d581939387 Removed trailing spaces. 2020-01-06 15:24:16 +01:00
22d7f26e06 Tweak wording
Remove Patreon
2020-01-06 12:55:01 +01:00
0dd02dd90d Happy new year!
Comments, Replaced pictures, Removed Patreon
2020-01-06 12:41:37 +01:00
2b10e06555 Fix a typo 2020-01-04 17:29:51 +01:00
dc66f83db8 Additional duplicated comments about usage of std::string and input text resize callback (#2006, #1443, #1008) 2019-12-25 17:46:35 +01:00
854fc08194 Amend f70204f2 to facilitate merges. 2019-12-20 16:34:07 +01:00
061650bd2a Update Readme 2019-12-19 22:14:28 +01:00
f70204f2f4 Minor bits, placeholder aimed at facilitating merging of Tables branch into Docking 2019-12-19 16:53:44 +01:00
e01fb5462d Internals: Separator: Simplify duplicated code. 2019-12-18 18:26:28 +01:00
a610f1da52 Bezier Tweaks, fixed parameter order of 3831d50 2019-12-17 16:43:05 +01:00
3831d50ab9 Add ImBezierClosestPoint() function which returns a point on bezier curve which is closed to a specified point. 2019-12-17 16:22:02 +01:00
0f7105e156 Backends: SDL: Wayland: Use SDL_GetMouseState (amend 78ff147) (#2800, 2802) 2019-12-17 14:35:45 +01:00
78ff147181 SDL: On wayland use SDL_GetMouseState (#2802)
When the SDL Video backend is set to wayland the function
`SDL_GetGlobalMouseState` does not work. Most probably a security measure
for programs to not grab everything the user does
https://wiki.libsdl.org/SDL_GetGlobalMouseState

using SDL_GetMouseState https://wiki.libsdl.org/SDL_GetMouseState works
on wayland
2019-12-17 14:33:36 +01:00
9d444062f9 Limiting Columns()/BeginColumns() api to 64 columns (#125)
While the current code technically supports it, future code may not so we're putting the restriction ahead.
2019-12-17 13:25:46 +01:00
10fdc03a46 Clarification about Im helpers + moving GetColorXXX functions outside of that block. 2019-12-17 13:19:36 +01:00
3a800f2dc9 DragFloat: Mention usage of FLT_MAX, INT_MAX etc. explicitly. (#2931) 2019-12-13 11:56:51 +01:00
43bd80a40d Internals: Breaking: ImRect() default constructor initializes all fields with 0.0f
Instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). Previous behavior was designed for adding into a bounding box but rarely relied on and not worth it.
2019-12-13 11:56:00 +01:00
6fdde67be2 Documentation, FAQ, todo tweaks 2019-12-10 13:37:29 +01:00
0e74103659 ImDrawList: Add AddNgon(), AddNgonFilled() API. 2019-12-09 11:23:06 +01:00
f9c26d23de Removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017).
Comments
2019-12-08 16:38:27 +01:00
e42c1e1668 Exposed IMGUI_DEBUG_PARANOID in imconfig.h + using a #define with no value to match other uses in imconfig.h 2019-12-08 16:12:44 +01:00
697f15e339 Added PrimUnreserve() API. Obsoleted calling ImDrawList::PrimReserve() with a negative count. 2019-12-08 16:06:32 +01:00
e4a59d0025 TabItem: honor ImGuiTabItemFlags_NoCloseButton passed as parameter (although undocumented and part of private api) (#2923) 2019-12-07 16:22:07 +01:00
f656e7775e Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1).
We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2.
2019-12-06 16:29:36 +01:00
6cbed03d4a Comments, clarified mouse button ordering. 2019-12-06 16:29:32 +01:00
03b7170dac Backends: GLFW: Added workaround for people who use development version of GLFW which is older than commit that added required cursor support. (#2922) 2019-12-06 15:12:26 +01:00
7ff13f4ee1 Examples: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking settings
(otherwise if another loader such as Glew is accessible, the opengl3 backend might automatically use it). [#2919, #2798]
2019-12-06 10:43:27 +01:00
b521cd357d Removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions.
(none of the other functions have it).
2019-12-05 18:33:36 +01:00
6d9a54a904 Examples: Metal: Wrap main event loop body in an @autoreleasepool block to ensure allocations get freed even if underlying system event loop gets paused due to app nap (#2910, #2917) 2019-12-05 15:50:33 +01:00
8342e5b91a Amend previous commits (added ImGuiMouseCursor_NotAllowed enum + new cursors in GLFW 3.4)
Amend b5cad20d79, 945a509773
+ unrelated minor typos
2019-12-05 15:45:30 +01:00
945a509773 Implement ImGuiMouseCursor_NotAllowed mouse cursor. 2019-12-05 15:32:10 +01:00
b5cad20d79 Implement new GLFW 3.4 resizing cursors. 2019-12-05 15:27:09 +01:00
abaf0256b8 Version 1.75 WIP
Added message to font file loading assert.
2019-11-28 20:58:16 +01:00
bf6d1ba3d1 CI: Add 32/64 bit build variations to builds with extra warnings. 2019-11-27 16:20:19 +01:00
1742ca45c5 CI: Add unity builds test. (#2893) 2019-11-27 16:18:52 +01:00
a8092085b1 Internal: Added unused parameter named to facilitate cimgui parsing of imgui_internal.h
https://github.com/cimgui/cimgui/issues/108
2019-11-27 14:02:05 +01:00
f60518b430 Update FAQ.md 2019-11-26 16:28:49 +01:00
bdce833636 Version 1.74 2019-11-25 18:38:53 +01:00
26d177bc03 Docs: Moved misc/fonts/README.txt to docs/FONTS.txt. + tweaks 2019-11-25 18:29:28 +01:00
1615e9ea2a CI: Enable extended warnings in example_null builds.
CI: Add MinGW build with extra warnings on windows.

(cherry picked from commit ebc98c273054d0f9b305a1346db98052616a8b21)
2019-11-25 16:38:21 +01:00
bbe0409942 Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. Amend aeb5795.
Internals: Added ImTriangleArea()
2019-11-25 12:01:04 +01:00
aeb57952d6 Added area calculation for draw lists in metrics
Added ability to hover over a draw list's summary stats and see all the contents in wireframe

(cherry picked from commit fd808347bd68a07ad318af6c151028bc9f7b82e7)
2019-11-25 11:10:00 +01:00
0cb1c633ff Demo: tweaked demo help section, reference to "Examples" and "Tools". Reference to Keyboard navigation. Removed some of the more "obvious/standard" controls. 2019-11-24 23:11:53 +01:00
b205ab01f2 Internals: Added IM_ASSERT_PARANOID, IMGUI_DEBUG_PARANOID define. Shuffled a bit of the macros section in imgui_internal.h 2019-11-22 14:45:44 +01:00
51e2e9b239 ImVector: Added shrink() helper. ImFont::RenderText minor optimisation for debug build. Misc: Metrics shows tab names because we now have them. 2019-11-22 14:06:51 +01:00
51a02b319c Added IM_UNICODE_CODEPOINT_MAX. Changed specs of ImFontAtlas::AddCustomRectRegular() (breaking change). 2019-11-21 14:13:17 +01:00
ca63349eb4 Renamed XX-bits -> XX-bit in comments to match what the world appears to be using. 2019-11-20 11:58:25 +01:00
a899c1e570 Internals: Using ImU64 for internal ImFile api so we can later wrap them to fseeko/ftello//_fseeki64/_ftelli64 (#2734) 2019-11-20 10:40:14 +01:00
ecbedc8c26 Tweaks, ammend 93efa54, rename to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS (#1038) 2019-11-19 21:29:12 +01:00
4e90906b04 Added IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS / IMGUI_DISABLE_FILE_FUNCTIONS #2734)
Using in Emscripten example.
2019-11-19 21:14:44 +01:00
93efa5415f Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_STRING_FUNCTIONS. (#1038)
Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS.
2019-11-19 20:53:17 +01:00
9efaf2828b Doc comments. Removed .ini parsing code from 1.53 that parsed entries without the [Window] tag (which enabled importing an old .ini file) 2019-11-19 19:39:46 +01:00
ca30ef4269 Drag and drop: Increase local payload buffer from 8 to 16 bytes. 2019-11-15 18:36:06 +01:00
7e232092a6 Internals: Added GetWindowResizeID(), renamed GetScrollbarID() to GetWindowScrollbarID(). Using integer for resize ID so they matches regardless of the pointer size.
Internals: Renamed IMGUI_USER_ERROR to IM_ASSERT_USER_ERROR().
2019-11-15 16:59:43 +01:00
8f40020ca6 Disable Win32 clipboard and IME functions when build target UWP (#2892, #2895) 2019-11-15 12:19:44 +01:00
be05e12e21 Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings). 2019-11-14 18:02:18 +01:00
b23dcab6e1 Fix 25eee91 incorrect assert when ending a child-popup (rarely used but used by sub-nenus) 2019-11-14 16:06:39 +01:00
be436e2b0b Fix HelpMarker() symbol collision for unity builds (#2893) 2019-11-13 22:04:16 +01:00
03852470de Internals: Routing recoverable user errors via IMGUI_USER_ERROR() macro. (#1651) 2019-11-13 21:58:18 +01:00
25eee91542 Error handling: Assert if user mistakenly calls End() instead of EndChild() on a child window. (#1651)
Internals: Moved some error handling code.
2019-11-13 21:51:38 +01:00
b138f8cbcd Internal: Nav rename preparing for nav inputs ownership changes. IsNavInputPressed() -> IsNavInputTest() 2019-11-13 21:02:25 +01:00
7c441e37fa CI: Update jobs to MacOS latest (Catalina)
Metrics: Added description to Item Picker.
2019-11-13 20:34:55 +01:00
6e8e2c0fa9 Scrollbar: Fixed an issue where scrollbars wouldn't display on the frame following a frame where all child window contents would be culled.
Demo: Fixed a small bug with scrolling demo.
Metrics: Tweaks.
2019-11-08 19:01:54 +01:00
57dc34f4e8 TreeNode: Added IsItemToggledOpen() to explicitly query if item was just open/closed, facilitating interactions with custom multi-selections patterns. (#1896, #1861) 2019-11-08 15:30:15 +01:00
011d475532 TreeNode: The collapsing arrow accepts click even if modifier keys are being held, facilitating interactions with multi-select patterns. (#2886, #1896, #1861) 2019-11-08 15:30:15 +01:00
037126ee0e TreeNode: Reworded code for ImGuiTreeNodeFlags_OpenOnArrow (follow up to f79b2d6c) to make it lightweight. Should be a no-op from user's point of view. Will facilitate using the arrow hovering information in the hot path. (#2886) 2019-11-08 15:00:28 +01:00
d003674f2c Internals: Added ImChunkStream, used by window settings. (more generic followup to 4c13807, the class will be used more extensively by Tables) 2019-11-07 16:05:03 +01:00
a337e219b6 Internals: ImPool: Renaming. 2019-11-07 16:04:51 +01:00
28f1d60de1 Internals: Renaming + added ImStrSkipBlank() from docking branch.
(cherry picked from commit a573943fa0ce323ffb4080e57f5e8fe1bc777c36)
2019-11-06 23:37:35 +01:00
09b2310237 Internals: Added index of helpers and shuffled a few things. 2019-11-06 20:37:47 +01:00
4c13807b7d Misc: Optimized storage of window settings data (reducing allocation count). 2019-11-05 22:43:53 +01:00
3929255b77 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] 2019-11-05 12:53:30 +01:00
916487a653 example_emscripten: skip outdated compiler option
For more info see: https://github.com/ocornut/imgui/issues/2877
2019-11-05 12:43:15 +01:00
bff2d5d5e2 Update README.md 2019-11-05 11:41:02 +01:00
c9182424a8 Normalize all the line endings.
(cherry picked from commit f1772d44be09fd78bf5f1ebda44b39b96180d319)
2019-11-04 15:28:31 +01:00
c9ffa62e1f Add .gitattributes with rules for line endings of files.
(cherry picked from commit f2a2be72b341f55c44a035b1257177d83489ea5c)
2019-11-04 15:28:25 +01:00
bcd752cfcc CI: Fix emscripten builds after portable SDK archive became unavailable.
(cherry picked from commit 14b18697e653de80f75af18113033b2086846194)
2019-11-04 15:17:06 +01:00
792a8631aa Metrics: Expose basic details of each window key/value state storage. 2019-10-31 14:01:35 +01:00
8fee5a4349 Internals: Renaming for consistency. 2019-10-31 11:15:40 +01:00
5006639526 CI: Add scheduled builds and limit some examples to build only on schedule in order to decrease time of builds performed on each push.
(cherry picked from commit 6c0e1baca29b853586dadf75eb32ef75e2725f10)
2019-10-30 15:58:03 +01:00
5ebd4e4c6e CI: Install SDL SDK in windows workers and add SDL examples to the build.
CI: Add Vulkan GLFW and SDL builds to windows build job.
2019-10-30 15:58:03 +01:00
a4420be1a2 CI: Split builds of examples into separate jobs.
(cherry picked from commit ee73b1b5a47f176ab123239aa3cbcc2cdf284383)
2019-10-30 15:57:16 +01:00
9f979c33f4 CI: Fix builds failing because of missing v140 toolset and SDK on dx12 sample.
(cherry picked from commit 8d91a77e9b42eac7a6d7d28c8563ccc468842e8b)
2019-10-30 15:57:09 +01:00
d62a413476 Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815) 2019-10-29 21:47:43 +01:00
6bf5aed325 Declaration and assignment can be joined, Member function may be 'const'. (#2875) 2019-10-29 17:11:49 +01:00
c863c1f6a1 Clean up number rounding. Now it is more obvious what code is doing. (#2862)
Add IM_ROUND() macro
Replace IM_FLOOR(n + 0.5f) and ImFloor(n + 0.5f) with IM_ROUND(n)
2019-10-29 17:05:25 +01:00
0b2d35f63f Fix snprintf and vsnprintf definition inconsistencies. 2019-10-28 13:58:32 +01:00
4e56de757c Doc: Promote Discord over Discourse. Obsoleting Discourse server. 2019-10-25 15:36:37 +02:00
f002a11898 Backends: OpenGL3: Fix building with pre-3.2 GL bindings which do not expose glDrawElementsBaseVertex(), using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa] 2019-10-25 11:56:44 +02:00
4d0c88e9e6 Backends: GL3: Fix compile for < 3.2 bindings where glDrawElementsBaseVertex is not available. (#2866, #2852) 2019-10-25 11:42:55 +02:00
9b323a7ebf SplitterBehavior: not using FrameRounding in render (was in first commit of the function, not sure why). (#319) 2019-10-25 11:05:14 +02:00
3c238ecae3 Move issue_template and pull_request_template to .github folder. 2019-10-24 11:26:45 +02:00
d5b5a81946 GitHub Actions CI script for Windows/Linux/MacOS/iOS/Emscripten builds. 2019-10-24 11:24:54 +02:00
24e9a6e92c Remove .travis.yml due to switching to github actions. 2019-10-24 11:24:54 +02:00
ec0e953cca Fixed a couple of subtle bounding box vertical positioning issues relating to text baseline alignment.
The issue would generally manifest when laying out multiple items on a same line, with varying heights and text baseline offsets. (#2833)
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.
Note: previously the second parameter to ItemSize() was 0.0f was default, now -1.0f to signify "no text baseline offset request". If you have code using ItemSize() with an hardcoded zero you may need to change it. (+1 squashed commits)
2019-10-23 18:05:44 +02:00
75d540d336 Example: Emscripten: Fix for compilation (filesystem module is required) (#2734) 2019-10-23 16:55:26 +02:00
be9f1e8f00 ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j] 2019-10-23 00:43:40 +02:00
23c1ff4907 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.
2019-10-22 14:45:11 +02:00
048b73dfaa Various comments + Doc: Examples readme. Moved main menu bar code below menu bar code. 2019-10-21 20:57:07 +02:00
7dbae8a198 Doc: Simplified Readme, removed FAQ index 2019-10-21 13:26:47 +02:00
6ffee0e75e 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 features (docking branch). (#2851)
+ Using SafeRelease() in master.
2019-10-18 18:32:48 +02:00
eedc8f993f Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled. 2019-10-18 18:20:53 +02:00
4de32cc87e Backends: GLFW: Restore previously installed user callbacks in ImplGlfw when ImGui shuts down (#2836) 2019-10-18 16:27:40 +02:00
714fe29d1a Replace manual flooring with IM_FLOOR() macro. (#2850)
Macro is used to ensure that flooring operation is always inlined even in debug builds. __forceinline does not force inlining in /Od builds with MSVC.

(cherry picked from commit bc165df6fd7969605bbc07b8a6d3d28f9109e8f3)
2019-10-18 16:18:38 +02:00
53278be61f FAQ, Readme. Use = {} instead of = { 0 }, wasn't problematic because they were all static variables or one stack array not read. But hey. 2019-10-18 16:18:05 +02:00
9994f5bcbe Fixed more FAQ links, oops.. (#2848) 2019-10-16 11:28:45 +02:00
3bbc27ebd9 Fixed more FAQ links. (#2848) 2019-10-16 11:23:15 +02:00
5fc427a49e Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. (#2848) 2019-10-16 11:04:00 +02:00
9d6b2b096b Ignore directories created by JetBrains IDEs.
(cherry picked from commit c470de572c2f63e7ba5eeb7d97bc1f4bc114b375)
2019-10-15 17:15:45 +02:00
6892b81578 Remove trailing spaces from bunch of files.
(cherry picked from commit 50e0f8d4ddf4c426f62f346c8260a927f6b7c779)
2019-10-15 16:04:02 +02:00
c21fdabb43 Doc: Readme: moving contents to FAQ. 2019-10-15 14:21:44 +02:00
a41f0b2df4 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.
IMPORTANT: Renamed internal CalcTypematicPressedRepeatAmount to CalcTypematicRepeatAmount and reordered the t1, t0 arguments to t0, t1 !!
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.
2019-10-14 23:07:06 +02:00
c7bdec7e18 InputText, Nav: Fixed Left!Right keys broken when activating Keyboard Navigation. (#787) Amend 892dfb1 2019-10-14 22:43:04 +02:00
67e4cd5cc6 Comments, some logging for NavInitRequest debugging Moved OpenPopupOnItemClick() next to BeginPopupContextItem() 2019-10-14 15:54:11 +02:00
8c4dcbfa45 Diligent Engine 2019-10-12 17:56:32 +02:00
23eabd5991 Emscripten 2019-10-12 17:41:56 +02:00
58411033e2 Bindings 2019-10-12 17:21:11 +02:00
1c73a0c17e Bindings 2019-10-12 17:18:44 +02:00
cba84df7b5 Update README.md 2019-10-12 17:05:08 +02:00
aeb6481499 InputText: Filter out Ascii 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578) 2019-10-12 14:27:37 +02:00
fc10ba8d24 Amend f0238ece9cba67ecabef438008fea53682bd6bc7 (#2817, #2818) 2019-10-11 14:20:04 +02:00
378035c6ff Fixed backspace handling on MacOS (fixed https://github.com/ocornut/imgui/issues/2817).
Allow null view passing as parameter to ImGui_ImplOSX_NewFrame
2019-10-11 14:17:07 +02:00
bf746c4215 DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the datato clarify how they are used, and more comments redirecting to the demo code. (#2844) 2019-10-11 12:04:28 +02:00
927472f5ff Combo: Added _NoMove flag to prevent window from docking, which has an effect in Docking branch (in Master was not noticeable as the Combo code kept repositioning the window). (#2835) 2019-10-07 19:14:08 +02:00
3b271b1847 Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups] 2019-10-07 17:52:31 +02:00
8aad3482a4 ImVector: Fixed index_from_ptr() not asserting when passed end() element. 2019-10-07 17:22:55 +02:00
323412dd23 Examples: Allegro5: updated build instructions for macOS 2019-10-07 15:52:09 +02:00
73fa6509a5 Internal: InputTextEx: tweaked a bit of code (should be a no-op) 2019-10-05 16:57:12 +02:00
f1f321d3f6 Update README.md 2019-10-05 16:07:00 +02:00
ee3373d067 TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897) 2019-10-04 19:21:29 +02:00
ccb2a947a2 Internal: SliderBehaviorT: Condition '!is_decimal' is always true (#2828) 2019-10-04 11:57:20 +02:00
1425bec7a4 Demo: Text baseline demo tweaks. 2019-10-03 18:30:42 +02:00
a6c3be4bda Internals: Tweaks to ItemSize() should be harmless. Added DebugDrawItemRect() helper. 2019-10-03 18:30:41 +02:00
892dfb1dea InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)
Small refactor of ActiveIdUsingXXX inputs flags toward a little more consistent system. (#2637)
2019-10-02 15:57:36 +02:00
a2f3dcfc97 Added comment about SDL and SDL_INIT_GAMECONTROLLER. (#2809) 2019-10-02 11:40:03 +02:00
893056a209 Fix syntax typos in README (#2819) 2019-10-01 21:49:44 +02:00
eb5223276c Update README.md 2019-09-30 20:54:37 +02:00
0dad3f436b Fix harmless float calculation overflow. (#2813) 2019-09-30 15:16:30 +02:00
c262276988 Version 1.74 WIP 2019-09-30 14:27:56 +02:00
f0f5301612 Backends: OpenGL3: Commented out extra tokens at end of #else directive (#2804) 2019-09-25 00:06:14 +02:00
95 changed files with 10704 additions and 7646 deletions

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# editorconfig.org
# See http://editorconfig.org to read about the EditorConfig format.
# - Automatically supported by VS2017+ and most common IDE or text editors.
# - For older VS2010 to VS2015, install https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig
# top-most EditorConfig file
root = true

30
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* 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

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(Click "Preview" to turn any http URL into a clickable link)
(Click "Preview" above ^ to turn URL into clickable links)
1. PLEASE CAREFULLY READ:
https://github.com/ocornut/imgui/issues/2261
1. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md)
2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/LOADING FONTS, please post on the "Getting Started" Discourse forum:
https://discourse.dearimgui.org
2. PLEASE CAREFULLY READ: [Issue Submitting Guidelines](https://github.com/ocornut/imgui/issues/2261)
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).
3. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use the [Discord server](http://discord.dearimgui.org).
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. 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).
5. Delete points 1-5 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
5. 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.
6. Delete points 1-6 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
Thank you!
@ -39,7 +39,7 @@ XXX _(you can drag files here)_
**Standalone, minimal, complete and verifiable example:** _(see https://github.com/ocornut/imgui/issues/2261)_
```
// Please do not forget this!
// Here's some code anyone can copy and paste to reproduce your issue
ImGui::Begin("Example Bug");
MoreCodeToExplainMyIssue();
ImGui::End();

363
.github/workflows/build.yml vendored Normal file
View File

@ -0,0 +1,363 @@
name: build
on:
push: {}
pull_request: {}
schedule:
- cron: '0 9 * * *'
jobs:
Windows:
runs-on: windows-2019
env:
VS_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\
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, mingw 64-bit)
run: mingw32-make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, msvc 64-bit)
shell: cmd
run: |
cd examples\example_null
"%VS_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64 && .\build_win32.bat /W4
- name: Build example_null (single file build)
shell: bash
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp
- 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 gcc-multilib g++-multilib libfreetype6-dev
- name: Build example_null (extra warnings, gcc 32-bit)
run: |
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m32 -Werror" make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, gcc 64-bit)
run: |
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m64 -Werror" make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, clang 32-bit)
run: |
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m32 -Werror" CXX=clang++ make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (extra warnings, clang 64-bit)
run: |
make -C examples/example_null clean
CXXFLAGS="$CXXFLAGS -m64 -Werror" CXX=clang++ make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (freetype)
run: |
make -C examples/example_null clean
make -C examples/example_null WITH_FREETYPE=1
- name: Build example_null (single file build)
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with ImWchar32)
run: |
echo '#define IMGUI_USE_WCHAR32' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with large ImDrawIdx)
run: |
echo '#define ImDrawIdx unsigned int' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
run: |
echo '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' > example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_DEMO_WINDOWS and IMGUI_DISABLE_METRICS_WINDOW)
run: |
echo '#define IMGUI_DISABLE_DEMO_WINDOWS' > example_single_file.cpp
echo '#define IMGUI_DISABLE_METRICS_WINDOW' >> example_single_file.cpp
echo '#define IMGUI_IMPLEMENTATION' >> example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- 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, clang 64-bit)
run: make -C examples/example_null WITH_EXTRA_WARNINGS=1
- name: Build example_null (single file build)
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#include "misc/single_file/imgui_single_file.h"' >> example_single_file.cpp
echo '#include "examples/example_null/main.cpp"' >> example_single_file.cpp
clang++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- 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_metal
run: make -C examples/example_sdl_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
Static-Analysis:
runs-on: ubuntu-18.04
steps:
- uses: actions/checkout@v1
with:
fetch-depth: 1
- name: Install Dependencies
env:
PVS_STUDIO_LICENSE: ${{ secrets.PVS_STUDIO_LICENSE }}
run: |
if [[ "$PVS_STUDIO_LICENSE" != "" ]];
then
echo "$PVS_STUDIO_LICENSE" > pvs-studio.lic
wget -q https://files.viva64.com/etc/pubkey.txt
sudo apt-key add pubkey.txt
sudo wget -O /etc/apt/sources.list.d/viva64.list https://files.viva64.com/etc/viva64.list
sudo apt-get update
sudo apt-get install -y pvs-studio
fi
- name: PVS-Studio static analysis
run: |
if [[ ! -f pvs-studio.lic ]];
then
echo "PVS Studio license is missing. No analysis will be performed."
echo "If you have a PVS Studio license please create a project secret named PVS_STUDIO_LICENSE with your license."
echo "You may use a free license. More information at https://www.viva64.com/en/b/0457/"
exit 0
fi
cd examples/example_null
pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1
pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
plog-converter -a 'GA:1,2;OP:1' -t errorfile -w pvs-studio.log

49
.gitignore vendored Normal file
View File

@ -0,0 +1,49 @@
## OSX artifacts
.DS_Store
## Dear ImGui artifacts
imgui.ini
## General build artifacts
*.o
*.obj
*.exe
examples/build/*
examples/*/Debug/*
examples/*/Release/*
examples/*/x64/*
## Visual Studio artifacts
.vs
ipch
*.opensdf
*.log
*.pdb
*.ilk
*.user
*.sdf
*.suo
*.VC.db
*.VC.VC.opendb
## Xcode artifacts
project.xcworkspace
xcuserdata
## Emscripten artifacts
examples/*.o.tmp
examples/*.out.js
examples/*.out.wasm
examples/example_emscripten/example_emscripten.*
## JetBrains IDE artifacts
.idea
cmake-build-*
## Unix executables from our example Makefiles
examples/example_glfw_opengl2/example_glfw_opengl2
examples/example_glfw_opengl3/example_glfw_opengl3
examples/example_glut_opengl2/example_glut_opengl2
examples/example_null/example_null
examples/example_sdl_opengl2/example_sdl_opengl2
examples/example_sdl_opengl3/example_sdl_opengl3

View File

@ -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

View File

@ -1,6 +1,6 @@
The MIT License (MIT)
Copyright (c) 2014-2019 Omar Cornut
Copyright (c) 2014-2020 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

View File

@ -8,6 +8,7 @@ Changes to the examples/bindings are included within the individual .cpp files i
RELEASE NOTES: https://github.com/ocornut/imgui/releases
REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues
COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master
FAQ https://www.dearimgui.org/faq/
WHEN TO UPDATE?
@ -29,16 +30,265 @@ HOW TO UPDATE?
- Please report any issue!
-----------------------------------------------------------------------
VERSION 1.76 (Released 2020-04-12)
-----------------------------------------------------------------------
Other Changes:
- Drag and Drop, Nav: Disabling navigation arrow keys when drag and drop is active. In the docking
branch pressing arrow keys while dragging a window from a tab could trigger an assert. (#3025)
- BeginMenu: Using same ID multiple times appends content to a menu. (#1207) [@rokups]
- BeginMenu: Fixed a bug where SetNextWindowXXX data before a BeginMenu() would not be cleared
when the menu is not open. (#3030)
- InputText: Fixed password fields displaying ASCII spaces as blanks instead of using the '*'
glyph. (#2149, #515)
- Selectable: Fixed honoring style.SelectableTextAlign with unspecified size. (#2347, #2601)
- Selectable: Allow using ImGuiSelectableFlags_SpanAllColumns in other columns than first. (#125)
- TreeNode: Made clicking on arrow with _OpenOnArrow toggle the open state on the Mouse Down
event rather than the Mouse Down+Up sequence (this is rather standard behavior).
- ColorButton: Added ImGuiColorEditFlags_NoBorder flag to remove the border normally enforced
by default for standalone ColorButton.
- Nav: Fixed interactions with ImGuiListClipper, so e.g. Home/End result would not clip the
landing item on the landing frame. (#787)
- Nav: Fixed currently focused item from ever being clipped by ItemAdd(). (#787)
- Scrolling: Fixed scrolling centering API leading to non-integer scrolling values and initial
cursor position. This would often get fixed after the fix item submission, but using the
ImGuiListClipper as the first thing after Begin() could largely break size calculations. (#3073)
- Added optional support for Unicode plane 1-16 (#2538, #2541, #2815) [@cloudwu, @samhocevar]
- Compile-time enable with '#define IMGUI_USE_WCHAR32' in imconfig.h.
- More onsistent handling of unsupported code points (0xFFFD).
- Surrogate pairs are supported when submitting UTF-16 data via io.AddInputCharacterUTF16(),
allowing for more complete CJK input.
- sizeof(ImWchar) goes from 2 to 4. IM_UNICODE_CODEPOINT_MAX goes from 0xFFFF to 0x10FFFF.
- Various structures such as ImFont, ImFontGlyphRangesBuilder will use more memory, this
is currently not particularly efficient.
- Columns: undid the change in 1.75 were Columns()/BeginColumns() were preemptively limited
to 64 columns with an assert. (#3037, #125)
- Window: Fixed a bug with child window inheriting ItemFlags from their parent when the child
window also manipulate the ItemFlags stack. (#3024) [@Stanbroek]
- Font: Fixed non-ASCII space occasionally creating unnecessary empty looking polygons.
- Misc: Added an explicit compile-time test for non-scoped IM_ASSERT() macros to redirect users
to a solution rather than encourage people to add braces in the codebase.
- Misc: Added additional checks in EndFrame() to verify that io.KeyXXX values have not been
tampered with between NewFrame() and EndFrame().
- Misc: Made default clipboard handlers for Win32 and OSX use a buffer inside the main context
instead of a static buffer, so it can be freed properly on Shutdown. (#3110)
- Misc, Freetype: Fixed support for IMGUI_STB_RECT_PACK_FILENAME compile time directive
in imgui_freetype.cpp (matching support in the regular code path). (#3062) [@DonKult]
- Metrics: Made Tools section more prominent. Showing wire-frame mesh directly hovering the ImDrawCmd
instead of requiring to open it. Added options to disable bounding box and mesh display.
Added notes on inactive/gc-ed windows.
- Demo: Added black and white and color gradients to Demo>Examples>Custom Rendering.
- CI: Added more tests on the continuous-integration server: extra warnings for Clang/GCC, building
SDL+Metal example, building imgui_freetype.cpp, more compile-time imconfig.h settings: disabling
obsolete functions, enabling 32-bit ImDrawIdx, enabling 32-bit ImWchar, disabling demo. [@rokups]
- Backends: OpenGL3: Fixed version check mistakenly testing for GL 4.0+ instead of 3.2+ to enable
ImGuiBackendFlags_RendererHasVtxOffset, leaving 3.2 contexts without it. (#3119, #2866) [@wolfpld]
- Backends: OpenGL3: Added include support for older glbinding 2.x loader. (#3061) [@DonKult]
- Backends: Win32: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(),
ImGui_ImplWin32_GetDpiScaleForMonitor() helpers functions (backported from the docking branch).
Those functions makes it easier for example apps to support hi-dpi features without setting up
a manifest.
- Backends: Win32: Calling AddInputCharacterUTF16() from WM_CHAR message handler in order to support
high-plane surrogate pairs. (#2815) [@cloudwu, @samhocevar]
- Backends: SDL: Added ImGui_ImplSDL2_InitForMetal() for API consistency (even though the function
currently does nothing).
- Backends: SDL: Fixed mapping for ImGuiKey_KeyPadEnter. (#3031) [@Davido71]
- Examples: Win32+DX12: Fixed resizing main window, enabled debug layer. (#3087, #3115) [@sergeyn]
- Examples: SDL+DX11: Fixed resizing main window. (#3057) [@joeslay]
- Examples: Added SDL+Metal example application. (#3017) [@coding-jackalope]
-----------------------------------------------------------------------
VERSION 1.75 (Released 2020-02-10)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.75
Breaking Changes:
- Removed redirecting functions/enums names that were marked obsolete in 1.53 (December 2017):
- ShowTestWindow() -> use ShowDemoWindow()
- IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
- IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
- SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
- GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing()
- ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg
- ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding
- ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
- IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS
If you were still using the old names, while you are cleaning up, considering enabling
IMGUI_DISABLE_OBSOLETE_FUNCTIONS in imconfig.h even temporarily to have a pass at finding
and removing up old API calls, if any remaining.
- Removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent
with other mouse functions (none of the other functions have it).
- Obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely
documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API
which can be implemented faster. Also clarified pre-existing constraints which weren't
documented (can only unreserve from the last reserve call). If you suspect you ever
used that feature before (very unlikely, but grep for call to PrimReserve in your code),
you can #define IMGUI_DEBUG_PARANOID in imconfig.h to catch existing calls. [@ShironekoBen]
- ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius.
- Limiting Columns()/BeginColumns() api to 64 columns with an assert. While the current code
technically supports it, future code may not so we're putting the restriction ahead.
[Undid that change in 1.76]
- imgui_internal.h: changed ImRect() default constructor initializes all fields to 0.0f instead
of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by
adding points into it without explicit initialization, you may need to fix your initial value.
Other Changes:
- Inputs: Added ImGuiMouseButton enum for convenience (e.g. ImGuiMouseButton_Right=1).
We forever guarantee that the existing value will not changes so existing code is free to use 0/1/2.
- Nav: Fixed a bug where the initial CTRL-Tab press while in a child window sometimes selected
the current root window instead of always selecting the previous root window. (#787)
- ColorEdit: Fix label alignment when using ImGuiColorEditFlags_NoInputs. (#2955) [@rokups]
- ColorEdit: In HSV display of a RGB stored value, attempt to locally preserve Saturation
when Value==0.0 (similar to changes done in 1.73 for Hue). Removed Hue editing lock since
those improvements in 1.73 makes them unnecessary. (#2722, #2770). [@rokups]
- ColorEdit: "Copy As" context-menu tool shows hex values with a '#' prefix instead of '0x'.
- ColorEdit: "Copy As" content-menu tool shows hex values both with/without alpha when available.
- InputText: Fix corruption or crash when executing undo after clearing input with ESC, as a
byproduct we are allowing to later undo the revert with a CTRL+Z. (#3008).
- InputText: Fix using a combination of _CallbackResize (e.g. for std::string binding), along with the
_EnterReturnsTrue flag along with the rarely used property of using an InputText without persisting
user-side storage. Previously if you had e.g. a local unsaved std::string and reading result back
from the widget, the user string object wouldn't be resized when Enter key was pressed. (#3009)
- MenuBar: Fix minor clipping issue where occasionally a menu text can overlap the right-most border.
- Window: Fix SetNextWindowBgAlpha(1.0f) failing to override alpha component. (#3007) [@Albog]
- Window: When testing for the presence of the ImGuiWindowFlags_NoBringToFrontOnFocus flag we
test both the focused/clicked window (which could be a child window) and the root window.
- ImDrawList: AddCircle(), AddCircleFilled() API can now auto-tessellate when provided a segment
count of zero. Alter tessellation quality with 'style.CircleSegmentMaxError'. [@ShironekoBen]
- ImDrawList: Add AddNgon(), AddNgonFilled() API with a guarantee on the explicit segment count.
In the current branch they are essentially the same as AddCircle(), AddCircleFilled() but as
we will rework the circle rendering functions to use textures and automatic segment count
selection, those new api can fill a gap. [@ShironekoBen]
- Columns: ImDrawList::Channels* functions now work inside columns. Added extra comments to
suggest using user-owned ImDrawListSplitter instead of ImDrawList functions. [@rokups]
- Misc: Added ImGuiMouseCursor_NotAllowed enum so it can be used by more shared widgets. [@rokups]
- Misc: Added IMGUI_DISABLE compile-time definition to make all headers and sources empty.
- Misc: Disable format checks when using stb_printf, to allow using extra formats.
Made IMGUI_USE_STB_SPRINTF a properly documented imconfig.h flag. (#2954) [@loicmolinari]
- Misc: Added misc/single_file/imgui_single_file.h, We use this to validate compiling all *.cpp
files in a same compilation unit. Actual users of that technique (also called "Unity builds")
can generally provide this themselves, so we don't really recommend you use this. [@rokups]
- CI: Added PVS-Studio static analysis on the continuous-integration server. [@rokups]
- Backends: GLFW, SDL, Win32, OSX, Allegro: Added support for ImGuiMouseCursor_NotAllowed. [@rokups]
- Backends: GLFW: Added support for the missing mouse cursors newly added in GLFW 3.4+. [@rokups]
- Backends: SDL: Wayland: use SDL_GetMouseState (because there is no global mouse state available
on Wayland). (#2800, #2802) [@NeroBurner]
- Backends: GLFW, SDL: report Windows key (io.KeySuper) as always released. Neither GLFW nor SDL can
correctly report the key release in every cases (e.g. when using Win+V) causing problems with some
widgets. The next release of GLFW (3.4+) will have a fix for it. However since it is both difficult
and discouraged to make use of this key for Windows application anyway, we just hide it. (#2976)
- Backends: Win32: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD to disable all
XInput using code, and IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT to disable linking with XInput,
the later may be problematic if compiling with recent Windows SDK and you want your app to run
on Windows 7. You can instead try linking with Xinput9_1_0.lib instead. (#2716)
- Backends: Glut: Improved FreeGLUT support for MinGW. (#3004) [@podsvirov]
- Backends: Emscripten: Avoid forcefully setting IMGUI_DISABLE_FILE_FUNCTIONS. (#3005) [@podsvirov]
- Examples: OpenGL: Explicitly adding -DIMGUI_IMPL_OPENGL_LOADER_GL3W to Makefile to match linking
settings (otherwise if another loader such as Glew is accessible, the OpenGL3 backend might
automatically use it). (#2919, #2798)
- Examples: OpenGL: Added support for glbinding OpenGL loader. (#2870) [@rokups]
- Examples: Emscripten: Demonstrating embedding fonts in Makefile and code. (#2953) [@Oipo]
- Examples: Metal: Wrapped main loop in @autoreleasepool block to ensure allocations get freed
even if underlying system event loop gets paused due to app nap. (#2910, #2917) [@bear24rw]
-----------------------------------------------------------------------
VERSION 1.74 (Released 2019-11-25)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.74
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: OpenGL2: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with
legacy OpenGL applications. (#3000)
- 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)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.73
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]
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).
@ -93,6 +343,8 @@ Other Changes:
VERSION 1.72b (Released 2019-07-31)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.72b
Other Changes:
- Nav, Scrolling: Fixed programmatic scroll leading to a slightly incorrect scroll offset when
@ -108,7 +360,10 @@ Other Changes:
VERSION 1.72 (Released 2019-07-27)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.72
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.
@ -120,6 +375,7 @@ Breaking Changes:
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)
@ -189,7 +445,10 @@ Other Changes:
VERSION 1.71 (Released 2019-06-12)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.71
Breaking Changes:
- IO: changed AddInputCharacter(unsigned short c) signature to AddInputCharacter(unsigned int c).
- Renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
- Window: rendering of child windows outer decorations (e.g. bg color, border, scrollbars) is now
@ -200,6 +459,7 @@ Breaking Changes:
to the creation of overlapping child windows. Please reach out if you are affected by this change!
Other Changes:
- Window: clarified behavior of SetNextWindowContentSize(). Content size is defined as the size available
after removal of WindowPadding on each sides. So SetNextWindowContentSize(ImVec2(100,100)) + auto-resize
will always allow submitting a 100x100 item without creating a scrollbar, regarding of WindowPadding.
@ -241,11 +501,11 @@ Other Changes:
collapsing/docking button to the other side of the title bar.
- Style: Made window close button cross slightly smaller.
- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture.
- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices.
- 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
this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero.
This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not
support 32-bits indices. Most examples back-ends have been modified to support the VtxOffset field.
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.
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
@ -259,7 +519,7 @@ Other Changes:
dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168]
- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes
(64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends.
(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(),
the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode
support. (#2538, #2541)
@ -269,7 +529,10 @@ Other Changes:
VERSION 1.70 (Released 2019-05-06)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.70
Breaking Changes:
- ImDrawList: Improved algorithm for mitre joints on thick lines, preserving correct thickness
up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines,
they will appear a little thicker now. (#2518) [@rmitton]
@ -282,6 +545,7 @@ Breaking Changes:
on them but it is possible you have!).
Other Changes:
- ImDrawList: Added ImDrawCallback_ResetRenderState, a special ImDrawList::AddCallback() value
to request the renderer back-end to reset its render state. (#2037, #1639, #2452)
Examples: Added support for ImDrawCallback_ResetRenderState in all renderer back-ends. Each
@ -356,6 +620,8 @@ Other Changes:
VERSION 1.69 (Released 2019-03-13)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.69
Breaking Changes:
- Renamed ColorEdit/ColorPicker's ImGuiColorEditFlags_RGB/_HSV/_HEX flags to respectively
@ -432,6 +698,8 @@ Other Changes:
VERSION 1.68 (Released 2019-02-19)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.68
Breaking Changes:
- Removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
@ -500,6 +768,8 @@ Other Changes:
VERSION 1.67 (Released 2019-01-14)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.67
Breaking Changes:
- Made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable
@ -563,6 +833,8 @@ Other Changes:
VERSION 1.66b (Released 2018-12-01)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.66b
Other Changes:
- Fixed a text rendering/clipping bug introduced in 1.66 (on 2018-10-12, commit ede3a3b9) that affect single ImDrawList::AddText()
@ -580,6 +852,8 @@ Other Changes:
VERSION 1.66 (Released 2018-11-22)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.66
Breaking Changes:
- Renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
@ -639,6 +913,8 @@ Other Changes:
VERSION 1.65 (Released 2018-09-06)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.65
Breaking Changes:
- Renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and
@ -663,6 +939,8 @@ Other Changes:
VERSION 1.64 (Released 2018-08-31)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.64
Changes:
- Moved README, CHANGELOG and TODO files to the docs/ folder.
@ -685,6 +963,8 @@ Changes:
VERSION 1.63 (Released 2018-08-29)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.63
Breaking Changes:
- Style: Renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features.
@ -777,6 +1057,8 @@ Other Changes:
VERSION 1.62 (Released 2018-06-22)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.62
Breaking Changes:
- TreeNodeEx(): The helper ImGuiTreeNodeFlags_CollapsingHeader flag now include ImGuiTreeNodeFlags_NoTreePushOnOpen.
@ -856,6 +1138,8 @@ Other Changes:
VERSION 1.61 (Released 2018-05-14)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.61
Breaking Changes:
- DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally
@ -1666,7 +1950,7 @@ Changes:
- Fixed border rendering in various situations when using non-pixel aligned glyphs.
- Fixed border rendering of windows to always contain the border within the window.
- Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303)
- Fixed int>void\* warnings for 64-bits architectures with fancy warnings enabled.
- 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.
- 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.

609
docs/FAQ.md Normal file
View File

@ -0,0 +1,609 @@
# 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) |
| [What is this library called?](#q-what-is-this-library-called) |
| [Which version should I get?](#q-which-version-should-i-get) |
| **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 enable keyboard or gamepad controls?](#q-how-can-i-enable-keyboard-or-gamepad-controls) |
| [How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)](#q-how-can-i-use-this-on-a-machine-without-mouse-keyboard-or-screen-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: 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: 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++.**
- 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. You can run those applications 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).
- The [Wiki](https://github.com/ocornut/imgui/wiki) has many resources and links.
- The [Glossary](https://github.com/ocornut/imgui/wiki/Glossary) page may be useful.
- The [Issues](https://github.com/ocornut/imgui/issues) section can be searched for past questions and issues.
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
- The `ImGui::ShowMetricsWindow()` function exposes lots of internal information and tools. Although it is primary designed as a debugging tool, having access to that information tends to help understands concepts.
##### [Return to Index](#index)
---
### Q. What is this library called?
**This library is called Dear ImGui**. Please refer to it as Dear ImGui (not ImGui, not IMGUI).
(The library misleadingly started its life in 2014 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 in December 2015 a fully qualified name "Dear ImGui" for this library.
##### [Return to Index](#index)
---
### 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 use the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes:
- [Docking 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.
##### [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 correct 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 a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late.
**Note:** If you are using a touch device, you may find use for an early call to `UpdateHoveredWindowAndCaptureFlags()` to correctly dispatch your initial touch. We will work on better out-of-the-box touch support in the future.
**Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. 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.)
##### [Return to Index](#index)
---
### Q: How can I enable keyboard or gamepad controls?
- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected!
- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable.
- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting back-end).
- See [Control Sheets for Gamepads](http://www.dearimgui.org/controls_sheets) (reference PNG/PSD for for PS4, XB1, Switch gamepads).
- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details.
##### [Return to Index](#index)
---
### Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)
- You can share your computer mouse seamlessly with your console/tablet/phone using solutions such as [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.
- Game console users: consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
- 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](https://github.com/ocornut/imgui/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.
##### [Return to Index](#index)
---
### 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.
##### [Return to Index](#index)
---
### 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 and at minimum scoped within their host window:
```c
Begin("MyWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyWindow" "OK")
Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel")
End();
```
- Other elements such as tree nodes, etc. also pushes to the ID stack:
```c
Begin("MyWindow");
if (TreeNode("MyTreeNode"))
{
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "MyTreeNode", "OK")
TreePop();
}
End();
```
- Two items labeled "OK" in different windows or different tree locations won't collide:
```
Begin("MyFirstWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyFirstWindow", "OK")
End();
Begin("MyOtherWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
End();
```
We used "..." above to signify whatever was already pushed to the ID stack previously:
- 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!
##### [Return to Index](#index)
---
### Q: How can I display an image? What is ImTextureID, how does it work?
Short explanation:
- Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki).
- 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 [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki) to find simplified examples for loading textures with OpenGL, DirectX9 and DirectX11.
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.
##### [Return to Index](#index)
---
### 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`.
##### [Return to Index](#index)
---
### 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.
##### [Return to Index](#index)
---
### 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();
```
![ImDrawList usage](https://raw.githubusercontent.com/wiki/ocornut/imgui/tutorials/CustomRendering01.png)
- 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 escaping the M here!)
io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT
io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
```
##### [Return to Index](#index)
---
### 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.
##### [Return to Index](#index)
---
### 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
```
##### [Return to Index](#index)
---
### 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: 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/3075)
##### [Return to Index](#index)
---
### 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.
##### [Return to Index](#index)
---
### 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))
![minipars](https://user-images.githubusercontent.com/314805/63589441-d9794f00-c5b1-11e9-8d96-cfc1b93702f7.png)
##### [Return to Index](#index)
---
### 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: Community
### Q: How can I help?
- Businesses: please reach out to `contact AT dearimgui.org` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project.
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
- 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!
- 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/3075). Visuals are ideal as they inspire other programmers. 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)

View File

@ -1,9 +1,7 @@
----------------------------------------------------------------------
dear imgui, v1.73
----------------------------------------------------------------------
misc/fonts/README.txt
This is the Readme dedicated to fonts.
----------------------------------------------------------------------
dear imgui
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),
a 13 pixels high, pixel-perfect font used by default.
@ -12,11 +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.
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().
Also read dear imgui FAQ in imgui.cpp!
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
Please read the FAQ: https://www.dearimgui.org/faq
Please use the Discord server: http://discord.dearimgui.org and not the Github issue tracker for basic font loading questions.
---------------------------------------
@ -24,13 +19,13 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui "
---------------------------------------
- Readme First / FAQ
- Using Icons
- Fonts Loading Instructions
- FreeType rasterizer, Small font sizes
- Using Icons
- Using FreeType rasterizer
- Building Custom Glyph Ranges
- Using custom colorful icons
- Embedding Fonts in Source Code
- Credits/Licences for fonts included in this folder
- Credits/Licences for fonts included in repository
- Fonts Links
@ -40,53 +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
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.:
u8"hello"
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".
- Please use the Discourse forum (https://discourse.dearimgui.org) and not the Github issue tracker for basic font loading questions.
---------------------------------------
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.
Read FAQ for details.
---------------------------------------
@ -100,6 +55,11 @@ Load default font:
Load .TTF/.OTF file with:
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
Load multiple fonts:
ImGuiIO& io = ImGui::GetIO();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
@ -118,23 +78,6 @@ For advanced options create a ImFontConfig structure and pass it to the AddFont
config.GlyphExtraSpacing.x = 1.0f;
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
Read about oversampling here:
https://github.com/nothings/stb/blob/master/tests/oversample
If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you
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:
// Load a first font
@ -150,6 +93,25 @@ Combine two fonts into one:
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges);
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:
// Basic Latin, Extended Latin
@ -168,6 +130,49 @@ Offset font vertically by altering the io.Font->DisplayOffset value:
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
---------------------------------------
@ -261,9 +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
Apache License 2.0
@ -336,15 +343,17 @@ REGULAR FONTS
(Japanese) M+ fonts by Coji Morishita are free
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
(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
Also include .inl file to use directly in dear imgui.
MONOSPACE FONTS (REGULAR)
Google Noto Mono Fonts
https://www.google.com/get/noto/

View File

@ -1,18 +1,13 @@
dear imgui
=====
[![Build Status](https://api.travis-ci.com/ocornut/imgui.svg?branch=master)](https://travis-ci.com/ocornut/imgui)
[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build)
<sub>(This library is available under a free and permissive licence, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal.)</sub>
<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.)</sub>
Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
<br>&nbsp;&nbsp;_E-mail: omarcornut at gmail dot com_
<br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot org_
Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
<br>&nbsp;&nbsp;[![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_02.png)](http://www.patreon.com/imgui)
Individuals/hobbyists: support continued maintenance and development via PayPal:
<br>&nbsp;&nbsp;[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
Individuals: support continued maintenance and development with [PayPal](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S).
----
@ -29,36 +24,26 @@ Dear ImGui is particularly suited to integration in games engine (for tooling),
### Usage
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
- imgui.cpp
- 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
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in 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 project or #include them from an existing file.
**No specific build process is required**. You can add the .cpp files to your existing project.
Backends for a variety of graphics api and rendering platforms along with example applications are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder.
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.
The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices. After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop:
**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:
```cp
ImGui::Text("Hello, world %d", 123);
if (ImGui::Button("Save"))
{
// do stuff
}
MySaveFunction();
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
```
Result:
<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02.png)
<br>![sample code output (dark)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v175/capture_readme_styles_0001.png) ![sample code output (light)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v175/capture_readme_styles_0002.png)
<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px / Rounding: 5)_
Code:
@ -95,11 +80,11 @@ ImGui::End();
Result:
<br>![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_03_color.gif)
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.
Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
### How it works
Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
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.
@ -107,79 +92,46 @@ _A common misunderstanding is to mistake immediate mode gui for immediate mode r
### Demo
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples.
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`.
![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png)
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-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)
- [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20200412.zip) (Windows binaries, 1.76 WIP, built 2020/04/12, master branch, 5 executables) or [older demo binaries](http://www.dearimgui.org/binaries).
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()`.
### 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)
- C: [cimgui](https://github.com/cimgui/cimgui) (2018: now auto-generated! you can use its json output to generate bindings for other languages)
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
- 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) or [ogre-imgui](https://github.com/OGRECave/ogre-imgui)
- Ruby: [ruby-imgui](https://github.com/vaiorabbit/ruby-imgui)
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust)
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Officially maintained bindings (in repository):
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, OpenGL (legacy), OpenGL3/ES/ES2 (modern), Vulkan, Metal.
- Platforms: GLFW, SDL2, Win32, Glut, OSX.
- Frameworks: Emscripten, Allegro5, Marmalade.
Frameworks:
- Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Framework: Allegro 5, Emscripten, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
- bsf: [bsfimgui](https://github.com/pgruenbacher/bsfImgui)
- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551)
- Flexium: [FlexGUI](https://github.com/DXsmiley/FlexGUI)
- GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml)
- Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI)
- Ogre: [ogre-imgui](https://github.com/OGRECave/ogre-imgui)
- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui)
- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c)
- ORX: [ImGuiOrx](https://github.com/thegwydd/ImGuiOrx), [#1843](https://github.com/ocornut/imgui/pull/1843)
- 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)
Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page):
- Languages: C, C#/.Net, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, px_render, Qt/QtDirect3D, SFML, Sokol, Unreal Engine 4, vtk, Win32 GDI.
- 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.
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.
### Upcoming Changes
Some of the goals for 2019 are:
Some of the goals for 2020 are:
- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
- Finish work on new Tables API (to replace Columns). (see [#2957](https://github.com/ocornut/imgui/issues/2957))
- 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! New Tables API coming Q4 2019!
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
### Gallery
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/2529)!
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/3075)!
Custom engine
[![screenshot game](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v149/gallery_TheDragonsTrap-01-thumb.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
@ -188,38 +140,21 @@ Custom engine
[![screenshot tool](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white_preview.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
[Tracy Profiler](https://bitbucket.org/wolfpld/tracy)
![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/tracy_profiler.png)
### References
The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
- [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/).
- [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.
![tracy profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png)
### Support, Frequently Asked Questions (FAQ)
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](https://discord.gg/NgJ4SEP) or [Discourse forums](https://discourse.dearimgui.org).
Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) page.
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.
See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
Private support is available for paying customers.
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.
**Where is the documentation?**
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).
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.
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.
Paid private support is available for business customers (E-mail: _contact @ dearimgui dot org_).
**Which version should I get?**
@ -229,100 +164,57 @@ You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issue
**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!
**Why the odd dual naming, "Dear ImGui" vs "ImGui"?**
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?** ([examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples))
<br>**Why are multiple widgets reacting when I interact with a single one? How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack...**
<br>**How can I use my own math types instead of ImVec2/ImVec4?**
<br>**How can I load a different font than the default?**
<br>**How can I easily use icons in my application?**
<br>**How can I load multiple fonts?**
<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([examples](https://github.com/ocornut/imgui/wiki/Loading-Font-Example))
<br>**How can I interact with standard C++ types (such as std::string and std::vector)?**
<br>**How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API)**
<br>**How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)**
<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):
![LumixEngine](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v151/lumix-201710-rearranged.png)
**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.
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/3075)!
How to help
-----------
**How can I help?**
- You may participate in the [Discord server](https://discord.gg/NgJ4SEP), [Discourse forums](https://discourse.dearimgui.org), GitHub [issues tracker](https://github.com/ocornut/imgui/issues).
- You may 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.
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
- Have your company financially support this project.
**How can I help financing further development of Dear ImGui?**
Your contributions are keeping this project alive. The library is available under a free and permissive licence, but continued maintenance and development are a full-time endeavor and I would like to grow the team. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced technical support and maintenance contracts. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal. Thank you!
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. Thank you!
Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
<br>&nbsp;&nbsp;_E-mail: omarcornut at gmail dot com_
<br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot org_
Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
<br>&nbsp;&nbsp;[![Patreon](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/patreon_02.png)](http://www.patreon.com/imgui)
Individuals: support continued maintenance and development with [PayPal](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S).
Individuals/hobbyists: support continued maintenance and development via PayPal:
<br>&nbsp;&nbsp;[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S)
### Sponsors
Sponsors
--------
Ongoing Dear ImGui development is financially supported by users and private sponsors, recently:
*Platinum-chocolate sponsors*
- Blizzard Entertainment
- Google
- [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/)
*Double-chocolate sponsors*
- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
*Double-chocolate and Salty caramel sponsors*
- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [DotEmu](http://www.dotemu.com), [Framefield](http://framefield.com), [Hexagon](https://hexagonxalt.com/the-technology/xalt-visualization), [Kylotonn](https://www.kylotonn.com), [Media Molecule](http://www.mediamolecule.com), [Mesh Consultants](https://www.meshconsultants.ca), [Mobigame](http://www.mobigame.net), [Nadeo](https://www.nadeo.com), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/)
*Salty caramel supporters*
- Remedy Entertainment, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, G3DVu, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford, Bill Six, Graham Manders.
From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors).
*Caramel supporters*
- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Morten Skaaning, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra, Frederik De Bleser, Anticrisis, Matt Reyer.
**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**
And all other past and present supporters; THANK YOU!
(Please contact me if you would like to be added or removed from this list)
Dear ImGui is using software and services 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.
- [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis.
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) (PS 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.
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.

View File

@ -8,13 +8,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- doc/test: add a proper documentation+regression testing system (#435)
- doc/test: checklist app to verify binding/integration of imgui (test inputs, rendering, callback, etc.).
- doc/tips: tips of the day: website? applet in imgui_club?
- doc/wiki: work on the wiki https://github.com/ocornut/imgui/wiki
- window: preserve/restore relative focus ordering (persistent or not) (#2304) -> also see docking reference to same #.
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
- window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
- window: allow resizing of child windows (possibly given min/max for each axis?.)
- window: background options for child windows, border option (disable rounding).
- window: begin with *p_open == false could return false.
- window: get size/pos helpers given names (see discussion in #249)
- window: a collapsed window can be stuck behind the main menu bar?
@ -27,7 +26,11 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
- window: investigate better auto-positioning for new windows.
- window: top most window flag? (#2574)
- window: the size_on_first_use path of Begin() can probably be removed
- window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size?
- 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: background options for child windows, border option (disable rounding).
- window/child: allow resizing of child windows (possibly given min/max for each axis?.)
- window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?).
- window/child: border could be emitted in parent as well.
- window/child: allow SetNextWindowContentSize() to work on child windows.
@ -36,8 +39,9 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
- scrolling: forward mouse wheel scrolling to parent window when at the edge of scrolling limits? (useful for listbox,tables?)
- 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 (see e.g. DaVinci Resolve ui)
- 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!)
@ -58,7 +62,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering.
- main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
- main: rename the main "Debug" window to avoid ID collision with user who may want to use "Debug" with specific flags.
- 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.
@ -68,21 +71,24 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
- widgets: activate by identifier (trigger button, focus given id)
- widgets: a way to represent "mixed" values, so e.g. all values replaced with *, including check-boxes, colors, etc. with support for multi-components widgets (e.g. SliderFloat3, make only "Y" mixed) (#2644)
- widgets: selectable: generic BeginSelectable()/EndSelectable() mechanism.
- widgets: selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
- widgets: checkbox: checkbox with custom glyph inside frame.
- widgets: coloredit: keep reporting as active when picker is on?
- widgets: group/scalarn functions: expose more per-component information. e.g. store NextItemData.ComponentIdx set by scalarn function, groups can expose them back somehow.
- selectable: using (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.
- selectable: generic BeginSelectable()/EndSelectable() mechanism.
- selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
- input text: expose CursorPos in char filter event (#816)
- input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009)
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active.
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
- input text: hover tooltip could show unclamped text
- input text: option to Tab after an Enter validation.
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
- input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
- input text: add flag (e.g. ImGuiInputTextFlags_EscapeClearsBuffer) to clear instead of revert. what to do with focus? (also see #2890)
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
- input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependent). actually a very old bug but no one appears to have noticed it.
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
@ -158,11 +164,15 @@ 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: persistent order/focus in BeginTabBar() api (#261, #351)
- tabs: TabItem could honor SetNextItemWidth()?
- tabs: explicit api (even if internal) to cleanly manipulate tab order.
- tabs: Mouse wheel over tab bar could scroll? (#2702)
- button: provide a button that looks framed. (?)
- image/image button: misalignment on padded/bordered button?
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
- image button: not taking an explicit id 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: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946)
@ -199,12 +209,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- popups: clicking outside (to close popup) and holding shouldn't drag window below.
- popups: add variant using global identifier similar to Begin/End (#402)
- popups: border options. richer api like BeginChild() perhaps? (#197)
- tooltip: drag and drop with tooltip near monitor edges lose/changes its last direction instead of locking one. The drag and drop tooltip should always follow without changing direction.
- tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse.
- tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
- tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485)
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers.
- menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207)
- menus: menu bars inside modal windows are acting weird.
- status-bar: add a per-window status bar helper similar to what menu-bar does.
- shortcuts: local-style shortcut api, e.g. parse "&Save"
@ -213,27 +224,18 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- menus: menu-bar: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
- menus: hovering from menu to menu on a menu-bar has 1 frame without any menu, which is a little annoying. ideally either 0 either longer.
- menus: could merge draw call in most cases (how about storing an optional aabb in ImDrawCmd to move the burden of merging in a single spot).
- text: selectable text (for copy) as a generic feature (ItemFlags?)
- text: proper alignment options in imgui_internal.h
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
- text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width
- text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
- menus: would be nice if the Selectable() supported horizontal alignment (must be given the equivalent of WorkRect.Max.x matching the position of the shortcut column)
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
- tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
- tree node: leaf/non-leaf highlight mismatch.
- tree node: _NoIndentOnOpen flag? would require to store a per-depth bit mask to store info for pop (or whatever is cheaper)
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height?)
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
- 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: add a highlighted text color (for headers, etc.)
@ -253,29 +255,41 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
- log: obsolete LogButtons() all together.
- log: LogButtons() options for specifying depth and/or hiding depth slider
- log: enabling log ends up pushing and growing vertices buffersbecause we don't distinguish layout vs render clipping
- filters: set a current filter that tree node can automatically query to hide themselves
- filters: handle wild-cards (with implicit leading/trailing *), reg-exprs
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
- drag and drop: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers.
- 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: 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 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: 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: 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: feedback when hovering a region blocked by modal (mouse cursor "NO"?)
- node/graph editor (#306)
- node/graph editors (#306) (also see https://github.com/ocornut/imgui/wiki#node-editors)
- pie menus patterns (#434)
- markup: simple markup language for color change? (#902)
- text: selectable text (for copy) as a generic feature (ItemFlags?)
- text: proper alignment options in imgui_internal.h
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
- text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width.
- text/wrapped: custom separator for text wrapping. (#3002)
- text/wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
- font: arbitrary line spacing. (#2945)
- font: MergeMode: flags to select overwriting or not (this is now very easy with refactored ImFontAtlasBuildWithStbTruetype)
- font: free the Alpha buffer if user only requested RGBA.
!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
@ -283,6 +297,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font: a CalcTextHeight() helper could run faster than CalcTextSize().y
- font: enforce monospace through ImFontConfig (for icons?) + create dual ImFont output from same input, reusing rasterized data but with different glyphs/AdvanceX
- font: finish CustomRectRegister() to allow mapping Unicode codepoint to custom texture data
- font: remove ID from CustomRect registration, it seems unnecessary!
- font: make it easier to submit own bitmap font (same texture, another texture?). (#2127, #2575)
- font: PushFontSize API (#1018)
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
@ -300,12 +315,14 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
- font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
- font: fix AddRemapChar() to work before atlas has been built.
- font: what would it take to support codepoint higher than 0xFFFF? (smileys, etc.) (#2538, #2541)
- font: support for unicode codepoints higher than 0xFFFF? (pr #2815)
- font: (api breaking) remove "TTF" from symbol names. also because it now supports OTF.
- font/opt: Considering storing standalone AdvanceX table as 16-bit fixed point integer?
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?)
! nav: never clear NavId on some setup (e.g. gamepad centric)
- nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure.
- 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"
@ -313,20 +330,21 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- 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: 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: ESC within a menu of a child window seems to exit the child window.
- nav: NavFlattened: ESC on a flattened child should select something.
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
- nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
- nav: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
- nav/treenode: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
- nav/menus: allow pressing Menu to leave a sub-menu.
- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB)
- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
- nav/menus: when using the main menu bar, even though we restore focus after, the underlying window loses its title bar highlight during menu manipulation. could we prevent it?
- nav/menus: main menu bar currently cannot restore a NULL focus. Could save NavWindow at the time of being focused, similarly to what popup do?
- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
- nav/windowing: configure fade-in/fade-out delay on Ctrl+Tab?
- nav/windowing: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
- nav: simulate right-click or context activation? (SHIFT+F10)
- nav: tabs should go through most/all widgets (in submission order?).
- nav: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
- nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
@ -339,12 +357,12 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- inputs: support track pad style scrolling & slider edit.
- inputs/io: backspace and arrows in the context of a text input could use system repeat rate.
- inputs/io: clarify/standardize/expose repeat rate and repeat delays (#1808)
- inputs: add mouse cursor for unavailable/no? IDC_NO/SDL_SYSTEM_CURSOR_NO.
- inputs/scrolling: support for smooth scrolling (#2462, #2569)
- misc: idle: expose "woken up" boolean (set by inputs) and/or animation time (for cursor blink) for back-end to be able stop refreshing easily.
- misc: idle: if cursor blink if the _only_ visible animation, core imgui could rewrite vertex alpha to avoid CPU pass on ImGui:: calls.
- misc: idle: if cursor blink if the _only_ visible animation, could even expose a dirty rectangle that optionally can be leverage by some app to render in a smaller viewport, getting rid of much pixel shading cost.
- misc: no way to run a root-most GetID() with ImGui:: api since there's always a Debug window in the stack. (mentioned in #2960)
- misc: make the ImGuiCond values linear (non-power-of-two). internal storage for ImGuiWindow can use integers to combine into flags (Why?)
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: PushItemFlag(): add a flag to disable keyboard capture when used with mouse? (#1682)
@ -352,9 +370,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- misc: possible compile-time support for string view/range instead of char* would e.g. facilitate usage with Rust (#683)
- misc: possible compile-time support for wchar_t instead of char*?
- backend: bgfx? https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- emscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- remote: make a system like RemoteImGui first-class citizen/project (#75)
- demo: find a way to demonstrate textures in the examples application, as it such a common issue for new users.
@ -362,14 +377,21 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- demo: add vertical separator demo
- demo: add virtual scrolling example?
- 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: provide a zero frame-rate/idle example.
- examples: apple: example_apple should be using modern GL3.
- examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
- examples: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
- examples: opengl: could use a single vertex buffer and glBufferSubData for uploads?
- examples: opengl: explicitly disable GL_STENCIL_TEST in bindings.
- examples: vulkan: viewport: support for synchronized swapping of multiple swap chains.
- examples: dx11/dx12: try to use new swapchain blit models (#2970)
- backends: apple: example_apple should be using modern GL3.
- backends: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // issue: DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
- backends: opengl: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
- backends: opengl: could use a single vertex buffer and glBufferSubData for uploads?
- backends: opengl: explicitly disable GL_STENCIL_TEST in bindings.
- backends: opengl: consider gl_lite loader https://github.com/ApoorvaJ/Papaya/blob/3808e39b0f45d4ca4972621c847586e4060c042a/src/libs/gl_lite.h
- backends: vulkan: viewport: support for synchronized swapping of multiple swap chains.
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
- backends: mscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
- optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038)
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)

42
examples/.gitignore vendored
View File

@ -1,42 +0,0 @@
build/*
*/Debug/*
*/Release/*
*/x64/*
*.o
*.obj
*.exe
## Visual Studio cruft
.vs/*
*/ipch/*
*.opensdf
*.log
*.pdb
*.ilk
*.user
*.sdf
*.suo
*.VC.db
*.VC.VC.opendb
## Xcode cruft
.DS_Store
project.xcworkspace
xcuserdata
## Emscripten output
*.o.tmp
*.out.js
*.out.wasm
example_emscripten/example_emscripten.*
## Unix executables
example_glfw_opengl2/example_glfw_opengl2
example_glfw_opengl3/example_glfw_opengl3
example_glut_opengl2/example_glut_opengl2
example_null/example_null
example_sdl_opengl2/example_sdl_opengl2
example_sdl_opengl3/example_sdl_opengl3
## Dear ImGui Ini files
imgui.ini

View File

@ -1,5 +1,5 @@
-----------------------------------------------------------------------
dear imgui, v1.73
dear imgui, v1.76
-----------------------------------------------------------------------
examples/README.txt
(This is the README file for the examples/ folder. See docs/ for more documentation)
@ -35,6 +35,8 @@ You can find binaries of some of those example applications at:
MISC COMMENTS AND SUGGESTIONS
---------------------------------------
- Read FAQ at http://dearimgui.org/faq
- Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
Please read the comments and instruction at the top of each file.
@ -62,10 +64,10 @@ You can find binaries of some of those example applications at:
Most the example bindings are split in 2 parts:
- 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.
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.
Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
@ -104,7 +106,7 @@ List of Platforms Bindings in this repository:
imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl back-ends)
imgui_impl_sdl.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
imgui_impl_win32.cpp ; Win32 native API (Windows)
imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2019)
imgui_impl_glut.cpp ; GLUT/FreeGLUT (absolutely not recommended in 2020!)
List of Renderer Bindings in this repository:
@ -122,16 +124,28 @@ List of high-level Frameworks Bindings in this repository: (combine Platform + R
imgui_impl_allegro5.cpp
imgui_impl_marmalade.cpp
Note that Dear ImGui works with Emscripten.
The examples_emscripten/ app uses sdl.cpp + opengl3.cpp but other combinations are possible.
Note that Dear ImGui works with Emscripten. The examples_emscripten/ app uses imgui_impl_sdl.cpp and
imgui_impl_opengl3.cpp, but other combinations are possible.
Third-party framework, graphics API and languages bindings are listed at:
https://github.com/ocornut/imgui/wiki/Bindings
Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, OpenSceneGraph,
openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
Miscellaneous: Software Renderer, RemoteImgui, etc.
Including backends for:
AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium,
GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib,
Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, px_render, Qt/QtDirect3D, SFML, Sokol,
Unreal Engine 4, vtk, Win32 GDI, 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.cpp
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.
---------------------------------------
@ -139,7 +153,7 @@ Third-party framework, graphics API and languages bindings are listed at:
---------------------------------------
Building:
Unfortunately in 2018 it is still tedious to create and maintain portable build files using external
Unfortunately in 2020 it is still tedious to create and maintain portable build files using external
libraries (the kind we're using here to create a window and render 3D triangles) without relying on
third party software. For most examples here I choose to provide:
- Makefiles for Linux/OSX
@ -150,6 +164,9 @@ Building:
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those
directly with a command-line compiler.
If you are interested in using Cmake to build and links examples, see:
https://github.com/ocornut/imgui/pull/1713 and https://github.com/ocornut/imgui/pull/3027
example_allegro5/
Allegro 5 example.
@ -176,13 +193,13 @@ example_empscripten:
example_glfw_metal/
GLFW (Mac) + Metal example.
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm.
= main.mm + imgui_impl_glfw.cpp + imgui_impl_metal.mm
example_glfw_opengl2/
GLFW + OpenGL2 example (legacy, fixed pipeline).
= main.cpp + imgui_impl_glfw.cpp + imgui_impl_opengl2.cpp
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
**Prefer using OPENGL3 code (with gl3w/glew/glad/glbinding, you can replace the OpenGL function loader)**
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
@ -223,11 +240,15 @@ example_sdl_directx11/
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_dx11.cpp
This to demonstrate usage of DirectX with SDL.
example_sdl_metal/
SDL2 (Mac) + Metal example.
= main.mm + imgui_impl_sdl.cpp + imgui_impl_metal.mm
example_sdl_opengl2/
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
= main.cpp + imgui_impl_sdl.cpp + imgui_impl_opengl2.cpp
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
**Prefer using OPENGL3 code (with gl3w/glew/glad/glbinding, you can replace the OpenGL function loader)**
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial

View File

@ -9,12 +9,14 @@ Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit ind
# How to Build
### On Ubuntu 14.04+
### On Ubuntu 14.04+ and macOS
```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
You may install Allegro using vcpkg:

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@ -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.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - 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);

View File

@ -253,7 +253,7 @@
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - 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);

View File

@ -1,8 +1,10 @@
#
# Makefile to use with emscripten
# See https://emscripten.org/docs/getting_started/downloads.html
# for installation instructions. This Makefile assumes you have
# loaded emscripten's environment.
# for installation instructions.
#
# This Makefile assumes you have loaded emscripten's environment.
# (On Windows, you may need to execute emsdk_env.bat or encmdprompt.bat ahead)
#
# Running `make` will produce three files:
# - example_emscripten.html
@ -13,7 +15,6 @@
CC = emcc
CXX = em++
EXE = example_emscripten.html
SOURCES = main.cpp
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp
@ -21,18 +22,41 @@ SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
EMS = -s USE_SDL=2 -s WASM=1
EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp
##---------------------------------------------------------------------
## EMSCRIPTEN OPTIONS
##---------------------------------------------------------------------
EMS += -s USE_SDL=2 -s WASM=1
EMS += -s ALLOW_MEMORY_GROWTH=1
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
EMS += -s ASSERTIONS=1 -s NO_FILESYSTEM=1
EMS += -s ASSERTIONS=1
# Uncomment next line to fix possible rendering bugs with Emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
#EMS += -s BINARYEN_TRAP_MODE=clamp
#EMS += -s SAFE_HEAP=1 ## Adds overhead
CPPFLAGS = -I../ -I../../
# Emscripten allows preloading a file or folder to be accessible at runtime.
# The Makefile for this example project suggests embedding the misc/fonts/ folder into our application, it will then be accessible as "/fonts"
# See documentation for more details: https://emscripten.org/docs/porting/files/packaging_files.html
# (Default value is 0. Set to 1 to enable file-system and include the misc/fonts/ folder as part of the build.)
USE_FILE_SYSTEM ?= 0
ifeq ($(USE_FILE_SYSTEM), 0)
EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS
endif
ifeq ($(USE_FILE_SYSTEM), 1)
LDFLAGS += --no-heap-copy --preload-file ../../misc/fonts@/fonts
endif
##---------------------------------------------------------------------
## FINAL BUILD FLAGS
##---------------------------------------------------------------------
CPPFLAGS += -I../ -I../../
#CPPFLAGS += -g
CPPFLAGS += -Wall -Wformat -Os
CPPFLAGS += $(EMS)
LIBS = $(EMS)
LDFLAGS = --shell-file shell_minimal.html
LIBS += $(EMS)
LDFLAGS += --shell-file shell_minimal.html
##---------------------------------------------------------------------
## BUILD RULES

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@ -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
```
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
```
- 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.
- 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`

View File

@ -81,15 +81,18 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - 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 \\ !
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
//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());
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f);
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f);
//io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f);
//ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
//IM_ASSERT(font != NULL);
#endif
// This function call won't return, and will engage in an infinite loop, processing events from the browser, and dispatching them.
emscripten_set_main_loop_arg(main_loop, NULL, 0, true);

View File

@ -1,9 +1,11 @@
// ImGui - standalone example application for GLFW + Metal, using programmable pipeline
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for GLFW + Metal, using programmable pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_metal.h"
#include <stdio.h>
#define GLFW_INCLUDE_NONE
#define GLFW_EXPOSE_NATIVE_COCOA
@ -13,8 +15,6 @@
#import <Metal/Metal.h>
#import <QuartzCore/QuartzCore.h>
#include <stdio.h>
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
@ -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.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - 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);
@ -82,77 +82,80 @@ int main(int, char**)
// Main loop
while (!glfwWindowShouldClose(window))
{
// 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.
glfwPollEvents();
int width, height;
glfwGetFramebufferSize(window, &width, &height);
layer.drawableSize = CGSizeMake(width, height);
id<CAMetalDrawable> drawable = [layer nextDrawable];
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
[renderEncoder pushDebugGroup:@"ImGui demo"];
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
ImGui_ImplGlfw_NewFrame();
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.
@autoreleasepool
{
static float f = 0.0f;
static int counter = 0;
// 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.
glfwPollEvents();
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
int width, height;
glfwGetFramebufferSize(window, &width, &height);
layer.drawableSize = CGSizeMake(width, height);
id<CAMetalDrawable> drawable = [layer nextDrawable];
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);
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
[renderEncoder pushDebugGroup:@"ImGui demo"];
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
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
// 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);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
// 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();
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
[commandBuffer presentDrawable:drawable];
[commandBuffer commit];
}
// 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();
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
[commandBuffer presentDrawable:drawable];
[commandBuffer commit];
}
// Cleanup

View File

@ -52,7 +52,7 @@ ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "MinGW"
LIBS += -lglfw3 -lgdi32 -lopengl32 -limm32
CXXFLAGS += -I../libs/gl3w `pkg-config --cflags glfw3`
CXXFLAGS += `pkg-config --cflags glfw3`
CFLAGS = $(CXXFLAGS)
endif

View File

@ -1,6 +1,6 @@
// dear imgui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the example_glfw_opengl2/ folder**
@ -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.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - 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);
@ -134,9 +134,9 @@ int main(int, char**)
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore current shader using the commented lines below.
//GLint last_program;
//GLint last_program;
//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
//glUseProgram(0);
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());

View File

@ -31,7 +31,7 @@ LIBS =
## Using OpenGL loader: gl3w [default]
SOURCES += ../libs/gl3w/GL/gl3w.c
CXXFLAGS += -I../libs/gl3w
CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
## Using OpenGL loader: glew
## (This assumes a system-wide installation)
@ -41,6 +41,13 @@ CXXFLAGS += -I../libs/gl3w
# SOURCES += ../libs/glad/src/glad.c
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
## Using OpenGL loader: glbinding
## This assumes a system-wide installation
## of either version 3.0.0 (or newer)
# CXXFLAGS += -lglbinding -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING3
## or the older version 2.x
# CXXFLAGS += -lglbinding -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING2
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------

View File

@ -1,6 +1,6 @@
// dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
#include "imgui.h"
#include "imgui_impl_glfw.h"
@ -12,11 +12,21 @@
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Initialize with gl3wInit()
#include <GL/gl3w.h> // Initialize with gl3wInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Initialize with glewInit()
#include <GL/glew.h> // Initialize with glewInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Initialize with gladLoadGL()
#include <glad/glad.h> // Initialize with gladLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
@ -74,6 +84,12 @@ int main(int, char**)
bool err = glewInit() != GLEW_OK;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
bool err = gladLoadGL() == 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
bool err = false;
glbinding::Binding::initialize();
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
bool err = false;
glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)glfwGetProcAddress(name); });
#else
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
#endif
@ -103,7 +119,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - 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);

View File

@ -4,7 +4,7 @@
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
@ -194,7 +194,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
}
}
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// Your real engine/app may not use them.
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
{
@ -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.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - 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);

View File

@ -41,7 +41,13 @@ endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "MinGW"
LIBS += -lgdi32 -lopengl32 -limm32 -lglut
LIBS += -lgdi32 -lopengl32 -limm32
ifeq ($(shell pkg-config freeglut --exists 2> /dev/null && echo yes || echo no),yes)
CXXFLAGS += $(shell pkg-config freeglut --cflags)
LIBS += $(shell pkg-config freeglut --libs)
else
LIBS += -lglut
endif
CFLAGS = $(CXXFLAGS)
endif

View File

@ -2,12 +2,12 @@
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
#include "imgui.h"
#include "../imgui_impl_glut.h"
#include "../imgui_impl_opengl2.h"
#include "imgui_impl_glut.h"
#include "imgui_impl_opengl2.h"
#ifdef __APPLE__
#include <GLUT/glut.h>
#else
@ -125,7 +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.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - 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);

View File

@ -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.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - 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);

View File

@ -2,6 +2,13 @@
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
# Important: This is a "null back-end" application, with no visible output or interaction!
# This is used for testing purpose and continuous integration, and has little use for end-user.
#
# Options
WITH_EXTRA_WARNINGS ?= 0
WITH_FREETYPE ?= 0
EXE = example_null
SOURCES = main.cpp
@ -9,26 +16,48 @@ SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
UNAME_S := $(shell uname -s)
CXXFLAGS = -I../ -I../../
CXXFLAGS += -I../ -I../../
CXXFLAGS += -g -Wall -Wformat
LIBS =
# We use the WITH_EXTRA_WARNINGS flag on our CI setup to eagerly catch zealous warnings
ifeq ($(WITH_EXTRA_WARNINGS), 1)
CXXFLAGS += -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros
endif
# We use the WITH_FREETYPE flag on our CI setup to test compiling misc/freetype/imgui_freetype.cpp
# (only supported on Linux, and note that the imgui_freetype code currently won't be executed)
ifeq ($(WITH_FREETYPE), 1)
SOURCES += ../../misc/freetype/imgui_freetype.cpp
CXXFLAGS += $(shell pkg-config --cflags freetype2)
LIBS += $(shell pkg-config --libs freetype2)
endif
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
ifneq ($(WITH_EXTRA_WARNINGS), 0)
CXXFLAGS += -Wextra -pedantic
endif
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
ifneq ($(WITH_EXTRA_WARNINGS), 0)
CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-c++11-long-long
endif
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "MinGW"
ifneq ($(WITH_EXTRA_WARNINGS), 0)
CXXFLAGS += -Wextra -pedantic
endif
CFLAGS = $(CXXFLAGS)
endif
@ -45,9 +74,8 @@ endif
%.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../libs/gl3w/GL/%.c
# %.o:../libs/glad/src/%.c
$(CC) $(CFLAGS) -c -o $@ $<
%.o:../../misc/freetype/%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)

View File

@ -1,3 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib
cl /nologo /Zi /MD /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib

View File

@ -1,181 +1,181 @@
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<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;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
<IgnoreSpecificDefaultLibraries>
</IgnoreSpecificDefaultLibraries>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(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;%(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>

View File

@ -1,57 +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>
<?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>

View File

@ -1,6 +1,6 @@
// 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.)
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
#include "imgui.h"
#include "imgui_impl_sdl.h"
@ -26,6 +26,8 @@ void CleanupRenderTarget();
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());
@ -67,7 +69,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - 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);
@ -99,6 +101,13 @@ int main(int, char**)
done = true;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
done = true;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
{
// Release all outstanding references to the swap chain's buffers before resizing.
CleanupRenderTarget();
g_pSwapChain->ResizeBuffers(0, 0, 0, DXGI_FORMAT_UNKNOWN, 0);
CreateRenderTarget();
}
}
// Start the Dear ImGui frame

View File

@ -0,0 +1,46 @@
#
# You will need SDL2 (http://www.libsdl.org):
# brew install sdl2
#
#CXX = g++
#CXX = clang++
EXE = example_sdl_metal
SOURCES = main.mm
SOURCES += ../imgui_impl_sdl.cpp ../imgui_impl_metal.mm
SOURCES += ../../imgui.cpp ../../imgui_widgets.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore
LIBS += `sdl2-config --libs`
LIBS += -L/usr/local/lib
CXXFLAGS = -I../ -I../../ -I/usr/local/include
CXXFLAGS += `sdl2-config --cflags`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
%.o:%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../../%.cpp
$(CXX) $(CXXFLAGS) -c -o $@ $<
%.o:../%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
%.o:%.mm
$(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $<
all: $(EXE)
@echo Build complete
$(EXE): $(OBJS)
$(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS)
clean:
rm -f $(EXE) $(OBJS)

View File

@ -0,0 +1,179 @@
// Dear ImGui: standalone example application for SDL2 + Metal
// 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/Metal graphics context creation, etc.)
#include "imgui.h"
#include "imgui_impl_sdl.h"
#include "imgui_impl_metal.h"
#include <stdio.h>
#include <SDL.h>
#import <Metal/Metal.h>
#import <QuartzCore/QuartzCore.h>
int main(int, char**)
{
// Setup Dear ImGui binding
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 style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
// 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);
// 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;
}
// Inform SDL that we will be using metal for rendering. Without this hint initialization of metal renderer may fail.
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal");
SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL+Metal example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
if (window == NULL)
{
printf("Error creating window: %s\n", SDL_GetError());
return -2;
}
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer == NULL)
{
printf("Error creating renderer: %s\n", SDL_GetError());
return -3;
}
CAMetalLayer* layer = (__bridge CAMetalLayer*)SDL_RenderGetMetalLayer(renderer);
layer.pixelFormat = MTLPixelFormatBGRA8Unorm;
ImGui_ImplMetal_Init(layer.device);
ImGui_ImplSDL2_InitForMetal(window);
id<MTLCommandQueue> commandQueue = [layer.device newCommandQueue];
MTLRenderPassDescriptor* renderPassDescriptor = [MTLRenderPassDescriptor new];
// Our state
bool show_demo_window = true;
bool show_another_window = false;
float clear_color[4] = {0.45f, 0.55f, 0.60f, 1.00f};
// Main loop
bool done = false;
while (!done)
{
@autoreleasepool
{
// 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;
}
int width, height;
SDL_GetRendererOutputSize(renderer, &width, &height);
layer.drawableSize = CGSizeMake(width, height);
id<CAMetalDrawable> drawable = [layer nextDrawable];
id<MTLCommandBuffer> commandBuffer = [commandQueue commandBuffer];
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
renderPassDescriptor.colorAttachments[0].texture = drawable.texture;
renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear;
renderPassDescriptor.colorAttachments[0].storeAction = MTLStoreActionStore;
id <MTLRenderCommandEncoder> renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor];
[renderEncoder pushDebugGroup:@"ImGui demo"];
// Start the Dear ImGui frame
ImGui_ImplMetal_NewFrame(renderPassDescriptor);
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();
ImGui_ImplMetal_RenderDrawData(ImGui::GetDrawData(), commandBuffer, renderEncoder);
[renderEncoder popDebugGroup];
[renderEncoder endEncoding];
[commandBuffer presentDrawable:drawable];
[commandBuffer commit];
}
}
// Cleanup
ImGui_ImplMetal_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}

View File

@ -1,6 +1,6 @@
// dear imgui: standalone example application for SDL2 + OpenGL
// 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.)
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
// **Prefer using the code in the example_sdl_opengl3/ folder**
@ -17,6 +17,8 @@
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());
@ -55,7 +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.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - 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);

View File

@ -31,7 +31,7 @@ LIBS =
## Using OpenGL loader: gl3w [default]
SOURCES += ../libs/gl3w/GL/gl3w.c
CXXFLAGS += -I../libs/gl3w
CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
## Using OpenGL loader: glew
## (This assumes a system-wide installation)
@ -41,6 +41,13 @@ CXXFLAGS += -I../libs/gl3w
# SOURCES += ../libs/glad/src/glad.c
# CXXFLAGS += -I../libs/glad/include -DIMGUI_IMPL_OPENGL_LOADER_GLAD
## Using OpenGL loader: glbinding
## This assumes a system-wide installation
## of either version 3.0.0 (or newer)
# CXXFLAGS += -lglbinding -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING3
## or the older version 2.x
# CXXFLAGS += -lglbinding -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING2
##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM
##---------------------------------------------------------------------

View File

@ -1,6 +1,6 @@
// dear imgui: standalone example application for SDL2 + OpenGL
// 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.)
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)
#include "imgui.h"
@ -14,11 +14,21 @@
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Initialize with gl3wInit()
#include <GL/gl3w.h> // Initialize with gl3wInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Initialize with glewInit()
#include <GL/glew.h> // Initialize with glewInit()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Initialize with gladLoadGL()
#include <glad/glad.h> // Initialize with gladLoadGL()
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/Binding.h> // Initialize with glbinding::Binding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/glbinding.h>// Initialize with glbinding::initialize()
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
@ -27,6 +37,8 @@
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());
@ -67,6 +79,12 @@ int main(int, char**)
bool err = glewInit() != GLEW_OK;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
bool err = gladLoadGL() == 0;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
bool err = false;
glbinding::Binding::initialize();
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
bool err = false;
glbinding::initialize([](const char* name) { return (glbinding::ProcAddress)SDL_GL_GetProcAddress(name); });
#else
bool err = false; // If you use IMGUI_IMPL_OPENGL_LOADER_CUSTOM, your loader is likely to requires some form of initialization.
#endif
@ -96,7 +114,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - 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);

View File

@ -4,7 +4,7 @@
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
@ -186,7 +186,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
}
}
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
// Your real engine/app may not use them.
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
{
@ -384,7 +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.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - 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);

View File

@ -121,7 +121,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
@ -139,7 +139,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d10.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>

View File

@ -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.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - 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);
@ -207,8 +207,10 @@ void CleanupRenderTarget()
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
}
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Win32 message handler
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))

View File

@ -120,7 +120,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>
@ -138,7 +138,7 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<SubSystem>Console</SubSystem>
</Link>

View File

@ -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.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - 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);
@ -211,8 +211,10 @@ void CleanupRenderTarget()
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
}
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Win32 message handler
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))

View File

@ -9,7 +9,14 @@
#include <dxgi1_4.h>
#include <tchar.h>
#define DX12_ENABLE_DEBUG_LAYER 0
#ifdef _DEBUG
#define DX12_ENABLE_DEBUG_LAYER
#endif
#ifdef DX12_ENABLE_DEBUG_LAYER
#include <dxgidebug.h>
#pragma comment(lib, "dxguid.lib")
#endif
struct FrameContext
{
@ -80,7 +87,7 @@ int main(int, char**)
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
DXGI_FORMAT_R8G8B8A8_UNORM,
DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
@ -89,7 +96,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - 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);
@ -233,15 +240,14 @@ bool CreateDeviceD3D(HWND hWnd)
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;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
{
dx12Debug->EnableDebugLayer();
dx12Debug->Release();
}
pdx12Debug->EnableDebugLayer();
pdx12Debug->Release();
}
#endif
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
@ -329,6 +335,15 @@ void CleanupDeviceD3D()
if (g_fence) { g_fence->Release(); g_fence = NULL; }
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
#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()
@ -414,8 +429,10 @@ void ResizeSwapChain(HWND hWnd, int width, int height)
assert(g_hSwapChainWaitableObject != NULL);
}
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Win32 message handler
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
@ -426,6 +443,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
case WM_SIZE:
if (g_pd3dDevice != NULL && wParam != SIZE_MINIMIZED)
{
WaitForLastSubmittedFrame();
ImGui_ImplDX12_InvalidateDeviceObjects();
CleanupRenderTarget();
ResizeSwapChain(hWnd, (UINT)LOWORD(lParam), (UINT)HIWORD(lParam));

View File

@ -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.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - 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);
@ -136,9 +136,9 @@ int main(int, char**)
// Rendering
ImGui::EndFrame();
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f));
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, clear_col_dx, 1.0f, 0);
if (g_pd3dDevice->BeginScene() >= 0)
@ -202,8 +202,10 @@ void ResetDevice()
ImGui_ImplDX9_CreateDeviceObjects();
}
// Forward declare message handler from imgui_impl_win32.cpp
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
// Win32 message handler
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))

View File

@ -2,7 +2,7 @@
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// 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: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues:
@ -15,6 +15,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter().
// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
@ -25,7 +26,7 @@
// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
// 2018-04-18: 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.
// 2018-02-06: 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.
@ -108,7 +109,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
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.
// 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;
vertices.resize(cmd_list->IdxBuffer.Size);
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
@ -257,7 +258,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
// 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.
ALLEGRO_VERTEX_ELEMENT elems[] =
{
@ -390,6 +391,7 @@ static void ImGui_ImplAllegro5_UpdateMouseCursor()
case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break;
case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break;
case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break;
case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break;
}
al_set_system_mouse_cursor(g_Display, cursor_id);
}

View File

@ -2,7 +2,7 @@
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// 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: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Issues:
@ -14,6 +14,7 @@
// https://github.com/ocornut/imgui, Original Allegro 5 code by @birthggd
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct ALLEGRO_DISPLAY;
union ALLEGRO_EVENT;
@ -24,6 +25,6 @@ IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame();
IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data);
IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event);
// Use if you want to reset your rendering device without losing ImGui state.
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects();

View File

@ -2,8 +2,8 @@
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [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.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.

View File

@ -2,14 +2,15 @@
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [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.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct ID3D10Device;
@ -18,6 +19,6 @@ IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects();

View File

@ -2,8 +2,8 @@
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [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.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp

View File

@ -2,14 +2,15 @@
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
// [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.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct ID3D11Device;
struct ID3D11DeviceContext;
@ -19,6 +20,6 @@ IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects();

View File

@ -2,8 +2,8 @@
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// [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-bit indices.
// Issues:
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
@ -13,6 +13,7 @@
// CHANGELOG
// (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.
// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 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_frameIndex = UINT_MAX;
template<typename T>
static void SafeRelease(T*& res)
{
if (res)
res->Release();
res = NULL;
}
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
@ -132,7 +141,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
// Create and grow vertex/index buffers if needed
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;
D3D12_HEAP_PROPERTIES props;
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->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
SafeRelease(fr->IndexBuffer);
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
D3D12_HEAP_PROPERTIES props;
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
@ -375,8 +384,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
if (g_pFontTextureResource != NULL)
g_pFontTextureResource->Release();
SafeRelease(g_pFontTextureResource);
g_pFontTextureResource = pTexture;
}
@ -588,21 +596,24 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
if (!g_pd3dDevice)
return;
SafeRelease(g_pVertexShaderBlob);
SafeRelease(g_pPixelShaderBlob);
SafeRelease(g_pRootSignature);
SafeRelease(g_pPipelineState);
SafeRelease(g_pFontTextureResource);
ImGuiIO& io = ImGui::GetIO();
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
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.
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++)
{
FrameResources* fr = &g_pFrameResources[i];
if (fr->IndexBuffer) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
if (fr->VertexBuffer) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
SafeRelease(fr->IndexBuffer);
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)
{
// 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_numFramesInFlight = num_frames_in_flight;
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)
for (int i = 0; i < num_frames_in_flight; i++)

View File

@ -2,8 +2,8 @@
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// [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-bit indices.
// Issues:
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
@ -12,9 +12,11 @@
// https://github.com/ocornut/imgui
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
enum DXGI_FORMAT;
struct ID3D12Device;
struct ID3D12DescriptorHeap;
struct ID3D12GraphicsCommandList;
struct D3D12_CPU_DESCRIPTOR_HANDLE;
struct D3D12_GPU_DESCRIPTOR_HANDLE;
@ -23,12 +25,12 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE;
// 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.
// 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);
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list);
// Use if you want to reset your rendering device without losing ImGui state.
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects();

View File

@ -2,8 +2,8 @@
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [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.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -60,16 +60,16 @@ static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
g_pd3dDevice->SetPixelShader(NULL);
g_pd3dDevice->SetVertexShader(NULL);
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);

View File

@ -2,14 +2,15 @@
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
// [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.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct IDirect3DDevice9;
@ -18,6 +19,6 @@ IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown();
IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame();
IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects();

View File

@ -6,7 +6,7 @@
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).
// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE).
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
@ -15,6 +15,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors.
// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor).
// 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().
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
@ -49,6 +52,11 @@
#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity
#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale
#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface
#ifdef GLFW_RESIZE_NESW_CURSOR // let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?
#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR
#else
#define GLFW_HAS_NEW_CURSORS (0)
#endif
// Data
enum GlfwClientApi
@ -61,7 +69,8 @@ static GLFWwindow* g_Window = NULL; // Main window
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
static double g_Time = 0.0;
static bool g_MouseJustPressed[5] = { false, false, false, false, false };
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.
static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
@ -113,7 +122,11 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int a
io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL];
io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT];
io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT];
#ifdef _WIN32
io.KeySuper = false;
#else
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
#endif
}
void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c)
@ -167,14 +180,28 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
io.ImeWindowHandle = (void*)glfwGetWin32Window(g_Window);
#endif
// Create mouse cursors
// (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,
// GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.
// Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)
GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);
g_MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); // FIXME: GLFW doesn't have this.
g_MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR);
#if GLFW_HAS_NEW_CURSORS
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR);
#else
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
#endif
glfwSetErrorCallback(prev_error_callback);
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
g_PrevUserCallbackMousebutton = NULL;
@ -183,6 +210,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
g_PrevUserCallbackChar = NULL;
if (install_callbacks)
{
g_InstalledCallbacks = true;
g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
@ -205,6 +233,15 @@ bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
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++)
{
glfwDestroyCursor(g_MouseCursors[cursor_n]);

View File

@ -17,6 +17,7 @@
// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct GLFWwindow;
@ -25,8 +26,9 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool in
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// InitXXX function with 'install_callbacks=true': install GLFW callbacks. They will call user's previously installed callbacks, if any.
// InitXXX function with 'install_callbacks=false': do not install GLFW callbacks. You will need to call them yourself from your own GLFW callbacks.
// GLFW callbacks
// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);

View File

@ -2,7 +2,7 @@
// This needs to be used along with a Renderer (e.g. OpenGL2)
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
// Issues:
@ -39,7 +39,12 @@ static int g_Time = 0; // Current time, in milliseconds
bool ImGui_ImplGLUT_Init()
{
ImGuiIO& io = ImGui::GetIO();
#ifdef FREEGLUT
io.BackendPlatformName ="imgui_impl_glut (freeglut)";
#else
io.BackendPlatformName ="imgui_impl_glut";
#endif
g_Time = 0;

View File

@ -2,7 +2,7 @@
// This needs to be used along with a Renderer (e.g. OpenGL2)
// !!! GLUT/FreeGLUT IS OBSOLETE SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
// !!! If someone or something is teaching you GLUT in 2019, you are being abused. Please show some resistance. !!!
// !!! If someone or something is teaching you GLUT in 2020, you are being abused. Please show some resistance. !!!
// !!! Nowadays, prefer using GLFW or SDL instead!
// Issues:
@ -16,6 +16,7 @@
// https://github.com/ocornut/imgui
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
IMGUI_IMPL_API bool ImGui_ImplGLUT_Init();
IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs();

View File

@ -2,7 +2,7 @@
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
// 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:
// [ ] Renderer: Clipping rectangles are not honored.

View File

@ -2,20 +2,21 @@
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
// 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.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks);
IMGUI_IMPL_API void ImGui_Marmalade_Shutdown();
IMGUI_IMPL_API void ImGui_Marmalade_NewFrame();
IMGUI_IMPL_API void ImGui_Marmalade_RenderDrawData(ImDrawData* draw_data);
// Use if you want to reset your rendering device without losing ImGui state.
// Use if you want to reset your rendering device without losing Dear ImGui state.
IMGUI_IMPL_API void ImGui_Marmalade_InvalidateDeviceObjects();
IMGUI_IMPL_API bool ImGui_Marmalade_CreateDeviceObjects();

View File

@ -2,13 +2,15 @@
// This needs to be used along with a Platform Binding (e.g. OSX)
// Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [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.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
#include "imgui.h" // IMGUI_IMPL_API
@class MTLRenderPassDescriptor;
@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder;

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@ -2,8 +2,8 @@
// This needs to be used along with a Platform Binding (e.g. OSX)
// Implemented features:
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
// [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.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.

View File

@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// 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.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -18,6 +18,7 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-01-23: OpenGL: Explicitly backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications.
// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display.
// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
@ -89,6 +90,7 @@ static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_wid
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
// you may need to backup/reset/restore current shader using the lines below. DO NOT MODIFY THIS FILE! Add the code in your calling function:
@ -126,6 +128,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
// Setup desired GL state
@ -193,6 +196,7 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode);
}
bool ImGui_ImplOpenGL2_CreateFontsTexture()
@ -201,7 +205,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
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
GLint last_texture;

View File

@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// 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.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -17,6 +17,7 @@
// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init();
IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown();

View File

@ -4,8 +4,8 @@
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
// [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-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -13,6 +13,10 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset.
// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
// 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.
@ -77,31 +81,32 @@
#include "TargetConditionals.h"
#endif
// Auto-detect GL version
// Auto-enable GLES on matching platforms
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#endif
#endif
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
#undef IMGUI_IMPL_OPENGL_LOADER_GL3W
#undef IMGUI_IMPL_OPENGL_LOADER_GLEW
#undef IMGUI_IMPL_OPENGL_LOADER_GLAD
#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
#undef IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
#undef IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
#endif
// GL includes
#if defined(IMGUI_IMPL_OPENGL_ES2)
#include <GLES2/gl2.h>
#elif defined(IMGUI_IMPL_OPENGL_ES3)
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
#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
// About Desktop OpenGL function loaders:
@ -109,25 +114,36 @@
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
#if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W)
#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
#include <GL/gl3w.h> // Needs to be initialized with gl3wInit() in user's code
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW)
#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code
#include <GL/glew.h> // Needs to be initialized with glewInit() in user's code.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code
#include <glad/glad.h> // Needs to be initialized with gladLoadGL() in user's code.
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
#include <glbinding/gl/gl.h>
using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
#include <glbinding/gl/gl.h>
using namespace gl;
#else
#include IMGUI_IMPL_OPENGL_LOADER_CUSTOM
#endif
#endif
// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
// 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) || !defined(GL_VERSION_3_2)
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0
#else
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1
#endif
// OpenGL Data
static char g_GlslVersionString[32] = "";
static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)
static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
static GLuint g_FontTexture = 0;
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
@ -137,14 +153,26 @@ static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
// Functions
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
{
// Query for GL version (e.g. 320 for GL 3.2)
#if !defined(IMGUI_IMPL_OPENGL_ES2)
GLint major, minor;
glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor);
g_GlVersion = major * 100 + minor * 10;
#else
g_GlVersion = 200; // GLES 2
#endif
// Setup back-end capabilities flags
ImGuiIO& io = ImGui::GetIO();
io.BackendRendererName = "imgui_impl_opengl3";
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (g_GlVersion >= 320)
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
#endif
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
// 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 (glsl_version == NULL)
glsl_version = "#version 100";
@ -159,9 +187,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
strcpy(g_GlslVersionString, glsl_version);
strcat(g_GlslVersionString, "\n");
// Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
// 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,
// 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";
@ -172,8 +200,14 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
gl_loader = "GLEW";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
gl_loader = "GLAD";
#else IMGUI_IMPL_OPENGL_LOADER_CUSTOM
gl_loader = "Custom";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
gl_loader = "glbinding2";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
gl_loader = "glbinding3";
#elif defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
gl_loader = "custom";
#else
gl_loader = "none";
#endif
// Make a dummy GL call (we don't actually need the result)
@ -344,11 +378,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
#else
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
if (g_GlVersion >= 320)
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
#endif
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
}
}
}
@ -389,7 +424,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
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
GLint last_texture;

View File

@ -4,8 +4,8 @@
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
// [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-bit indices.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
@ -22,6 +22,7 @@
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
// Backend API
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
@ -40,12 +41,14 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
//#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().
// 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_GLBINDING2) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
#if defined(__has_include)
#if __has_include(<GL/glew.h>)
@ -54,6 +57,10 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
#define IMGUI_IMPL_OPENGL_LOADER_GLAD
#elif __has_include(<GL/gl3w.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GL3W
#elif __has_include(<glbinding/glbinding.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3
#elif __has_include(<glbinding/Binding.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2
#else
#error "Cannot detect OpenGL loader!"
#endif

View File

@ -8,10 +8,12 @@
// Issues:
// [ ] Platform: Keys are all generally very broken. Best using [event keycode] and not [event characters]..
#include "imgui.h" // IMGUI_IMPL_API
@class NSEvent;
@class NSView;
IMGUI_API bool ImGui_ImplOSX_Init();
IMGUI_API void ImGui_ImplOSX_Shutdown();
IMGUI_API void ImGui_ImplOSX_NewFrame(NSView *_Nonnull view);
IMGUI_API bool ImGui_ImplOSX_HandleEvent(NSEvent *_Nonnull event, NSView *_Nullable view);
IMGUI_IMPL_API bool ImGui_ImplOSX_Init();
IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView *_Nullable view);
IMGUI_IMPL_API bool ImGui_ImplOSX_HandleEvent(NSEvent *_Nonnull event, NSView *_Nullable view);

View File

@ -14,7 +14,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2019-07-21: Readded clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change).
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 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.
// 2019-05-18: 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.
@ -23,7 +25,7 @@
// Data
static CFAbsoluteTime g_Time = 0.0;
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static bool g_MouseCursorHidden = false;
// Undocumented methods for creating cursors.
@ -40,13 +42,13 @@ bool ImGui_ImplOSX_Init()
ImGuiIO& io = ImGui::GetIO();
// Setup back-end capabilities flags
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
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;
io.KeyMap[ImGuiKey_Tab] = '\t';
io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys;
@ -77,6 +79,7 @@ bool ImGui_ImplOSX_Init()
g_MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor];
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor];
g_MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor];
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor];
g_MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor];
g_MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor];
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor];
@ -150,9 +153,12 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
{
// Setup display size
ImGuiIO& io = ImGui::GetIO();
const float dpi = [view.window backingScaleFactor];
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
if (view)
{
const float dpi = [view.window backingScaleFactor];
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
}
// Setup time step
if (g_Time == 0.0)
@ -229,7 +235,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
}
}
else
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
#endif // MAC_OS_X_VERSION_MAX_ALLOWED
{
wheel_dx = [event deltaX];
wheel_dy = [event deltaY];
@ -250,7 +256,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
for (int i = 0; i < len; 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);
// We must reset in case we're pressing a sequence of special keys while keeping the command pressed

View File

@ -17,6 +17,9 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).
// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
@ -57,8 +60,9 @@
static SDL_Window* g_Window = NULL;
static Uint64 g_Time = 0;
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 bool g_MouseCanUseGlobalState = true;
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
{
@ -112,7 +116,11 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
#ifdef _WIN32
io.KeySuper = false;
#else
io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
#endif
return true;
}
}
@ -145,7 +153,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_RETURN2;
io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER;
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
@ -157,6 +165,7 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.ClipboardUserData = NULL;
// Load mouse cursors
g_MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
g_MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);
g_MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);
@ -165,6 +174,10 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
g_MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);
g_MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);
g_MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
g_MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Check and store if we are on Wayland
g_MouseCanUseGlobalState = strncmp(SDL_GetCurrentVideoDriver(), "wayland", 7) != 0;
#ifdef _WIN32
SDL_SysWMinfo wmInfo;
@ -200,6 +213,11 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
return ImGui_ImplSDL2_Init(window);
}
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window);
}
void ImGui_ImplSDL2_Shutdown()
{
g_Window = NULL;
@ -236,13 +254,17 @@ static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
SDL_Window* focused_window = SDL_GetKeyboardFocus();
if (g_Window == focused_window)
{
// SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
// The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
int wx, wy;
SDL_GetWindowPosition(focused_window, &wx, &wy);
SDL_GetGlobalMouseState(&mx, &my);
mx -= wx;
my -= wy;
if (g_MouseCanUseGlobalState)
{
// SDL_GetMouseState() gives mouse position seemingly based on the last window entered/focused(?)
// The creation of a new windows at runtime and SDL_CaptureMouse both seems to severely mess up with that, so we retrieve that position globally.
// Won't use this workaround when on Wayland, as there is no global mouse position.
int wx, wy;
SDL_GetWindowPosition(focused_window, &wx, &wy);
SDL_GetGlobalMouseState(&mx, &my);
mx -= wx;
my -= wy;
}
io.MousePos = ImVec2((float)mx, (float)my);
}

View File

@ -15,6 +15,7 @@
// https://github.com/ocornut/imgui
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Window;
typedef union SDL_Event SDL_Event;
@ -22,6 +23,7 @@ typedef union SDL_Event SDL_Event;
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);

View File

@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
@ -16,7 +16,7 @@
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.

View File

@ -2,7 +2,7 @@
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
// Missing features:
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
@ -16,12 +16,12 @@
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
// You will use those if you want to use this rendering back-end in your engine/app.
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
// Read comments in imgui_impl_vulkan.h.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#include <vulkan/vulkan.h>
// Initialization data, for ImGui_ImplVulkan_Init()
@ -116,9 +116,9 @@ struct ImGui_ImplVulkanH_Window
ImGui_ImplVulkanH_Frame* Frames;
ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
ImGui_ImplVulkanH_Window()
{
memset(this, 0, sizeof(*this));
ImGui_ImplVulkanH_Window()
{
memset(this, 0, sizeof(*this));
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
ClearEnable = true;
}

View File

@ -2,7 +2,7 @@
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
@ -13,11 +13,25 @@
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <XInput.h>
#include <tchar.h>
// Using XInput library for gamepad (with recent Windows SDK this may leads to executables which won't run on Windows 7)
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
#include <XInput.h>
#else
#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
#endif
#if defined(_MSC_VER) && !defined(IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT)
#pragma comment(lib, "xinput")
//#pragma comment(lib, "Xinput9_1_0")
#endif
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs)
// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions.
// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT.
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter().
// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent.
// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages.
@ -39,7 +53,7 @@
// 2016-11-12: Inputs: Only call Win32 ::SetCursor(NULL) when io.MouseDrawCursor is set.
// Win32 Data
static HWND g_hWnd = 0;
static HWND g_hWnd = NULL;
static INT64 g_Time = 0;
static INT64 g_TicksPerSecond = 0;
static ImGuiMouseCursor g_LastMouseCursor = ImGuiMouseCursor_COUNT;
@ -120,6 +134,7 @@ static bool ImGui_ImplWin32_UpdateMouseCursor()
case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break;
case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break;
case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break;
case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break;
}
::SetCursor(::LoadCursor(NULL, win32_cursor));
}
@ -147,13 +162,10 @@ static void ImGui_ImplWin32_UpdateMousePos()
io.MousePos = ImVec2((float)pos.x, (float)pos.y);
}
#ifdef _MSC_VER
#pragma comment(lib, "xinput")
#endif
// Gamepad navigation mapping
static void ImGui_ImplWin32_UpdateGamepads()
{
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
@ -196,6 +208,7 @@ static void ImGui_ImplWin32_UpdateGamepads()
#undef MAP_BUTTON
#undef MAP_ANALOG
}
#endif // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
}
void ImGui_ImplWin32_NewFrame()
@ -244,13 +257,18 @@ void ImGui_ImplWin32_NewFrame()
#define DBT_DEVNODES_CHANGED 0x0007
#endif
// Process Win32 mouse/keyboard inputs.
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// Win32 message handler (process Win32 mouse/keyboard inputs, etc.)
// Call from your application's message handler.
// When implementing your own back-end, 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.
// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags.
// PS: In this Win32 handler, we use the capture API (GetCapture/SetCapture/ReleaseCapture) to be able to read mouse coordinates when dragging mouse outside of our window bounds.
// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag.
#if 0
// Copy this line into your .cpp file to forward declare the function.
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui::GetCurrentContext() == NULL)
@ -307,7 +325,8 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
return 0;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
io.AddInputCharacter((unsigned int)wParam);
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacterUTF16((unsigned short)wParam);
return 0;
case WM_SETCURSOR:
if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor())
@ -321,3 +340,102 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
return 0;
}
//--------------------------------------------------------------------------------------------------------
// DPI-related helpers (optional)
//--------------------------------------------------------------------------------------------------------
// - Use to enable DPI awareness without having to create an application manifest.
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
//---------------------------------------------------------------------------------------------------------
// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable.
// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically.
// If you are trying to implement your own back-end for your own engine, you may ignore that noise.
//---------------------------------------------------------------------------------------------------------
// Implement some of the functions and types normally declared in recent Windows SDK.
#if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS)
static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
{
OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp };
DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;
ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);
cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);
cond = ::VerSetConditionMask(cond, VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
return ::VerifyVersionInfoW(&osvi, mask, cond);
}
#define IsWindows8Point1OrGreater() IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WINBLUE
#endif
#ifndef DPI_ENUMS_DECLARED
typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS;
typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE;
#endif
#ifndef _DPI_AWARENESS_CONTEXTS_
DECLARE_HANDLE(DPI_AWARENESS_CONTEXT);
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3
#endif
#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2
#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4
#endif
typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+
typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+
typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update)
// Helper function to enable DPI awareness without setting up a manifest
void ImGui_ImplWin32_EnableDpiAwareness()
{
// if (IsWindows10OrGreater()) // This needs a manifest to succeed. Instead we try to grab the function pointer!
{
static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process
if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext"))
{
SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2);
return;
}
}
if (IsWindows8Point1OrGreater())
{
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness"))
{
SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE);
return;
}
}
SetProcessDPIAware();
}
#ifdef _MSC_VER
#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps()
#endif
float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
{
UINT xdpi = 96, ydpi = 96;
if (IsWindows8Point1OrGreater())
{
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
}
else
{
const HDC dc = ::GetDC(NULL);
xdpi = ::GetDeviceCaps(dc, LOGPIXELSX);
ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
::ReleaseDC(NULL, dc);
}
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
return xdpi / 96.0f;
}
float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd)
{
HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST);
return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor);
}
//---------------------------------------------------------------------------------------------------------

View File

@ -2,20 +2,36 @@
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:
// [X] Platform: Clipboard support (for Win32 this is actually part of core imgui)
// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Keyboard arrays indexed using VK_* Virtual Key Codes, e.g. ImGui::IsKeyPressed(VK_SPACE).
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd);
IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown();
IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame();
// Handler for Win32 messages, update mouse/keyboard data.
// You may or not need this for your implementation, but it can serve as reference for handling inputs.
// Intentionally commented out to avoid dragging dependencies on <windows.h> types. You can COPY this line into your .cpp code instead.
/*
IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
*/
// Configuration
// - Disable gamepad support or linking with xinput.lib
//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
//#define IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT
// Win32 message handler your application need to call.
// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on <windows.h> from this helper.
// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it.
#if 0
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
#endif
// DPI-related helpers (optional)
// - Use to enable DPI awareness without having to create an application manifest.
// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps.
// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc.
// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime,
// neither we want to require the user to have. So we dynamically select and load those functions to avoid dependencies.
IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness();
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd
IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor

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@ -14,6 +14,7 @@
#pragma once
//---- Define assertion handler. Defaults to calling assert().
// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
@ -22,21 +23,23 @@
//#define IMGUI_API __declspec( dllexport )
//#define IMGUI_API __declspec( dllimport )
//---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp.
//#define IMGUI_DISABLE_DEMO_WINDOWS
//#define IMGUI_DISABLE_METRICS_WINDOW
//---- Disable all of Dear ImGui or don't implement standard windows.
// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
//#define IMGUI_DISABLE_METRICS_WINDOW // Disable debug/metrics window: ShowMetricsWindow() will be empty.
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices').
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
//#define IMGUI_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_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_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().
//---- Include imgui_user.h at the end of imgui.h as a convenience
@ -45,6 +48,9 @@
//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
//#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Use 32-bit for ImWchar (default is 16-bit) to support full unicode code points.
//#define IMGUI_USE_WCHAR32
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
// By default the embedded implementations are declared static and not available outside of imgui cpp files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
@ -52,6 +58,10 @@
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//---- Unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined, use the much faster STB sprintf library implementation of vsnprintf instead of the one from the default C library.
// Note that stb_sprintf.h is meant to be provided by the user and available in the include path at compile time. Also, the compatibility checks of the arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf.
// #define IMGUI_USE_STB_SPRINTF
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
/*
@ -64,9 +74,9 @@
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices).
// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer.
//---- 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-bit indices).
// 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.
//#define ImDrawIdx unsigned int
@ -76,14 +86,19 @@
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
//#define ImDrawCallback MyImDrawCallback
//---- Debug Tools
// Use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.
//---- Debug Tools: Macro to break in Debugger
// (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.
//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(),
// (which comes 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
//---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
/*
namespace ImGui

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imgui.cpp

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imgui.h

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@ -1,17 +1,24 @@
// dear imgui, v1.73
// dear imgui, v1.76
// (demo code)
// Help:
// - Read FAQ at http://dearimgui.org/faq
// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code. All applications in examples/ are doing that.
// Read imgui.cpp for more details, documentation and comments.
// Get latest version at https://github.com/ocornut/imgui
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other coders
// will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of
// your game/app! Removing this file from your project is hindering access to documentation for everyone in your team,
// likely leading you to poorer usage of the library.
// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
// If you want to link core Dear ImGui in your shipped builds but want an easy guarantee that the demo will not be linked,
// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be linked,
// you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.
// In other situation, whenever you have Dear ImGui available you probably want this to be available for reference.
// Thank you,
// -Your beloved friend, imgui_demo.cpp (that you won't delete)
// -Your beloved friend, imgui_demo.cpp (which you won't delete)
// Message to beginner C/C++ programmers about the meaning of the 'static' keyword:
// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, so it is
@ -21,13 +28,13 @@
// reentrant or used in multiple threads. This might be a pattern you will want to use in your code, but most of the real data
// you would be editing is likely going to be stored outside your functions.
// The Demo code is this file is designed to be easy to copy-and-paste in into your application!
// The Demo code in this file is designed to be easy to copy-and-paste in into your application!
// Because of this:
// - We never omit the ImGui:: namespace when calling functions, even though most of our code is already in the same namespace.
// - We try to declare static variables in the local scope, as close as possible to the code using them.
// - We never use any of the helpers/facilities used internally by dear imgui, unless it has been exposed in the public API (imgui.h).
// - We never use maths operators on ImVec2/ImVec4. For other imgui sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS,
// for your own sources file they are optional and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h.
// - We never use any of the helpers/facilities used internally by Dear ImGui, unless it has been exposed in the public API (imgui.h).
// - We never use maths operators on ImVec2/ImVec4. For other of our sources files, they are provided by imgui_internal.h w/ IMGUI_DEFINE_MATH_OPERATORS.
// For your own sources file they are optional and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h.
// Because we don't want to assume anything about your support of maths operators, we don't use them in imgui_demo.cpp.
/*
@ -58,6 +65,8 @@ Index of this file:
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include <ctype.h> // toupper
#include <limits.h> // INT_MIN, INT_MAX
#include <math.h> // sqrtf, powf, cosf, sinf, floorf, ceilf
@ -97,23 +106,24 @@ Index of this file:
#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub.
#endif
// Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n.
// Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!)
#ifdef _WIN32
#define IM_NEWLINE "\r\n"
#define snprintf _snprintf
#define vsnprintf _vsnprintf
#else
#define IM_NEWLINE "\n"
#endif
#if defined(_MSC_VER) && !defined(snprintf)
#define snprintf _snprintf
#endif
#if defined(_MSC_VER) && !defined(vsnprintf)
#define vsnprintf _vsnprintf
#endif
//-----------------------------------------------------------------------------
// [SECTION] Forward Declarations, Helpers
//-----------------------------------------------------------------------------
#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && defined(IMGUI_DISABLE_TEST_WINDOWS) && !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Obsolete name since 1.53, TEST->DEMO
#define IMGUI_DISABLE_DEMO_WINDOWS
#endif
#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
// Forward Declarations
@ -132,7 +142,7 @@ static void ShowExampleAppCustomRendering(bool* p_open);
static void ShowExampleMenuFile();
// Helper to display a little (?) mark which shows a tooltip when hovered.
// In your own code you may want to display an actual icon if you are using a merged icon fonts (see misc/fonts/README.txt)
// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.txt)
static void HelpMarker(const char* desc)
{
ImGui::TextDisabled("(?)");
@ -152,25 +162,28 @@ void ImGui::ShowUserGuide()
ImGuiIO& io = ImGui::GetIO();
ImGui::BulletText("Double-click on title bar to collapse window.");
ImGui::BulletText("Click and drag on lower corner to resize window\n(double-click to auto fit window to its contents).");
if (io.ConfigWindowsMoveFromTitleBarOnly)
ImGui::BulletText("Click and drag on title bar to move window.");
else
ImGui::BulletText("Click and drag on any empty space to move window.");
ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
if (io.FontAllowUserScaling)
ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");
ImGui::BulletText("Mouse Wheel to scroll.");
ImGui::BulletText("While editing text:\n");
ImGui::BulletText("While inputing text:\n");
ImGui::Indent();
ImGui::BulletText("Hold SHIFT or use mouse to select text.");
ImGui::BulletText("CTRL+Left/Right to word jump.");
ImGui::BulletText("CTRL+A or double-click to select all.");
ImGui::BulletText("CTRL+X,CTRL+C,CTRL+V to use clipboard.");
ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");
ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo.");
ImGui::BulletText("ESCAPE to revert.");
ImGui::BulletText("You can apply arithmetic operators +,*,/ on numerical values.\nUse +- to subtract.");
ImGui::Unindent();
ImGui::BulletText("With keyboard navigation enabled:");
ImGui::Indent();
ImGui::BulletText("Arrow keys to navigate.");
ImGui::BulletText("Space to activate a widget.");
ImGui::BulletText("Return to input text into a widget.");
ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window.");
ImGui::BulletText("Alt to jump to the menu layer of a window.");
ImGui::BulletText("CTRL+Tab to select a window.");
ImGui::Unindent();
}
//-----------------------------------------------------------------------------
@ -311,12 +324,20 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (ImGui::CollapsingHeader("Help"))
{
ImGui::Text("ABOUT THIS DEMO:");
ImGui::BulletText("Sections below are demonstrating many aspects of the library.");
ImGui::BulletText("The \"Examples\" menu above leads to more demo contents.");
ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n"
"and Metrics (general purpose Dear ImGui debugging tool).");
ImGui::Separator();
ImGui::Text("PROGRAMMER GUIDE:");
ImGui::BulletText("Please see the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");
ImGui::BulletText("Please see the comments in imgui.cpp.");
ImGui::BulletText("Please see the examples/ application.");
ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");
ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");
ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");
ImGui::BulletText("See comments in imgui.cpp.");
ImGui::BulletText("See example applications in the examples/ folder.");
ImGui::BulletText("Read the FAQ at http://www.dearimgui.org/faq/");
ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");
ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");
ImGui::Separator();
ImGui::Text("USER GUIDE:");
@ -360,7 +381,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (ImGui::TreeNode("Backend Flags"))
{
HelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.");
HelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.\nHere we expose then as read-only fields to avoid breaking interactions with your back-end.");
ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying actual back-end flags.
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
@ -372,6 +393,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (ImGui::TreeNode("Style"))
{
HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function.");
ImGui::ShowStyleEditor();
ImGui::TreePop();
ImGui::Separator();
@ -501,6 +523,8 @@ static void ShowDemoWindowWidgets()
}
{
// To wire InputText() with std::string or any other custom string type,
// see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
static char str0[128] = "Hello, world!";
ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0));
ImGui::SameLine(); HelpMarker("USER:\nHold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" "CTRL+A or double-click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n\nPROGRAMMER:\nYou can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated in imgui_demo.cpp).");
@ -605,7 +629,7 @@ static void ShowDemoWindowWidgets()
{
ImGui::Text("blah blah");
ImGui::SameLine();
if (ImGui::SmallButton("button")) {};
if (ImGui::SmallButton("button")) {}
ImGui::TreePop();
}
}
@ -619,9 +643,9 @@ static void ShowDemoWindowWidgets()
static bool align_label_with_current_x_position = false;
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnArrow);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanAvailWidth);
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be layed out after the node.");
ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", (unsigned int*)&base_flags, ImGuiTreeNodeFlags_SpanFullWidth);
ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position);
ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);
ImGui::Text("Hello!");
if (align_label_with_current_x_position)
ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
@ -753,14 +777,14 @@ static void ShowDemoWindowWidgets()
if (ImGui::TreeNode("UTF-8 Text"))
{
// UTF-8 test with Japanese characters
// (Needs a suitable font, try Noto, or Arial Unicode, or M+ fonts. Read misc/fonts/README.txt for details.)
// (Needs a suitable font, try Noto, or Arial Unicode, or M+ fonts. Read docs/FONTS.txt for details.)
// - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8
// - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. Visual Studio save your file as 'UTF-8 without signature')
// - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 CHARACTERS IN THIS SOURCE FILE.
// Instead we are encoding a few strings with hexadecimal constants. Don't do this in your application!
// Please use u8"text in any language" in your application!
// Note that characters values are preserved even by InputText() if the font cannot be displayed, so you can safely copy & paste garbled characters into another application.
ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt for details.");
ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. Read docs/FONTS.txt for details.");
ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string.
ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
@ -923,7 +947,7 @@ static void ShowDemoWindowWidgets()
if (ImGui::TreeNode("In columns"))
{
ImGui::Columns(3, NULL, false);
static bool selected[16] = { 0 };
static bool selected[16] = {};
for (int i = 0; i < 16; i++)
{
char label[32]; sprintf(label, "Item %d", i);
@ -956,7 +980,7 @@ static void ShowDemoWindowWidgets()
}
if (ImGui::TreeNode("Alignment"))
{
HelpMarker("Alignment applies when a selectable is larger than its text content.\nBy default, Selectables uses style.SelectableTextAlign but it can be overriden on a per-item basis using PushStyleVar().");
HelpMarker("By default, Selectables uses style.SelectableTextAlign but it can be overriden on a per-item basis using PushStyleVar(). You'll probably want to always keep your default situation to left-align otherwise it becomes difficult to layout multiple items on a same line");
static bool selected[3*3] = { true, false, true, false, true, false, true, false, true };
for (int y = 0; y < 3; y++)
{
@ -976,6 +1000,8 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
// To wire InputText() with std::string or any other custom string type,
// see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
if (ImGui::TreeNode("Text Input"))
{
if (ImGui::TreeNode("Multi-line Text Input"))
@ -995,7 +1021,7 @@ static void ShowDemoWindowWidgets()
"\tlock cmpxchg8b eax\n";
static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput;
HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp)");
HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include <string> in here)");
ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", (unsigned int*)&flags, ImGuiInputTextFlags_ReadOnly);
ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", (unsigned int*)&flags, ImGuiInputTextFlags_AllowTabInput);
ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", (unsigned int*)&flags, ImGuiInputTextFlags_CtrlEnterForNewLine);
@ -1014,18 +1040,19 @@ static void ShowDemoWindowWidgets()
static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
ImGui::Text("Password input");
static char bufpass[64] = "password123";
ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
static char password[64] = "password123";
ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
ImGui::InputTextWithHint("password (w/ hint)", "<password>", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank);
ImGui::InputTextWithHint("password (w/ hint)", "<password>", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password));
ImGui::TreePop();
}
if (ImGui::TreeNode("Resize Callback"))
{
// If you have a custom string type you would typically create a ImGui::InputText() wrapper than takes your type as input.
// See misc/cpp/imgui_stdlib.h and .cpp for an implementation of this using std::string.
// To wire InputText() with std::string or any other custom string type,
// you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper using your prefered type.
// See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.
HelpMarker("Demonstrate using ImGuiInputTextFlags_CallbackResize to wire your resizable string type to InputText().\n\nSee misc/cpp/imgui_stdlib.h for an implementation of this for std::string.");
struct Funcs
{
@ -1075,7 +1102,7 @@ static void ShowDemoWindowWidgets()
// Create a dummy array of contiguous float values to plot
// Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float and the sizeof() of your structure in the Stride parameter.
static float values[90] = { 0 };
static float values[90] = {};
static int values_offset = 0;
static double refresh_time = 0.0;
if (!animate || refresh_time == 0.0)
@ -1176,7 +1203,7 @@ static void ShowDemoWindowWidgets()
// Generate a dummy default palette. The palette will persist and can be edited.
static bool saved_palette_init = true;
static ImVec4 saved_palette[32] = { };
static ImVec4 saved_palette[32] = {};
if (saved_palette_init)
{
for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
@ -1237,7 +1264,9 @@ static void ShowDemoWindowWidgets()
}
ImGui::Text("Color button only:");
ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags, ImVec2(80,80));
static bool no_border = false;
ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border);
ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80,80));
ImGui::Text("Color picker:");
static bool alpha = true;
@ -1506,24 +1535,21 @@ static void ShowDemoWindowWidgets()
if (ImGui::TreeNode("Drag and Drop"))
{
if (ImGui::TreeNode("Drag and drop in standard widgets"))
{
// ColorEdit widgets automatically act as drag source and drag target.
// They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F to allow your own widgets
// to use colors in their drag and drop interaction. Also see the demo in Color Picker -> Palette demo.
ImGui::BulletText("Drag and drop in standard widgets");
ImGui::SameLine();
HelpMarker("You can drag from the colored squares.");
ImGui::Indent();
static float col1[3] = { 1.0f,0.0f,0.2f };
static float col2[4] = { 0.4f,0.7f,0.0f,0.5f };
static float col1[3] = { 1.0f, 0.0f, 0.2f };
static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
ImGui::ColorEdit3("color 1", col1);
ImGui::ColorEdit4("color 2", col2);
ImGui::Unindent();
ImGui::TreePop();
}
if (ImGui::TreeNode("Drag and drop to copy/swap items"))
{
ImGui::BulletText("Drag and drop to copy/swap items");
ImGui::Indent();
enum Mode
{
Mode_Copy,
@ -1577,7 +1603,31 @@ static void ShowDemoWindowWidgets()
}
ImGui::PopID();
}
ImGui::Unindent();
ImGui::TreePop();
}
if (ImGui::TreeNode("Drag to reorder items (simple)"))
{
// Simple reordering
HelpMarker("We don't use the drag and drop api at all here! Instead we query when the item is held but not hovered, and order items accordingly.");
static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" };
for (int n = 0; n < IM_ARRAYSIZE(item_names); n++)
{
const char* item = item_names[n];
ImGui::Selectable(item);
if (ImGui::IsItemActive() && !ImGui::IsItemHovered())
{
int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1);
if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names))
{
item_names[n] = item_names[n_next];
item_names[n_next] = item;
ImGui::ResetMouseDragDelta();
}
}
}
ImGui::TreePop();
}
ImGui::TreePop();
@ -1587,7 +1637,7 @@ static void ShowDemoWindowWidgets()
{
// Submit an item (various types available) so we can query their status in the following block.
static int item_type = 1;
ImGui::Combo("Item Type", &item_type, "Text\0Button\0Button (w/ repeat)\0Checkbox\0SliderFloat\0InputText\0InputFloat\0InputFloat3\0ColorEdit4\0MenuItem\0TreeNode (w/ double-click)\0ListBox\0");
ImGui::Combo("Item Type", &item_type, "Text\0Button\0Button (w/ repeat)\0Checkbox\0SliderFloat\0InputText\0InputFloat\0InputFloat3\0ColorEdit4\0MenuItem\0TreeNode\0TreeNode (w/ double-click)\0ListBox\0", 20);
ImGui::SameLine();
HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions.");
bool ret = false;
@ -1604,13 +1654,14 @@ static void ShowDemoWindowWidgets()
if (item_type == 7) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
if (item_type == 8) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
if (item_type == 9) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
if (item_type == 10){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
if (item_type == 11){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
if (item_type == 10){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node
if (item_type == 11){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
if (item_type == 12){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
// Display the value of IsItemHovered() and other common item state functions.
// Display the value of IsItemHovered() and other common item state functions.
// Note that the ImGuiHoveredFlags_XXX flags can be combined.
// Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
// we query every state in a single call to avoid storing them and to simplify the code
// Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
// we query every state in a single call to avoid storing them and to simplify the code
ImGui::BulletText(
"Return value = %d\n"
"IsItemFocused() = %d\n"
@ -1626,6 +1677,7 @@ static void ShowDemoWindowWidgets()
"IsItemDeactivatedAfterEdit() = %d\n"
"IsItemVisible() = %d\n"
"IsItemClicked() = %d\n"
"IsItemToggledOpen() = %d\n"
"GetItemRectMin() = (%.1f, %.1f)\n"
"GetItemRectMax() = (%.1f, %.1f)\n"
"GetItemRectSize() = (%.1f, %.1f)",
@ -1643,6 +1695,7 @@ static void ShowDemoWindowWidgets()
ImGui::IsItemDeactivatedAfterEdit(),
ImGui::IsItemVisible(),
ImGui::IsItemClicked(),
ImGui::IsItemToggledOpen(),
ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y,
ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y,
ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y
@ -1653,7 +1706,7 @@ static void ShowDemoWindowWidgets()
if (embed_all_inside_a_child_window)
ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20), true);
// Testing IsWindowFocused() function with its various flags.
// Testing IsWindowFocused() function with its various flags.
// Note that the ImGuiFocusedFlags_XXX flags can be combined.
ImGui::BulletText(
"IsWindowFocused() = %d\n"
@ -1741,7 +1794,7 @@ static void ShowDemoWindowLayout()
// Child 1: no border, enable horizontal scrollbar
{
ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar | (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0);
ImGui::BeginChild("Child1", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags);
ImGui::BeginChild("ChildL", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags);
for (int i = 0; i < 100; i++)
{
ImGui::Text("%04d: scrollable region", i);
@ -1759,7 +1812,7 @@ static void ShowDemoWindowLayout()
{
ImGuiWindowFlags window_flags = (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0) | (disable_menu ? 0 : ImGuiWindowFlags_MenuBar);
ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
ImGui::BeginChild("Child2", ImVec2(0, 260), true, window_flags);
ImGui::BeginChild("ChildR", ImVec2(0, 260), true, window_flags);
if (!disable_menu && ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Menu"))
@ -1792,7 +1845,7 @@ static void ShowDemoWindowLayout()
{
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + 10);
ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100));
ImGui::BeginChild("blah", ImVec2(200, 100), true, ImGuiWindowFlags_None);
ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None);
for (int n = 0; n < 50; n++)
ImGui::Text("Some test %d", n);
ImGui::EndChild();
@ -1986,7 +2039,7 @@ static void ShowDemoWindowLayout()
if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
{
for (int n = 0; n < IM_ARRAYSIZE(opened); n++)
if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n]))
if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None))
{
ImGui::Text("This is the %s tab!", names[n]);
if (n & 1)
@ -2047,55 +2100,99 @@ static void ShowDemoWindowLayout()
if (ImGui::TreeNode("Text Baseline Alignment"))
{
HelpMarker("This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets.");
{
ImGui::BulletText("Text baseline:");
ImGui::SameLine();
HelpMarker("This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets.");
ImGui::Indent();
ImGui::Text("One\nTwo\nThree"); ImGui::SameLine();
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
ImGui::Text("Banana");
ImGui::Text("KO Blahblah"); ImGui::SameLine();
ImGui::Button("Some framed item"); ImGui::SameLine();
HelpMarker("Baseline of button will look misaligned with text..");
ImGui::Text("Banana"); ImGui::SameLine();
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
ImGui::Text("One\nTwo\nThree");
// If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.
// Because we don't know what's coming after the Text() statement, we need to move the text baseline down by FramePadding.y
ImGui::AlignTextToFramePadding();
ImGui::Text("OK Blahblah"); ImGui::SameLine();
ImGui::Button("Some framed item"); ImGui::SameLine();
HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y");
ImGui::Button("HOP##1"); ImGui::SameLine();
ImGui::Text("Banana"); ImGui::SameLine();
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
ImGui::Text("Banana");
// SmallButton() uses the same vertical padding as Text
ImGui::Button("TEST##1"); ImGui::SameLine();
ImGui::Text("TEST"); ImGui::SameLine();
ImGui::SmallButton("TEST##2");
ImGui::Button("HOP##2"); ImGui::SameLine();
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
ImGui::Text("Banana");
// If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.
ImGui::AlignTextToFramePadding();
ImGui::Text("Text aligned to framed item"); ImGui::SameLine();
ImGui::Button("Item##1"); ImGui::SameLine();
ImGui::Text("Item"); ImGui::SameLine();
ImGui::SmallButton("Item##2"); ImGui::SameLine();
ImGui::Button("Item##3");
ImGui::Button("TEST##1"); ImGui::SameLine();
ImGui::Text("TEST"); ImGui::SameLine();
ImGui::SmallButton("TEST##2");
ImGui::Unindent();
}
ImGui::AlignTextToFramePadding(); // If your line starts with text, call this to align it to upcoming widgets.
ImGui::Text("Text aligned to Widget"); ImGui::SameLine();
ImGui::Button("Widget##1"); ImGui::SameLine();
ImGui::Text("Widget"); ImGui::SameLine();
ImGui::SmallButton("Widget##2"); ImGui::SameLine();
ImGui::Button("Widget##3");
ImGui::Spacing();
// Tree
const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
ImGui::Button("Button##1");
ImGui::SameLine(0.0f, spacing);
if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
{
ImGui::BulletText("Multi-line text:");
ImGui::Indent();
ImGui::Text("One\nTwo\nThree"); ImGui::SameLine();
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
ImGui::Text("Banana");
ImGui::AlignTextToFramePadding(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit).
bool node_open = ImGui::TreeNode("Node##2"); // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content.
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2");
if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
ImGui::Text("Banana"); ImGui::SameLine();
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
ImGui::Text("One\nTwo\nThree");
// Bullet
ImGui::Button("Button##3");
ImGui::SameLine(0.0f, spacing);
ImGui::BulletText("Bullet text");
ImGui::Button("HOP##1"); ImGui::SameLine();
ImGui::Text("Banana"); ImGui::SameLine();
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
ImGui::Text("Banana");
ImGui::AlignTextToFramePadding();
ImGui::BulletText("Node");
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4");
ImGui::Button("HOP##2"); ImGui::SameLine();
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
ImGui::Text("Banana");
ImGui::Unindent();
}
ImGui::Spacing();
{
ImGui::BulletText("Misc items:");
ImGui::Indent();
// SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button
ImGui::Button("80x80", ImVec2(80, 80));
ImGui::SameLine();
ImGui::Button("50x50", ImVec2(50, 50));
ImGui::SameLine();
ImGui::Button("Button()");
ImGui::SameLine();
ImGui::SmallButton("SmallButton()");
// Tree
const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
ImGui::Button("Button##1");
ImGui::SameLine(0.0f, spacing);
if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
ImGui::AlignTextToFramePadding(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit).
bool node_open = ImGui::TreeNode("Node##2");// Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content.
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2");
if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
// Bullet
ImGui::Button("Button##3");
ImGui::SameLine(0.0f, spacing);
ImGui::BulletText("Bullet text");
ImGui::AlignTextToFramePadding();
ImGui::BulletText("Node");
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4");
ImGui::Unindent();
}
ImGui::TreePop();
}
@ -2120,10 +2217,10 @@ static void ShowDemoWindowLayout()
ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d");
bool scroll_to_off = ImGui::Button("Scroll Offset");
ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, 9999, "+%.0f px");
ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px");
bool scroll_to_pos = ImGui::Button("Scroll To Pos");
ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, 9999, "X/Y = %.0f px");
ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px");
ImGui::PopItemWidth();
if (scroll_to_off || scroll_to_pos)
@ -2142,7 +2239,7 @@ static void ShowDemoWindowLayout()
ImGui::TextUnformatted(names[i]);
ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0;
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, child_flags);
bool window_visible = ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, child_flags);
if (ImGui::BeginMenuBar())
{
ImGui::TextUnformatted("abc");
@ -2152,16 +2249,19 @@ static void ShowDemoWindowLayout()
ImGui::SetScrollY(scroll_to_off_px);
if (scroll_to_pos)
ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f);
for (int item = 0; item < 100; item++)
if (window_visible) // Avoid calling SetScrollHereY when running with culled items
{
if (enable_track && item == track_item)
for (int item = 0; item < 100; item++)
{
ImGui::TextColored(ImVec4(1,1,0,1), "Item %d", item);
ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom
}
else
{
ImGui::Text("Item %d", item);
if (enable_track && item == track_item)
{
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);
ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom
}
else
{
ImGui::Text("Item %d", item);
}
}
}
float scroll_y = ImGui::GetScrollY();
@ -2180,23 +2280,26 @@ static void ShowDemoWindowLayout()
{
float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f;
ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0);
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, child_flags);
bool window_visible = ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, child_flags);
if (scroll_to_off)
ImGui::SetScrollX(scroll_to_off_px);
if (scroll_to_pos)
ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f);
for (int item = 0; item < 100; item++)
if (window_visible) // Avoid calling SetScrollHereY when running with culled items
{
if (enable_track && item == track_item)
for (int item = 0; item < 100; item++)
{
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);
ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right
if (enable_track && item == track_item)
{
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);
ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right
}
else
{
ImGui::Text("Item %d", item);
}
ImGui::SameLine();
}
else
{
ImGui::Text("Item %d", item);
}
ImGui::SameLine();
}
float scroll_x = ImGui::GetScrollX();
float scroll_max_x = ImGui::GetScrollMaxX();
@ -2354,7 +2457,7 @@ static void ShowDemoWindowLayout()
ImVec2 pos = ImGui::GetCursorScreenPos();
ImVec4 clip_rect(pos.x, pos.y, pos.x + size.x, pos.y + size.y);
ImGui::InvisibleButton("##dummy", size);
if (ImGui::IsItemActive() && ImGui::IsMouseDragging()) { offset.x += ImGui::GetIO().MouseDelta.x; offset.y += ImGui::GetIO().MouseDelta.y; }
if (ImGui::IsItemActive() && ImGui::IsMouseDragging(0)) { offset.x += ImGui::GetIO().MouseDelta.x; offset.y += ImGui::GetIO().MouseDelta.y; }
ImGui::GetWindowDrawList()->AddRectFilled(pos, ImVec2(pos.x + size.x, pos.y + size.y), IM_COL32(90, 90, 120, 255));
ImGui::GetWindowDrawList()->AddText(ImGui::GetFont(), ImGui::GetFontSize()*2.0f, ImVec2(pos.x + offset.x, pos.y + offset.y), IM_COL32(255, 255, 255, 255), "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect);
ImGui::TreePop();
@ -2960,7 +3063,7 @@ static void ShowDemoWindowMisc()
if (ImGui::TreeNode("Mouse cursors"))
{
const char* mouse_cursors_names[] = { "Arrow", "TextInput", "Move", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand" };
const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" };
IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
ImGui::Text("Current mouse cursor = %d: %s", ImGui::GetMouseCursor(), mouse_cursors_names[ImGui::GetMouseCursor()]);
@ -3027,11 +3130,17 @@ void ImGui::ShowAboutWindow(bool* p_open)
#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS");
#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_MATH_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_MATH_FUNCTIONS");
#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_FILE_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS
ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS");
@ -3158,7 +3267,7 @@ void ImGui::ShowFontSelector(const char* label)
HelpMarker(
"- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"
"- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
"- Read FAQ and documentation in misc/fonts/ for more details.\n"
"- Read FAQ and docs/FONTS.txt for more details.\n"
"- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
}
@ -3198,7 +3307,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
if (ImGui::Button("Revert Ref"))
style = *ref;
ImGui::SameLine();
HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export Colors\" below to save them somewhere.");
HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export\" below to save them somewhere.");
ImGui::Separator();
@ -3246,7 +3355,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
{
static int output_dest = 0;
static bool output_only_modified = true;
if (ImGui::Button("Export Unsaved"))
if (ImGui::Button("Export"))
{
if (output_dest == 0)
ImGui::LogToClipboard();
@ -3269,9 +3378,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
filter.Draw("Filter colors", ImGui::GetFontSize() * 16);
static ImGuiColorEditFlags alpha_flags = 0;
ImGui::RadioButton("Opaque", &alpha_flags, 0); ImGui::SameLine();
ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine();
ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf); ImGui::SameLine();
if (ImGui::RadioButton("Opaque", alpha_flags == 0)) { alpha_flags = 0; } ImGui::SameLine();
if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine();
if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine();
HelpMarker("In the color list:\nLeft-click on colored square to open color picker,\nRight-click to open edit options menu.");
ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
@ -3286,7 +3395,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)
{
// Tips: in a real user application, you may want to merge and use an icon font into the main font, so instead of "Save"/"Revert" you'd use icons.
// Read the FAQ and misc/fonts/README.txt about using icon fonts. It's really easy and super convenient!
// Read the FAQ and docs/FONTS.txt about using icon fonts. It's really easy and super convenient!
ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i];
ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) style.Colors[i] = ref->Colors[i];
}
@ -3304,7 +3413,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
{
ImGuiIO& io = ImGui::GetIO();
ImFontAtlas* atlas = io.Fonts;
HelpMarker("Read FAQ and misc/fonts/README.txt for details on font loading.");
HelpMarker("Read FAQ and docs/FONTS.txt for details on font loading.");
ImGui::PushItemWidth(120);
for (int i = 0; i < atlas->Fonts.Size; i++)
{
@ -3324,17 +3433,27 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar);
ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar);
const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface);
ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt);
ImGui::Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt);
for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
if (const ImFontConfig* cfg = &font->ConfigData[config_i])
ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
if (font->ConfigData)
if (const ImFontConfig* cfg = &font->ConfigData[config_i])
ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
{
// Display all glyphs of the fonts in separate pages of 256 characters
for (int base = 0; base < 0x10000; base += 256)
for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
{
// Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
// This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT is large.
// (if ImWchar==ImWchar32 we will do at least about 272 queries here)
if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
{
base += 4096 - 256;
continue;
}
int count = 0;
for (int n = 0; n < 256; n++)
for (unsigned int n = 0; n < 256; n++)
count += font->FindGlyphNoFallback((ImWchar)(base + n)) ? 1 : 0;
if (count > 0 && ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
{
@ -3342,7 +3461,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
float cell_spacing = style.ItemSpacing.y;
ImVec2 base_pos = ImGui::GetCursorScreenPos();
ImDrawList* draw_list = ImGui::GetWindowDrawList();
for (int n = 0; n < 256; n++)
for (unsigned int n = 0; n < 256; n++)
{
ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
@ -3355,6 +3474,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::BeginTooltip();
ImGui::Text("Codepoint: U+%04X", base + n);
ImGui::Separator();
ImGui::Text("Visible: %d", glyph->Visible);
ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX);
ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
@ -3394,8 +3514,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); ImGui::SameLine(); HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
ImGui::PushItemWidth(100);
ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, FLT_MAX, "%.2f", 2.0f);
ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f");
if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;
ImGui::DragFloat("Circle segment Max Error", &style.CircleSegmentMaxError, 0.01f, 0.10f, 10.0f, "%.2f");
ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.
ImGui::PopItemWidth();
@ -3468,6 +3589,7 @@ static void ShowExampleMenuFile()
}
if (ImGui::MenuItem("Save", "Ctrl+S")) {}
if (ImGui::MenuItem("Save As..")) {}
ImGui::Separator();
if (ImGui::BeginMenu("Options"))
{
@ -3479,13 +3601,12 @@ static void ShowExampleMenuFile()
ImGui::EndChild();
static float f = 0.5f;
static int n = 0;
static bool b = true;
ImGui::SliderFloat("Value", &f, 0.0f, 1.0f);
ImGui::InputFloat("Input", &f, 0.1f);
ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0");
ImGui::Checkbox("Check", &b);
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Colors"))
{
float sz = ImGui::GetTextLineHeight();
@ -3500,6 +3621,17 @@ static void ShowExampleMenuFile()
}
ImGui::EndMenu();
}
// Here we demonstrate appending again to the "Options" menu (which we already created above)
// Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice.
// In a real code-base using it would make senses to use this feature from very different code locations.
if (ImGui::BeginMenu("Options")) // <-- Append!
{
static bool b = true;
ImGui::Checkbox("SomeOption", &b);
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Disabled", false)) // Disabled
{
IM_ASSERT(0);
@ -4342,28 +4474,59 @@ static void ShowExampleAppCustomRendering(bool* p_open)
if (ImGui::BeginTabBar("##TabBar"))
{
// Primitives
if (ImGui::BeginTabItem("Primitives"))
{
ImGui::PushItemWidth(-ImGui::GetFontSize() * 10);
// Draw gradients
// (note that those are currently exacerbating our sRGB/Linear issues)
ImGui::Text("Gradients");
ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight());
{
ImVec2 p = ImGui::GetCursorScreenPos();
ImU32 col_a = ImGui::GetColorU32(ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
ImU32 col_b = ImGui::GetColorU32(ImVec4(1.0f, 1.0f, 1.0f, 1.0f));
draw_list->AddRectFilledMultiColor(p, ImVec2(p.x + gradient_size.x, p.y + gradient_size.y), col_a, col_b, col_b, col_a);
ImGui::InvisibleButton("##gradient1", gradient_size);
}
{
ImVec2 p = ImGui::GetCursorScreenPos();
ImU32 col_a = ImGui::GetColorU32(ImVec4(0.0f, 1.0f, 0.0f, 1.0f));
ImU32 col_b = ImGui::GetColorU32(ImVec4(1.0f, 0.0f, 0.0f, 1.0f));
draw_list->AddRectFilledMultiColor(p, ImVec2(p.x + gradient_size.x, p.y + gradient_size.y), col_a, col_b, col_b, col_a);
ImGui::InvisibleButton("##gradient2", gradient_size);
}
// Draw a bunch of primitives
ImGui::Text("All primitives");
static float sz = 36.0f;
static float thickness = 3.0f;
static int ngon_sides = 6;
static bool circle_segments_override = false;
static int circle_segments_override_v = 12;
static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);
ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");
ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12);
ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override);
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
if (ImGui::SliderInt("Circle segments", &circle_segments_override_v, 3, 40))
circle_segments_override = true;
ImGui::ColorEdit4("Color", &colf.x);
const ImVec2 p = ImGui::GetCursorScreenPos();
const ImU32 col = ImColor(colf);
const float spacing = 10.0f;
const ImDrawCornerFlags corners_none = 0;
const ImDrawCornerFlags corners_all = ImDrawCornerFlags_All;
const ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight;
const int circle_segments = circle_segments_override ? circle_segments_override_v : 0;
float x = p.x + 4.0f, y = p.y + 4.0f;
float spacing = 10.0f;
ImDrawCornerFlags corners_none = 0;
ImDrawCornerFlags corners_all = ImDrawCornerFlags_All;
ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight;
for (int n = 0; n < 2; n++)
{
// First line uses a thickness of 1.0f, second line uses the configurable thickness
float th = (n == 0) ? 1.0f : thickness;
draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 6, th); x += sz + spacing; // Hexagon
draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 20, th); x += sz + spacing; // Circle
draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon
draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th); x += sz + spacing; // Square with all rounded corners
draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners
@ -4376,8 +4539,8 @@ static void ShowExampleAppCustomRendering(bool* p_open)
x = p.x + 4;
y += sz + spacing;
}
draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 6); x += sz + spacing; // Hexagon
draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, 32); x += sz + spacing; // Circle
draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides); x += sz + spacing; // N-gon
draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments);x += sz + spacing; // Circle
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners
@ -4388,6 +4551,8 @@ static void ShowExampleAppCustomRendering(bool* p_open)
draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine)
draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255));
ImGui::Dummy(ImVec2((sz + spacing) * 9.8f, (sz + spacing) * 3));
ImGui::PopItemWidth();
ImGui::EndTabItem();
}
@ -4454,9 +4619,9 @@ static void ShowExampleAppCustomRendering(bool* p_open)
ImVec2 window_size = ImGui::GetWindowSize();
ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f);
if (draw_bg)
ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 48, 10+4);
ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10+4);
if (draw_fg)
ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 48, 10);
ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10);
ImGui::EndTabItem();
}
@ -4567,7 +4732,8 @@ void ShowExampleAppDocuments(bool* p_open)
static bool opt_reorderable = true;
static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_;
if (!ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar))
bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar);
if (!window_contents_visible)
{
ImGui::End();
return;
@ -4747,3 +4913,5 @@ void ImGui::ShowUserGuide() {}
void ImGui::ShowStyleEditor(ImGuiStyle*) {}
#endif
#endif // #ifndef IMGUI_DISABLE

View File

@ -1,4 +1,4 @@
// dear imgui, v1.73
// dear imgui, v1.76
// (drawing and font code)
/*
@ -16,7 +16,7 @@ Index of this file:
// [SECTION] ImFontAtlas glyph ranges helpers
// [SECTION] ImFontGlyphRangesBuilder
// [SECTION] ImFont
// [SECTION] Internal Render Helpers
// [SECTION] ImGui Internal Render Helpers
// [SECTION] Decompression code
// [SECTION] Default font data (ProggyClean.ttf)
@ -27,6 +27,8 @@ Index of this file:
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
@ -118,7 +120,7 @@ namespace IMGUI_STB_NAMESPACE
#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
#define STBRP_STATIC
#define STBRP_ASSERT(x) IM_ASSERT(x)
#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0)
#define STBRP_SORT ImQsort
#define STB_RECT_PACK_IMPLEMENTATION
#endif
@ -133,7 +135,7 @@ namespace IMGUI_STB_NAMESPACE
#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x))
#define STBTT_free(x,u) ((void)(u), IM_FREE(x))
#define STBTT_assert(x) IM_ASSERT(x)
#define STBTT_assert(x) do { IM_ASSERT(x); } while(0)
#define STBTT_fmod(x,y) ImFmod(x,y)
#define STBTT_sqrt(x) ImSqrt(x)
#define STBTT_pow(x,y) ImPow(x,y)
@ -348,14 +350,29 @@ ImDrawListSharedData::ImDrawListSharedData()
Font = NULL;
FontSize = 0.0f;
CurveTessellationTol = 0.0f;
CircleSegmentMaxError = 0.0f;
ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f);
InitialFlags = ImDrawListFlags_None;
// Const data
for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++)
// Lookup tables
for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++)
{
const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(CircleVtx12);
CircleVtx12[i] = ImVec2(ImCos(a), ImSin(a));
const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);
ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));
}
memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by SetCircleSegmentMaxError()
}
void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error)
{
if (CircleSegmentMaxError == max_error)
return;
CircleSegmentMaxError = max_error;
for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
{
const float radius = i + 1.0f;
const int segment_count = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError);
CircleSegmentCounts[i] = (ImU8)ImMin(segment_count, 255);
}
}
@ -516,10 +533,13 @@ void ImDrawList::PopTextureID()
UpdateTextureID();
}
// NB: this can be called with negative count for removing primitives (as long as the result does not underflow)
// Reserve space for a number of vertices and indices.
// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or
// submit the intermediate results. PrimUnreserve() can be used to release unused allocations.
void ImDrawList::PrimReserve(int idx_count, int vtx_count)
{
// Large mesh support (when enabled)
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
{
_VtxCurrentOffset = VtxBuffer.Size;
@ -527,7 +547,7 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
AddDrawCmd();
}
ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1];
ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd.ElemCount += idx_count;
int vtx_buffer_old_size = VtxBuffer.Size;
@ -539,6 +559,17 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
_IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
}
// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve().
void ImDrawList::PrimUnreserve(int idx_count, int vtx_count)
{
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd.ElemCount -= idx_count;
VtxBuffer.shrink(VtxBuffer.Size - vtx_count);
IdxBuffer.shrink(IdxBuffer.Size - idx_count);
}
// Fully unrolled with inline call to keep our debug builds decently fast.
void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
{
@ -586,8 +617,8 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c
// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds.
// Those macros expects l-values.
#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } }
#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; }
#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0)
#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (0)
// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
@ -649,7 +680,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
// Average normals
float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
IM_FIXNORMAL2F(dm_x, dm_y)
IM_FIXNORMAL2F(dm_x, dm_y);
dm_x *= AA_SIZE;
dm_y *= AA_SIZE;
@ -867,10 +898,18 @@ void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_
_Path.push_back(center);
return;
}
// For legacy reason the PathArcToFast() always takes angles where 2*PI is represented by 12,
// but it is possible to set IM_DRAWLIST_ARCFAST_TESSELATION_MULTIPLIER to a higher value. This should compile to a no-op otherwise.
#if IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER != 1
a_min_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER;
a_max_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER;
#endif
_Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
for (int a = a_min_of_12; a <= a_max_of_12; a++)
{
const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)];
const ImVec2& c = _Data->ArcFastVtx[a % IM_ARRAYSIZE(_Data->ArcFastVtx)];
_Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius));
}
}
@ -893,6 +932,17 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
}
}
ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
{
float u = 1.0f - t;
float w1 = u*u*u;
float w2 = 3*u*u*t;
float w3 = 3*u*t*t;
float w4 = t*t*t;
return ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y);
}
// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp
static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
{
float dx = x4 - x1;
@ -913,7 +963,6 @@ static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, fl
float x123 = (x12+x23)*0.5f, y123 = (y12+y23)*0.5f;
float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f;
float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;
PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1);
PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1);
}
@ -924,22 +973,13 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV
ImVec2 p1 = _Path.back();
if (num_segments == 0)
{
// Auto-tessellated
PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0);
PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
}
else
{
float t_step = 1.0f / (float)num_segments;
for (int i_step = 1; i_step <= num_segments; i_step++)
{
float t = t_step * i_step;
float u = 1.0f - t;
float w1 = u*u*u;
float w2 = 3*u*u*t;
float w3 = 3*u*t*t;
float w4 = t*t*t;
_Path.push_back(ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y));
}
_Path.push_back(ImBezierCalc(p1, p2, p3, p4, t_step * i_step));
}
}
@ -1069,6 +1109,67 @@ void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImV
}
void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
return;
// Obtain segment count
if (num_segments <= 0)
{
// Automatic segment count
const int radius_idx = (int)radius - 1;
if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value
else
num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
}
else
{
// Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
}
// 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;
if (num_segments == 12)
PathArcToFast(center, radius - 0.5f, 0, 12);
else
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
PathStroke(col, true, thickness);
}
void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
return;
// Obtain segment count
if (num_segments <= 0)
{
// Automatic segment count
const int radius_idx = (int)radius - 1;
if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value
else
num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
}
else
{
// Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
}
// 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;
if (num_segments == 12)
PathArcToFast(center, radius, 0, 12);
else
PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
PathFillConvex(col);
}
// Guaranteed to honor 'num_segments'
void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
return;
@ -1079,7 +1180,8 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu
PathStroke(col, true, thickness);
}
void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
// Guaranteed to honor 'num_segments'
void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
return;
@ -1090,13 +1192,14 @@ void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col,
PathFillConvex(col);
}
void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
// Cubic Bezier takes 4 controls points
void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(pos0);
PathBezierCurveTo(cp0, cp1, pos1, num_segments);
PathLineTo(p1);
PathBezierCurveTo(p2, p3, p4, num_segments);
PathStroke(col, false, thickness);
}
@ -1214,7 +1317,7 @@ void ImDrawListSplitter::ClearFreeMemory()
void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
{
IM_ASSERT(_Current == 0 && _Count <= 1);
IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter.");
int old_channels_count = _Channels.Size;
if (old_channels_count < channels_count)
_Channels.resize(channels_count);
@ -1275,7 +1378,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
// Merge previous channel last draw command with current channel first draw command if matching.
last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount;
idx_offset += ch._CmdBuffer[0].ElemCount;
ch._CmdBuffer.erase(ch._CmdBuffer.Data);
ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges.
}
if (ch._CmdBuffer.Size > 0)
last_cmd = &ch._CmdBuffer.back();
@ -1673,7 +1776,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels,
void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0);
if (!data)
{
IM_ASSERT(0); // Could not load file.
IM_ASSERT_USER_ERROR(0, "Could not load font file!");
return NULL;
}
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
@ -1725,7 +1828,8 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed
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(height > 0 && height <= 0xFFFF);
ImFontAtlasCustomRect r;
@ -1752,7 +1856,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int
return CustomRects.Size - 1; // Return index
}
void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* 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(rect->IsPacked()); // Make sure the rectangle has been packed
@ -1817,7 +1921,7 @@ struct ImFontBuildSrcData
int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[]
int GlyphsHighest; // Highest requested codepoint
int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
ImBoolVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
ImVector<int> GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap)
};
@ -1827,26 +1931,26 @@ struct ImFontBuildDstData
int SrcCount; // Number of source fonts targeting this destination font.
int GlyphsHighest;
int GlyphsCount;
ImBoolVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font.
ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font.
};
static void UnpackBoolVectorToFlatIndexList(const ImBoolVector* in, ImVector<int>* out)
static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector<int>* out)
{
IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int));
const int* it_begin = in->Storage.begin();
const int* it_end = in->Storage.end();
for (const int* it = it_begin; it < it_end; it++)
if (int entries_32 = *it)
for (int bit_n = 0; bit_n < 32; bit_n++)
if (entries_32 & (1u << bit_n))
out->push_back((int)((it - it_begin) << 5) + bit_n);
const ImU32* it_begin = in->Storage.begin();
const ImU32* it_end = in->Storage.end();
for (const ImU32* it = it_begin; it < it_end; it++)
if (ImU32 entries_32 = *it)
for (ImU32 bit_n = 0; bit_n < 32; bit_n++)
if (entries_32 & ((ImU32)1 << bit_n))
out->push_back((int)(((it - it_begin) << 5) + bit_n));
}
bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
{
IM_ASSERT(atlas->ConfigData.Size > 0);
ImFontAtlasBuildRegisterDefaultCustomRects(atlas);
ImFontAtlasBuildInit(atlas);
// Clear atlas
atlas->TexID = (ImTextureID)NULL;
@ -1900,14 +2004,14 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1);
src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1);
if (dst_tmp.GlyphsSet.Storage.empty())
dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);
dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1);
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
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.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
continue;
if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font?
continue;
@ -1915,8 +2019,8 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
// Add to avail set/counters
src_tmp.GlyphsCount++;
dst_tmp.GlyphsCount++;
src_tmp.GlyphsSet.SetBit(codepoint, true);
dst_tmp.GlyphsSet.SetBit(codepoint, true);
src_tmp.GlyphsSet.SetBit(codepoint);
dst_tmp.GlyphsSet.SetBit(codepoint);
total_glyphs_count++;
}
}
@ -1926,7 +2030,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);
UnpackBoolVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList);
UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList);
src_tmp.GlyphsSet.Clear();
IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);
}
@ -2069,7 +2173,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
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++)
{
@ -2080,7 +2184,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
float char_off_x = font_off_x;
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
stbtt_aligned_quad q;
@ -2098,7 +2202,8 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
return true;
}
void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas)
// Register default custom rectangles (this is called/shared by both the stb_truetype and the FreeType builder)
void ImFontAtlasBuildInit(ImFontAtlas* atlas)
{
if (atlas->CustomRectIds[0] >= 0)
return;
@ -2189,7 +2294,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
for (int i = 0; i < atlas->CustomRects.Size; i++)
{
const ImFontAtlasCustomRect& r = atlas->CustomRects[i];
if (r.Font == NULL || r.ID > 0x10000)
if (r.Font == NULL || r.ID >= 0x110000)
continue;
IM_ASSERT(r.Font->ContainerAtlas == atlas);
@ -2453,8 +2558,7 @@ void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
text += c_len;
if (c_len == 0)
break;
if (c < 0x10000)
AddChar((ImWchar)c);
AddChar((ImWchar)c);
}
}
@ -2467,12 +2571,12 @@ void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
{
int max_codepoint = 0x10000;
for (int n = 0; n < max_codepoint; n++)
const int max_codepoint = IM_UNICODE_CODEPOINT_MAX;
for (int n = 0; n <= max_codepoint; n++)
if (GetBit(n))
{
out_ranges->push_back((ImWchar)n);
while (n < max_codepoint - 1 && GetBit(n + 1))
while (n < max_codepoint && GetBit(n + 1))
n++;
out_ranges->push_back((ImWchar)n);
}
@ -2498,6 +2602,7 @@ ImFont::ImFont()
Scale = 1.0f;
Ascent = Descent = 0.0f;
MetricsTotalSurface = 0;
memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
}
ImFont::~ImFont()
@ -2525,23 +2630,29 @@ void ImFont::BuildLookupTable()
for (int i = 0; i != Glyphs.Size; i++)
max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
// Build lookup table
IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
IndexAdvanceX.clear();
IndexLookup.clear();
DirtyLookupTables = false;
memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
GrowIndex(max_codepoint + 1);
for (int i = 0; i < Glyphs.Size; i++)
{
int codepoint = (int)Glyphs[i].Codepoint;
IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX;
IndexLookup[codepoint] = (ImWchar)i;
// Mark 4K page as used
const int page_n = codepoint / 4096;
Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7);
}
// Create a glyph to handle TAB
// FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
if (FindGlyph((ImWchar)' '))
{
if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times
if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky)
Glyphs.resize(Glyphs.Size + 1);
ImFontGlyph& tab_glyph = Glyphs.back();
tab_glyph = *FindGlyph((ImWchar)' ');
@ -2551,6 +2662,11 @@ void ImFont::BuildLookupTable()
IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size-1);
}
// Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons)
SetGlyphVisible((ImWchar)' ', false);
SetGlyphVisible((ImWchar)'\t', false);
// Setup fall-backs
FallbackGlyph = FindGlyphNoFallback(FallbackChar);
FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f;
for (int i = 0; i < max_codepoint + 1; i++)
@ -2558,6 +2674,25 @@ void ImFont::BuildLookupTable()
IndexAdvanceX[i] = FallbackAdvanceX;
}
// API is designed this way to avoid exposing the 4K page size
// e.g. use with IsGlyphRangeUnused(0, 255)
bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last)
{
unsigned int page_begin = (c_begin / 4096);
unsigned int page_last = (c_last / 4096);
for (unsigned int page_n = page_begin; page_n <= page_last; page_n++)
if ((page_n >> 3) < sizeof(Used4kPagesMap))
if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7)))
return false;
return true;
}
void ImFont::SetGlyphVisible(ImWchar c, bool visible)
{
if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c))
glyph->Visible = visible ? 1 : 0;
}
void ImFont::SetFallbackChar(ImWchar c)
{
FallbackChar = c;
@ -2579,7 +2714,8 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
{
Glyphs.resize(Glyphs.Size + 1);
ImFontGlyph& glyph = Glyphs.back();
glyph.Codepoint = (ImWchar)codepoint;
glyph.Codepoint = (unsigned int)codepoint;
glyph.Visible = (x0 != x1) && (y0 != y1);
glyph.X0 = x0;
glyph.Y0 = y0;
glyph.X1 = x1;
@ -2591,7 +2727,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX
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)
DirtyLookupTables = true;
@ -2601,7 +2737,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
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.
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
return;
@ -2615,7 +2751,7 @@ void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const
{
if (c >= IndexLookup.Size)
if (c >= (size_t)IndexLookup.Size)
return FallbackGlyph;
const ImWchar i = IndexLookup.Data[c];
if (i == (ImWchar)-1)
@ -2625,7 +2761,7 @@ const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const
const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
{
if (c >= IndexLookup.Size)
if (c >= (size_t)IndexLookup.Size)
return NULL;
const ImWchar i = IndexLookup.Data[c];
if (i == (ImWchar)-1)
@ -2828,16 +2964,14 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const
{
if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded.
const ImFontGlyph* glyph = FindGlyph(c);
if (!glyph || !glyph->Visible)
return;
if (const ImFontGlyph* glyph = FindGlyph(c))
{
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
pos.x = (float)(int)pos.x + DisplayOffset.x;
pos.y = (float)(int)pos.y + DisplayOffset.y;
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);
}
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
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);
}
void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
@ -2846,8 +2980,8 @@ 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.
// Align to be pixel perfect
pos.x = (float)(int)pos.x + DisplayOffset.x;
pos.y = (float)(int)pos.y + DisplayOffset.y;
pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
float x = pos.x;
float y = pos.y;
if (y > clip_rect.w)
@ -2950,79 +3084,76 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
continue;
}
float char_width = 0.0f;
if (const ImFontGlyph* glyph = FindGlyph((ImWchar)c))
const ImFontGlyph* glyph = FindGlyph((ImWchar)c);
if (glyph == NULL)
continue;
float char_width = glyph->AdvanceX * scale;
if (glyph->Visible)
{
char_width = glyph->AdvanceX * scale;
// Arbitrarily assume that both space and tabs are empty glyphs as an optimization
if (c != ' ' && c != '\t')
// We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
float x1 = x + glyph->X0 * scale;
float x2 = x + glyph->X1 * scale;
float y1 = y + glyph->Y0 * scale;
float y2 = y + glyph->Y1 * scale;
if (x1 <= clip_rect.z && x2 >= clip_rect.x)
{
// We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
float x1 = x + glyph->X0 * scale;
float x2 = x + glyph->X1 * scale;
float y1 = y + glyph->Y0 * scale;
float y2 = y + glyph->Y1 * scale;
if (x1 <= clip_rect.z && x2 >= clip_rect.x)
// Render a character
float u1 = glyph->U0;
float v1 = glyph->V0;
float u2 = glyph->U1;
float v2 = glyph->V1;
// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
if (cpu_fine_clip)
{
// Render a character
float u1 = glyph->U0;
float v1 = glyph->V0;
float u2 = glyph->U1;
float v2 = glyph->V1;
// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
if (cpu_fine_clip)
if (x1 < clip_rect.x)
{
if (x1 < clip_rect.x)
{
u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
x1 = clip_rect.x;
}
if (y1 < clip_rect.y)
{
v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
y1 = clip_rect.y;
}
if (x2 > clip_rect.z)
{
u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
x2 = clip_rect.z;
}
if (y2 > clip_rect.w)
{
v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
y2 = clip_rect.w;
}
if (y1 >= y2)
{
x += char_width;
continue;
}
u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
x1 = clip_rect.x;
}
// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
if (y1 < clip_rect.y)
{
idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
vtx_write += 4;
vtx_current_idx += 4;
idx_write += 6;
v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
y1 = clip_rect.y;
}
if (x2 > clip_rect.z)
{
u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
x2 = clip_rect.z;
}
if (y2 > clip_rect.w)
{
v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
y2 = clip_rect.w;
}
if (y1 >= y2)
{
x += char_width;
continue;
}
}
// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
{
idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
vtx_write += 4;
vtx_current_idx += 4;
idx_write += 6;
}
}
}
x += char_width;
}
// Give back unused vertices
draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data));
draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data));
// Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.
draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()
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->_VtxWritePtr = vtx_write;
draw_list->_IdxWritePtr = idx_write;
@ -3030,13 +3161,71 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
}
//-----------------------------------------------------------------------------
// [SECTION] Internal Render Helpers
// (progressively moved from imgui.cpp to here when they are redesigned to stop accessing ImGui global state)
// [SECTION] ImGui Internal Render Helpers
//-----------------------------------------------------------------------------
// Vaguely redesigned to stop accessing ImGui global state:
// - RenderArrow()
// - RenderBullet()
// - RenderCheckMark()
// - RenderMouseCursor()
// - RenderArrowPointingAt()
// - RenderRectFilledRangeH()
//-----------------------------------------------------------------------------
// Function in need of a redesign (legacy mess)
// - RenderColorRectWithAlphaCheckerboard()
//-----------------------------------------------------------------------------
// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale)
{
const float h = draw_list->_Data->FontSize * 1.00f;
float r = h * 0.40f * scale;
ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale);
ImVec2 a, b, c;
switch (dir)
{
case ImGuiDir_Up:
case ImGuiDir_Down:
if (dir == ImGuiDir_Up) r = -r;
a = ImVec2(+0.000f, +0.750f) * r;
b = ImVec2(-0.866f, -0.750f) * r;
c = ImVec2(+0.866f, -0.750f) * r;
break;
case ImGuiDir_Left:
case ImGuiDir_Right:
if (dir == ImGuiDir_Left) r = -r;
a = ImVec2(+0.750f, +0.000f) * r;
b = ImVec2(-0.750f, +0.866f) * r;
c = ImVec2(-0.750f, -0.866f) * r;
break;
case ImGuiDir_None:
case ImGuiDir_COUNT:
IM_ASSERT(0);
break;
}
draw_list->AddTriangleFilled(center + a, center + b, center + c, col);
}
void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)
{
draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8);
}
void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz)
{
float thickness = ImMax(sz / 5.0f, 1.0f);
sz -= thickness * 0.5f;
pos += ImVec2(thickness * 0.25f, thickness * 0.25f);
float third = sz / 3.0f;
float bx = pos.x + third;
float by = pos.y + sz - third * 0.5f;
draw_list->PathLineTo(ImVec2(bx - third, by - third));
draw_list->PathLineTo(ImVec2(bx, by));
draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f));
draw_list->PathStroke(col, false, thickness);
}
void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
{
@ -3141,6 +3330,43 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
draw_list->PathFillConvex(col);
}
// Helper for ColorPicker4()
// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding alltogether.
// FIXME: uses ImGui::GetColorU32
void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags)
{
if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
{
ImU32 col_bg1 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col));
ImU32 col_bg2 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col));
draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags);
int yi = 0;
for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)
{
float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
if (y2 <= y1)
continue;
for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
{
float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);
if (x2 <= x1)
continue;
int rounding_corners_flags_cell = 0;
if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; }
if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; }
rounding_corners_flags_cell &= rounding_corners_flags;
draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell);
}
}
}
else
{
draw_list->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags);
}
}
//-----------------------------------------------------------------------------
// [SECTION] Decompression code
//-----------------------------------------------------------------------------
@ -3201,9 +3427,9 @@ static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, uns
{
const unsigned long ADLER_MOD = 65521;
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) {
for (i=0; i + 7 < blocklen; i += 8) {
s1 += buffer[0], s2 += s1;
@ -3230,10 +3456,9 @@ 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*/)
{
unsigned int olen;
if (stb__in4(0) != 0x57bC0000) return 0;
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_out_e = output + olen;
stb__barrier_out_b = output;
@ -3365,3 +3590,5 @@ static const char* GetDefaultCompressedFontDataTTFBase85()
{
return proggy_clean_ttf_compressed_data_base85;
}
#endif // #ifndef IMGUI_DISABLE

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@ -1,4 +1,4 @@
// [DEAR IMGUI]
// [DEAR IMGUI]
// This is a slightly modified version of stb_textedit.h 1.13.
// Those changes would need to be pushed into nothings/stb:
// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)

View File

@ -1,4 +1,4 @@
// [DEAR IMGUI]
// [DEAR IMGUI]
// This is a slightly modified version of stb_truetype.h 1.20.
// Mostly fixing for compiler and static analyzer warnings.
// Grep for [DEAR IMGUI] to find the changes.
@ -2538,11 +2538,11 @@ static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, i
// There are no other cases.
STBTT_assert(0);
break;
};
} // [DEAR IMGUI] removed ;
}
}
break;
};
} // [DEAR IMGUI] removed ;
default:
// TODO: Implement other stuff.
@ -4132,7 +4132,7 @@ STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect
STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges)
{
stbtt_fontinfo info;
int i,j,n, return_value = 1;
int i,j,n, return_value; // [DEAR IMGUI] removed = 1
//stbrp_context *context = (stbrp_context *) spc->pack_info;
stbrp_rect *rects;

View File

@ -16,3 +16,9 @@ misc/natvis/
Natvis file to describe dear imgui types in the Visual Studio debugger.
With this, types like ImVector<> will be displayed nicely in the debugger.
You can include this file a Visual Studio project file, or install it in Visual Studio folder.
misc/single_file/
Single-file header stub.
We use this to validate compiling all *.cpp files in a same compilation unit.
Users of that technique (also called "Unity builds") can generally provide this themselves,
so we don't really recommend you use this in your projects.

View File

@ -1,5 +1,4 @@
// imgui_stdlib.cpp
// Wrappers for C++ standard library (STL) types (std::string, etc.)
// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)
// This is also an example of how you may wrap your own similar types.
// Compatibility:

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@ -1,5 +1,4 @@
// imgui_stdlib.h
// Wrappers for C++ standard library (STL) types (std::string, etc.)
// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)
// This is also an example of how you may wrap your own similar types.
// Compatibility:

View File

@ -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.
// 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)
// (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..
// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()

View File

@ -5,7 +5,7 @@ Build font atlases using FreeType instead of stb_truetype (which is the default
### Usage
1. Get latest FreeType binaries or build yourself (under Windows you may use vcpkg with `vcpkg install freetype`).
1. Get latest FreeType binaries or build yourself (under Windows you may use vcpkg with `vcpkg install freetype`, `vcpkg integrate install`).
2. Add imgui_freetype.h/cpp alongside your imgui sources.
3. Include imgui_freetype.h after imgui.h.
4. Call `ImGuiFreeType::BuildFontAtlas()` *BEFORE* calling `ImFontAtlas::GetTexDataAsRGBA32()` or `ImFontAtlas::Build()` (so normal Build() won't be called):

View File

@ -1,4 +1,4 @@
// Wrapper to use FreeType (instead of stb_truetype) for Dear ImGui
// dear imgui: wrapper to use FreeType (instead of stb_truetype)
// Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype
// Original code by @vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained and v0.60+ by @ocornut.
@ -278,12 +278,18 @@ namespace
}
}
#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
#define STBRP_ASSERT(x) IM_ASSERT(x)
#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0)
#define STBRP_STATIC
#define STB_RECT_PACK_IMPLEMENTATION
#endif
#ifdef IMGUI_STB_RECT_PACK_FILENAME
#include IMGUI_STB_RECT_PACK_FILENAME
#else
#include "imstb_rectpack.h"
#endif
#endif
struct ImFontBuildSrcGlyphFT
{
@ -300,7 +306,7 @@ struct ImFontBuildSrcDataFT
int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[]
int GlyphsHighest; // Highest requested codepoint
int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
ImBoolVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
ImVector<ImFontBuildSrcGlyphFT> GlyphsList;
};
@ -310,14 +316,14 @@ struct ImFontBuildDstDataFT
int SrcCount; // Number of source fonts targeting this destination font.
int GlyphsHighest;
int GlyphsCount;
ImBoolVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font.
ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font.
};
bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, unsigned int extra_flags)
{
IM_ASSERT(atlas->ConfigData.Size > 0);
ImFontAtlasBuildRegisterDefaultCustomRects(atlas);
ImFontAtlasBuildInit(atlas);
// Clear atlas
atlas->TexID = (ImTextureID)NULL;
@ -370,14 +376,14 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
{
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1);
src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1);
if (dst_tmp.GlyphsSet.Storage.empty())
dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);
dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1);
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
{
if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite)
if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite)
continue;
uint32_t glyph_index = FT_Get_Char_Index(src_tmp.Font.Face, codepoint); // It is actually in the font? (FIXME-OPT: We are not storing the glyph_index..)
if (glyph_index == 0)
@ -386,8 +392,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
// Add to avail set/counters
src_tmp.GlyphsCount++;
dst_tmp.GlyphsCount++;
src_tmp.GlyphsSet.SetBit(codepoint, true);
dst_tmp.GlyphsSet.SetBit(codepoint, true);
src_tmp.GlyphsSet.SetBit(codepoint);
dst_tmp.GlyphsSet.SetBit(codepoint);
total_glyphs_count++;
}
}
@ -398,13 +404,13 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i];
src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);
IM_ASSERT(sizeof(src_tmp.GlyphsSet.Storage.Data[0]) == sizeof(int));
const int* it_begin = src_tmp.GlyphsSet.Storage.begin();
const int* it_end = src_tmp.GlyphsSet.Storage.end();
for (const int* it = it_begin; it < it_end; it++)
if (int entries_32 = *it)
for (int bit_n = 0; bit_n < 32; bit_n++)
if (entries_32 & (1 << bit_n))
IM_ASSERT(sizeof(src_tmp.GlyphsSet.Storage.Data[0]) == sizeof(ImU32));
const ImU32* it_begin = src_tmp.GlyphsSet.Storage.begin();
const ImU32* it_end = src_tmp.GlyphsSet.Storage.end();
for (const ImU32* it = it_begin; it < it_end; it++)
if (ImU32 entries_32 = *it)
for (ImU32 bit_n = 0; bit_n < 32; bit_n++)
if (entries_32 & ((ImU32)1 << bit_n))
{
ImFontBuildSrcGlyphFT src_glyph;
memset(&src_glyph, 0, sizeof(src_glyph));
@ -545,7 +551,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
const float descent = src_tmp.Font.Info.Descender;
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
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;
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
@ -572,7 +578,7 @@ 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_off_x = font_off_x;
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
float x0 = info.OffsetX + char_off_x;

View File

@ -1,4 +1,4 @@
// Wrapper to use FreeType (instead of stb_truetype) for Dear ImGui
// dear imgui: wrapper to use FreeType (instead of stb_truetype)
// Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype
// Original code by @Vuhdo (Aleksei Skriabin), maintained by @ocornut

View File

@ -0,0 +1,17 @@
// dear imgui: single-file wrapper include
// We use this to validate compiling all *.cpp files in a same compilation unit.
// Users of that technique (also called "Unity builds") can generally provide this themselves,
// so we don't really recommend you use this in your projects.
// Do this:
// #define IMGUI_IMPLEMENTATION
// Before you include this file in *one* C++ file to create the implementation.
// Using this in your project will leak the contents of imgui_internal.h and ImVec2 operators in this compilation unit.
#include "../../imgui.h"
#ifdef IMGUI_IMPLEMENTATION
#include "../../imgui.cpp"
#include "../../imgui_demo.cpp"
#include "../../imgui_draw.cpp"
#include "../../imgui_widgets.cpp"
#endif