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112 Commits
v1.76 ... v1.77

Author SHA1 Message Date
9418dcb693 Version 1.77
+ fix minor clang-tidy warnings which seems reasonable
2020-06-29 15:54:28 +02:00
122febcdbf IO: Added storage for PenPressure (unused by core library, to facilitate experiments) (#2372) 2020-06-29 15:03:11 +02:00
dd02a180b5 Windows: Amend 6b0cf2e6 to facilitate working in viewport branch + handle safe area padding and ConfigWindowsMoveFromTitleBarOnly. 2020-06-25 23:04:55 +02:00
6b0cf2e6ae Windows: Fix unintended window size changes when resizing windows close to main viewport edges. 2020-06-25 22:16:19 +02:00
45a7cf47ab FAQ update, removed redundant block in imgui.cpp 2020-06-25 16:44:06 +02:00
fed80b9537 Popups: Changed 'int mouse_buttons' to ImGuiPopupFlags. Added ImGuiPopupFlags_NoOpenOverExistingPopup, ImGuiPopupFlags_NoOpenOverItems. Refactored signature of BeginPopupContextWindow(). 2020-06-23 20:05:15 +02:00
5acf6d861a Popups: Added ImGuiPopupFlags type, ImGuiPopupFlags_AnyPopupId and ImGuiPopupFlags_AnyPopupLevel flags for IsPopupOpen().
# Conflicts:
#	docs/CHANGELOG.txt
2020-06-23 20:00:32 +02:00
1c35750ee0 Added ImGuiCond_None for consistency and for generated bindings needing this for enums mapping. 2020-06-23 19:45:31 +02:00
b83a1f3b00 BeginPopupModal() doesn't set the ImGuiWindowFlags_NoSavedSettings flag anymore, and will not always be auto-centered. (#915, #3091) 2020-06-23 17:52:13 +02:00
68389200c4 Internals: Comments about CalcWrapWidthForPos() (#778) 2020-06-23 16:29:48 +02:00
e0ec69d84b Internals: Added ImageButtonEx() helper to temporarily bypass ID issues (#2464, #1390) 2020-06-23 15:47:07 +02:00
1a1dcea1a0 Internals: Initialize drawlist earlier in Begin() to facilitate detecting accidental draw earlier than legal. (#3311) 2020-06-20 22:04:04 +02:00
99f68d7958 Docs: Added FAQ entries removed old one which is misleading today. Misc tweaks. 2020-06-19 11:34:04 +02:00
9c2a36f573 Internals: clarified the code for ClampWindowRect().
As a side-effect, some rounding error may be neutralized however this isn't the intent. (#3309)
2020-06-19 10:08:05 +02:00
8ead38c100 Clang: Reduce uses of __has_warning for overall sanity, as compilers are hostile to software targetting multiple compiler version. 2020-06-18 17:02:24 +02:00
704723744e Disabled latest overzealous warnings from Clang 2020-06-18 16:19:51 +02:00
b1d8309abc Added ImGuiTabItemFlags_NoTooltip for individual Tab Item. 2020-06-18 15:55:10 +02:00
078571b7a9 Popups: added comments, reorganized the functions in imgui.h 2020-06-16 23:39:00 +02:00
6e138504c1 Popups: Fix BeginPopupContextVoid() when clicking over the area made unavailable by a modal. (#1636) 2020-06-16 19:32:59 +02:00
37eb89371b Popups: Internals: Added IsAnyPopupOpen(). 2020-06-16 18:46:25 +02:00
d31fe97f74 Popups: Fix an edge case where programatically closing a popup while clicking on its empty space would attempt to focus it and close other popups. (#2880) 2020-06-16 17:10:47 +02:00
1dfd0634cb Internals: Allow ItemHoverable() to be used with id==0 to facilitate high-level read-only hover test in widget code. 2020-06-15 22:13:06 +02:00
99ab521024 Renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). + Removed CalcItemRectClosestPoint() entry point 2020-06-15 22:12:38 +02:00
c658cba22b Comments, reworded some !(xxx && xxx) complex expression to be a little less confusing. 2020-06-15 18:06:48 +02:00
90c0c0c163 Columns: Lower overhead on column switches and switching to background channel. (second attempt for 9b3ce49)
Internals: Bits, comments, added ImRect::ToVec4()
2020-06-13 18:04:50 +02:00
d3b37180a3 ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate an extra unrequired vertex.
Amend 5363af7f47, 051ce0765e
2020-06-13 14:16:29 +02:00
a933cc4f4d Documentation update 2020-06-11 10:21:31 +02:00
64d8d302fb ImDrawList: Fixed VtxOffset change leading to unnecessary leading empty ImDrawCmd in certain cases. 2020-06-10 19:16:14 +02:00
16da8e6da6 Revert "Columns: Lower overhead on column switches and switching to background channel (some stress tests in debug builds went 3->2 ms). (#125)"
This reverts commit 9b3ce494fd.
2020-06-10 17:54:19 +02:00
53f0f97273 Added FAQ entry about DPI. Added Japanese font loading example. 2020-06-09 17:29:26 +02:00
40b799023b Docs: Update fonts.md (#2861) + update all references to FONTS.txt 2020-06-09 16:56:48 +02:00
a72754886f Docs: Initial draft of fonts documentation (#2861) 2020-06-09 16:56:45 +02:00
9b3ce494fd Columns: Lower overhead on column switches and switching to background channel (some stress tests in debug builds went 3->2 ms). (#125)
This change benefits Columns but was primarily made with Tables in mind.
2020-06-08 23:18:23 +02:00
84862ec78e ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where changing channels with different TextureId, VtxOffset would incorrectly apply new settings to draw channels. (#3129, #3163) 2020-06-08 20:58:30 +02:00
3bef743df4 ImDrawList: Clarifying and guarateeing that CmdBuffer.back()->UserCallback should be always be NULL. 2020-06-08 20:58:30 +02:00
b1f2eacdf3 ImDrawList: Prefixed internal functions with underscore, renamed UpdateClipRect() to _OnChangedClipRect(), UpdateTextureID() -> _OnChangedTextureID() 2020-06-08 20:58:30 +02:00
e35a813d57 ImDrawList: Separating PrimXXX sections from more internals helper in the header file. 2020-06-08 20:58:30 +02:00
117d57df5b ImDrawList: Additional comments and extracted bits into ImDrawList::PopUnusedDrawCmd() 2020-06-08 20:58:29 +02:00
a6bb047bab ImDrawList: Store header/current ImDrawCmd in instance to simplify merging code. Amend 0320e72, toward #3163, #3129 2020-06-08 19:36:02 +02:00
57191fe3d0 Comments about limiting WindowRounding to a reasonable size. 2020-06-08 14:17:49 +02:00
f6120f8e16 ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split when current VtxOffset was not zero would lead to draw commands with wrong VtxOffset. (#259 2020-06-06 21:31:31 +02:00
41f47c853b ImDrawList: Amend 0320e72 removed an unnecessary test. 2020-06-06 20:35:29 +02:00
0320e7257b ImDrawList: Small refactor to create empty command when beginning the frame, allowing to simplify some functions.
+ Missing clearing two fields in ClearFreeMemory() (was hamrless)
2020-06-06 20:27:24 +02:00
003153b3ac ImDrawList: Tweaks to make style consistent (using pointers, same local names). Added comments. Should be no-op. 2020-06-06 20:26:04 +02:00
e22e3f300a ImDrawList: Fixed an issue when draw command merging or cancelling while crossing the VtxOffset boundary would lead to draw command being emitted with wrong VtxOffset value. (#3129, #3163, #3232) 2020-06-06 18:54:53 +02:00
78d5ccfb90 ImDrawList: PushColumnsBackground(): Fixed incorrect assert. (#3163) 2020-06-06 18:54:46 +02:00
5af8a8c7e8 CI: Extra warnings for builds with Clang. Backends: OpenGL3: Fix sign conversion warnings. 2020-06-05 15:50:12 +02:00
dc49b14e29 Misc: Fix examples of using other OpenGL3 bindings in Makefiles. 2020-06-05 14:05:39 +02:00
6eb66fbef3 Backends: Win32: Cache the result of a windows version check. (#3283)
This is not expected to change while the application is running :)
2020-06-05 01:23:18 +02:00
79fbab543d Minor fix to avoid undefined behavior sanitizer triggering (#3276) 2020-06-04 18:59:04 +02:00
53dfccbe4b imgui_freetype: Fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails. (#618) 2020-06-04 17:53:50 +02:00
5e976e9b05 Title capitalization (#3280) 2020-06-03 22:04:14 +02:00
41e8837f59 Comments, adding some spacing in ImVec2() constructors. 2020-06-02 18:13:54 +02:00
3f26a07ee1 Backends: OpenGL: Fixed loader auto-detection to not interfere with ES2/ES3 defines. (#3246) 2020-05-25 18:57:23 +02:00
5ddf60d8ce Commit to facilitate branches merges 2020-05-25 18:28:25 +02:00
a06eb83359 Examples: GLFW+Vulkan, SDL+Vulkan: Fix for handling of minimized windows. (#3259) 2020-05-25 18:15:59 +02:00
6b688561aa CI: Test building without C++ runtime on GCC/Clang. 2020-05-25 14:43:18 +02:00
bb2529dd48 Backends: SDL: Report a zero display-size when window is minimized, consistent with other backends. 2020-05-25 12:26:59 +02:00
a056603d8b Backends: Vulkan: Rename internal helper ImGui_ImplVulkanH_CreateWindow to ImGui_ImplVulkanH_CreateOrResizeWindow 2020-05-25 12:12:02 +02:00
9c209d5a90 Minor amend 9028088 (#3261) 2020-05-25 11:42:45 +02:00
43f79aa210 Backends: OSX: import the glfw workaround to avoid missing mouse clicks. (#3261) 2020-05-25 11:42:45 +02:00
39d17ca07f Examples: Apple: catch events from the right and other mouse buttons when using Cocoa. (#3260) 2020-05-25 11:29:41 +02:00
d29157ce58 Moved static array with non-trivial constructors outside of function seems to remove requirement of linking with libstdc++ on some compilers. 2020-05-24 12:32:31 +02:00
c8cde28cf3 IO: AddInputCharacters function ignore 0 input. (#3252)
Amend ef13d954 + c8ea0a01 (#2541, #2538, #2815)
2020-05-20 17:56:08 +02:00
f44962c01a Backends: Allegro: Don't call AddInputCharacter if the pressed key has no character. (#3252) 2020-05-20 17:48:21 +02:00
75bbbda645 Examples: Update comments to get SDL2 package with msys2's pacman (#3251) 2020-05-20 11:44:00 +02:00
417ac68f82 Internals: AddPolyline: Add spaces for consistency, renaming. 2020-05-18 12:07:53 +02:00
39c978f499 Fix typo/bug introduced by 0679e056 (#3231, #3209, #1829, #946, #413) 2020-05-15 10:51:51 +02:00
476daf9aac Settings: Added ReadInitFn pre-load handler.
(docking branch already has it, so it'll probably conflict with same contents)
2020-05-13 23:51:29 +02:00
5fdfa32cce Update README.md 2020-05-12 15:42:29 +02:00
6b80bd9cc3 Fix GetGlyphRangesKorean() end-range to end at 0xD7A3 (instead of 0xD79D). (#348, #3217)
https://en.wikipedia.org/wiki/Hangul_Syllables
2020-05-11 18:01:42 +02:00
a6f4b0fd70 Nav, Menus: Fix vertical wrap-around in menus or popups created with multiple appending calls to BeginMenu()/EndMenu() or BeginPopup/EndPopup(). (#3223, #1207)
First call to EndPopup() called NavRequestTryWrapWindow() which performed wrap-around operation while we were not done composing menu. This resulted in navigation wrapping around to first item.
Since wrap-around operation is only valid in last call to EndPopup() and there is no way to know which call is last - this operation is delayed to the end of the frame.
2020-05-11 15:30:12 +02:00
7b3d379819 FocusWindow(NULL) correctly steal active id from previous window. (#1738) amend b0a9bbf6 2020-05-08 18:36:05 +02:00
685ca27d84 Backends: OpenGL: On OSX, if unspecified by app, made default GLSL version 150. (#3199) 2020-05-08 17:32:34 +02:00
4f33dd15c4 Internals: stand-in for large branches to facilitate merging. 2020-05-08 17:00:11 +02:00
5f752a5ba9 Internals: shuffling some sections (2) 2020-05-08 16:30:14 +02:00
f466cfc2ca Internals: shuffling some sections, added index. 2020-05-08 16:21:00 +02:00
3aa1684129 Comments 2020-05-08 15:59:59 +02:00
c0d5b3f55a Fix to facilitate branch merges 2020-05-07 23:58:35 +02:00
53ebd6a02f Metrics: Added Table settings block. 2020-05-07 23:54:32 +02:00
d33021d828 Settings: Made it possible to load window .ini data mid-frame. Added clear and post-read handlers. (#2573) 2020-05-07 21:38:04 +02:00
b6a04d7750 Settings: Added Clear Settings in Metrics. (#2188) + Preserve last loaded copy in internal buffer used for save (so it can be browsed easily). 2020-05-07 21:38:03 +02:00
9ee442d3f0 Metrics: Added a "Settings" section with some details about persistent ini settings. InputText: Assert early on null buffer. 2020-05-07 21:34:44 +02:00
510f301c9f Internals: Removed seemingly unnecessary size_on_first_use arg to CreateNewWindow(), extracted code into ApplyWindowSettings. 2020-05-07 21:34:00 +02:00
0679e05677 Internals: Added code in TempInputScalar() to clamp values, NOT used by stock Drag/Float (#3209, #1829, #946, #413) 2020-05-07 12:27:21 +02:00
673d6df85f Demo: Clamping font scale. Added helpers in demo. Comments. Update sponsors. (#3206) 2020-05-07 11:45:41 +02:00
f152fac4f1 Demo: Wrapped many (not all) code and comments lines to 120 characters to fit below GitHub viewer limit. (#3193) 2020-05-05 21:33:16 +02:00
419f905f91 Demo: Extracted some code out of ShowStyleEditor() into NodeFont(). 2020-05-05 19:53:54 +02:00
11a3e75f47 Backends: Win32: Fix _WIN32_WINNT < 0x0600 (MinGW defaults to 0x502 == Windows 2003). (#3183) 2020-05-04 20:46:20 +02:00
b4dd28ffbb Style: Added style.TabMinWidthForUnselectedCloseButton settings.
Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS).
Set to FLT_MAX to only display a close button when selected (merely hovering is not enough).
Set to an intermediary value to toggle behavior based on width (same as Firefox).
2020-05-04 14:58:21 +02:00
099091280f Backends: DX10/DX11: Minor tweaks. 2020-05-04 11:40:31 +02:00
1e9abf60d1 Backends: Keep shader blobs as local variables. (#3176) 2020-05-04 11:22:43 +02:00
794bf7a28d CI: Implement builds with IMGUI_DISABLE_WIN32_FUNCTIONS, IMGUI_DISABLE_FILE_FUNCTIONS, IMGUI_USE_BGRA_PACKED_COLOR IM_VEC2_CLASS_EXTRA, IM_VEC4_CLASS_EXTRA and building library as a DLL. 2020-05-04 11:05:07 +02:00
d5ce3b43ae Backends: Vulkan: Fixed error in if initial frame has no vertices. (#3177) 2020-05-04 11:03:41 +02:00
a2454f2a45 Use __NEWLIB__ instead of __SWITCH__ and __CYGWIN__ for alloca.h-detection (#3070)
Cygwin uses newlib, so it's covered by the __NEWLIB__ check.
You can see how it defines __NEWLIB__ here: https://cygwin.com/git/?p=newlib-cygwin.git;a=blob;f=newlib/configure.in#l453
2020-04-28 16:15:00 +02:00
8cbff5ccb2 Fix various typos. (#3161)
(found by Debian's lintian on a package that uses imgui.)
(found by codespell.)
2020-04-28 16:10:15 +02:00
2593b6a1c8 Drag and Drop: Fix unintended fallback "..." tooltip during drag operation when drag source uses _SourceNoPreviewTooltip flags. (#3160) 2020-04-27 13:51:07 +02:00
73c30aa085 Backends: Vulkan: Don't skip drawing when there's no vertexes to ensure that user callbacks are still processed. 2020-04-26 20:26:06 +02:00
d3212482fe Fix multiple macro definitions of GLFW_INCLUDE_NONE (#3157) 2020-04-23 22:58:45 +02:00
5ac5d3674f Removed unncessary ID (first arg) of ImFontAtlas::AddCustomRectRegular() function. 2020-04-23 19:27:04 +02:00
223297b075 Clarified comments about popups input blocking and ImGuiHoveredFlags_AllowWhenBlockedByPopup flag. (#3154) 2020-04-23 16:32:01 +02:00
fd6d3155c0 Fix wrong comment in ImGuiCond_ (#3139) 2020-04-22 10:13:20 +02:00
528b12eb7a Fix glClipControl(GL_UPPER_LEFT) handling in opengl3. 2020-04-22 10:10:51 +02:00
c0283c1289 TestEngine: Changed PushID hooks into GetID(), makes more sense and catches more information. 2020-04-20 11:31:30 +02:00
37f665b619 Backends: Win32: Support for #define NOGDI, won't try to call GetDeviceCaps(). (#3137, #2327) 2020-04-19 17:52:09 +02:00
388bf66247 Fix missing comma in FAQ.md (#3134) 2020-04-17 18:50:33 +02:00
9f9ff84ba1 TestEngine: Added PushID() hooks. 2020-04-16 16:59:46 +02:00
b0e9092d6f TestEngine: Added extra storage and global enable flag. Added missing ItemInfo hooks. 2020-04-16 16:56:15 +02:00
3233fbff0e Internals: Added SetNextWindowScroll() (#1526) 2020-04-16 14:07:58 +02:00
1fd9e131e4 TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick or _OpenOnArrow would open the node. (#143) 2020-04-15 13:06:05 +02:00
54b38d88f7 TreeNode: Fixed bug where BeginDragDropSource() failed when the _OpenOnDoubleClick flag is set. Added basic demo code. (Amend 05420ea) 2020-04-15 12:31:51 +02:00
e8c986b34e Version 1.77 WIP 2020-04-14 14:55:50 +02:00
48 changed files with 3433 additions and 2187 deletions

View File

@ -59,6 +59,29 @@ jobs:
echo '#include "examples/example_null/main.cpp"' >> 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 g++ -I. -Wall -Wformat -o example_single_file.exe example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_WIN32_FUNCTIONS)
shell: bash
run: |
echo '#define IMGUI_DISABLE_WIN32_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.exe example_single_file.cpp
- name: Build example_null (as DLL)
shell: cmd
run: |
"%VS_PATH%\VC\Auxiliary\Build\vcvarsall.bat" x64
echo '#ifdef _EXPORT' > example_single_file.cpp
echo '# define IMGUI_API __declspec(dllexport)' >> example_single_file.cpp
echo '#else' >> example_single_file.cpp
echo '# define IMGUI_API __declspec(dllimport)' >> example_single_file.cpp
echo '#endif' >> 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
cl.exe /D_USRDLL /D_WINDLL /D_EXPORT /I. example_single_file.cpp /LD /FeImGui.dll /link
cl.exe /I. ImGui.lib /Feexample_null.exe examples/example_null/main.cpp
- name: Build Win32 example_glfw_opengl2 - name: Build Win32 example_glfw_opengl2
shell: cmd shell: cmd
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release' run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
@ -233,6 +256,46 @@ jobs:
echo '#include "examples/example_null/main.cpp"' >> 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 g++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (with IMGUI_DISABLE_FILE_FUNCTIONS)
run: |
echo '#define IMGUI_DISABLE_FILE_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_USE_BGRA_PACKED_COLOR)
run: |
echo '#define IMGUI_USE_BGRA_PACKED_COLOR' > 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 IM_VEC2_CLASS_EXTRA and IM_VEC4_CLASS_EXTRA)
run: |
echo 'struct MyVec2 { float x; float y; MyVec2(float x, float y) : x(x), y(y) { } };' > example_single_file.cpp
echo 'struct MyVec4 { float x; float y; float z; float w;' >> example_single_file.cpp
echo 'MyVec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) { } };' >> example_single_file.cpp
echo '#define IM_VEC2_CLASS_EXTRA \' >> example_single_file.cpp
echo ' ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \' >> example_single_file.cpp
echo ' operator MyVec2() const { return MyVec2(x, y); }' >> example_single_file.cpp
echo '#define IM_VEC4_CLASS_EXTRA \' >> example_single_file.cpp
echo ' ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \' >> example_single_file.cpp
echo ' operator MyVec4() const { return MyVec4(x, y, z, w); }' >> 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 (without c++ runtime, Clang)
run: |
echo '#define IMGUI_IMPLEMENTATION' > example_single_file.cpp
echo '#define IMGUI_DISABLE_DEMO_WINDOWS' >> 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 -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
- name: Build example_glfw_opengl2 - name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2 run: make -C examples/example_glfw_opengl2
@ -269,6 +332,13 @@ jobs:
echo '#include "examples/example_null/main.cpp"' >> 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 clang++ -I. -Wall -Wformat -o example_single_file example_single_file.cpp
- name: Build example_null (without c++ runtime)
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 -nodefaultlibs -fno-rtti -fno-exceptions -fno-threadsafe-statics -lc -lm -o example_single_file example_single_file.cpp
- name: Build example_glfw_opengl2 - name: Build example_glfw_opengl2
run: make -C examples/example_glfw_opengl2 run: make -C examples/example_glfw_opengl2

View File

@ -9,11 +9,12 @@ RELEASE NOTES: https://github.com/ocornut/imgui/releases
REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues REPORT ISSUES, ASK QUESTIONS: https://github.com/ocornut/imgui/issues
COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master COMMITS HISTORY: https://github.com/ocornut/imgui/commits/master
FAQ https://www.dearimgui.org/faq/ FAQ https://www.dearimgui.org/faq/
WIKI https://github.com/ocornut/imgui/wiki
WHEN TO UPDATE? WHEN TO UPDATE?
- Keeping your copy of dear imgui updated once in a while is recommended. - Keeping your copy of Dear ImGui updated regularly is recommended.
- It is generally safe to sync to the latest commit in master. - It is generally safe to sync to the latest commit in master or docking branches
The library is fairly stable and regressions tends to be fixed fast when reported. The library is fairly stable and regressions tends to be fixed fast when reported.
HOW TO UPDATE? HOW TO UPDATE?
@ -30,10 +31,104 @@ HOW TO UPDATE?
- Please report any issue! - Please report any issue!
-----------------------------------------------------------------------
VERSION 1.77 (Released 2020-06-29)
-----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.77
Breaking Changes:
- Removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular() function. Please
note that this is a Beta api and will likely be reworked in order to support multi-DPI accross
multiple monitors.
- Renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete).
- Removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor
of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
Kept inline redirection function (will obsolete).
- Removed obsoleted CalcItemRectClosestPoint() entry point (has been asserting since December 2017).
Other Changes:
- TreeNode: Fixed bug where BeginDragDropSource() failed when the _OpenOnDoubleClick flag is
enabled (bug introduced in 1.76, but pre-1.76 it would also fail unless the _OpenOnArrow
flag was also set, and _OpenOnArrow is frequently set along with _OpenOnDoubleClick).
- TreeNode: Fixed bug where dragging a payload over a TreeNode() with either _OpenOnDoubleClick
or _OpenOnArrow would open the node. (#143)
- Windows: Fix unintended feedback loops when resizing windows close to main viewport edges. [@rokups]
- Tabs: Added style.TabMinWidthForUnselectedCloseButton settings:
- Set to 0.0f (default) to always make a close button appear on hover (same as Chrome, VS).
- Set to FLT_MAX to only display a close button when selected (merely hovering is not enough).
- Set to an intermediary value to toggle behavior based on width (same as Firefox).
- Tabs: Added a ImGuiTabItemFlags_NoTooltip flag to disable the tooltip for individual tab item
(vs ImGuiTabBarFlags_NoTooltip for entire tab bar). [@Xipiryon]
- Popups: All functions capable of opening popups (OpenPopup*, BeginPopupContext*) now take a new
ImGuiPopupFlags sets of flags instead of a mouse button index. The API is automatically backward
compatible as ImGuiPopupFlags is guaranteed to hold mouse button index in the lower bits.
- Popups: Added ImGuiPopupFlags_NoOpenOverExistingPopup for OpenPopup*/BeginPopupContext* functions
to first test for the presence of another popup at the same level.
- Popups: Added ImGuiPopupFlags_NoOpenOverItems for BeginPopupContextWindow() - similar to testing
for !IsAnyItemHovered() prior to doing an OpenPopup().
- Popups: Added ImGuiPopupFlags_AnyPopupId and ImGuiPopupFlags_AnyPopupLevel flags for IsPopupOpen(),
allowing to check if any popup is open at the current level, if a given popup is open at any popup
level, if any popup is open at all.
- Popups: Fix an edge case where programatically closing a popup while clicking on its empty space
would attempt to focus it and close other popups. (#2880)
- Popups: Fix BeginPopupContextVoid() when clicking over the area made unavailable by a modal. (#1636)
- Popups: Clarified some of the comments and function prototypes.
- Modals: BeginPopupModal() doesn't set the ImGuiWindowFlags_NoSavedSettings flag anymore, and will
not always be auto-centered. Note that modals are more similar to regular windows than they are to
popups, so api and behavior may evolve further toward embracing this. (#915, #3091)
Enforce centering using e.g. SetNextWindowPos(io.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f,0.5f)).
- Metrics: Added a "Settings" section with some details about persistent ini settings.
- Nav, Menus: Fix vertical wrap-around in menus or popups created with multiple appending calls to
BeginMenu()/EndMenu() or BeginPopup(0/EndPopup(). (#3223, #1207) [@rokups]
- Drag and Drop: Fixed unintended fallback "..." tooltip display during drag operation when
drag source uses _SourceNoPreviewTooltip flags. (#3160) [@rokups]
- Columns: Lower overhead on column switches and switching to background channel.
Benefits Columns but was primarily made with Tables in mind!
- Fonts: Fix GetGlyphRangesKorean() end-range to end at 0xD7A3 (instead of 0xD79D). (#348, #3217) [@marukrap]
- ImDrawList: Fixed an issue where draw command merging or primitive unreserve while crossing the
VtxOffset boundary would lead to draw commands with wrong VtxOffset. (#3129, #3163, #3232, #2591)
[@thedmd, @Shironekoben, @sergeyn, @ocornut]
- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where changing channels with different
TextureId, VtxOffset would incorrectly apply new settings to draw channels. (#3129, #3163)
[@ocornut, @thedmd, @Shironekoben]
- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split when current
VtxOffset was not zero would lead to draw commands with wrong VtxOffset. (#2591)
- ImDrawList, ImDrawListSplitter, Columns: Fixed an issue where starting a split right after
a callback draw command would incorrectly override the callback draw command.
- ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would
generate an extra unrequired vertex. [@ShironekoBen]
- Misc, Freetype: Fix for rare case where FT_Get_Char_Index() succeeds but FT_Load_Glyph() fails.
- Docs: Improved and moved font documentation to docs/FONTS.md so it can be readable on the web.
Updated various links/wiki accordingly. Added FAQ entry about DPI. (#2861) [@ButternCream, @ocornut]
- CI: Added CI test to verify we're never accidentally dragging libstdc++ (on some compiler setups,
static constructors for non-pod data seems to drag in libstdc++ due to thread-safety concerns).
Fixed a static constructor which led to this dependency on some compiler setups.
- Backends: Win32: Support for #define NOGDI, won't try to call GetDeviceCaps(). (#3137, #2327)
- Backends: Win32: Fix _WIN32_WINNT < 0x0600 (MinGW defaults to 0x502 == Windows 2003). (#3183)
- Backends: SDL: Report a zero display-size when window is minimized, consistent with other backends,
making more render/clipping code use an early out path.
- Backends: OpenGL: Fixed handling of GL 4.5+ glClipControl(GL_UPPER_LEFT) by inverting the
projection matrix top and bottom values. (#3143, #3146) [@u3shit]
- Backends: OpenGL: On OSX, if unspecified by app, made default GLSL version 150. (#3199) [@albertvaka]
- Backends: OpenGL: Fixed loader auto-detection to not interfere with ES2/ES3 defines. (#3246) [@funchal]
- Backends: Vulkan: Fixed error in if initial frame has no vertices. (#3177)
- Backends: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData
structure didn't have any vertices. (#2697) [@kudaba]
- Backends: OSX: Added workaround to avoid fast mouse clicks. (#3261, #1992, #2525) [@nburrus]
- Examples: GLFW+Vulkan, SDL+Vulkan: Fix for handling of minimized windows. (#3259)
- Examples: Apple: Fixed example_apple_metal and example_apple_opengl2 using imgui_impl_osx.mm
not forwarding right and center mouse clicks. (#3260) [@nburrus]
----------------------------------------------------------------------- -----------------------------------------------------------------------
VERSION 1.76 (Released 2020-04-12) VERSION 1.76 (Released 2020-04-12)
----------------------------------------------------------------------- -----------------------------------------------------------------------
Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.76
Other Changes: Other Changes:
- Drag and Drop, Nav: Disabling navigation arrow keys when drag and drop is active. In the docking - Drag and Drop, Nav: Disabling navigation arrow keys when drag and drop is active. In the docking
@ -503,11 +598,11 @@ Other Changes:
- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture. - Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture.
- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bit indices. - ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bit indices.
The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable
this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero. (#2591)
This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not
support 32-bit indices. Most examples back-ends have been modified to support the VtxOffset field. support 32-bit indices. Most examples back-ends have been modified to support the VtxOffset field.
- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command. - ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command.
This is provided for convenience and consistency with VtxOffset. This is provided for convenience and consistency with VtxOffset. (#2591)
- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to - ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to
facilitate custom rendering back-ends passing local render-specific data to the draw callback. facilitate custom rendering back-ends passing local render-specific data to the draw callback.
- ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. Combine - ImFontAtlas: FreeType: Added RasterizerFlags::Monochrome flag to disable font anti-aliasing. Combine
@ -519,7 +614,7 @@ Other Changes:
dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott] dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168] - Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168]
- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes - Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes
(64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends. (64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends. (#2591)
- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(), - Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(),
the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode
support. (#2538, #2541) support. (#2538, #2541)

View File

@ -15,18 +15,21 @@ or view this file with any Markdown viewer.
| [What is this library called?](#q-what-is-this-library-called) | | [What is this library called?](#q-what-is-this-library-called) |
| [Which version should I get?](#q-which-version-should-i-get) | | [Which version should I get?](#q-which-version-should-i-get) |
| **Q&A: Integration** | | **Q&A: Integration** |
| **[How to get started?](#q-how-to-get-started)** |
| **[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 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 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) | | [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 little squares are showing instead of text..](#q-i-integrated-dear-imgui-in-my-engine-and-little-squares-are-showing-instead-of-text) |
| [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) | | [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) |
| [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) |
| **Q&A: Usage** | | **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 have widgets with an empty label?<br>How can I have multiple widgets with the same label?<br>Why are multiple widgets reacting when I interact with one?](#q-how-can-i-have-widgets-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 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 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 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) | | [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** | | **Q&A: Fonts, Text** |
| [How should I handle DPI in my application?](#q-how-should-i-handle-dpi-in-my-application) |
| [How can I load a different font than the default?](#q-how-can-i-load-a-different-font-than-the-default) | | [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 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 load multiple fonts?](#q-how-can-i-load-multiple-fonts) |
@ -77,12 +80,24 @@ You may use the [docking](https://github.com/ocornut/imgui/tree/docking) branch
Many projects are using this branch and it is kept in sync with master regularly. Many projects are using this branch and it is kept in sync with master regularly.
You may merge in the [tables](https://github.com/ocornut/imgui/tree/tables) branch which includes:
- [Table features](https://github.com/ocornut/imgui/issues/2957)
##### [Return to Index](#index) ##### [Return to Index](#index)
---- ----
# Q&A: Integration # Q&A: Integration
### Q: How to get started?
Read `PROGRAMMER GUIDE` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp).
Read [examples/README.txt](https://github.com/ocornut/imgui/tree/master/examples/README.txt).
##### [Return to Index](#index)
---
### Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? ### 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. You can read the `io.WantCaptureMouse`, `io.WantCaptureKeyboard` and `io.WantTextInput` flags from the ImGuiIO structure.
@ -134,20 +149,23 @@ Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-lik
--- ---
### Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. ### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text..
In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f). This usually means that: your font texture wasn't uploaded into GPU, or your shader or other rendering state are not reading from the right texture (e.g. texture wasn't bound).
Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension. If this happens using the standard back-ends it is probably that the texture failed to upload, which could happens if for some reason your texture is too big. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md).
##### [Return to Index](#index) ##### [Return to Index](#index)
--- ---
### Q: 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: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries..
You are probably mishandling the clipping rectangles in your render function. You are probably mishandling the clipping rectangles in your render function.
Rectangles provided by ImGui are defined as Each draw command needs the triangle rendered using the clipping rectangle provided in the ImDrawCmd structure (`ImDrawCmd->CllipRect`).
Rectangles provided by Dear ImGui are defined as
`(x1=left,y1=top,x2=right,y2=bottom)` `(x1=left,y1=top,x2=right,y2=bottom)`
and **NOT** as and **NOT** as
`(x1,y1,width,height)` `(x1,y1,width,height)`
Refer to rendering back-ends in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder for references of how to handle the `ClipRect` field.
##### [Return to Index](#index) ##### [Return to Index](#index)
@ -155,7 +173,9 @@ and **NOT** as
# Q&A: Usage # 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? ### Q: How can I have widgets with an empty label?
### Q: How can I have multiple widgets with the same label?
### Q: Why are multiple widgets reacting when I interact with one?
A primer on labels and the ID Stack... A primer on labels and the ID Stack...
@ -168,7 +188,7 @@ Unique ID are implicitly built from the hash of multiple elements that identify
- Unique ID are often derived from a string label and at minimum scoped within their host window: - Unique ID are often derived from a string label and at minimum scoped within their host window:
```c ```c
Begin("MyWindow"); Begin("MyWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyWindow" "OK") Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel") Button("Cancel"); // Label = "Cancel", ID = hash of ("MyWindow", "Cancel")
End(); End();
``` ```
@ -277,11 +297,12 @@ if (TreeNode("node")) // <-- this function call will do a PushID() for you (unl
TreePop(); TreePop();
} }
``` ```
- When working with trees, ID are used to preserve the open/close state of each tree node.
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. 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 - 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. 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 - 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! node open/closed state differently. See what makes more sense in your situation!
##### [Return to Index](#index) ##### [Return to Index](#index)
@ -441,10 +462,33 @@ ImGui::End();
# Q&A: Fonts, Text # Q&A: Fonts, Text
### Q: How should I handle DPI in my application?
The short answer is: obtain the desired DPI scale, load a suitable font resized with that scale (always round down font size to nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`.
Your application may want to detect DPI change and reload the font and reset style being frames.
Your ui code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead.
Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this.
Applications in the `examples/` folder are not DPI aware partly because they are unable to load a custom font from the file-system (may change that in the future).
The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scale). The current way to handle this on the application side is:
- Create and maintain one font atlas per active DPI scale (e.g. by iterating `platform_io.Monitors[]` before `NewFrame()`).
- Hook `platform_io.OnChangedViewport()` to detect when a `Begin()` call makes a Dear ImGui window change monitor (and therefore DPI).
- In the hook: swap atlas, swap style with correctly sized one, remap the current font from one atlas to the other (may need to maintain a remapping table of your fonts at variying DPI scale).
This approach is relatively easy and functional but come with two issues:
- It's not possibly to reliably size or position a window ahead of `Begin()` without knowing on which monitor it'll land.
- Style override may be lost during the `Begin()` call crossing monitor boundaries. You may need to do some custom scaling mumbo-jumbo if you want your `OnChangedViewport()` handler to preserve style overrides.
Please note that if you are not using multi-viewports with multi-monitors using different DPI scale, you can ignore all of this and use the simpler technique recommended at the top.
### Q: How can I load a different font than the default? ### Q: How can I load a different font than the default?
Use the font atlas to load the TTF/OTF file you want: Use the font atlas to load the TTF/OTF file you want:
```c ```cpp
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels); io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8() io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
@ -454,12 +498,12 @@ Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear img
(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.) (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.) (Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file for more details about font loading.)
New programmers: remember that in C/C++ and most programming languages if you want to use a 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 "\\": backslash \ within a string literal, you need to write it double backslash "\\":
```c ```cpp
io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!) 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; // CORRECT
io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
@ -473,9 +517,9 @@ io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
The most convenient and practical way is to merge an icon font such as FontAwesome inside you 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. 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. 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.) (Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) 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, 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. and copying your own graphics data into it. See docs/FONTS.md about using the AddCustomRectFontGlyph API.
##### [Return to Index](#index) ##### [Return to Index](#index)
@ -483,7 +527,7 @@ and copying your own graphics data into it. See docs/FONTS.txt about using the A
### Q: How can I load multiple fonts? ### Q: How can I load multiple fonts?
Use the font atlas to pack them into a single texture: 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.) (Read the [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) file and the code in ImFontAtlas for more details.)
```cpp ```cpp
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();

389
docs/FONTS.md Normal file
View File

@ -0,0 +1,389 @@
## Dear ImGui: Using Fonts
(You may browse this document at https://github.com/ocornut/imgui/blob/master/docs/FONTS.md or view this file with any Markdown viewer.)
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
a 13 pixels high, pixel-perfect font used by default. We embed it in the source code so you can use Dear ImGui without any file system access. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions.
You may also load external .TTF/.OTF files.
In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience.
**Read the FAQ:** https://www.dearimgui.org/faq (there is a Fonts section!)
**Use the Discord server**: http://discord.dearimgui.org and not the GitHub issue tracker for basic font loading questions.
## Index
- [Readme First](#readme-first)
- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
- [Fonts Loading Instructions](#font-loading-instructions)
- [Using Icons](#using-icons)
- [Using FreeType Rasterizer](#using-freetype-rasterizer)
- [Using Custom Glyph Ranges](#using-custom-glyph-ranges)
- [Using Custom Colorful Icons](#using-custom-colorful-icons)
- [Using Font Data Embedded In Source Code](#using-font-data-embedded-in-source-code)
- [About filenames](#about-filenames)
- [Credits/Licenses For Fonts Included In Repository](#creditslicenses-for-fonts-included-in-repository)
- [Font Links](#font-links)
---------------------------------------
## Readme First
- All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas.
- 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. You can also reach it in `Demo->Tools->Style Editor->Fonts`:
![imgui_capture_0008](https://user-images.githubusercontent.com/8225057/84162822-1a731f00-aa71-11ea-9b6b-89c2332aa161.png)
- Make sure your font ranges data are persistent (available during the calls to `GetTexDataAsAlpha8()`/`GetTexDataAsRGBA32()/`Build()`.
- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
```cpp
u8"hello"
u8"こんにちは" // this will be encoded as UTF-8
```
##### [Return to Index](#index)
## How should I handle DPI in my application?
See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application).
##### [Return to Index](#index)
## Font Loading Instructions
**Load default font:**
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
```
**Load .TTF/.OTF file with:**
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
```
If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read "[About filenames](#about-filenames)" carefully.
**Load multiple fonts:**
```cpp
ImGuiIO& io = ImGui::GetIO();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
// Select font at runtime
ImGui::Text("Hello"); // use the default font (which is the first loaded font)
ImGui::PushFont(font2);
ImGui::Text("Hello with another font");
ImGui::PopFont();
```
**For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):**
```cpp
ImFontConfig config;
config.OversampleH = 2;
config.OversampleV = 1;
config.GlyphExtraSpacing.x = 1.0f;
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
```
**Combine multiple fonts into one:**
```cpp
// Load a first font
ImFont* font = io.Fonts->AddFontDefault();
// Add character ranges and merge into the previous font
// The ranges array is not copied by the AddFont* functions and is used lazily
// so ensure it is available at the time of building or calling GetTexDataAsRGBA32().
static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // Will not be copied by AddFont* so keep in scope.
ImFontConfig config;
config.MergeMode = true;
io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge into first font
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges); // Merge into first font
io.Fonts->Build();
```
**Add a fourth parameter to bake specific font ranges only:**
```cpp
// Basic Latin, Extended Latin
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault());
// Default + Selection of 2500 Ideographs used by Simplified Chinese
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
```
See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create your own ranges.
**Example loading and using a Japanese font:**
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
```
```cpp
ImGui::Text(u8"こんにちは!テスト %d", 123);
if (ImGui::Button(u8"ロード"))
{
// do stuff
}
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
```
![sample code output](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/code_sample_02_jp.png)
<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
**Offset font vertically by altering the `io.Font->DisplayOffset` value:**
```cpp
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
font->DisplayOffset.y = 1; // Render 1 pixel down
```
**Font Atlas 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 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 the `ImFontGlyphRangesBuilder` for this purpose, this will be the biggest win!
2. You may reduce oversampling, e.g. `font_config.OversampleH = font_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.
5. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
##### [Return to Index](#index)
## 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.
So you can use `ICON_FA_SEARCH` as a string that will render as a "Search" icon.
Example Setup:
```cpp
// 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:
```cpp
// 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.
Here's an application using icons ("Avoyd", https://www.avoyd.com):
![avoyd](https://user-images.githubusercontent.com/8225057/81696852-c15d9e80-9464-11ea-9cab-2a4d4fc84396.jpg)
##### [Return to Index](#index)
## Using FreeType Rasterizer
- Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read.
- There is an implementation of the ImFontAtlas builder using FreeType that you can use in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder.
- FreeType supports auto-hinting which tends to improve the readability of small fonts.
- Read documentation in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder.
- Correct sRGB space blending will have an important effect on your font rendering quality.
##### [Return to Index](#index)
## Using Custom Glyph Ranges
You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
```cpp
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", size_in_pixels, NULL, ranges.Data);
io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted.
```
##### [Return to Index](#index)
## Using Custom Colorful Icons
**(This is a BETA api, use if you are familiar with dear imgui and with your rendering back-end)**
- You can use the `ImFontAtlas::AddCustomRect()` and `ImFontAtlas::AddCustomRectFontGlyph()` api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build()`.
- You can then use `ImFontAtlas::GetCustomRectByIndex(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles.
- This API is beta because it is likely to change in order to support multi-dpi (multiple viewports on multiple monitors with varying DPI scale).
#### Pseudo-code:
```cpp
// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
ImFont* font = io.Fonts->AddFontDefault();
int rect_ids[2];
rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
// Build atlas
io.Fonts->Build();
// Retrieve texture in RGBA format
unsigned char* tex_pixels = NULL;
int tex_width, tex_height;
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
{
int rect_id = rects_ids[rect_n];
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
{
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
for (int y = 0; y < rect->Height; y++)
{
ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
for (int x = rect->Width; x > 0; x--)
*p++ = IM_COL32(255, 0, 0, 255);
}
}
}
```
##### [Return to Index](#index)
## Using Font Data Embedded In Source Code
- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instruction on how to use the tool.
- You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
Then load the font with:
```cpp
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
```
or
```cpp
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
```
##### [Return to Index](#index)
## About filenames
**Please note that many new C/C++ users have issues their files _because the filename they provide is wrong_.**
Two things to watch for:
- Make sure your IDE/debugger settings starts your executable from the right working directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it oftens start from the folder where object or executable files are stored.
```cpp
// Relative filename depends on your Working Directory when running your program!
io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...);
// Load from the parent folder of your Working Directory
io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...);
```
- 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 `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful.
```cpp
io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!!
io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT
```
In some situations, you may also use `/` path separator under Windows.
##### [Return to Index](#index)
## Credits/Licenses For Fonts Included In Repository
Some fonts files are available in the `misc/fonts/` folder:
```
Roboto-Medium.ttf
Apache License 2.0
by Christian Robetson
https://fonts.google.com/specimen/Roboto
Cousine-Regular.ttf
by Steve Matteson
Digitized data copyright (c) 2010 Google Corporation.
Licensed under the SIL Open Font License, Version 1.1
https://fonts.google.com/specimen/Cousine
DroidSans.ttf
Copyright (c) Steve Matteson
Apache License, version 2.0
https://www.fontsquirrel.com/fonts/droid-sans
ProggyClean.ttf
Copyright (c) 2004, 2005 Tristan Grimmer
MIT License
recommended loading setting: Size = 13.0, DisplayOffset.Y = +1
http://www.proggyfonts.net/
ProggyTiny.ttf
Copyright (c) 2004, 2005 Tristan Grimmer
MIT License
recommended loading setting: Size = 10.0, DisplayOffset.Y = +1
http://www.proggyfonts.net/
Karla-Regular.ttf
Copyright (c) 2012, Jonathan Pinhorn
SIL OPEN FONT LICENSE Version 1.1
```
##### [Return to Index](#index)
## Font Links
#### ICON FONTS
- C/C++ header for icon fonts (#define with code points to use in source code string literals) https://github.com/juliettef/IconFontCppHeaders
- FontAwesome https://fortawesome.github.io/Font-Awesome
- OpenFontIcons https://github.com/traverseda/OpenFontIcons
- Google Icon Fonts https://design.google.com/icons/
- Kenney Icon Font (Game Controller Icons) https://github.com/nicodinh/kenney-icon-font
- IcoMoon - Custom Icon font builder https://icomoon.io/app
#### REGULAR FONTS
- Google Noto Fonts (worldwide languages) https://www.google.com/get/noto/
- Open Sans Fonts https://fonts.google.com/specimen/Open+Sans
- (Japanese) M+ fonts by Coji Morishita http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
#### MONOSPACE FONTS
Pixel Perfect:
- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperbounds.net
- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font (also include an .inl file to use directly in dear imgui.)
Regular:
- Google Noto Mono Fonts https://www.google.com/get/noto/
- Typefaces for source code beautification https://github.com/chrissimpkins/codeface
- Programmation fonts http://s9w.github.io/font_compare/
- Inconsolata http://www.levien.com/type/myfonts/inconsolata.html
- Adobe Source Code Pro: Monospaced font family for ui & coding environments https://github.com/adobe-fonts/source-code-pro
- Monospace/Fixed Width Programmer's Fonts http://www.lowing.org/fonts/
Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).
##### [Return to Index](#index)

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@ -1,376 +0,0 @@
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.
We embed it font in source code so you can use Dear ImGui without any file system access.
You may also load external .TTF/.OTF files.
The files in this folder are suggested fonts, provided as a convenience.
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.
---------------------------------------
INDEX:
---------------------------------------
- Readme First / FAQ
- Fonts Loading Instructions
- Using Icons
- Using FreeType rasterizer
- Building Custom Glyph Ranges
- Using custom colorful icons
- Embedding Fonts in Source Code
- Credits/Licences for fonts included in repository
- Fonts Links
---------------------------------------
README FIRST / FAQ
---------------------------------------
- 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.
- 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".
Read FAQ for details.
---------------------------------------
FONTS LOADING INSTRUCTIONS
---------------------------------------
Load default font:
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
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);
// Select font at runtime
ImGui::Text("Hello"); // use the default font (which is the first loaded font)
ImGui::PushFont(font2);
ImGui::Text("Hello with another font");
ImGui::PopFont();
For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally):
ImFontConfig config;
config.OversampleH = 2;
config.OversampleV = 1;
config.GlyphExtraSpacing.x = 1.0f;
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
Combine two fonts into one:
// Load a first font
ImFont* font = io.Fonts->AddFontDefault();
// Add character ranges and merge into the previous font
// The ranges array is not copied by the AddFont* functions and is used lazily
// so ensure it is available at the time of building or calling GetTexDataAsRGBA32().
static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // Will not be copied by AddFont* so keep in scope.
ImFontConfig config;
config.MergeMode = true;
io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese());
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
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault());
// Default + Selection of 2500 Ideographs used by Simplified Chinese
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
See "BUILDING CUSTOM GLYPH RANGES" section to create your own ranges.
Offset font vertically by altering the io.Font->DisplayOffset value:
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
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
---------------------------------------
Dear ImGui uses imstb_truetype.h to rasterize fonts (with optional oversampling).
This technique and its implementation are not ideal for fonts rendered at _small sizes_, which may appear a
little blurry or hard to read.
There is an implementation of the ImFontAtlas builder using FreeType that you can use in the misc/freetype/ folder.
FreeType supports auto-hinting which tends to improve the readability of small fonts.
Note that this code currently creates textures that are unoptimally too large (could be fixed with some work).
Also note that correct sRGB space blending will have an important effect on your font rendering quality.
---------------------------------------
BUILDING CUSTOM GLYPH RANGES
---------------------------------------
You can use the ImFontGlyphRangesBuilder helper to create glyph ranges based on text input.
For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
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", size_in_pixels, NULL, ranges.Data);
io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted.
---------------------------------------
USING CUSTOM COLORFUL ICONS
---------------------------------------
(This is a BETA api, use if you are familiar with dear imgui and with your rendering back-end)
You can use the ImFontAtlas::AddCustomRect() and ImFontAtlas::AddCustomRectFontGlyph() api to register rectangles
that will be packed into the font atlas texture. Register them before building the atlas, then call Build().
You can then use ImFontAtlas::GetCustomRectByIndex(int) to query the position/size of your rectangle within the
texture, and blit/copy any graphics data of your choice into those rectangles.
Pseudo-code:
// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
ImFont* font = io.Fonts->AddFontDefault();
int rect_ids[2];
rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
// Build atlas
io.Fonts->Build();
// Retrieve texture in RGBA format
unsigned char* tex_pixels = NULL;
int tex_width, tex_height;
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
{
int rect_id = rects_ids[rect_n];
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
{
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
for (int y = 0; y < rect->Height; y++)
{
ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
for (int x = rect->Width; x > 0; x--)
*p++ = IM_COL32(255, 0, 0, 255);
}
}
}
---------------------------------------
EMBEDDING FONTS IN SOURCE CODE
---------------------------------------
Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array that you can embed in source code.
See the documentation in binary_to_compressed_c.cpp for instruction on how to use the tool.
You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see README).
The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the
actual binary will be about 20% bigger.
Then load the font with:
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
or:
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
---------------------------------------
CREDITS/LICENSES FOR FONTS INCLUDED IN REPOSITORY
---------------------------------------
Some fonts are available in the misc/fonts/ folder:
Roboto-Medium.ttf
Apache License 2.0
by Christian Robertson
https://fonts.google.com/specimen/Roboto
Cousine-Regular.ttf
by Steve Matteson
Digitized data copyright (c) 2010 Google Corporation.
Licensed under the SIL Open Font License, Version 1.1
https://fonts.google.com/specimen/Cousine
DroidSans.ttf
Copyright (c) Steve Matteson
Apache License, version 2.0
https://www.fontsquirrel.com/fonts/droid-sans
ProggyClean.ttf
Copyright (c) 2004, 2005 Tristan Grimmer
MIT License
recommended loading setting: Size = 13.0, DisplayOffset.Y = +1
http://www.proggyfonts.net/
ProggyTiny.ttf
Copyright (c) 2004, 2005 Tristan Grimmer
MIT License
recommended loading setting: Size = 10.0, DisplayOffset.Y = +1
http://www.proggyfonts.net/
Karla-Regular.ttf
Copyright (c) 2012, Jonathan Pinhorn
SIL OPEN FONT LICENSE Version 1.1
---------------------------------------
FONTS LINKS
---------------------------------------
ICON FONTS
C/C++ header for icon fonts (#define with code points to use in source code string literals)
https://github.com/juliettef/IconFontCppHeaders
FontAwesome
https://fortawesome.github.io/Font-Awesome
OpenFontIcons
https://github.com/traverseda/OpenFontIcons
Google Icon Fonts
https://design.google.com/icons/
Kenney Icon Font (Game Controller Icons)
https://github.com/nicodinh/kenney-icon-font
IcoMoon - Custom Icon font builder
https://icomoon.io/app
REGULAR FONTS
Google Noto Fonts (worldwide languages)
https://www.google.com/get/noto/
Open Sans Fonts
https://fonts.google.com/specimen/Open+Sans
(Japanese) M+ fonts by Coji Morishita are free
http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
MONOSPACE FONTS (PIXEL PERFECT)
Proggy Fonts, by Tristan Grimmer
http://www.proggyfonts.net or http://upperbounds.net
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/
Typefaces for source code beautification
https://github.com/chrissimpkins/codeface
Programmation fonts
http://s9w.github.io/font_compare/
Inconsolata
http://www.levien.com/type/myfonts/inconsolata.html
Adobe Source Code Pro: Monospaced font family for user interface and coding environments
https://github.com/adobe-fonts/source-code-pro
Monospace/Fixed Width Programmer's Fonts
http://www.lowing.org/fonts/
Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).

View File

@ -1,11 +1,11 @@
dear imgui Dear ImGui
===== =====
[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build) [![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 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> <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: Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
<br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot org_ <br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot com_
Individuals: support continued maintenance and development with [PayPal](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).
@ -86,7 +86,7 @@ Dear ImGui allows you to **create elaborate tools** as well as very short-lived
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. Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#About-the-IMGUI-paradigm) section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase. Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase.
_A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._ _A common misunderstanding is to mistake immediate mode gui for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the gui functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
@ -96,10 +96,10 @@ Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcas
![screenshot demo](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png) ![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: You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let us 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-20200412.zip) (Windows binaries, 1.76 WIP, built 2020/04/12, master branch, 5 executables) or [older demo binaries](http://www.dearimgui.org/binaries). - [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20200412.zip) (Windows binaries, 1.76, built 2020/04/12, master branch) or [older demo binaries](http://www.dearimgui.org/binaries).
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()`. 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()` (see [FAQ](https://www.dearimgui.org/faq)).
### Integration ### Integration
@ -114,7 +114,7 @@ Officially maintained bindings (in repository):
Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page): 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... - 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. - 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, Photoshop, px_render, Qt/QtDirect3D, SFML, Sokol, Unity, Unreal Engine 4, vtk, Win32 GDI, WxWidgets.
- 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. - 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.
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.
@ -122,11 +122,11 @@ Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
### Upcoming Changes ### Upcoming Changes
Some of the goals for 2020 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) - Work on docking. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch)
- 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) - 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)) - 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)) - 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)) - Work on automation and testing system, both to test the library and end-user apps. (see [#435](https://github.com/ocornut/imgui/issues/435))
- Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware. - Make the examples look better, improve styles, improve font support, make the examples hi-DPI and multi-DPI aware.
### Gallery ### Gallery
@ -154,11 +154,11 @@ If you are new to Dear ImGui and have issues with: compiling, linking, adding fo
Otherwise, for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully. Otherwise, for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
Paid private support is available for business customers (E-mail: _contact @ dearimgui dot org_). Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
**Which version should I get?** **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. We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features in the `docking` branch. Many projects are using this branch and it is kept in sync with master regularly. You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features in the `docking` branch. Many projects are using this branch and it is kept in sync with master regularly.
@ -174,14 +174,14 @@ How to help
- You may participate in the [Discord server](http://discord.dearimgui.org), [GitHub forum/issues](https://github.com/ocornut/imgui/issues). - You may participate in the [Discord server](http://discord.dearimgui.org), [GitHub forum/issues](https://github.com/ocornut/imgui/issues).
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it. - You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it.
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas. - See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
- Have your company financially support this project. - Have your company financially support this project (please reach by e-mail)
**How can I help financing further development of Dear ImGui?** **How can I help financing further development of Dear ImGui?**
Your contributions are keeping this project alive. The library is 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! 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: Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
<br>&nbsp;&nbsp;_E-mail: contact @ dearimgui dot org_ <br>&nbsp;&nbsp;_E-mail: contact @ dearimgui.com_
Individuals: support continued maintenance and development with [PayPal](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).
@ -194,7 +194,7 @@ Ongoing Dear ImGui development is financially supported by users and private spo
- [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/) - [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 and Salty caramel sponsors* *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/) - [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Arkane Studios](https://www.arkane-studios.com), [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), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/)
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). 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).
@ -208,9 +208,12 @@ Dear ImGui is using software and services provided free of charge for open sourc
Credits Credits
------- -------
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com) (PS Vita). Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/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. Recurring contributors (2020): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups), Ben Carter [@ShironekoBen](https://github.com/ShironekoBen).
A large portion of work on automation systems, regression tests and other features are currently unpublished.
"I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it."
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license). Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).

View File

@ -26,7 +26,6 @@ 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: GetWindowSize() returns (0,0) when not calculated? (#1045)
- window: investigate better auto-positioning for new windows. - window: investigate better auto-positioning for new windows.
- window: top most window flag? (#2574) - 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/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/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: background options for child windows, border option (disable rounding).
@ -35,7 +34,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window/child: border could be emitted in parent as well. - window/child: border could be emitted in parent as well.
- window/child: allow SetNextWindowContentSize() to work on child windows. - window/child: allow SetNextWindowContentSize() to work on child windows.
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero. - window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
- window/tab: add a way to signify that a window or docked window requires attention (e.g. blinking title bar). - window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463) ! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse) - scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet. - scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
@ -112,7 +111,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack. - input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
- layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner. - layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
- layout: generalization of the above: a concept equivalent to word processor ruler tab stop ~ mini columns (position in X, no clipping implied) (vaguely relate to #267, #395, also what is used internally for menu items) - layout, font: horizontal tab support, A) text mode: forward only tabs (e.g. every 4 characters/N pixels from pos x1), B) manual mode: explicit tab stops acting as mini columns, no clipping (for menu items, many kind of uses, also vaguely relate to #267, #395)
- layout: horizontal layout helper (#97) - layout: horizontal layout helper (#97)
- layout: horizontal flow until no space left (#404) - layout: horizontal flow until no space left (#404)
- layout: more generic alignment state (left/right/centered) for single items? - layout: more generic alignment state (left/right/centered) for single items?
@ -168,7 +167,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- tabs: explicit api (even if internal) to cleanly manipulate tab order. - tabs: explicit api (even if internal) to cleanly manipulate tab order.
- tabs: Mouse wheel over tab bar could scroll? (#2702) - tabs: Mouse wheel over tab bar could scroll? (#2702)
- image/image button: misalignment on padded/bordered button? - image/image button: misalignment on padded/bordered button?
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that? - image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
- image button: not taking an explicit id can be problematic. (#2464, #1390) - image button: not taking an explicit id can be problematic. (#2464, #1390)
@ -203,12 +201,13 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- listbox: future api should allow to enable horizontal scrolling (#2510) - listbox: future api should allow to enable horizontal scrolling (#2510)
!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402) !- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
- popups/modal: make modal title bar blink when trying to click outside the modal - modals: make modal title bar blink when trying to click outside the modal
- popups: reopening context menu at new position should be the behavior by default? (equivalent to internal OpenPopupEx() with reopen_existing=true) (~#1497) - modals: technically speaking, we could make Begin() with ImGuiWindowFlags_Modal work without involving popup. May help untangle a few things, as modals are more like regular windows than popups.
- popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331) - popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331)
- popups: clicking outside (to close popup) and holding shouldn't drag window below. - 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: add variant using global identifier similar to Begin/End (#402)
- popups: border options. richer api like BeginChild() perhaps? (#197) - popups: border options. richer api like BeginChild() perhaps? (#197)
- popups/modals: although it is sometimes convenient that popups/modals lifetime is owned by imgui, we could also a bool-owned-by-user api as long as Begin() return value testing is enforced.
- 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: 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: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse.
@ -382,6 +381,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- examples: window minimize, maximize (#583) - examples: window minimize, maximize (#583)
- examples: provide a zero frame-rate/idle example. - examples: provide a zero frame-rate/idle example.
- examples: dx11/dx12: try to use new swapchain blit models (#2970) - examples: dx11/dx12: try to use new swapchain blit models (#2970)
- backends: report it better when not able to create texture?
- backends: apple: example_apple should be using modern GL3. - 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: 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: rename imgui_impl_opengl2 to impl_opengl_legacy and imgui_impl_opengl3 to imgui_impl_opengl? (#1900)
@ -392,7 +392,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0 - 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) - 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: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF.(#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 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) - optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
- optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering. - optimization: fully covered window (covered by another with non-translucent bg + WindowRounding worth of padding) may want to clip rendering.

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@ -1,5 +1,5 @@
----------------------------------------------------------------------- -----------------------------------------------------------------------
dear imgui, v1.76 dear imgui, v1.77
----------------------------------------------------------------------- -----------------------------------------------------------------------
examples/README.txt examples/README.txt
(This is the README file for the examples/ folder. See docs/ for more documentation) (This is the README file for the examples/ folder. See docs/ for more documentation)
@ -32,29 +32,34 @@ You can find binaries of some of those example applications at:
--------------------------------------- ---------------------------------------
MISC COMMENTS AND SUGGESTIONS GETTING STARTED
--------------------------------------- ---------------------------------------
- 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 '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. Please read the comments and instruction at the top of each file.
Please read FAQ at http://www.dearimgui.org/faq
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files - If you are using of the backend provided here, you can add the imgui_impl_xxx.cpp/h files
to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual to your project and use them unmodified. Each imgui_impl_xxxx.cpp comes with its own individual
ChangeLog at the top of the .cpp files, so if you want to update them later it will be easier to Changelog at the top of the .cpp files, so if you want to update them later it will be easier to
catch up with what changed. catch up with what changed.
- Dear ImGui has 0 to 1 frame of lag for most behaviors, at 60 FPS your experience should be pleasant. - Dear ImGui has no particular extra lag for most behaviors, e.g. the value of 'io.MousePos' provided in
However, consider that OS mouse cursors are typically drawn through a specific hardware accelerated path NewFrame() will result at the time of EndFrame()/Render() in a moved windows rendered following that mouse
and will feel smoother than common GPU rendered contents (including Dear ImGui windows). movement. At 60 FPS your experience should be pleasant.
You may experiment with the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor itself, However, consider that OS mouse cursors are typically drawn through a very specific hardware accelerated
to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor path and will feel smoother than the majority of contents rendererd via regular graphics API (including,
at 60 FPS will feel slow. It might be beneficial to the user experience to switch to a software rendered but not limited to Dear ImGui windows). Because UI rendering and interaction happens on the same plane as
cursor only when an interactive drag is in progress. the mouse, that disconnect may be jarring to particularly sensitive users.
Note that some setup or GPU drivers are likely to be causing extra lag depending on their settings. You may experiment with enabling the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor
If you feel that dragging windows feels laggy and you are not sure who to blame: try to build an using the regular graphics API, to help you visualize the difference between a "hardware" cursor and a
application drawing a shape directly under the mouse cursor. regularly rendered software cursor.
However, rendering a mouse cursor at 60 FPS will feel sluggish so you likely won't want to enable that at
all times. It might be beneficial for the user experience to switch to a software rendered cursor _only_
when an interactive drag is in progress.
Note that some setup or GPU drivers are likely to be causing extra display lag depending on their settings.
If you feel that dragging windows feels laggy and you are not sure what the cause is: try to build a simple
drawing a flat 2D shape directly under the mouse cursor.
--------------------------------------- ---------------------------------------
@ -155,12 +160,12 @@ Those will allow you to create portable applications and will solve and abstract
Building: Building:
Unfortunately in 2020 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 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: third party software. For most examples here we choose to provide:
- Makefiles for Linux/OSX - Makefiles for Linux/OSX
- Batch files for Visual Studio 2008+ - Batch files for Visual Studio 2008+
- A .sln project file for Visual Studio 2010+ - A .sln project file for Visual Studio 2012+
- Xcode project files for the Apple examples - Xcode project files for the Apple examples
Please let me know if they don't work with your setup! Please let us know if they don't work with your setup!
You can probably just import the imgui_impl_xxx.cpp/.h files into your own codebase or compile those 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. directly with a command-line compiler.

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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. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

View File

@ -72,14 +72,38 @@
ImGui_ImplOSX_HandleEvent(event, self.view); ImGui_ImplOSX_HandleEvent(event, self.view);
} }
- (void)rightMouseDown:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)otherMouseDown:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseUp:(NSEvent *)event { - (void)mouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view); ImGui_ImplOSX_HandleEvent(event, self.view);
} }
- (void)rightMouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)otherMouseUp:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)mouseDragged:(NSEvent *)event { - (void)mouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view); ImGui_ImplOSX_HandleEvent(event, self.view);
} }
- (void)rightMouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)otherMouseDragged:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view);
}
- (void)scrollWheel:(NSEvent *)event { - (void)scrollWheel:(NSEvent *)event {
ImGui_ImplOSX_HandleEvent(event, self.view); ImGui_ImplOSX_HandleEvent(event, self.view);
} }

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@ -139,14 +139,22 @@
} }
// Forward Mouse/Keyboard events to dear imgui OSX back-end. It returns true when imgui is expecting to use the event. // Forward Mouse/Keyboard events to dear imgui OSX back-end. It returns true when imgui is expecting to use the event.
-(void)keyUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)keyUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)keyDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)flagsChanged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)mouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)rightMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)otherMouseDown:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)mouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); } -(void)rightMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)otherMouseUp:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)rightMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)otherMouseMoved:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)mouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)rightMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)otherMouseDragged:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
-(void)scrollWheel:(NSEvent *)event { ImGui_ImplOSX_HandleEvent(event, self); }
@end @end

View File

@ -81,7 +81,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details. // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details.
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();

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@ -59,7 +59,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

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@ -35,7 +35,8 @@ CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
## Using OpenGL loader: glew ## Using OpenGL loader: glew
## (This assumes a system-wide installation) ## (This assumes a system-wide installation)
# CXXFLAGS += -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW # CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLEW
# LIBS += -lGLEW
## Using OpenGL loader: glad ## Using OpenGL loader: glad
# SOURCES += ../libs/glad/src/glad.c # SOURCES += ../libs/glad/src/glad.c
@ -44,9 +45,11 @@ CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
## Using OpenGL loader: glbinding ## Using OpenGL loader: glbinding
## This assumes a system-wide installation ## This assumes a system-wide installation
## of either version 3.0.0 (or newer) ## of either version 3.0.0 (or newer)
# CXXFLAGS += -lglbinding -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING3 # CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING3
# LIBS += -lglbinding
## or the older version 2.x ## or the older version 2.x
# CXXFLAGS += -lglbinding -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING2 # CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING2
# LIBS += -lglbinding
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM ## BUILD FLAGS PER PLATFORM

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@ -119,7 +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. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

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@ -48,8 +48,9 @@ static int g_SwapChainResizeHeight = 0;
static void check_vk_result(VkResult err) static void check_vk_result(VkResult err)
{ {
if (err == 0) return; if (err == 0)
printf("VkResult %d\n", err); return;
fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
if (err < 0) if (err < 0)
abort(); abort();
} }
@ -58,7 +59,7 @@ static void check_vk_result(VkResult err)
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData) static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
{ {
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
fprintf(stderr, "[vulkan] ObjectType: %i\nMessage: %s\n\n", objectType, pMessage); fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
return VK_FALSE; return VK_FALSE;
} }
#endif // IMGUI_VULKAN_DEBUG_REPORT #endif // IMGUI_VULKAN_DEBUG_REPORT
@ -225,7 +226,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
// Create SwapChain, RenderPass, Framebuffer, etc. // Create SwapChain, RenderPass, Framebuffer, etc.
IM_ASSERT(g_MinImageCount >= 2); IM_ASSERT(g_MinImageCount >= 2);
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
} }
static void CleanupVulkan() static void CleanupVulkan()
@ -247,7 +248,7 @@ static void CleanupVulkanWindow()
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator); ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
} }
static void FrameRender(ImGui_ImplVulkanH_Window* wd) static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
{ {
VkResult err; VkResult err;
@ -285,8 +286,8 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd)
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
} }
// Record Imgui Draw Data and draw funcs into command buffer // Record dear imgui primitives into command buffer
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer); ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
// Submit command buffer // Submit command buffer
vkCmdEndRenderPass(fd->CommandBuffer); vkCmdEndRenderPass(fd->CommandBuffer);
@ -400,7 +401,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -455,11 +456,12 @@ int main(int, char**)
// 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.
glfwPollEvents(); glfwPollEvents();
if (g_SwapChainRebuild) // Resize swap chain?
if (g_SwapChainRebuild && g_SwapChainResizeWidth > 0 && g_SwapChainResizeHeight > 0)
{ {
g_SwapChainRebuild = false; g_SwapChainRebuild = false;
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount); ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount);
g_MainWindowData.FrameIndex = 0; g_MainWindowData.FrameIndex = 0;
} }
@ -507,10 +509,13 @@ int main(int, char**)
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); ImDrawData* draw_data = ImGui::GetDrawData();
FrameRender(wd); const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
if (!is_minimized)
FramePresent(wd); {
FrameRender(wd, draw_data);
FramePresent(wd);
}
} }
// Cleanup // Cleanup

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@ -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. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

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. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

View File

@ -40,7 +40,10 @@ endif
ifeq ($(UNAME_S), Linux) #LINUX ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux" ECHO_MESSAGE = "Linux"
ifneq ($(WITH_EXTRA_WARNINGS), 0) ifneq ($(WITH_EXTRA_WARNINGS), 0)
CXXFLAGS += -Wextra -pedantic CXXFLAGS += -Wextra -Wpedantic
ifeq ($(shell $(CXX) -v 2>&1 | grep -c "clang version"), 1)
CXXFLAGS += -Wshadow -Wsign-conversion
endif
endif endif
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif
@ -56,7 +59,7 @@ endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW) ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "MinGW" ECHO_MESSAGE = "MinGW"
ifneq ($(WITH_EXTRA_WARNINGS), 0) ifneq ($(WITH_EXTRA_WARNINGS), 0)
CXXFLAGS += -Wextra -pedantic CXXFLAGS += -Wextra -Wpedantic
endif endif
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif

View File

@ -69,7 +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. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

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@ -8,7 +8,7 @@
# Mac OS X: # Mac OS X:
# brew install sdl2 # brew install sdl2
# MSYS2: # MSYS2:
# pacman -S mingw-w64-i686-SDL # pacman -S mingw-w64-i686-SDL2
# #
#CXX = g++ #CXX = g++

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@ -57,7 +57,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

View File

@ -8,7 +8,7 @@
# Mac OS X: # Mac OS X:
# brew install sdl2 # brew install sdl2
# MSYS2: # MSYS2:
# pacman -S mingw-w64-i686-SDL # pacman -S mingw-w64-i686-SDL2
# #
#CXX = g++ #CXX = g++
@ -35,7 +35,8 @@ CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
## Using OpenGL loader: glew ## Using OpenGL loader: glew
## (This assumes a system-wide installation) ## (This assumes a system-wide installation)
# CXXFLAGS += -lGLEW -DIMGUI_IMPL_OPENGL_LOADER_GLEW # CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLEW
# LIBS += -lGLEW
## Using OpenGL loader: glad ## Using OpenGL loader: glad
# SOURCES += ../libs/glad/src/glad.c # SOURCES += ../libs/glad/src/glad.c
@ -44,9 +45,11 @@ CXXFLAGS += -I../libs/gl3w -DIMGUI_IMPL_OPENGL_LOADER_GL3W
## Using OpenGL loader: glbinding ## Using OpenGL loader: glbinding
## This assumes a system-wide installation ## This assumes a system-wide installation
## of either version 3.0.0 (or newer) ## of either version 3.0.0 (or newer)
# CXXFLAGS += -lglbinding -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING3 # CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING3
# LIBS += -lglbinding
## or the older version 2.x ## or the older version 2.x
# CXXFLAGS += -lglbinding -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING2 # CXXFLAGS += -DIMGUI_IMPL_OPENGL_LOADER_GLBINDING2
# LIBS += -lglbinding
##--------------------------------------------------------------------- ##---------------------------------------------------------------------
## BUILD FLAGS PER PLATFORM ## BUILD FLAGS PER PLATFORM

View File

@ -114,7 +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. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

View File

@ -40,8 +40,9 @@ static int g_SwapChainResizeHeight = 0;
static void check_vk_result(VkResult err) static void check_vk_result(VkResult err)
{ {
if (err == 0) return; if (err == 0)
printf("VkResult %d\n", err); return;
fprintf(stderr, "[vulkan] Error: VkResult = %d\n", err);
if (err < 0) if (err < 0)
abort(); abort();
} }
@ -50,7 +51,7 @@ static void check_vk_result(VkResult err)
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData) static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
{ {
(void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments (void)flags; (void)object; (void)location; (void)messageCode; (void)pUserData; (void)pLayerPrefix; // Unused arguments
fprintf(stderr, "[vulkan] ObjectType: %i\nMessage: %s\n\n", objectType, pMessage); fprintf(stderr, "[vulkan] Debug report from ObjectType: %i\nMessage: %s\n\n", objectType, pMessage);
return VK_FALSE; return VK_FALSE;
} }
#endif // IMGUI_VULKAN_DEBUG_REPORT #endif // IMGUI_VULKAN_DEBUG_REPORT
@ -217,7 +218,7 @@ static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface
// Create SwapChain, RenderPass, Framebuffer, etc. // Create SwapChain, RenderPass, Framebuffer, etc.
IM_ASSERT(g_MinImageCount >= 2); IM_ASSERT(g_MinImageCount >= 2);
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount); ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, wd, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
} }
static void CleanupVulkan() static void CleanupVulkan()
@ -239,7 +240,7 @@ static void CleanupVulkanWindow()
ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator); ImGui_ImplVulkanH_DestroyWindow(g_Instance, g_Device, &g_MainWindowData, g_Allocator);
} }
static void FrameRender(ImGui_ImplVulkanH_Window* wd) static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
{ {
VkResult err; VkResult err;
@ -277,8 +278,8 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd)
vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE);
} }
// Record Imgui Draw Data and draw funcs into command buffer // Record dear imgui primitives into command buffer
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), fd->CommandBuffer); ImGui_ImplVulkan_RenderDrawData(draw_data, fd->CommandBuffer);
// Submit command buffer // Submit command buffer
vkCmdEndRenderPass(fd->CommandBuffer); vkCmdEndRenderPass(fd->CommandBuffer);
@ -384,7 +385,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
@ -446,17 +447,21 @@ int main(int, char**)
done = true; done = true;
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window)) if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED && event.window.windowID == SDL_GetWindowID(window))
{ {
// Note: your own application may rely on SDL_WINDOWEVENT_MINIMIZED/SDL_WINDOWEVENT_RESTORED to skip updating all-together.
// Here ImGui_ImplSDL2_NewFrame() will set io.DisplaySize to zero which will disable rendering but let application run.
// Please note that you can't Present into a minimized window.
g_SwapChainResizeWidth = (int)event.window.data1; g_SwapChainResizeWidth = (int)event.window.data1;
g_SwapChainResizeHeight = (int)event.window.data2; g_SwapChainResizeHeight = (int)event.window.data2;
g_SwapChainRebuild = true; g_SwapChainRebuild = true;
} }
} }
if (g_SwapChainRebuild) // Resize swap chain?
if (g_SwapChainRebuild && g_SwapChainResizeWidth > 0 && g_SwapChainResizeHeight > 0)
{ {
g_SwapChainRebuild = false; g_SwapChainRebuild = false;
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount); ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
ImGui_ImplVulkanH_CreateWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount); ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, g_SwapChainResizeWidth, g_SwapChainResizeHeight, g_MinImageCount);
g_MainWindowData.FrameIndex = 0; g_MainWindowData.FrameIndex = 0;
} }
@ -504,10 +509,13 @@ int main(int, char**)
// Rendering // Rendering
ImGui::Render(); ImGui::Render();
memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); ImDrawData* draw_data = ImGui::GetDrawData();
FrameRender(wd); const bool is_minimized = (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f);
if (!is_minimized)
FramePresent(wd); {
FrameRender(wd, draw_data);
FramePresent(wd);
}
} }
// Cleanup // Cleanup

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. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

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. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

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@ -96,7 +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. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

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@ -60,7 +60,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'docs/FONTS.txt' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

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@ -357,7 +357,8 @@ bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT *ev)
return true; return true;
case ALLEGRO_EVENT_KEY_CHAR: case ALLEGRO_EVENT_KEY_CHAR:
if (ev->keyboard.display == g_Display) if (ev->keyboard.display == g_Display)
io.AddInputCharacter((unsigned int)ev->keyboard.unichar); if (ev->keyboard.unichar != 0)
io.AddInputCharacter((unsigned int)ev->keyboard.unichar);
return true; return true;
case ALLEGRO_EVENT_KEY_DOWN: case ALLEGRO_EVENT_KEY_DOWN:
case ALLEGRO_EVENT_KEY_UP: case ALLEGRO_EVENT_KEY_UP:

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@ -41,11 +41,9 @@ static ID3D10Device* g_pd3dDevice = NULL;
static IDXGIFactory* g_pFactory = NULL; static IDXGIFactory* g_pFactory = NULL;
static ID3D10Buffer* g_pVB = NULL; static ID3D10Buffer* g_pVB = NULL;
static ID3D10Buffer* g_pIB = NULL; static ID3D10Buffer* g_pIB = NULL;
static ID3D10Blob* g_pVertexShaderBlob = NULL;
static ID3D10VertexShader* g_pVertexShader = NULL; static ID3D10VertexShader* g_pVertexShader = NULL;
static ID3D10InputLayout* g_pInputLayout = NULL; static ID3D10InputLayout* g_pInputLayout = NULL;
static ID3D10Buffer* g_pVertexConstantBuffer = NULL; static ID3D10Buffer* g_pVertexConstantBuffer = NULL;
static ID3D10Blob* g_pPixelShaderBlob = NULL;
static ID3D10PixelShader* g_pPixelShader = NULL; static ID3D10PixelShader* g_pPixelShader = NULL;
static ID3D10SamplerState* g_pFontSampler = NULL; static ID3D10SamplerState* g_pFontSampler = NULL;
static ID3D10ShaderResourceView*g_pFontTextureView = NULL; static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
@ -344,46 +342,53 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
static const char* vertexShader = static const char* vertexShader =
"cbuffer vertexBuffer : register(b0) \ "cbuffer vertexBuffer : register(b0) \
{\ {\
float4x4 ProjectionMatrix; \ float4x4 ProjectionMatrix; \
};\ };\
struct VS_INPUT\ struct VS_INPUT\
{\ {\
float2 pos : POSITION;\ float2 pos : POSITION;\
float4 col : COLOR0;\ float4 col : COLOR0;\
float2 uv : TEXCOORD0;\ float2 uv : TEXCOORD0;\
};\ };\
\ \
struct PS_INPUT\ struct PS_INPUT\
{\ {\
float4 pos : SV_POSITION;\ float4 pos : SV_POSITION;\
float4 col : COLOR0;\ float4 col : COLOR0;\
float2 uv : TEXCOORD0;\ float2 uv : TEXCOORD0;\
};\ };\
\ \
PS_INPUT main(VS_INPUT input)\ PS_INPUT main(VS_INPUT input)\
{\ {\
PS_INPUT output;\ PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\ output.col = input.col;\
output.uv = input.uv;\ output.uv = input.uv;\
return output;\ return output;\
}"; }";
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); ID3DBlob* vertexShaderBlob;
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
return false; return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK) if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pVertexShader) != S_OK)
{
vertexShaderBlob->Release();
return false; return false;
}
// Create the input layout // Create the input layout
D3D10_INPUT_ELEMENT_DESC local_layout[] = D3D10_INPUT_ELEMENT_DESC local_layout[] =
{ {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
}; };
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
{
vertexShaderBlob->Release();
return false; return false;
}
vertexShaderBlob->Release();
// Create the constant buffer // Create the constant buffer
{ {
@ -415,11 +420,15 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
return out_col; \ return out_col; \
}"; }";
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL); ID3DBlob* pixelShaderBlob;
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
return false; return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK) if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &g_pPixelShader) != S_OK)
{
pixelShaderBlob->Release();
return false; return false;
}
pixelShaderBlob->Release();
} }
// Create the blending setup // Create the blending setup
@ -482,11 +491,9 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
} }
bool ImGui_ImplDX10_Init(ID3D10Device* device) bool ImGui_ImplDX10_Init(ID3D10Device* device)

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@ -42,11 +42,9 @@ static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static IDXGIFactory* g_pFactory = NULL; static IDXGIFactory* g_pFactory = NULL;
static ID3D11Buffer* g_pVB = NULL; static ID3D11Buffer* g_pVB = NULL;
static ID3D11Buffer* g_pIB = NULL; static ID3D11Buffer* g_pIB = NULL;
static ID3D10Blob* g_pVertexShaderBlob = NULL;
static ID3D11VertexShader* g_pVertexShader = NULL; static ID3D11VertexShader* g_pVertexShader = NULL;
static ID3D11InputLayout* g_pInputLayout = NULL; static ID3D11InputLayout* g_pInputLayout = NULL;
static ID3D11Buffer* g_pVertexConstantBuffer = NULL; static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
static ID3D10Blob* g_pPixelShaderBlob = NULL;
static ID3D11PixelShader* g_pPixelShader = NULL; static ID3D11PixelShader* g_pPixelShader = NULL;
static ID3D11SamplerState* g_pFontSampler = NULL; static ID3D11SamplerState* g_pFontSampler = NULL;
static ID3D11ShaderResourceView*g_pFontTextureView = NULL; static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
@ -356,46 +354,53 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
static const char* vertexShader = static const char* vertexShader =
"cbuffer vertexBuffer : register(b0) \ "cbuffer vertexBuffer : register(b0) \
{\ {\
float4x4 ProjectionMatrix; \ float4x4 ProjectionMatrix; \
};\ };\
struct VS_INPUT\ struct VS_INPUT\
{\ {\
float2 pos : POSITION;\ float2 pos : POSITION;\
float4 col : COLOR0;\ float4 col : COLOR0;\
float2 uv : TEXCOORD0;\ float2 uv : TEXCOORD0;\
};\ };\
\ \
struct PS_INPUT\ struct PS_INPUT\
{\ {\
float4 pos : SV_POSITION;\ float4 pos : SV_POSITION;\
float4 col : COLOR0;\ float4 col : COLOR0;\
float2 uv : TEXCOORD0;\ float2 uv : TEXCOORD0;\
};\ };\
\ \
PS_INPUT main(VS_INPUT input)\ PS_INPUT main(VS_INPUT input)\
{\ {\
PS_INPUT output;\ PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\ output.col = input.col;\
output.uv = input.uv;\ output.uv = input.uv;\
return output;\ return output;\
}"; }";
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL); ID3DBlob* vertexShaderBlob;
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &vertexShaderBlob, NULL)))
return false; return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK) if (g_pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
{
vertexShaderBlob->Release();
return false; return false;
}
// Create the input layout // Create the input layout
D3D11_INPUT_ELEMENT_DESC local_layout[] = D3D11_INPUT_ELEMENT_DESC local_layout[] =
{ {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
}; };
if (g_pd3dDevice->CreateInputLayout(local_layout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK) if (g_pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
{
vertexShaderBlob->Release();
return false; return false;
}
vertexShaderBlob->Release();
// Create the constant buffer // Create the constant buffer
{ {
@ -427,11 +432,15 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
return out_col; \ return out_col; \
}"; }";
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL); ID3DBlob* pixelShaderBlob;
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &pixelShaderBlob, NULL)))
return false; return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK) if (g_pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
{
pixelShaderBlob->Release();
return false; return false;
}
pixelShaderBlob->Release();
} }
// Create the blending setup // Create the blending setup
@ -494,11 +503,9 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; } if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; } if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; } if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; } if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; } if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; } if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
} }
bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context)

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@ -37,8 +37,6 @@
// DirectX data // DirectX data
static ID3D12Device* g_pd3dDevice = NULL; static ID3D12Device* g_pd3dDevice = NULL;
static ID3D10Blob* g_pVertexShaderBlob = NULL;
static ID3D10Blob* g_pPixelShaderBlob = NULL;
static ID3D12RootSignature* g_pRootSignature = NULL; static ID3D12RootSignature* g_pRootSignature = NULL;
static ID3D12PipelineState* g_pPipelineState = NULL; static ID3D12PipelineState* g_pPipelineState = NULL;
static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN; static DXGI_FORMAT g_RTVFormat = DXGI_FORMAT_UNKNOWN;
@ -473,6 +471,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
psoDesc.SampleDesc.Count = 1; psoDesc.SampleDesc.Count = 1;
psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE;
ID3DBlob* vertexShaderBlob;
ID3DBlob* pixelShaderBlob;
// Create the vertex shader // Create the vertex shader
{ {
static const char* vertexShader = static const char* vertexShader =
@ -503,10 +504,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return output;\ return output;\
}"; }";
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL); if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL)))
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return false; psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() };
psoDesc.VS = { g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize() };
// Create the input layout // Create the input layout
static D3D12_INPUT_ELEMENT_DESC local_layout[] = { static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
@ -535,10 +535,12 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
return out_col; \ return out_col; \
}"; }";
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL); if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL)))
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! {
return false; vertexShaderBlob->Release();
psoDesc.PS = { g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize() }; return false; // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
}
psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() };
} }
// Create the blending setup // Create the blending setup
@ -583,7 +585,10 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
desc.BackFace = desc.FrontFace; desc.BackFace = desc.FrontFace;
} }
if (g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState)) != S_OK) HRESULT result_pipeline_state = g_pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&g_pPipelineState));
vertexShaderBlob->Release();
pixelShaderBlob->Release();
if (result_pipeline_state != S_OK)
return false; return false;
ImGui_ImplDX12_CreateFontsTexture(); ImGui_ImplDX12_CreateFontsTexture();
@ -596,8 +601,6 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
if (!g_pd3dDevice) if (!g_pd3dDevice)
return; return;
SafeRelease(g_pVertexShaderBlob);
SafeRelease(g_pPixelShaderBlob);
SafeRelease(g_pRootSignature); SafeRelease(g_pRootSignature);
SafeRelease(g_pPipelineState); SafeRelease(g_pPipelineState);
SafeRelease(g_pFontTextureResource); SafeRelease(g_pFontTextureResource);

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@ -68,7 +68,7 @@ enum GlfwClientApi
static GLFWwindow* g_Window = NULL; // Main window static GLFWwindow* g_Window = NULL; // Main window
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown; static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
static double g_Time = 0.0; static double g_Time = 0.0;
static bool g_MouseJustPressed[5] = { false, false, false, false, false }; static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static bool g_InstalledCallbacks = false; static bool g_InstalledCallbacks = false;

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@ -13,6 +13,8 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX.
// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix.
// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset. // 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. // 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader.
// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader. // 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader.
@ -77,27 +79,7 @@
#else #else
#include <stdint.h> // intptr_t #include <stdint.h> // intptr_t
#endif #endif
#if defined(__APPLE__)
#include "TargetConditionals.h"
#endif
// 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"
#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
// GL includes // GL includes
#if defined(IMGUI_IMPL_OPENGL_ES2) #if defined(IMGUI_IMPL_OPENGL_ES2)
@ -120,12 +102,16 @@
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) #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) #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2)
#ifndef GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#endif
#include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code. #include <glbinding/Binding.h> // Needs to be initialized with glbinding::Binding::initialize() in user's code.
#include <glbinding/gl/gl.h> #include <glbinding/gl/gl.h>
using namespace gl; using namespace gl;
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3)
#ifndef GLFW_INCLUDE_NONE
#define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors. #define GLFW_INCLUDE_NONE // GLFW including OpenGL headers causes ambiguity or multiple definition errors.
#endif
#include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code. #include <glbinding/glbinding.h>// Needs to be initialized with glbinding::initialize() in user's code.
#include <glbinding/gl/gl.h> #include <glbinding/gl/gl.h>
using namespace gl; using namespace gl;
@ -146,8 +132,8 @@ static GLuint g_GlVersion = 0; // Extracted at runtime usin
static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings. static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
static GLuint g_FontTexture = 0; static GLuint g_FontTexture = 0;
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location static GLint g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
static int g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location static GLuint g_AttribLocationVtxPos = 0, g_AttribLocationVtxUV = 0, g_AttribLocationVtxColor = 0; // Vertex attributes location
static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
// Functions // Functions
@ -158,7 +144,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
GLint major, minor; GLint major, minor;
glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MAJOR_VERSION, &major);
glGetIntegerv(GL_MINOR_VERSION, &minor); glGetIntegerv(GL_MINOR_VERSION, &minor);
g_GlVersion = major * 100 + minor * 10; g_GlVersion = (GLuint)(major * 100 + minor * 10);
#else #else
g_GlVersion = 200; // GLES 2 g_GlVersion = 200; // GLES 2
#endif #endif
@ -179,6 +165,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
#elif defined(IMGUI_IMPL_OPENGL_ES3) #elif defined(IMGUI_IMPL_OPENGL_ES3)
if (glsl_version == NULL) if (glsl_version == NULL)
glsl_version = "#version 300 es"; glsl_version = "#version 300 es";
#elif defined(__APPLE__)
if (glsl_version == NULL)
glsl_version = "#version 150";
#else #else
if (glsl_version == NULL) if (glsl_version == NULL)
glsl_version = "#version 130"; glsl_version = "#version 130";
@ -243,6 +232,14 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif #endif
// Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
bool clip_origin_lower_left = true;
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&current_clip_origin);
if (current_clip_origin == GL_UPPER_LEFT)
clip_origin_lower_left = false;
#endif
// Setup viewport, orthographic projection matrix // Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
@ -250,6 +247,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
float T = draw_data->DisplayPos.y; float T = draw_data->DisplayPos.y;
float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left
const float ortho_projection[4][4] = const float ortho_projection[4][4] =
{ {
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, { 2.0f/(R-L), 0.0f, 0.0f, 0.0f },
@ -294,14 +292,14 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
// Backup GL state // Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
#ifdef GL_SAMPLER_BINDING #ifdef GL_SAMPLER_BINDING
GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); GLuint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler);
#endif #endif
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
#ifndef IMGUI_IMPL_OPENGL_ES2 #ifndef IMGUI_IMPL_OPENGL_ES2
GLint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array_object); GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object);
#endif #endif
#ifdef GL_POLYGON_MODE #ifdef GL_POLYGON_MODE
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
@ -318,12 +316,6 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
bool clip_origin_lower_left = true;
#if defined(GL_CLIP_ORIGIN) && !defined(__APPLE__)
GLenum last_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)&last_clip_origin); // Support for GL 4.5's glClipControl(GL_UPPER_LEFT)
if (last_clip_origin == GL_UPPER_LEFT)
clip_origin_lower_left = false;
#endif
// Setup desired GL state // Setup desired GL state
// Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts)
@ -344,8 +336,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawList* cmd_list = draw_data->CmdLists[n];
// Upload vertex/index buffers // Upload vertex/index buffers
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{ {
@ -371,10 +363,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f)
{ {
// Apply scissor/clipping rectangle // Apply scissor/clipping rectangle
if (clip_origin_lower_left) glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y));
else
glScissor((int)clip_rect.x, (int)clip_rect.y, (int)clip_rect.z, (int)clip_rect.w); // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT)
// Bind texture, Draw // Bind texture, Draw
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
@ -654,9 +643,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture"); g_AttribLocationTex = glGetUniformLocation(g_ShaderHandle, "Texture");
g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx"); g_AttribLocationProjMtx = glGetUniformLocation(g_ShaderHandle, "ProjMtx");
g_AttribLocationVtxPos = glGetAttribLocation(g_ShaderHandle, "Position"); g_AttribLocationVtxPos = (GLuint)glGetAttribLocation(g_ShaderHandle, "Position");
g_AttribLocationVtxUV = glGetAttribLocation(g_ShaderHandle, "UV"); g_AttribLocationVtxUV = (GLuint)glGetAttribLocation(g_ShaderHandle, "UV");
g_AttribLocationVtxColor = glGetAttribLocation(g_ShaderHandle, "Color"); g_AttribLocationVtxColor = (GLuint)glGetAttribLocation(g_ShaderHandle, "Color");
// Create buffers // Create buffers
glGenBuffers(1, &g_VboHandle); glGenBuffers(1, &g_VboHandle);

View File

@ -12,7 +12,7 @@
// https://github.com/ocornut/imgui // https://github.com/ocornut/imgui
// About Desktop OpenGL function loaders: // About Desktop OpenGL function loaders:
// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. // Modern Desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers.
// Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad). // Helper libraries are often used for this purpose! Here we are supporting a few common ones (gl3w, glew, glad).
// You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own.
@ -36,36 +36,49 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// Specific OpenGL versions // Specific OpenGL ES versions
//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten //#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android //#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
// Desktop OpenGL: attempt to detect default GL loader based on available header files. // Attempt to auto-detect the default Desktop 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, // 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 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. // You can explicitly select a loader by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \ #if !defined(IMGUI_IMPL_OPENGL_ES2) \
&& !defined(IMGUI_IMPL_OPENGL_ES3) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING2) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \ && !defined(IMGUI_IMPL_OPENGL_LOADER_GLBINDING3) \
&& !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)
#if defined(__has_include)
#if __has_include(<GL/glew.h>) // Try to detect GLES on matching platforms
#define IMGUI_IMPL_OPENGL_LOADER_GLEW #if defined(__APPLE__)
#elif __has_include(<glad/glad.h>) #include "TargetConditionals.h"
#define IMGUI_IMPL_OPENGL_LOADER_GLAD #endif
#elif __has_include(<GL/gl3w.h>) #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_LOADER_GL3W #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif __has_include(<glbinding/glbinding.h>) #elif defined(__EMSCRIPTEN__)
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING3 #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#elif __has_include(<glbinding/Binding.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GLBINDING2 // Otherwise try to detect supported Desktop OpenGL loaders..
#else #elif defined(__has_include)
#error "Cannot detect OpenGL loader!" #if __has_include(<GL/glew.h>)
#endif #define IMGUI_IMPL_OPENGL_LOADER_GLEW
#else #elif __has_include(<glad/glad.h>)
#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W #define IMGUI_IMPL_OPENGL_LOADER_GLAD
#endif #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
#else
#define IMGUI_IMPL_OPENGL_LOADER_GL3W // Default to GL3W embedded in our repository
#endif #endif
#endif

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@ -14,6 +14,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2020-05-25: Inputs: Added a fix for missing trackpad clicks when done with "soft tap".
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
// 2019-10-11: Inputs: Fix using Backspace key. // 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). // 2019-07-21: Re-added clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change).
@ -27,6 +28,8 @@
static CFAbsoluteTime g_Time = 0.0; static CFAbsoluteTime g_Time = 0.0;
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {}; static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
static bool g_MouseCursorHidden = false; static bool g_MouseCursorHidden = false;
static bool g_MouseJustPressed[ImGuiMouseButton_COUNT] = {};
static bool g_MouseDown[ImGuiMouseButton_COUNT] = {};
// Undocumented methods for creating cursors. // Undocumented methods for creating cursors.
@interface NSCursor() @interface NSCursor()
@ -121,9 +124,17 @@ void ImGui_ImplOSX_Shutdown()
{ {
} }
static void ImGui_ImplOSX_UpdateMouseCursor() static void ImGui_ImplOSX_UpdateMouseCursorAndButtons()
{ {
// Update buttons
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{
// If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[i] = g_MouseJustPressed[i] || g_MouseDown[i];
g_MouseJustPressed[i] = false;
}
if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)
return; return;
@ -167,7 +178,7 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
io.DeltaTime = current_time - g_Time; io.DeltaTime = current_time - g_Time;
g_Time = current_time; g_Time = current_time;
ImGui_ImplOSX_UpdateMouseCursor(); ImGui_ImplOSX_UpdateMouseCursorAndButtons();
} }
static int mapCharacterToKey(int c) static int mapCharacterToKey(int c)
@ -197,16 +208,16 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown) if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown)
{ {
int button = (int)[event buttonNumber]; int button = (int)[event buttonNumber];
if (button >= 0 && button < IM_ARRAYSIZE(io.MouseDown)) if (button >= 0 && button < IM_ARRAYSIZE(g_MouseDown))
io.MouseDown[button] = true; g_MouseDown[button] = g_MouseJustPressed[button] = true;
return io.WantCaptureMouse; return io.WantCaptureMouse;
} }
if (event.type == NSEventTypeLeftMouseUp || event.type == NSEventTypeRightMouseUp || event.type == NSEventTypeOtherMouseUp) if (event.type == NSEventTypeLeftMouseUp || event.type == NSEventTypeRightMouseUp || event.type == NSEventTypeOtherMouseUp)
{ {
int button = (int)[event buttonNumber]; int button = (int)[event buttonNumber];
if (button >= 0 && button < IM_ARRAYSIZE(io.MouseDown)) if (button >= 0 && button < IM_ARRAYSIZE(g_MouseDown))
io.MouseDown[button] = false; g_MouseDown[button] = false;
return io.WantCaptureMouse; return io.WantCaptureMouse;
} }

View File

@ -17,6 +17,7 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.
// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). // 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). // 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).
// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. // 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.
@ -348,6 +349,8 @@ void ImGui_ImplSDL2_NewFrame(SDL_Window* window)
int w, h; int w, h;
int display_w, display_h; int display_w, display_h;
SDL_GetWindowSize(window, &w, &h); SDL_GetWindowSize(window, &w, &h);
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
SDL_GL_GetDrawableSize(window, &display_w, &display_h); SDL_GL_GetDrawableSize(window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h); io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0) if (w > 0 && h > 0)

View File

@ -22,6 +22,8 @@
// CHANGELOG // CHANGELOG
// (minor and older changes stripped away, please see git history for details) // (minor and older changes stripped away, please see git history for details)
// 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices.
// 2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices.
// 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. // 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before.
// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. // 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
@ -274,6 +276,7 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkCommandBu
} }
// Bind Vertex And Index Buffer: // Bind Vertex And Index Buffer:
if (draw_data->TotalVtxCount > 0)
{ {
VkBuffer vertex_buffers[1] = { rb->VertexBuffer }; VkBuffer vertex_buffers[1] = { rb->VertexBuffer };
VkDeviceSize vertex_offset[1] = { 0 }; VkDeviceSize vertex_offset[1] = { 0 };
@ -314,7 +317,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x);
int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount == 0) if (fb_width <= 0 || fb_height <= 0)
return; return;
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo; ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
@ -332,21 +335,20 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
wrb->Index = (wrb->Index + 1) % wrb->Count; wrb->Index = (wrb->Index + 1) % wrb->Count;
ImGui_ImplVulkanH_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index]; ImGui_ImplVulkanH_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index];
VkResult err; if (draw_data->TotalVtxCount > 0)
// Create or resize the vertex/index buffers
size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size)
CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size)
CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
// Upload vertex/index data into a single contiguous GPU buffer
{ {
// Create or resize the vertex/index buffers
size_t vertex_size = draw_data->TotalVtxCount * sizeof(ImDrawVert);
size_t index_size = draw_data->TotalIdxCount * sizeof(ImDrawIdx);
if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size)
CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT);
if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size)
CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);
// Upload vertex/index data into a single contiguous GPU buffer
ImDrawVert* vtx_dst = NULL; ImDrawVert* vtx_dst = NULL;
ImDrawIdx* idx_dst = NULL; ImDrawIdx* idx_dst = NULL;
err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst)); VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)(&vtx_dst));
check_vk_result(err); check_vk_result(err);
err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)(&idx_dst)); err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)(&idx_dst));
check_vk_result(err); check_vk_result(err);
@ -997,6 +999,7 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
{ {
VkResult err; VkResult err;
VkSwapchainKHR old_swapchain = wd->Swapchain; VkSwapchainKHR old_swapchain = wd->Swapchain;
wd->Swapchain = NULL;
err = vkDeviceWaitIdle(device); err = vkDeviceWaitIdle(device);
check_vk_result(err); check_vk_result(err);
@ -1153,7 +1156,8 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
} }
} }
void ImGui_ImplVulkanH_CreateWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count) // Create or resize window
void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count)
{ {
(void)instance; (void)instance;
ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count); ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count);

View File

@ -72,7 +72,7 @@ struct ImGui_ImplVulkanH_Frame;
struct ImGui_ImplVulkanH_Window; struct ImGui_ImplVulkanH_Window;
// Helpers // Helpers
IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count); IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wnd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count);
IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator); IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wnd, const VkAllocationCallbacks* allocator);
IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space);
IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count);

View File

@ -359,7 +359,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
#if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS) #if !defined(_versionhelpers_H_INCLUDED_) && !defined(_INC_VERSIONHELPERS)
static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp) static BOOL IsWindowsVersionOrGreater(WORD major, WORD minor, WORD sp)
{ {
OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp }; OSVERSIONINFOEXW osvi = { sizeof(osvi), major, minor, 0, 0, { 0 }, sp, 0, 0, 0, 0 };
DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR; DWORD mask = VER_MAJORVERSION | VER_MINORVERSION | VER_SERVICEPACKMAJOR;
ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL); ULONGLONG cond = ::VerSetConditionMask(0, VER_MAJORVERSION, VER_GREATER_EQUAL);
cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL); cond = ::VerSetConditionMask(cond, VER_MINORVERSION, VER_GREATER_EQUAL);
@ -405,22 +405,26 @@ void ImGui_ImplWin32_EnableDpiAwareness()
return; return;
} }
} }
SetProcessDPIAware(); #if _WIN32_WINNT >= 0x0600
::SetProcessDPIAware();
#endif
} }
#ifdef _MSC_VER #if defined(_MSC_VER) && !defined(NOGDI)
#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps() #pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps()
#endif #endif
float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
{ {
UINT xdpi = 96, ydpi = 96; UINT xdpi = 96, ydpi = 96;
if (IsWindows8Point1OrGreater()) static BOOL bIsWindows8Point1OrGreater = IsWindows8Point1OrGreater();
if (bIsWindows8Point1OrGreater)
{ {
static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process
if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor")) if (PFN_GetDpiForMonitor GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"))
GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi);
} }
#ifndef NOGDI
else else
{ {
const HDC dc = ::GetDC(NULL); const HDC dc = ::GetDC(NULL);
@ -428,6 +432,7 @@ float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor)
ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); ydpi = ::GetDeviceCaps(dc, LOGPIXELSY);
::ReleaseDC(NULL, dc); ::ReleaseDC(NULL, dc);
} }
#endif
IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert!
return xdpi / 96.0f; return xdpi / 96.0f;
} }

896
imgui.cpp

File diff suppressed because it is too large Load Diff

213
imgui.h
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@ -1,10 +1,10 @@
// dear imgui, v1.76 // dear imgui, v1.77
// (headers) // (headers)
// Help: // Help:
// - Read FAQ at http://dearimgui.org/faq // - 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. // - 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. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
// Read imgui.cpp for details, links and comments. // Read imgui.cpp for details, links and comments.
// Resources: // Resources:
@ -59,8 +59,8 @@ Index of this file:
// Version // Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) // (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.76" #define IMGUI_VERSION "1.77"
#define IMGUI_VERSION_NUM 17600 #define IMGUI_VERSION_NUM 17700
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) #define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
// Define attributes of all API symbols declarations (e.g. for DLL under Windows) // Define attributes of all API symbols declarations (e.g. for DLL under Windows)
@ -85,8 +85,8 @@ Index of this file:
#define IM_FMTARGS(FMT) #define IM_FMTARGS(FMT)
#define IM_FMTLIST(FMT) #define IM_FMTLIST(FMT)
#endif #endif
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers! #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
#if (__cplusplus >= 201100) #if (__cplusplus >= 201100)
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
#else #else
@ -161,6 +161,7 @@ typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: f
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar()
typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem()
@ -268,9 +269,10 @@ namespace ImGui
// Windows // Windows
// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
// - You may append multiple times to the same window during the same frame.
// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
// which clicking will set the boolean to false when clicked. // which clicking will set the boolean to false when clicked.
// - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
// Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
// [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
@ -285,8 +287,8 @@ namespace ImGui
// - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
// Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().] // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().]
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0); IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
IMGUI_API void EndChild(); IMGUI_API void EndChild();
// Windows Utilities // Windows Utilities
@ -302,7 +304,7 @@ namespace ImGui
IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
// Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
@ -310,7 +312,7 @@ namespace ImGui
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
@ -371,7 +373,7 @@ namespace ImGui
// Cursor / Layout // Cursor / Layout
// - By "cursor" we mean the current output position. // - By "cursor" we mean the current output position.
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget. // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
// Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
// Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
@ -433,17 +435,17 @@ namespace ImGui
// Widgets: Main // Widgets: Main
// - Most widgets return true when the value has been changed or when pressed/selected // - Most widgets return true when the value has been changed or when pressed/selected
// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
IMGUI_API bool Checkbox(const char* label, bool* v); IMGUI_API bool Checkbox(const char* label, bool* v);
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL); IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1, 0), const char* overlay = NULL);
IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
// Widgets: Combo Box // Widgets: Combo Box
@ -498,7 +500,7 @@ namespace ImGui
// - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
@ -519,7 +521,7 @@ namespace ImGui
IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0)); // display a colored square/button, hover for details, return true when pressed. IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a colored square/button, hover for details, return true when pressed.
IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
// Widgets: Trees // Widgets: Trees
@ -545,14 +547,14 @@ namespace ImGui
// Widgets: Selectables // Widgets: Selectables
// - A selectable highlights when hovered, and can display another color when selected. // - A selectable highlights when hovered, and can display another color when selected.
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
// Widgets: List Boxes // Widgets: List Boxes
// - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them. // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them.
IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards. IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards.
IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // " IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true! IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true!
@ -590,24 +592,41 @@ namespace ImGui
IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
// Popups, Modals // Popups, Modals
// The properties of popups windows are: // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
// - They block normal mouse hovering detection outside them. (*) // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE. // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
// - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls. // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
// User can manipulate the visibility state by calling OpenPopup(). // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
// - We default to use the right mouse (ImGuiMouseButton_Right=1) for the Popup Context functions. // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
// (*) You can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup. // This is sometimes leading to confusing mistakes. May rework this in the future.
// Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time. // Popups: begin/end functions
IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true! // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1); // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it.
IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window. IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1); // helper to open and begin popup when clicked in void (where there are no imgui windows). IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside) // Popups: open/close functions
IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
IMGUI_API bool OpenPopupOnItemClick(const char* str_id = NULL, ImGuiMouseButton mouse_button = 1); // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened. // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open at the current begin-ed level of the popup stack. // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
IMGUI_API bool OpenPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into.
// Popups: open+begin combined functions helpers
// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
// - They are convenient to easily create context menus, hence the name.
// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
// - We exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter. Passing a mouse button to ImGuiPopupFlags is guaranteed to be legal.
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
// Popups: test function
// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open.
// Columns // Columns
// - You can also use SameLine(pos_x) to mimic simplified columns. // - You can also use SameLine(pos_x) to mimic simplified columns.
@ -641,6 +660,7 @@ namespace ImGui
// Drag and Drop // Drag and Drop
// - [BETA API] API may evolve! // - [BETA API] API may evolve!
// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip as replacement)
IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource() IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
@ -853,6 +873,26 @@ enum ImGuiTreeNodeFlags_
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
}; };
// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat
// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
enum ImGuiPopupFlags_
{
ImGuiPopupFlags_None = 0,
ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranted to always be == 0 (same as ImGuiMouseButton_Left)
ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranted to always be == 1 (same as ImGuiMouseButton_Right)
ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranted to always be == 2 (same as ImGuiMouseButton_Middle)
ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
ImGuiPopupFlags_MouseButtonDefault_ = 1,
ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel
};
// Flags for ImGui::Selectable() // Flags for ImGui::Selectable()
enum ImGuiSelectableFlags_ enum ImGuiSelectableFlags_
{ {
@ -901,7 +941,8 @@ enum ImGuiTabItemFlags_
ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
ImGuiTabItemFlags_NoPushId = 1 << 3 // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
ImGuiTabItemFlags_NoTooltip = 1 << 4 // Disable tooltip for the given tab
}; };
// Flags for ImGui::IsWindowFocused() // Flags for ImGui::IsWindowFocused()
@ -1264,8 +1305,9 @@ enum ImGuiMouseCursor_
// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
enum ImGuiCond_ enum ImGuiCond_
{ {
ImGuiCond_Always = 1 << 0, // Set the variable ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed) ImGuiCond_Always = 1 << 0, // No condition (always set the variable)
ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
}; };
@ -1366,7 +1408,7 @@ struct ImGuiStyle
{ {
float Alpha; // Global alpha applies to everything in Dear ImGui. float Alpha; // Global alpha applies to everything in Dear ImGui.
ImVec2 WindowPadding; // Padding within a window. ImVec2 WindowPadding; // Padding within a window.
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
@ -1389,6 +1431,7 @@ struct ImGuiStyle
float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
float TabBorderSize; // Thickness of border around tabs. float TabBorderSize; // Thickness of border around tabs.
float TabMinWidthForUnselectedCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
@ -1482,8 +1525,8 @@ struct ImGuiIO
// Input - Fill before calling NewFrame() // Input - Fill before calling NewFrame()
//------------------------------------------------------------------ //------------------------------------------------------------------
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.) ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends. float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
bool KeyCtrl; // Keyboard modifier pressed: Control bool KeyCtrl; // Keyboard modifier pressed: Control
@ -1541,6 +1584,7 @@ struct ImGuiIO
float KeysDownDurationPrev[512]; // Previous duration the key has been down float KeysDownDurationPrev[512]; // Previous duration the key has been down
float NavInputsDownDuration[ImGuiNavInput_COUNT]; float NavInputsDownDuration[ImGuiNavInput_COUNT];
float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
@ -1626,6 +1670,9 @@ struct ImGuiPayload
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui namespace ImGui
{ {
// OBSOLETED in 1.77 (from June 2020)
static inline bool OpenPopupOnItemClick(const char* str_id = NULL, ImGuiMouseButton mb = 1) { return OpenPopupContextItem(str_id, mb); } // Passing a mouse button to ImGuiPopupFlags is legal
static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }
// OBSOLETED in 1.72 (from July 2019) // OBSOLETED in 1.72 (from July 2019)
static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
// OBSOLETED in 1.71 (from June 2019) // OBSOLETED in 1.71 (from June 2019)
@ -1646,7 +1693,6 @@ namespace ImGui
// OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { IM_UNUSED(on_edge); IM_UNUSED(outward); IM_ASSERT(0); return pos; }
} }
typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent
typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
@ -1868,19 +1914,21 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
// Typically, 1 command = 1 GPU draw call (unless command is a callback) // Typically, 1 command = 1 GPU draw call (unless command is a callback)
// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' // - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. // those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
// Pre-1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields.
// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
struct ImDrawCmd struct ImDrawCmd
{ {
unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bit indices. unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void* UserCallbackData; // The draw callback code can access this. void* UserCallbackData; // 4-8 // The draw callback code can access this.
ImDrawCmd() { ElemCount = 0; TextureId = (ImTextureID)NULL; VtxOffset = IdxOffset = 0; UserCallback = NULL; UserCallbackData = NULL; } ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
}; };
// Vertex index, default to 16-bit // Vertex index, default to 16-bit
@ -1971,18 +2019,19 @@ struct ImDrawList
// [Internal, used while building lists] // [Internal, used while building lists]
const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
const char* _OwnerName; // Pointer to owner window's name for debugging const char* _OwnerName; // Pointer to owner window's name for debugging
unsigned int _VtxCurrentOffset; // [Internal] Always 0 unless 'Flags & ImDrawListFlags_AllowVtxOffset'.
unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImVector<ImVec4> _ClipRectStack; // [Internal] ImVector<ImVec4> _ClipRectStack; // [Internal]
ImVector<ImTextureID> _TextureIdStack; // [Internal] ImVector<ImTextureID> _TextureIdStack; // [Internal]
ImVector<ImVec2> _Path; // [Internal] current path building ImVector<ImVec2> _Path; // [Internal] current path building
ImDrawListSplitter _Splitter; // [Internal] for channels api ImDrawCmd _CmdHeader; // [Internal] Template of active commands. Fields should match those of CmdBuffer.back().
ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; _OwnerName = NULL; Clear(); } ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _OwnerName = NULL; }
~ImDrawList() { ClearFreeMemory(); }
~ImDrawList() { _ClearFreeMemory(); }
IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRectFullScreen(); IMGUI_API void PushClipRectFullScreen();
IMGUI_API void PopClipRect(); IMGUI_API void PopClipRect();
@ -2042,26 +2091,31 @@ struct ImDrawList
// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
// - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place! // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
// Prefer using your own persistent copy of ImDrawListSplitter as you can stack them. // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
inline void ChannelsMerge() { _Splitter.Merge(this); } inline void ChannelsMerge() { _Splitter.Merge(this); }
inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
// Internal helpers // Advanced: Primitives allocations
// NB: all primitives needs to be reserved via PrimReserve() beforehand! // - We render triangles (three vertices)
IMGUI_API void Clear(); // - All primitives needs to be reserved via PrimReserve() beforehand.
IMGUI_API void ClearFreeMemory();
IMGUI_API void PrimReserve(int idx_count, int vtx_count); IMGUI_API void PrimReserve(int idx_count, int vtx_count);
IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
IMGUI_API void UpdateClipRect();
IMGUI_API void UpdateTextureID(); // [Internal helpers]
IMGUI_API void _ResetForNewFrame();
IMGUI_API void _ClearFreeMemory();
IMGUI_API void _PopUnusedDrawCmd();
IMGUI_API void _OnChangedClipRect();
IMGUI_API void _OnChangedTextureID();
IMGUI_API void _OnChangedVtxOffset();
}; };
// All draw data to render a Dear ImGui frame // All draw data to render a Dear ImGui frame
@ -2147,13 +2201,13 @@ struct ImFontGlyphRangesBuilder
// See ImFontAtlas::AddCustomRectXXX functions. // See ImFontAtlas::AddCustomRectXXX functions.
struct ImFontAtlasCustomRect struct ImFontAtlasCustomRect
{ {
unsigned int ID; // Input // User ID. Use < 0x110000 to map into a font glyph, >= 0x110000 for other/internal/custom texture data.
unsigned short Width, Height; // Input // Desired rectangle dimension unsigned short Width, Height; // Input // Desired rectangle dimension
unsigned short X, Y; // Output // Packed position in Atlas unsigned short X, Y; // Output // Packed position in Atlas
float GlyphAdvanceX; // Input // For custom font glyphs only (ID < 0x110000): glyph xadvance unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID < 0x110000): glyph display offset float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
ImFont* Font; // Input // For custom font glyphs only (ID < 0x110000): target font ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; } ImFont* Font; // Input // For custom font glyphs only: target font
ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
bool IsPacked() const { return X != 0xFFFF; } bool IsPacked() const { return X != 0xFFFF; }
}; };
@ -2231,9 +2285,10 @@ struct ImFontAtlas
// After calling Build(), you can query the rectangle position and render your pixels. // After calling Build(), you can query the rectangle position and render your pixels.
// You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
// so you can render e.g. custom colorful icons and use them as regular glyphs. // so you can render e.g. custom colorful icons and use them as regular glyphs.
// Read docs/FONTS.txt for more details about using colorful icons. // Read docs/FONTS.md for more details about using colorful icons.
IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x110000. Id >= 0x80000000 are reserved for ImGui and ImDrawList // Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x110000 to register a rectangle to map into a specific font. IMGUI_API int AddCustomRectRegular(int width, int height);
IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; } const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
// [Internal] // [Internal]
@ -2294,7 +2349,7 @@ struct ImFont
float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations accross all used codepoints. ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
// Methods // Methods
IMGUI_API ImFont(); IMGUI_API ImFont();

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@ -1,4 +1,4 @@
// dear imgui, v1.76 // dear imgui, v1.77
// (drawing and font code) // (drawing and font code)
/* /*
@ -36,7 +36,7 @@ Index of this file:
#include <stdio.h> // vsnprintf, sscanf, printf #include <stdio.h> // vsnprintf, sscanf, printf
#if !defined(alloca) #if !defined(alloca)
#if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) || defined(__SWITCH__) #if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__)
#include <alloca.h> // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here) #include <alloca.h> // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)
#elif defined(_WIN32) #elif defined(_WIN32)
#include <malloc.h> // alloca #include <malloc.h> // alloca
@ -57,22 +57,19 @@ Index of this file:
// Clang/GCC warnings with -Weverything // Clang/GCC warnings with -Weverything
#if defined(__clang__) #if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok. #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference is.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
#endif
#if __has_warning("-Wcomma")
#pragma clang diagnostic ignored "-Wcomma" // warning : possible misuse of comma operator here //
#endif
#if __has_warning("-Wreserved-id-macro")
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier //
#endif
#if __has_warning("-Wdouble-promotion")
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#endif #endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#elif defined(__GNUC__) #elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
@ -108,7 +105,7 @@ namespace IMGUI_STB_NAMESPACE
#pragma clang diagnostic ignored "-Wunused-function" #pragma clang diagnostic ignored "-Wunused-function"
#pragma clang diagnostic ignored "-Wmissing-prototypes" #pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wimplicit-fallthrough" #pragma clang diagnostic ignored "-Wimplicit-fallthrough"
#pragma clang diagnostic ignored "-Wcast-qual" // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier // #pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier
#endif #endif
#if defined(__GNUC__) #if defined(__GNUC__)
@ -376,13 +373,20 @@ void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error)
} }
} }
void ImDrawList::Clear() // Initialize before use in a new frame. We always have a command ready in the buffer.
void ImDrawList::_ResetForNewFrame()
{ {
// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
// (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC)
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
CmdBuffer.resize(0); CmdBuffer.resize(0);
IdxBuffer.resize(0); IdxBuffer.resize(0);
VtxBuffer.resize(0); VtxBuffer.resize(0);
Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None; Flags = _Data->InitialFlags;
_VtxCurrentOffset = 0; memset(&_CmdHeader, 0, sizeof(_CmdHeader));
_VtxCurrentIdx = 0; _VtxCurrentIdx = 0;
_VtxWritePtr = NULL; _VtxWritePtr = NULL;
_IdxWritePtr = NULL; _IdxWritePtr = NULL;
@ -390,13 +394,15 @@ void ImDrawList::Clear()
_TextureIdStack.resize(0); _TextureIdStack.resize(0);
_Path.resize(0); _Path.resize(0);
_Splitter.Clear(); _Splitter.Clear();
CmdBuffer.push_back(ImDrawCmd());
} }
void ImDrawList::ClearFreeMemory() void ImDrawList::_ClearFreeMemory()
{ {
CmdBuffer.clear(); CmdBuffer.clear();
IdxBuffer.clear(); IdxBuffer.clear();
VtxBuffer.clear(); VtxBuffer.clear();
Flags = ImDrawListFlags_None;
_VtxCurrentIdx = 0; _VtxCurrentIdx = 0;
_VtxWritePtr = NULL; _VtxWritePtr = NULL;
_IdxWritePtr = NULL; _IdxWritePtr = NULL;
@ -416,86 +422,117 @@ ImDrawList* ImDrawList::CloneOutput() const
return dst; return dst;
} }
// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds
#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : _Data->ClipRectFullscreen)
#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : (ImTextureID)NULL)
void ImDrawList::AddDrawCmd() void ImDrawList::AddDrawCmd()
{ {
ImDrawCmd draw_cmd; ImDrawCmd draw_cmd;
draw_cmd.ClipRect = GetCurrentClipRect(); draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy()
draw_cmd.TextureId = GetCurrentTextureId(); draw_cmd.TextureId = _CmdHeader.TextureId;
draw_cmd.VtxOffset = _VtxCurrentOffset; draw_cmd.VtxOffset = _CmdHeader.VtxOffset;
draw_cmd.IdxOffset = IdxBuffer.Size; draw_cmd.IdxOffset = IdxBuffer.Size;
IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w); IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
CmdBuffer.push_back(draw_cmd); CmdBuffer.push_back(draw_cmd);
} }
// Pop trailing draw command (used before merging or presenting to user)
// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL
void ImDrawList::_PopUnusedDrawCmd()
{
if (CmdBuffer.Size == 0)
return;
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL)
CmdBuffer.pop_back();
}
void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
{ {
ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL; ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (!current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL) IM_ASSERT(curr_cmd->UserCallback == NULL);
if (curr_cmd->ElemCount != 0)
{ {
AddDrawCmd(); AddDrawCmd();
current_cmd = &CmdBuffer.back(); curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
} }
current_cmd->UserCallback = callback; curr_cmd->UserCallback = callback;
current_cmd->UserCallbackData = callback_data; curr_cmd->UserCallbackData = callback_data;
AddDrawCmd(); // Force a new command after us (see comment below) AddDrawCmd(); // Force a new command after us (see comment below)
} }
// Compare ClipRect, TextureId and VtxOffset with a single memcmp()
#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. // Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.
// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. // The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.
void ImDrawList::UpdateClipRect() void ImDrawList::_OnChangedClipRect()
{ {
// If current command is used with different settings we need to add a new command // If current command is used with different settings we need to add a new command
const ImVec4 curr_clip_rect = GetCurrentClipRect(); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size-1] : NULL; if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0)
if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL)
{ {
AddDrawCmd(); AddDrawCmd();
return; return;
} }
IM_ASSERT(curr_cmd->UserCallback == NULL);
// Try to merge with previous command if it matches, else use current command // Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL; ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && prev_cmd && memcmp(&prev_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) == 0 && prev_cmd->TextureId == GetCurrentTextureId() && prev_cmd->UserCallback == NULL) if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back(); CmdBuffer.pop_back();
else return;
curr_cmd->ClipRect = curr_clip_rect; }
curr_cmd->ClipRect = _CmdHeader.ClipRect;
} }
void ImDrawList::UpdateTextureID() void ImDrawList::_OnChangedTextureID()
{ {
// If current command is used with different settings we need to add a new command // If current command is used with different settings we need to add a new command
const ImTextureID curr_texture_id = GetCurrentTextureId(); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
ImDrawCmd* curr_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL; if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId)
if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL)
{ {
AddDrawCmd(); AddDrawCmd();
return; return;
} }
IM_ASSERT(curr_cmd->UserCallback == NULL);
// Try to merge with previous command if it matches, else use current command // Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL; ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL) if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back(); CmdBuffer.pop_back();
else return;
curr_cmd->TextureId = curr_texture_id; }
curr_cmd->TextureId = _CmdHeader.TextureId;
} }
#undef GetCurrentClipRect void ImDrawList::_OnChangedVtxOffset()
#undef GetCurrentTextureId {
// We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.
_VtxCurrentIdx = 0;
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset);
if (curr_cmd->ElemCount != 0)
{
AddDrawCmd();
return;
}
IM_ASSERT(curr_cmd->UserCallback == NULL);
curr_cmd->VtxOffset = _CmdHeader.VtxOffset;
}
// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
{ {
ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
if (intersect_with_current_clip_rect && _ClipRectStack.Size) if (intersect_with_current_clip_rect)
{ {
ImVec4 current = _ClipRectStack.Data[_ClipRectStack.Size-1]; ImVec4 current = _CmdHeader.ClipRect;
if (cr.x < current.x) cr.x = current.x; if (cr.x < current.x) cr.x = current.x;
if (cr.y < current.y) cr.y = current.y; if (cr.y < current.y) cr.y = current.y;
if (cr.z > current.z) cr.z = current.z; if (cr.z > current.z) cr.z = current.z;
@ -505,7 +542,8 @@ void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_
cr.w = ImMax(cr.y, cr.w); cr.w = ImMax(cr.y, cr.w);
_ClipRectStack.push_back(cr); _ClipRectStack.push_back(cr);
UpdateClipRect(); _CmdHeader.ClipRect = cr;
_OnChangedClipRect();
} }
void ImDrawList::PushClipRectFullScreen() void ImDrawList::PushClipRectFullScreen()
@ -515,22 +553,23 @@ void ImDrawList::PushClipRectFullScreen()
void ImDrawList::PopClipRect() void ImDrawList::PopClipRect()
{ {
IM_ASSERT(_ClipRectStack.Size > 0);
_ClipRectStack.pop_back(); _ClipRectStack.pop_back();
UpdateClipRect(); _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1];
_OnChangedClipRect();
} }
void ImDrawList::PushTextureID(ImTextureID texture_id) void ImDrawList::PushTextureID(ImTextureID texture_id)
{ {
_TextureIdStack.push_back(texture_id); _TextureIdStack.push_back(texture_id);
UpdateTextureID(); _CmdHeader.TextureId = texture_id;
_OnChangedTextureID();
} }
void ImDrawList::PopTextureID() void ImDrawList::PopTextureID()
{ {
IM_ASSERT(_TextureIdStack.Size > 0);
_TextureIdStack.pop_back(); _TextureIdStack.pop_back();
UpdateTextureID(); _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1];
_OnChangedTextureID();
} }
// Reserve space for a number of vertices and indices. // Reserve space for a number of vertices and indices.
@ -542,13 +581,12 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
{ {
_VtxCurrentOffset = VtxBuffer.Size; _CmdHeader.VtxOffset = VtxBuffer.Size;
_VtxCurrentIdx = 0; _OnChangedVtxOffset();
AddDrawCmd();
} }
ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size - 1]; ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd.ElemCount += idx_count; draw_cmd->ElemCount += idx_count;
int vtx_buffer_old_size = VtxBuffer.Size; int vtx_buffer_old_size = VtxBuffer.Size;
VtxBuffer.resize(vtx_buffer_old_size + vtx_count); VtxBuffer.resize(vtx_buffer_old_size + vtx_count);
@ -564,8 +602,8 @@ void ImDrawList::PrimUnreserve(int idx_count, int vtx_count)
{ {
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size - 1]; ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd.ElemCount -= idx_count; draw_cmd->ElemCount -= idx_count;
VtxBuffer.shrink(VtxBuffer.Size - vtx_count); VtxBuffer.shrink(VtxBuffer.Size - vtx_count);
IdxBuffer.shrink(IdxBuffer.Size - idx_count); IdxBuffer.shrink(IdxBuffer.Size - idx_count);
} }
@ -615,7 +653,7 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c
_IdxWritePtr += 6; _IdxWritePtr += 6;
} }
// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds. // On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds.
// Those macros expects l-values. // Those macros expects l-values.
#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_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) #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)
@ -627,13 +665,12 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
if (points_count < 2) if (points_count < 2)
return; return;
const ImVec2 uv = _Data->TexUvWhitePixel; const ImVec2 opaque_uv = _Data->TexUvWhitePixel;
int count = points_count; int count = points_count;
if (!closed) if (!closed)
count = points_count-1; count = points_count-1;
const bool thick_line = thickness > 1.0f; const bool thick_line = (thickness > 1.0f);
if (Flags & ImDrawListFlags_AntiAliasedLines) if (Flags & ImDrawListFlags_AntiAliasedLines)
{ {
// Anti-aliased stroke // Anti-aliased stroke
@ -684,7 +721,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
dm_x *= AA_SIZE; dm_x *= AA_SIZE;
dm_y *= AA_SIZE; dm_y *= AA_SIZE;
// Add temporary vertexes // Add temporary vertices
ImVec2* out_vtx = &temp_points[i2*2]; ImVec2* out_vtx = &temp_points[i2*2];
out_vtx[0].x = points[i2].x + dm_x; out_vtx[0].x = points[i2].x + dm_x;
out_vtx[0].y = points[i2].y + dm_y; out_vtx[0].y = points[i2].y + dm_y;
@ -701,12 +738,12 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
idx1 = idx2; idx1 = idx2;
} }
// Add vertexes // Add vertices
for (int i = 0; i < points_count; i++) for (int i = 0; i < points_count; i++)
{ {
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = temp_points[i*2+0]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; _VtxWritePtr[1].pos = temp_points[i*2+0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans;
_VtxWritePtr[2].pos = temp_points[i*2+1]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col_trans; _VtxWritePtr[2].pos = temp_points[i*2+1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans;
_VtxWritePtr += 3; _VtxWritePtr += 3;
} }
} }
@ -715,22 +752,23 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;
if (!closed) if (!closed)
{ {
const int points_last = points_count - 1;
temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE);
temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness);
temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness);
temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE);
temp_points[(points_count-1)*4+0] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE); temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE);
temp_points[(points_count-1)*4+1] = points[points_count-1] + temp_normals[points_count-1] * (half_inner_thickness); temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness);
temp_points[(points_count-1)*4+2] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness); temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness);
temp_points[(points_count-1)*4+3] = points[points_count-1] - temp_normals[points_count-1] * (half_inner_thickness + AA_SIZE); temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE);
} }
// FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
unsigned int idx1 = _VtxCurrentIdx; unsigned int idx1 = _VtxCurrentIdx;
for (int i1 = 0; i1 < count; i1++) for (int i1 = 0; i1 < count; i1++)
{ {
const int i2 = (i1+1) == points_count ? 0 : i1+1; const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment
unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+4; const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment
// Average normals // Average normals
float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
@ -741,7 +779,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
float dm_in_x = dm_x * half_inner_thickness; float dm_in_x = dm_x * half_inner_thickness;
float dm_in_y = dm_y * half_inner_thickness; float dm_in_y = dm_y * half_inner_thickness;
// Add temporary vertexes // Add temporary vertices
ImVec2* out_vtx = &temp_points[i2*4]; ImVec2* out_vtx = &temp_points[i2*4];
out_vtx[0].x = points[i2].x + dm_out_x; out_vtx[0].x = points[i2].x + dm_out_x;
out_vtx[0].y = points[i2].y + dm_out_y; out_vtx[0].y = points[i2].y + dm_out_y;
@ -753,24 +791,24 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
out_vtx[3].y = points[i2].y - dm_out_y; out_vtx[3].y = points[i2].y - dm_out_y;
// Add indexes // Add indexes
_IdxWritePtr[0] = (ImDrawIdx)(idx2+1); _IdxWritePtr[1] = (ImDrawIdx)(idx1+1); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2); _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2);
_IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+1); _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1);
_IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0); _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0);
_IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10] = (ImDrawIdx)(idx2+0); _IdxWritePtr[11] = (ImDrawIdx)(idx2+1); _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1);
_IdxWritePtr[12] = (ImDrawIdx)(idx2+2); _IdxWritePtr[13] = (ImDrawIdx)(idx1+2); _IdxWritePtr[14] = (ImDrawIdx)(idx1+3); _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3);
_IdxWritePtr[15] = (ImDrawIdx)(idx1+3); _IdxWritePtr[16] = (ImDrawIdx)(idx2+3); _IdxWritePtr[17] = (ImDrawIdx)(idx2+2); _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2);
_IdxWritePtr += 18; _IdxWritePtr += 18;
idx1 = idx2; idx1 = idx2;
} }
// Add vertexes // Add vertices
for (int i = 0; i < points_count; i++) for (int i = 0; i < points_count; i++)
{ {
_VtxWritePtr[0].pos = temp_points[i*4+0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans; _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans;
_VtxWritePtr[1].pos = temp_points[i*4+1]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = temp_points[i*4+2]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = temp_points[i*4+3]; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col_trans; _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans;
_VtxWritePtr += 4; _VtxWritePtr += 4;
} }
} }
@ -795,14 +833,14 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
dx *= (thickness * 0.5f); dx *= (thickness * 0.5f);
dy *= (thickness * 0.5f); dy *= (thickness * 0.5f);
_VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4; _VtxWritePtr += 4;
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2);
_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx+2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx+3); _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3);
_IdxWritePtr += 6; _IdxWritePtr += 6;
_VtxCurrentIdx += 4; _VtxCurrentIdx += 4;
} }
@ -1219,9 +1257,9 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
if (font_size == 0.0f) if (font_size == 0.0f)
font_size = _Data->FontSize; font_size = _Data->FontSize;
IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
ImVec4 clip_rect = _ClipRectStack.back(); ImVec4 clip_rect = _CmdHeader.ClipRect;
if (cpu_fine_clip_rect) if (cpu_fine_clip_rect)
{ {
clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x); clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);
@ -1242,7 +1280,7 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, cons
if ((col & IM_COL32_A_MASK) == 0) if ((col & IM_COL32_A_MASK) == 0)
return; return;
const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
if (push_texture_id) if (push_texture_id)
PushTextureID(user_texture_id); PushTextureID(user_texture_id);
@ -1258,7 +1296,7 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, con
if ((col & IM_COL32_A_MASK) == 0) if ((col & IM_COL32_A_MASK) == 0)
return; return;
const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
if (push_texture_id) if (push_texture_id)
PushTextureID(user_texture_id); PushTextureID(user_texture_id);
@ -1341,27 +1379,20 @@ void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
if (_Channels[i]._CmdBuffer.Size == 0) if (_Channels[i]._CmdBuffer.Size == 0)
{ {
ImDrawCmd draw_cmd; ImDrawCmd draw_cmd;
draw_cmd.ClipRect = draw_list->_ClipRectStack.back(); ImDrawCmd_HeaderCopy(&draw_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
draw_cmd.TextureId = draw_list->_TextureIdStack.back();
_Channels[i]._CmdBuffer.push_back(draw_cmd); _Channels[i]._CmdBuffer.push_back(draw_cmd);
} }
} }
} }
static inline bool CanMergeDrawCommands(ImDrawCmd* a, ImDrawCmd* b)
{
return memcmp(&a->ClipRect, &b->ClipRect, sizeof(a->ClipRect)) == 0 && a->TextureId == b->TextureId && a->VtxOffset == b->VtxOffset && !a->UserCallback && !b->UserCallback;
}
void ImDrawListSplitter::Merge(ImDrawList* draw_list) void ImDrawListSplitter::Merge(ImDrawList* draw_list)
{ {
// Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
if (_Count <= 1) if (_Count <= 1)
return; return;
SetCurrentChannel(draw_list, 0); SetCurrentChannel(draw_list, 0);
if (draw_list->CmdBuffer.Size != 0 && draw_list->CmdBuffer.back().ElemCount == 0) draw_list->_PopUnusedDrawCmd();
draw_list->CmdBuffer.pop_back();
// Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
int new_cmd_buffer_count = 0; int new_cmd_buffer_count = 0;
@ -1371,14 +1402,21 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
for (int i = 1; i < _Count; i++) for (int i = 1; i < _Count; i++)
{ {
ImDrawChannel& ch = _Channels[i]; ImDrawChannel& ch = _Channels[i];
// Equivalent of PopUnusedDrawCmd() for this channel's cmdbuffer and except we don't need to test for UserCallback.
if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0) if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0)
ch._CmdBuffer.pop_back(); ch._CmdBuffer.pop_back();
if (ch._CmdBuffer.Size > 0 && last_cmd != NULL && CanMergeDrawCommands(last_cmd, &ch._CmdBuffer[0]))
if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)
{ {
// Merge previous channel last draw command with current channel first draw command if matching. ImDrawCmd* next_cmd = &ch._CmdBuffer[0];
last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount; if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL)
idx_offset += ch._CmdBuffer[0].ElemCount; {
ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. // Merge previous channel last draw command with current channel first draw command if matching.
last_cmd->ElemCount += next_cmd->ElemCount;
idx_offset += next_cmd->ElemCount;
ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges.
}
} }
if (ch._CmdBuffer.Size > 0) if (ch._CmdBuffer.Size > 0)
last_cmd = &ch._CmdBuffer.back(); last_cmd = &ch._CmdBuffer.back();
@ -1403,8 +1441,18 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list)
if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }
} }
draw_list->_IdxWritePtr = idx_write; draw_list->_IdxWritePtr = idx_write;
draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call.
draw_list->UpdateTextureID(); // Ensure there's always a non-callback draw command trailing the command-buffer
if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL)
draw_list->AddDrawCmd();
// If current command is used with different settings we need to add a new command
ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
if (curr_cmd->ElemCount == 0)
ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
draw_list->AddDrawCmd();
_Count = 1; _Count = 1;
} }
@ -1413,6 +1461,7 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
IM_ASSERT(idx >= 0 && idx < _Count); IM_ASSERT(idx >= 0 && idx < _Count);
if (_Current == idx) if (_Current == idx)
return; return;
// Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap() // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()
memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer)); memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer));
memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer)); memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer));
@ -1420,6 +1469,13 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer)); memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer));
memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer)); memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer));
draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size;
// If current command is used with different settings we need to add a new command
ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
if (curr_cmd->ElemCount == 0)
ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
draw_list->AddDrawCmd();
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
@ -1543,7 +1599,6 @@ ImFontConfig::ImFontConfig()
// The white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. // The white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.
const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108; const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108;
const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000;
static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
{ {
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX " "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX "
@ -1826,14 +1881,11 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed
return font; return font;
} }
int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height) int ImFontAtlas::AddCustomRectRegular(int width, int height)
{ {
// Breaking change on 2019/11/21 (1.74): ImFontAtlas::AddCustomRectRegular() now requires an ID >= 0x110000 (instead of >= 0x10000)
IM_ASSERT(id >= 0x110000);
IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(width > 0 && width <= 0xFFFF);
IM_ASSERT(height > 0 && height <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF);
ImFontAtlasCustomRect r; ImFontAtlasCustomRect r;
r.ID = id;
r.Width = (unsigned short)width; r.Width = (unsigned short)width;
r.Height = (unsigned short)height; r.Height = (unsigned short)height;
CustomRects.push_back(r); CustomRects.push_back(r);
@ -1842,13 +1894,16 @@ int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height)
int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset)
{ {
#ifdef IMGUI_USE_WCHAR32
IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX);
#endif
IM_ASSERT(font != NULL); IM_ASSERT(font != NULL);
IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(width > 0 && width <= 0xFFFF);
IM_ASSERT(height > 0 && height <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF);
ImFontAtlasCustomRect r; ImFontAtlasCustomRect r;
r.ID = id;
r.Width = (unsigned short)width; r.Width = (unsigned short)width;
r.Height = (unsigned short)height; r.Height = (unsigned short)height;
r.GlyphID = id;
r.GlyphAdvanceX = advance_x; r.GlyphAdvanceX = advance_x;
r.GlyphOffset = offset; r.GlyphOffset = offset;
r.Font = font; r.Font = font;
@ -1873,7 +1928,6 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou
IM_ASSERT(CustomRectIds[0] != -1); IM_ASSERT(CustomRectIds[0] != -1);
ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]]; ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]];
IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y); ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y);
ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
*out_size = size; *out_size = size;
@ -2208,9 +2262,9 @@ void ImFontAtlasBuildInit(ImFontAtlas* atlas)
if (atlas->CustomRectIds[0] >= 0) if (atlas->CustomRectIds[0] >= 0)
return; return;
if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H); atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
else else
atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, 2, 2); atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(2, 2);
} }
void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)
@ -2259,7 +2313,6 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
IM_ASSERT(atlas->CustomRectIds[0] >= 0); IM_ASSERT(atlas->CustomRectIds[0] >= 0);
IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]]; ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]];
IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
IM_ASSERT(r.IsPacked()); IM_ASSERT(r.IsPacked());
const int w = atlas->TexWidth; const int w = atlas->TexWidth;
@ -2294,13 +2347,13 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
for (int i = 0; i < atlas->CustomRects.Size; i++) for (int i = 0; i < atlas->CustomRects.Size; i++)
{ {
const ImFontAtlasCustomRect& r = atlas->CustomRects[i]; const ImFontAtlasCustomRect& r = atlas->CustomRects[i];
if (r.Font == NULL || r.ID >= 0x110000) if (r.Font == NULL || r.GlyphID == 0)
continue; continue;
IM_ASSERT(r.Font->ContainerAtlas == atlas); IM_ASSERT(r.Font->ContainerAtlas == atlas);
ImVec2 uv0, uv1; ImVec2 uv0, uv1;
atlas->CalcCustomRectUV(&r, &uv0, &uv1); atlas->CalcCustomRectUV(&r, &uv0, &uv1);
r.Font->AddGlyph((ImWchar)r.ID, r.GlyphOffset.x, r.GlyphOffset.y, r.GlyphOffset.x + r.Width, r.GlyphOffset.y + r.Height, uv0.x, uv0.y, uv1.x, uv1.y, r.GlyphAdvanceX); r.Font->AddGlyph((ImWchar)r.GlyphID, r.GlyphOffset.x, r.GlyphOffset.y, r.GlyphOffset.x + r.Width, r.GlyphOffset.y + r.Height, uv0.x, uv0.y, uv1.x, uv1.y, r.GlyphAdvanceX);
} }
// Build all fonts lookup tables // Build all fonts lookup tables
@ -2310,7 +2363,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
// Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
// However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
// FIXME: Also note that 0x2026 is currently seldomly included in our font ranges. Because of this we are more likely to use three individual dots. // FIXME: Also note that 0x2026 is currently seldom included in our font ranges. Because of this we are more likely to use three individual dots.
for (int i = 0; i < atlas->Fonts.size(); i++) for (int i = 0; i < atlas->Fonts.size(); i++)
{ {
ImFont* font = atlas->Fonts[i]; ImFont* font = atlas->Fonts[i];
@ -2343,7 +2396,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesKorean()
{ {
0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x3131, 0x3163, // Korean alphabets 0x3131, 0x3163, // Korean alphabets
0xAC00, 0xD79D, // Korean characters 0xAC00, 0xD7A3, // Korean characters
0, 0,
}; };
return &ranges[0]; return &ranges[0];
@ -2850,7 +2903,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
} }
// Allow wrapping after punctuation. // Allow wrapping after punctuation.
inside_word = !(c == '.' || c == ',' || c == ';' || c == '!' || c == '?' || c == '\"'); inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"');
} }
// We ignore blank width at the end of the line (they can be skipped) // We ignore blank width at the end of the line (they can be skipped)
@ -2876,7 +2929,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
const float line_height = size; const float line_height = size;
const float scale = size / FontSize; const float scale = size / FontSize;
ImVec2 text_size = ImVec2(0,0); ImVec2 text_size = ImVec2(0, 0);
float line_width = 0.0f; float line_width = 0.0f;
const bool word_wrap_enabled = (wrap_width > 0.0f); const bool word_wrap_enabled = (wrap_width > 0.0f);
@ -3332,7 +3385,7 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
// Helper for ColorPicker4() // 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. // 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. // 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 altogether.
// FIXME: uses ImGui::GetColorU32 // 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) 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)
{ {

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@ -1,4 +1,4 @@
// dear imgui, v1.76 // dear imgui, v1.77
// (widgets code) // (widgets code)
/* /*
@ -58,19 +58,19 @@ Index of this file:
// Clang/GCC warnings with -Weverything // Clang/GCC warnings with -Weverything
#if defined(__clang__) #if defined(__clang__)
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse. #if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
#if __has_warning("-Wzero-as-null-pointer-constant")
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
#endif
#if __has_warning("-Wdouble-promotion")
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#endif
#if __has_warning("-Wdeprecated-enum-enum-conversion")
#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
#endif #endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')
#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#elif defined(__GNUC__) #elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
@ -486,7 +486,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
#ifdef IMGUI_ENABLE_TEST_ENGINE #ifdef IMGUI_ENABLE_TEST_ENGINE
if (id != 0 && window->DC.LastItemId != id) if (id != 0 && window->DC.LastItemId != id)
ImGuiTestEngineHook_ItemAdd(&g, bb, id); IMGUI_TEST_ENGINE_ITEM_ADD(bb, id);
#endif #endif
bool pressed = false; bool pressed = false;
@ -500,11 +500,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))
if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
{ {
const float DRAG_DROP_HOLD_TIMER = 0.70f;
hovered = true; hovered = true;
SetHoveredID(id); SetHoveredID(id);
if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, 0.70f, 0.00f)) if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, DRAG_DROP_HOLD_TIMER, 0.00f))
{ {
pressed = true; pressed = true;
g.DragDropHoldJustPressedId = id;
FocusWindow(window); FocusWindow(window);
} }
} }
@ -555,7 +557,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1) if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1)
{ {
// Repeat mode trumps on release behavior // Repeat mode trumps on release behavior
if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay)) const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay;
if (!has_repeated_at_least_once)
pressed = true; pressed = true;
ClearActiveID(); ClearActiveID();
} }
@ -978,28 +981,16 @@ void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2&
} }
} }
// frame_padding < 0: uses FramePadding from style (default) // ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390)
// frame_padding = 0: no framing // We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API.
// frame_padding > 0: set framing size bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col)
// The color used are the button colors.
bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)
{ {
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems) if (window->SkipItems)
return false; return false;
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
// Default to using texture ID as ID. User can still push string/integer prefixes.
// We could hash the size/uv to create a unique ID but that would prevent the user from animating UV.
PushID((void*)(intptr_t)user_texture_id);
const ImGuiID id = window->GetID("#image");
PopID();
const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding;
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2);
const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size);
ItemSize(bb); ItemSize(bb);
if (!ItemAdd(bb, id)) if (!ItemAdd(bb, id))
return false; return false;
@ -1010,14 +1001,33 @@ bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const I
// Render // Render
const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
RenderNavHighlight(bb, id); RenderNavHighlight(bb, id);
RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding)); RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding));
if (bg_col.w > 0.0f) if (bg_col.w > 0.0f)
window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col)); window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col));
window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col)); window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));
return pressed; return pressed;
} }
// frame_padding < 0: uses FramePadding from style (default)
// frame_padding = 0: no framing
// frame_padding > 0: set framing size
bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
// Default to using texture ID as ID. User can still push string/integer prefixes.
PushID((void*)(intptr_t)user_texture_id);
const ImGuiID id = window->GetID("#image");
PopID();
const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding;
return ImageButtonEx(id, user_texture_id, size, uv0, uv1, padding, bg_col, tint_col);
}
bool ImGui::Checkbox(const char* label, bool* v) bool ImGui::Checkbox(const char* label, bool* v)
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
@ -1132,6 +1142,7 @@ bool ImGui::RadioButton(const char* label, bool active)
if (label_size.x > 0.0f) if (label_size.x > 0.0f)
RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags);
return pressed; return pressed;
} }
@ -1222,7 +1233,7 @@ void ImGui::Spacing()
ImGuiWindow* window = GetCurrentWindow(); ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems) if (window->SkipItems)
return; return;
ItemSize(ImVec2(0,0)); ItemSize(ImVec2(0, 0));
} }
void ImGui::Dummy(const ImVec2& size) void ImGui::Dummy(const ImVec2& size)
@ -1246,7 +1257,7 @@ void ImGui::NewLine()
const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; const ImGuiLayoutType backup_layout_type = window->DC.LayoutType;
window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.LayoutType = ImGuiLayoutType_Vertical;
if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.
ItemSize(ImVec2(0,0)); ItemSize(ImVec2(0, 0));
else else
ItemSize(ImVec2(0.0f, g.FontSize)); ItemSize(ImVec2(0.0f, g.FontSize));
window->DC.LayoutType = backup_layout_type; window->DC.LayoutType = backup_layout_type;
@ -1481,7 +1492,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
bool hovered, held; bool hovered, held;
bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held);
bool popup_open = IsPopupOpen(id); bool popup_open = IsPopupOpen(id, ImGuiPopupFlags_None);
const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size);
@ -1506,7 +1517,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
{ {
if (window->DC.NavLayerCurrent == 0) if (window->DC.NavLayerCurrent == 0)
window->NavLastIds[0] = id; window->NavLastIds[0] = id;
OpenPopupEx(id); OpenPopupEx(id, ImGuiPopupFlags_None);
popup_open = true; popup_open = true;
} }
@ -1608,7 +1619,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
// The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here.
if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint))
SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));
if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) if (!BeginCombo(label, preview_value, ImGuiComboFlags_None))
return false; return false;
@ -1666,6 +1677,7 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa
// - DataTypeFormatString() // - DataTypeFormatString()
// - DataTypeApplyOp() // - DataTypeApplyOp()
// - DataTypeApplyOpFromText() // - DataTypeApplyOpFromText()
// - DataTypeClamp()
// - GetMinimumStepAtDecimalPrecision // - GetMinimumStepAtDecimalPrecision
// - RoundScalarWithFormat<>() // - RoundScalarWithFormat<>()
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
@ -1817,11 +1829,9 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b
return false; return false;
// Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all. // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all.
IM_ASSERT(data_type < ImGuiDataType_COUNT); const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type);
int data_backup[2]; ImGuiDataTypeTempStorage data_backup;
const ImGuiDataTypeInfo* type_info = ImGui::DataTypeGetInfo(data_type); memcpy(&data_backup, p_data, type_info->Size);
IM_ASSERT(type_info->Size <= sizeof(data_backup));
memcpy(data_backup, p_data, type_info->Size);
if (format == NULL) if (format == NULL)
format = type_info->ScanFmt; format = type_info->ScanFmt;
@ -1893,7 +1903,35 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b
IM_ASSERT(0); IM_ASSERT(0);
} }
return memcmp(data_backup, p_data, type_info->Size) != 0; return memcmp(&data_backup, p_data, type_info->Size) != 0;
}
template<typename T>
static bool ClampBehaviorT(T* v, T v_min, T v_max)
{
if (*v < v_min) { *v = v_min; return true; }
if (*v > v_max) { *v = v_max; return true; }
return false;
}
bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max)
{
switch (data_type)
{
case ImGuiDataType_S8: return ClampBehaviorT<ImS8 >((ImS8* )p_data, *(const ImS8* )p_min, *(const ImS8* )p_max);
case ImGuiDataType_U8: return ClampBehaviorT<ImU8 >((ImU8* )p_data, *(const ImU8* )p_min, *(const ImU8* )p_max);
case ImGuiDataType_S16: return ClampBehaviorT<ImS16 >((ImS16* )p_data, *(const ImS16* )p_min, *(const ImS16* )p_max);
case ImGuiDataType_U16: return ClampBehaviorT<ImU16 >((ImU16* )p_data, *(const ImU16* )p_min, *(const ImU16* )p_max);
case ImGuiDataType_S32: return ClampBehaviorT<ImS32 >((ImS32* )p_data, *(const ImS32* )p_min, *(const ImS32* )p_max);
case ImGuiDataType_U32: return ClampBehaviorT<ImU32 >((ImU32* )p_data, *(const ImU32* )p_min, *(const ImU32* )p_max);
case ImGuiDataType_S64: return ClampBehaviorT<ImS64 >((ImS64* )p_data, *(const ImS64* )p_min, *(const ImS64* )p_max);
case ImGuiDataType_U64: return ClampBehaviorT<ImU64 >((ImU64* )p_data, *(const ImU64* )p_min, *(const ImU64* )p_max);
case ImGuiDataType_Float: return ClampBehaviorT<float >((float* )p_data, *(const float* )p_min, *(const float* )p_max);
case ImGuiDataType_Double: return ClampBehaviorT<double>((double*)p_data, *(const double*)p_min, *(const double*)p_max);
case ImGuiDataType_COUNT: break;
}
IM_ASSERT(0);
return false;
} }
static float GetMinimumStepAtDecimalPrecision(int decimal_precision) static float GetMinimumStepAtDecimalPrecision(int decimal_precision)
@ -2145,8 +2183,10 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
} }
} }
} }
// Our current specs do NOT clamp when using CTRL+Click manual input, but we should eventually add a flag for that..
if (temp_input_is_active || temp_input_start) if (temp_input_is_active || temp_input_start)
return TempInputScalar(frame_bb, id, label, data_type, p_data, format); return TempInputScalar(frame_bb, id, label, data_type, p_data, format);// , p_min, p_max);
// Draw frame // Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
@ -2342,7 +2382,7 @@ float ImGui::SliderCalcRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_m
return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min)); return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min));
} }
// FIXME: Move some of the code into SliderBehavior(). Current responsability is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc. // FIXME: Move some of the code into SliderBehavior(). Current responsibility is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc.
template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE> template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb)
{ {
@ -2596,8 +2636,10 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
} }
} }
} }
// Our current specs do NOT clamp when using CTRL+Click manual input, but we should eventually add a flag for that..
if (temp_input_is_active || temp_input_start) if (temp_input_is_active || temp_input_start)
return TempInputScalar(frame_bb, id, label, data_type, p_data, format); return TempInputScalar(frame_bb, id, label, data_type, p_data, format);// , p_min, p_max);
// Draw frame // Draw frame
const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
@ -2896,7 +2938,21 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char*
return value_changed; return value_changed;
} }
bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format) // Note that Drag/Slider functions are currently NOT forwarding the min/max values clamping values!
// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility.
// However this may not be ideal for all uses, as some user code may break on out of bound values.
// In the future we should add flags to Slider/Drag to specify how to enforce min/max values with CTRL+Click.
// See GitHub issues #1829 and #3209
// In the meanwhile, you can easily "wrap" those functions to enforce clamping, using wrapper functions, e.g.
// bool SliderFloatClamp(const char* label, float* v, float v_min, float v_max)
// {
// float v_backup = *v;
// if (!SliderFloat(label, v, v_min, v_max))
// return false;
// *v = ImClamp(*v, v_min, v_max);
// return v_backup != *v;
// }
bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -2908,10 +2964,21 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG
ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited;
flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal);
bool value_changed = TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags); bool value_changed = false;
if (value_changed) if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags))
{ {
value_changed = DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL); // Backup old value
size_t data_type_size = DataTypeGetInfo(data_type)->Size;
ImGuiDataTypeTempStorage data_backup;
memcpy(&data_backup, p_data, data_type_size);
// Apply new value (or operations) then clamp
DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL);
if (p_clamp_min && p_clamp_max)
DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max);
// Only mark as edited if new value is different
value_changed = memcmp(&data_backup, p_data, data_type_size) != 0;
if (value_changed) if (value_changed)
MarkItemEdited(id); MarkItemEdited(id);
} }
@ -2939,7 +3006,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)
flags |= ImGuiInputTextFlags_CharsDecimal; flags |= ImGuiInputTextFlags_CharsDecimal;
flags |= ImGuiInputTextFlags_AutoSelectAll; flags |= ImGuiInputTextFlags_AutoSelectAll;
flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselve by comparing the actual data rather than the string. flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
if (p_step != NULL) if (p_step != NULL)
{ {
@ -3123,7 +3190,7 @@ bool ImGui::InputDouble(const char* label, double* v, double step, double step_f
bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
{ {
IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data); return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
} }
bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
@ -3158,7 +3225,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t
const float line_height = g.FontSize; const float line_height = g.FontSize;
const float scale = line_height / font->FontSize; const float scale = line_height / font->FontSize;
ImVec2 text_size = ImVec2(0,0); ImVec2 text_size = ImVec2(0, 0);
float line_width = 0.0f; float line_width = 0.0f;
const ImWchar* s = text_begin; const ImWchar* s = text_begin;
@ -3357,7 +3424,7 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons
if (!is_resizable) if (!is_resizable)
return; return;
// Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the midly similar code (until we remove the U16 buffer alltogether!) // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!)
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImGuiInputTextState* edit_state = &g.InputTextState; ImGuiInputTextState* edit_state = &g.InputTextState;
IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);
@ -3410,18 +3477,22 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
// Generic named filters // Generic named filters
if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))
{ {
// Allow 0-9 . - + * /
if (flags & ImGuiInputTextFlags_CharsDecimal) if (flags & ImGuiInputTextFlags_CharsDecimal)
if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/')) if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
return false; return false;
// Allow 0-9 . - + * / e E
if (flags & ImGuiInputTextFlags_CharsScientific) if (flags & ImGuiInputTextFlags_CharsScientific)
if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E'))
return false; return false;
// Allow 0-9 a-F A-F
if (flags & ImGuiInputTextFlags_CharsHexadecimal) if (flags & ImGuiInputTextFlags_CharsHexadecimal)
if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F')) if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
return false; return false;
// Turn a-z into A-Z
if (flags & ImGuiInputTextFlags_CharsUppercase) if (flags & ImGuiInputTextFlags_CharsUppercase)
if (c >= 'a' && c <= 'z') if (c >= 'a' && c <= 'z')
*p_char = (c += (unsigned int)('A'-'a')); *p_char = (c += (unsigned int)('A'-'a'));
@ -3464,6 +3535,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
if (window->SkipItems) if (window->SkipItems)
return false; return false;
IM_ASSERT(buf != NULL && buf_size >= 0);
IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys)
IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)
@ -4223,7 +4295,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
PopFont(); PopFont();
// Log as text // Log as text
if (g.LogEnabled && !(is_password && !is_displaying_hint)) if (g.LogEnabled && (!is_password || is_displaying_hint))
LogRenderedText(&draw_pos, buf_display, buf_display_end); LogRenderedText(&draw_pos, buf_display, buf_display_end);
if (label_size.x > 0) if (label_size.x > 0)
@ -4370,7 +4442,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);
} }
if (!(flags & ImGuiColorEditFlags_NoOptions)) if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context"); OpenPopupContextItem("context");
} }
} }
else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
@ -4395,7 +4467,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
} }
if (!(flags & ImGuiColorEditFlags_NoOptions)) if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context"); OpenPopupContextItem("context");
} }
ImGuiWindow* picker_active_window = NULL; ImGuiWindow* picker_active_window = NULL;
@ -4416,7 +4488,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
} }
} }
if (!(flags & ImGuiColorEditFlags_NoOptions)) if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context"); OpenPopupContextItem("context");
if (BeginPopup("picker")) if (BeginPopup("picker"))
{ {
@ -4636,7 +4708,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
} }
} }
if (!(flags & ImGuiColorEditFlags_NoOptions)) if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context"); OpenPopupContextItem("context");
} }
else if (flags & ImGuiColorEditFlags_PickerHueBar) else if (flags & ImGuiColorEditFlags_PickerHueBar)
{ {
@ -4649,7 +4721,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
value_changed = value_changed_sv = true; value_changed = value_changed_sv = true;
} }
if (!(flags & ImGuiColorEditFlags_NoOptions)) if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context"); OpenPopupContextItem("context");
// Hue bar logic // Hue bar logic
SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));
@ -4742,7 +4814,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0) if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags__DisplayMask) == 0)
if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB))
{ {
// FIXME: Hackily differenciating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.
// For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050)
value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap);
value_changed = true; value_changed = true;
@ -5360,10 +5432,11 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
// It is rather standard that arrow click react on Down rather than Up and we'd be tempted to make it the default // It is rather standard that arrow click react on Down rather than Up and we'd be tempted to make it the default
// (by removing the _OpenOnArrow test below), however this would have a perhaps surprising effect on CollapsingHeader()? // (by removing the _OpenOnArrow test below), however this would have a perhaps surprising effect on CollapsingHeader()?
// So right now we are making this optional. May evolve later. // So right now we are making this optional. May evolve later.
// We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work.
if (is_mouse_x_over_arrow && (flags & ImGuiTreeNodeFlags_OpenOnArrow)) if (is_mouse_x_over_arrow && (flags & ImGuiTreeNodeFlags_OpenOnArrow))
button_flags |= ImGuiButtonFlags_PressedOnClick; button_flags |= ImGuiButtonFlags_PressedOnClick;
else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
button_flags |= ImGuiButtonFlags_PressedOnDoubleClick; button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
else else
button_flags |= ImGuiButtonFlags_PressedOnClickRelease; button_flags |= ImGuiButtonFlags_PressedOnClickRelease;
@ -5375,7 +5448,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
bool toggled = false; bool toggled = false;
if (!is_leaf) if (!is_leaf)
{ {
if (pressed) if (pressed && g.DragDropHoldJustPressedId != id)
{ {
if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id))
toggled = true; toggled = true;
@ -5383,8 +5456,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job
if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseDoubleClicked[0]) if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseDoubleClicked[0])
toggled = true; toggled = true;
if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. }
toggled = false; else if (pressed && g.DragDropHoldJustPressedId == id)
{
IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold);
if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again.
toggled = true;
} }
if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open) if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open)
@ -5485,7 +5562,8 @@ void ImGui::TreePush(const void* ptr_id)
void ImGui::TreePushOverrideID(ImGuiID id) void ImGui::TreePushOverrideID(ImGuiID id)
{ {
ImGuiWindow* window = GetCurrentWindow(); ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
Indent(); Indent();
window->DC.TreeDepth++; window->DC.TreeDepth++;
window->IDStack.push_back(id); window->IDStack.push_back(id);
@ -5556,7 +5634,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags
if (p_open) if (p_open)
flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton;
bool is_open = TreeNodeBehavior(id, flags, label); bool is_open = TreeNodeBehavior(id, flags, label);
if (p_open) if (p_open != NULL)
{ {
// Create a small overlapping close button // Create a small overlapping close button
// FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
@ -6210,7 +6288,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style; const ImGuiStyle& style = g.Style;
const ImGuiID id = window->GetID(label); const ImGuiID id = window->GetID(label);
bool menu_is_open = IsPopupOpen(id); bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None);
// Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
@ -6240,7 +6318,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent) g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,
// However the final position is going to be different! It is choosen by FindBestWindowPosForPopup(). // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().
// e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.
ImVec2 popup_pos, pos = window->DC.CursorPos; ImVec2 popup_pos, pos = window->DC.CursorPos;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
@ -6336,7 +6414,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
want_close = true; want_close = true;
if (want_close && IsPopupOpen(id)) if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None))
ClosePopupToLevel(g.BeginPopupStack.Size, true); ClosePopupToLevel(g.BeginPopupStack.Size, true);
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
@ -7023,6 +7101,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
const ImGuiID id = TabBarCalcTabID(tab_bar, label); const ImGuiID id = TabBarCalcTabID(tab_bar, label);
// If the user called us with *p_open == false, we early out and don't render. We make a dummy call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. // If the user called us with *p_open == false, we early out and don't render. We make a dummy call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID.
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags);
if (p_open && !*p_open) if (p_open && !*p_open)
{ {
PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);
@ -7080,6 +7159,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
tab_bar->NextSelectedTabId = id; tab_bar->NextSelectedTabId = id;
// Lock visibility // Lock visibility
// (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!)
bool tab_contents_visible = (tab_bar->VisibleTabId == id); bool tab_contents_visible = (tab_bar->VisibleTabId == id);
if (tab_contents_visible) if (tab_contents_visible)
tab_bar->VisibleTabWasSubmitted = true; tab_bar->VisibleTabWasSubmitted = true;
@ -7089,7 +7169,9 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs)) if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))
tab_contents_visible = true; tab_contents_visible = true;
if (tab_appearing && !(tab_bar_appearing && !tab_is_new)) // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted
// and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'.
if (tab_appearing && (!tab_bar_appearing || tab_is_new))
{ {
PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);
ItemAdd(ImRect(), id); ItemAdd(ImRect(), id);
@ -7185,7 +7267,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
// Render tab label, process close button // Render tab label, process close button
const ImGuiID close_button_id = p_open ? window->GetID((void*)((intptr_t)id + 1)) : 0; const ImGuiID close_button_id = p_open ? window->GetID((void*)((intptr_t)id + 1)) : 0;
bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id); bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible);
if (just_closed && p_open != NULL) if (just_closed && p_open != NULL)
{ {
*p_open = false; *p_open = false;
@ -7200,14 +7282,16 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
// Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer) // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer)
// We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores) // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores)
if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered()) if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f && IsItemHovered())
if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip)) if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))
SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
return tab_contents_visible; return tab_contents_visible;
} }
// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. // [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed.
// To use it to need to call the function SetTabItemClosed() after BeginTabBar() and before any call to BeginTabItem() // To use it to need to call the function SetTabItemClosed() after BeginTabBar() and before any call to BeginTabItem().
// Tabs closed by the close button will automatically be flagged to avoid this issue.
// FIXME: We should aim to support calling SetTabItemClosed() after the tab submission (for next frame)
void ImGui::SetTabItemClosed(const char* label) void ImGui::SetTabItemClosed(const char* label)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
@ -7260,13 +7344,21 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI
// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic // Render text label (with custom clipping) + Unsaved Document marker + Close Button logic
// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. // We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter.
bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id) bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible)
{ {
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 label_size = CalcTextSize(label, NULL, true);
if (bb.GetWidth() <= 1.0f) if (bb.GetWidth() <= 1.0f)
return false; return false;
// In Style V2 we'll have full override of all colors per state (e.g. focused, selected)
// But right now if you want to alter text color of tabs this is what you need to do.
#if 0
const float backup_alpha = g.Style.Alpha;
if (!is_contents_visible)
g.Style.Alpha *= 0.7f;
#endif
// Render text label (with clipping + alpha gradient) + unsaved marker // Render text label (with clipping + alpha gradient) + unsaved marker
const char* TAB_UNSAVED_MARKER = "*"; const char* TAB_UNSAVED_MARKER = "*";
ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y);
@ -7286,8 +7378,9 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
bool close_button_pressed = false; bool close_button_pressed = false;
bool close_button_visible = false; bool close_button_visible = false;
if (close_button_id != 0) if (close_button_id != 0)
if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == close_button_id) if (is_contents_visible || bb.GetWidth() >= g.Style.TabMinWidthForUnselectedCloseButton)
close_button_visible = true; if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == close_button_id)
close_button_visible = true;
if (close_button_visible) if (close_button_visible)
{ {
ImGuiItemHoveredDataBackup last_item_backup; ImGuiItemHoveredDataBackup last_item_backup;
@ -7308,6 +7401,11 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f;
RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size);
#if 0
if (!is_contents_visible)
g.Style.Alpha = backup_alpha;
#endif
return close_button_pressed; return close_button_pressed;
} }
@ -7316,6 +7414,7 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc. // [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.
// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system. // In the current version, Columns are very weak. Needs to be replaced with a more full-featured system.
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// - SetWindowClipRectBeforeSetChannel() [Internal]
// - GetColumnIndex() // - GetColumnIndex()
// - GetColumnCount() // - GetColumnCount()
// - GetColumnOffset() // - GetColumnOffset()
@ -7333,6 +7432,18 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
// - Columns() // - Columns()
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences,
// they would meddle many times with the underlying ImDrawCmd.
// Instead, we do a preemptive overwrite of clipping rectangle _without_ altering the command-buffer and let
// the subsequent single call to SetCurrentChannel() does it things once.
void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect)
{
ImVec4 clip_rect_vec4 = clip_rect.ToVec4();
window->ClipRect = clip_rect;
window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4;
window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4;
}
int ImGui::GetColumnIndex() int ImGui::GetColumnIndex()
{ {
ImGuiWindow* window = GetCurrentWindowRead(); ImGuiWindow* window = GetCurrentWindowRead();
@ -7467,11 +7578,11 @@ void ImGui::PushColumnsBackground()
ImGuiColumns* columns = window->DC.CurrentColumns; ImGuiColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1) if (columns->Count == 1)
return; return;
// Optimization: avoid SetCurrentChannel() + PushClipRect()
columns->HostBackupClipRect = window->ClipRect;
SetWindowClipRectBeforeSetChannel(window, columns->HostInitialClipRect);
columns->Splitter.SetCurrentChannel(window->DrawList, 0); columns->Splitter.SetCurrentChannel(window->DrawList, 0);
int cmd_size = window->DrawList->CmdBuffer.Size;
PushClipRect(columns->HostClipRect.Min, columns->HostClipRect.Max, false);
IM_UNUSED(cmd_size);
IM_ASSERT(cmd_size == window->DrawList->CmdBuffer.Size); // Being in channel 0 this should not have created an ImDrawCmd
} }
void ImGui::PopColumnsBackground() void ImGui::PopColumnsBackground()
@ -7480,8 +7591,10 @@ void ImGui::PopColumnsBackground()
ImGuiColumns* columns = window->DC.CurrentColumns; ImGuiColumns* columns = window->DC.CurrentColumns;
if (columns->Count == 1) if (columns->Count == 1)
return; return;
// Optimization: avoid PopClipRect() + SetCurrentChannel()
SetWindowClipRectBeforeSetChannel(window, columns->HostBackupClipRect);
columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
PopClipRect();
} }
ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) ImGuiColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id)
@ -7529,7 +7642,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
columns->HostCursorPosY = window->DC.CursorPos.y; columns->HostCursorPosY = window->DC.CursorPos.y;
columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;
columns->HostClipRect = window->ClipRect; columns->HostInitialClipRect = window->ClipRect;
columns->HostWorkRect = window->WorkRect; columns->HostWorkRect = window->WorkRect;
// Set state for first column // Set state for first column
@ -7601,25 +7714,31 @@ void ImGui::NextColumn()
IM_ASSERT(columns->Current == 0); IM_ASSERT(columns->Current == 0);
return; return;
} }
// Next column
if (++columns->Current == columns->Count)
columns->Current = 0;
PopItemWidth(); PopItemWidth();
PopClipRect();
// Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
// (which would needlessly attempt to update commands in the wrong channel, then pop or overwrite them),
ImGuiColumnData* column = &columns->Columns[columns->Current];
SetWindowClipRectBeforeSetChannel(window, column->ClipRect);
columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
const float column_padding = g.Style.ItemSpacing.x; const float column_padding = g.Style.ItemSpacing.x;
columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y);
if (++columns->Current < columns->Count) if (columns->Current > 0)
{ {
// Columns 1+ ignore IndentX (by canceling it out) // Columns 1+ ignore IndentX (by canceling it out)
// FIXME-COLUMNS: Unnecessary, could be locked? // FIXME-COLUMNS: Unnecessary, could be locked?
window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding; window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + column_padding;
columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1);
} }
else else
{ {
// New row/line // New row/line: column 0 honor IndentX.
// Column 0 honor IndentX
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
columns->Splitter.SetCurrentChannel(window->DrawList, 1);
columns->Current = 0;
columns->LineMinY = columns->LineMaxY; columns->LineMinY = columns->LineMaxY;
} }
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
@ -7627,8 +7746,6 @@ void ImGui::NextColumn()
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrLineTextBaseOffset = 0.0f; window->DC.CurrLineTextBaseOffset = 0.0f;
PushColumnClipRect(columns->Current); // FIXME-COLUMNS: Could it be an overwrite?
// FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup.
float offset_0 = GetColumnOffset(columns->Current); float offset_0 = GetColumnOffset(columns->Current);
float offset_1 = GetColumnOffset(columns->Current + 1); float offset_1 = GetColumnOffset(columns->Current + 1);

View File

@ -13,6 +13,7 @@
// - v0.60: (2019/01/10) re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding. // - v0.60: (2019/01/10) re-factored to match big update in STB builder. fixed texture height waste. fixed redundant glyphs when merging. support for glyph padding.
// - v0.61: (2019/01/15) added support for imgui allocators + added FreeType only override function SetAllocatorFunctions(). // - v0.61: (2019/01/15) added support for imgui allocators + added FreeType only override function SetAllocatorFunctions().
// - v0.62: (2019/02/09) added RasterizerFlags::Monochrome flag to disable font anti-aliasing (combine with ::MonoHinting for best results!) // - v0.62: (2019/02/09) added RasterizerFlags::Monochrome flag to disable font anti-aliasing (combine with ::MonoHinting for best results!)
// - v0.63: (2020/06/04) fix for rare case where FT_Get_Char_Index() succeed but FT_Load_Glyph() fails.
// Gamma Correct Blending: // Gamma Correct Blending:
// FreeType assumes blending in linear space rather than gamma space. // FreeType assumes blending in linear space rather than gamma space.
@ -467,7 +468,6 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];
const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint); const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint);
IM_ASSERT(metrics != NULL);
if (metrics == NULL) if (metrics == NULL)
continue; continue;
@ -559,6 +559,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i];
stbrp_rect& pack_rect = src_tmp.Rects[glyph_i]; stbrp_rect& pack_rect = src_tmp.Rects[glyph_i];
IM_ASSERT(pack_rect.was_packed); IM_ASSERT(pack_rect.was_packed);
if (pack_rect.w == 0 && pack_rect.h == 0)
continue;
GlyphInfo& info = src_glyph.Info; GlyphInfo& info = src_glyph.Info;
IM_ASSERT(info.Width + padding <= pack_rect.w); IM_ASSERT(info.Width + padding <= pack_rect.w);