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1
.github/FUNDING.yml
vendored
Normal file
1
.github/FUNDING.yml
vendored
Normal file
@ -0,0 +1 @@
|
||||
custom: ['https://github.com/ocornut/imgui/wiki/Sponsors']
|
31
.github/workflows/build.yml
vendored
31
.github/workflows/build.yml
vendored
@ -398,3 +398,34 @@ jobs:
|
||||
source ./emsdk_env.sh
|
||||
popd
|
||||
make -C examples/example_emscripten
|
||||
|
||||
Discord-CI:
|
||||
runs-on: ubuntu-18.04
|
||||
if: always()
|
||||
needs: [Windows, Linux, MacOS, iOS, Emscripten]
|
||||
steps:
|
||||
- uses: dearimgui/github_discord_notifier@latest
|
||||
with:
|
||||
discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
|
||||
github-token: ${{ github.token }}
|
||||
action-task: discord-jobs
|
||||
discord-filter: "'{{ github.branch }}'.match(/master|docking|tables/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'"
|
||||
discord-username: GitHub Actions
|
||||
discord-job-new-failure-message: ''
|
||||
discord-job-fixed-failure-message: ''
|
||||
discord-job-new-failure-embed: |
|
||||
{
|
||||
"title": "`{{ job.name }}` job is failing on `{{ github.branch }}`!",
|
||||
"description": "Commit [{{ github.context.payload.head_commit.title }}]({{ github.context.payload.head_commit.url }}) pushed to [{{ github.branch }}]({{ github.branch_url }}) broke [{{ job.name }}]({{ job.url }}) build job.\nFailing steps: {{ failing_steps }}",
|
||||
"url": "{{ job.url }}",
|
||||
"color": "0xFF0000",
|
||||
"timestamp": "{{ run.updated_at }}"
|
||||
}
|
||||
discord-job-fixed-failure-embed: |
|
||||
{
|
||||
"title": "`{{ github.branch }}` branch is no longer failing!",
|
||||
"description": "Build failures were fixed on [{{ github.branch }}]({{ github.branch_url }}) branch.",
|
||||
"color": "0x00FF00",
|
||||
"url": "{{ github.context.payload.head_commit.url }}",
|
||||
"timestamp": "{{ run.completed_at }}"
|
||||
}
|
||||
|
31
.github/workflows/static-analysis.yml
vendored
31
.github/workflows/static-analysis.yml
vendored
@ -41,3 +41,34 @@ jobs:
|
||||
pvs-studio-analyzer trace -- make WITH_EXTRA_WARNINGS=1
|
||||
pvs-studio-analyzer analyze -e ../../imstb_rectpack.h -e ../../imstb_textedit.h -e ../../imstb_truetype.h -l ../../pvs-studio.lic -o pvs-studio.log
|
||||
plog-converter -a 'GA:1,2;OP:1' -t errorfile -w pvs-studio.log
|
||||
|
||||
Discord-CI:
|
||||
runs-on: ubuntu-18.04
|
||||
needs: [PVS-Studio]
|
||||
if: always()
|
||||
steps:
|
||||
- uses: dearimgui/github_discord_notifier@latest
|
||||
with:
|
||||
discord-webhook: ${{ secrets.DISCORD_CI_WEBHOOK }}
|
||||
github-token: ${{ github.token }}
|
||||
action-task: discord-jobs
|
||||
discord-filter: "'{{ github.branch }}'.match(/master|docking|tables/g) != null && '{{ run.conclusion }}' != '{{ last_run.conclusion }}'"
|
||||
discord-username: GitHub Actions
|
||||
discord-job-new-failure-message: ''
|
||||
discord-job-fixed-failure-message: ''
|
||||
discord-job-new-failure-embed: |
|
||||
{
|
||||
"title": "`{{ job.name }}` job is failing on `{{ github.branch }}`!",
|
||||
"description": "Commit [{{ github.context.payload.head_commit.title }}]({{ github.context.payload.head_commit.url }}) pushed to [{{ github.branch }}]({{ github.branch_url }}) broke static analysis [{{ job.name }}]({{ job.url }}) job.\nFailing steps: {{ failing_steps }}",
|
||||
"url": "{{ job.url }}",
|
||||
"color": "0xFF0000",
|
||||
"timestamp": "{{ run.updated_at }}"
|
||||
}
|
||||
discord-job-fixed-failure-embed: |
|
||||
{
|
||||
"title": "`{{ github.branch }}` branch is no longer failing!",
|
||||
"description": "Static analysis failures were fixed on [{{ github.branch }}]({{ github.branch_url }}) branch.",
|
||||
"color": "0x00FF00",
|
||||
"url": "{{ github.context.payload.head_commit.url }}",
|
||||
"timestamp": "{{ run.completed_at }}"
|
||||
}
|
||||
|
@ -31,6 +31,98 @@ HOW TO UPDATE?
|
||||
- Please report any issue!
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.79 (Released 2020-10-08)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking Changes:
|
||||
|
||||
- Fonts: Removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied
|
||||
after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font.
|
||||
It was also getting in the way of better font scaling, so let's get rid of it now!
|
||||
If you used DisplayOffset it was probably in association to rasterizing a font at a specific size,
|
||||
in which case the corresponding offset may be reported into GlyphOffset. (#1619)
|
||||
If you scaled this value after calling AddFontDefault(), this is now done automatically.
|
||||
- ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using
|
||||
the ImGuiListClipper::Begin() function, with misleading edge cases. Always use ImGuiListClipper::Begin()!
|
||||
Kept inline redirection function (will obsolete).
|
||||
(note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
|
||||
- Style: Renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
|
||||
- Renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete).
|
||||
- Renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), REVERTED CHANGE FROM 1.77.
|
||||
For variety of reason this is more self-explanatory and less error-prone. Kept inline redirection function.
|
||||
- Removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it
|
||||
is inconsistent with other popups API and makes others misleading. It's also and unnecessary: you can
|
||||
use IsWindowAppearing() after BeginPopup() for a similar result.
|
||||
|
||||
Other Changes:
|
||||
|
||||
- Window: Fixed using non-zero pivot in SetNextWindowPos() when the window is collapsed. (#3433)
|
||||
- Nav: Fixed navigation resuming on first visible item when using gamepad. [@rokups]
|
||||
- Nav: Fixed using Alt to toggle the Menu layer when inside a Modal window. (#787)
|
||||
- Scrolling: Fixed SetScrollHere(0) functions edge snapping when called during a frame where
|
||||
ContentSize is changing (issue introduced in 1.78). (#3452).
|
||||
- InputText: Added support for Page Up/Down in InputTextMultiline(). (#3430) [@Xipiryon]
|
||||
- InputText: Added selection helpers in ImGuiInputTextCallbackData().
|
||||
- InputText: Added ImGuiInputTextFlags_CallbackEdit to modify internally owned buffer after an edit.
|
||||
(note that InputText() already returns true on edit, the callback is useful mainly to manipulate the
|
||||
underlying buffer while focus is active).
|
||||
- InputText: Fixed using ImGuiInputTextFlags_Password with InputTextMultiline(). (#3427, #3428)
|
||||
It is a rather unusual or useless combination of features but no reason it shouldn't work!
|
||||
- InputText: Fixed minor scrolling glitch when erasing trailing lines in InputTextMultiline().
|
||||
- InputText: Fixed cursor being partially covered after using Ctrl+End key.
|
||||
- InputText: Fixed callback's helper DeleteChars() function when cursor is inside the deleted block. (#3454)
|
||||
- InputText: Made pressing Down arrow on the last line when it doesn't have a carriage return not move to
|
||||
the end of the line (so it is consistent with Up arrow, and behave same as Notepad and Visual Studio.
|
||||
Note that some other text editors instead would move the crusor to the end of the line). [@Xipiryon]
|
||||
- DragFloat, DragScalar: Fixed ImGuiSliderFlags_ClampOnInput not being honored in the special case
|
||||
where v_min == v_max. (#3361)
|
||||
- SliderInt, SliderScalar: Fixed reaching of maximum value with inverted integer min/max ranges, both
|
||||
with signed and unsigned types. Added reverse Sliders to Demo. (#3432, #3449) [@rokups]
|
||||
- Text: Bypass unnecessary formatting when using the TextColored()/TextWrapped()/TextDisabled() helpers
|
||||
with a "%s" format string. (#3466)
|
||||
- CheckboxFlags: Display mixed-value/tristate marker when passed flags that have multiple bits set and
|
||||
stored value matches neither zero neither the full set.
|
||||
- BeginMenuBar: Fixed minor bug where CursorPosMax gets pushed to CursorPos prior to calling BeginMenuBar(),
|
||||
so e.g. calling the function at the end of a window would often add +ItemSpacing.y to scrolling range.
|
||||
- TreeNode, CollapsingHeader: Made clicking on arrow toggle toggle the open state on the Mouse Down event
|
||||
rather than the Mouse Down+Up sequence, even if the _OpenOnArrow flag isn't set. This is standard behavior
|
||||
and amends the change done in 1.76 which only affected cases were _OpenOnArrow flag was set.
|
||||
(This is also necessary to support full multi/range-select/drag and drop operations.)
|
||||
- Tab Bar: Added TabItemButton() to submit tab that behave like a button. (#3291) [@Xipiryon]
|
||||
- Tab Bar: Added ImGuiTabItemFlags_Leading and ImGuiTabItemFlags_Trailing flags to position tabs or button
|
||||
at either end of the tab bar. Those tabs won't be part of the scrolling region, and when reordering cannot
|
||||
be moving outside of their section. Most often used with TabItemButton(). (#3291) [@Xipiryon]
|
||||
- Tab Bar: Added ImGuiTabItemFlags_NoReorder flag to disable reordering a given tab.
|
||||
- Tab Bar: Keep tab item close button visible while dragging a tab (independent of hovering state).
|
||||
- Tab Bar: Fixed a small bug where closing a tab that is not selected would leave a tab hole for a frame.
|
||||
- Tab Bar: Fixed a small bug where scrolling buttons (with ImGuiTabBarFlags_FittingPolicyScroll) would
|
||||
generate an unnecessary extra draw call.
|
||||
- Tab Bar: Fixed a small bug where toggling a tab bar from Reorderable to not Reorderable would leave
|
||||
tabs reordered in the tab list popup. [@Xipiryon]
|
||||
- Columns: Fix inverted ClipRect being passed to renderer when using certain primitives inside of
|
||||
a fully clipped column. (#3475) [@szreder]
|
||||
- Popups, Tooltips: Fix edge cases issues with positionning popups and tooltips when they are larger than
|
||||
viewport on either or both axises. [@Rokups]
|
||||
- Fonts: AddFontDefault() adjust its vertical offset based on floor(size/13) instead of always +1.
|
||||
Was previously done by altering DisplayOffset.y but wouldn't work for DPI scaled font.
|
||||
- Metrics: Various tweaks, listing windows front-to-back, greying inactive items when possible.
|
||||
- Demo: Add simple InputText() callbacks demo (aside from the more elaborate ones in 'Examples->Console').
|
||||
- Backends: OpenGL3: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 contexts which have
|
||||
the defines set by a loader. (#3467, #1985) [@jjwebb]
|
||||
- Backends: Vulkan: Some internal refactor aimed at allowing multi-viewport feature to create their
|
||||
own render pass. (#3455, #3459) [@FunMiles]
|
||||
- Backends: DX12: Clarified that imgui_impl_dx12 can be compiled on 32-bit systems by redefining
|
||||
the ImTextureID to be 64-bit (e.g. '#define ImTextureID ImU64' in imconfig.h). (#301)
|
||||
- Backends: DX12: Fix debug layer warning when scissor rect is zero-sized. (#3472, #3462) [@StoneWolf]
|
||||
- Examples: Vulkan: Reworked buffer resize handling, fix for Linux/X11. (#3390, #2626) [@RoryO]
|
||||
- Examples: Vulkan: Switch validation layer to use "VK_LAYER_KHRONOS_validation" instead of
|
||||
"VK_LAYER_LUNARG_standard_validation" which is deprecated (#3459) [@FunMiles]
|
||||
- Examples: DX12: Enable breaking on any warning/error when debug interface is enabled.
|
||||
- Examples: DX12: Added '#define ImTextureID ImU64' in project and build files to also allow building
|
||||
on 32-bit systems. Added project to default Visual Studio solution file. (#301)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.78 (Released 2020-08-18)
|
||||
-----------------------------------------------------------------------
|
||||
@ -57,6 +149,7 @@ Breaking Changes:
|
||||
- You can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert
|
||||
and get a _similar_ effect as previous uses of power >1.0f.
|
||||
See https://github.com/ocornut/imgui/issues/3361 for all details.
|
||||
For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
|
||||
Kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar().
|
||||
For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
|
||||
- DragInt, DragFloat, DragScalar: Obsoleted use of v_min > v_max to lock edits (introduced in 1.73, this was not
|
||||
@ -77,6 +170,7 @@ Other Changes:
|
||||
which was obsoleted. (#1823, #1316, #642) [@Shironekoben, @AndrewBelt]
|
||||
- Added ImGuiSliderFlags_ClampOnInput flag to force clamping value when using
|
||||
CTRL+Click to type in a value manually. (#1829, #3209, #946, #413).
|
||||
[note: RENAMED to ImGuiSliderFlags_AlwaysClamp in 1.79].
|
||||
- Added ImGuiSliderFlags_NoRoundToFormat flag to disable rounding underlying
|
||||
value to match precision of the display format string. (#642)
|
||||
- Added ImGuiSliderFlags_NoInput flag to disable turning widget into a text input
|
||||
@ -140,6 +234,7 @@ Breaking Changes:
|
||||
note that this is a Beta api and will likely be reworked in order to support multi-DPI across
|
||||
multiple monitors.
|
||||
- Renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete).
|
||||
[NOTE: THIS WAS REVERTED IN 1.79]
|
||||
- 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).
|
||||
@ -1422,7 +1517,7 @@ Breaking Changes:
|
||||
- removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
|
||||
- Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
|
||||
- Fonts: Moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
|
||||
- Fonts: changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical rounding of Ascent/Descent to match TrueType renderer.
|
||||
- Fonts: Changed ImFont::DisplayOffset.y to defaults to 0 instead of +1. Fixed vertical rounding of Ascent/Descent to match TrueType renderer.
|
||||
If you were adding or subtracting (not assigning) to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. (#1619)
|
||||
- BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
|
||||
- Obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
|
||||
|
@ -23,7 +23,7 @@ or view this file with any Markdown viewer.
|
||||
| [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** |
|
||||
| **[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)** |
|
||||
| **[Why is my widget not reacting when I click on it?<br>How can I have multiple widgets with the same label?<br>Why are multiple widgets reacting when I interact with one?](#q-why-is-my-widget-not-reacting-when-i-click-on-it)** |
|
||||
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
|
||||
| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
|
||||
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
|
||||
@ -173,9 +173,9 @@ Refer to rendering back-ends in the [examples/](https://github.com/ocornut/imgui
|
||||
|
||||
# Q&A: Usage
|
||||
|
||||
### Q: Why is my widget not reacting when I click on it?
|
||||
### 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...
|
||||
|
||||
@ -600,7 +600,7 @@ You may take a look at:
|
||||
|
||||
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
|
||||
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
|
||||
- [Gallery](https://github.com/ocornut/imgui/issues/3075)
|
||||
- [Gallery](https://github.com/ocornut/imgui/issues/3488)
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@ -646,7 +646,7 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
|
||||
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
|
||||
- If you are experienced with Dear ImGui and C++, look at the [GitHub Issues](https://github.com/ocornut/imgui/issues), look at the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help!
|
||||
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
|
||||
You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/3075). Visuals are ideal as they inspire other programmers. Disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
|
||||
You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/3488). Visuals are ideal as they inspire other programmers. Disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
|
||||
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete PR.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
@ -142,13 +142,6 @@ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||

|
||||
<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.
|
||||
@ -337,13 +330,13 @@ DroidSans.ttf
|
||||
ProggyClean.ttf
|
||||
Copyright (c) 2004, 2005 Tristan Grimmer
|
||||
MIT License
|
||||
recommended loading setting: Size = 13.0, DisplayOffset.Y = +1
|
||||
recommended loading setting: Size = 13.0, GlyphOffset.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
|
||||
recommended loading setting: Size = 10.0, GlyphOffset.y = +1
|
||||
http://www.proggyfonts.net/
|
||||
|
||||
Karla-Regular.ttf
|
||||
|
@ -5,10 +5,12 @@ Dear ImGui
|
||||
|
||||
<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 and maintenance via invoiced technical support, maintenance, sponsoring contracts:
|
||||
<br> _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 development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S).
|
||||
|
||||
Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
|
||||
|
||||
----
|
||||
|
||||
@ -18,7 +20,7 @@ Dear ImGui is designed to **enable fast iterations** and to **empower programmer
|
||||
|
||||
Dear ImGui is particularly suited to integration in games engine (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on consoles platforms where operating system features are non-standard.
|
||||
|
||||
| [Usage](#usage) - [How it works](#how-it-works) - [Demo](#demo) - [Integration](#integration) |
|
||||
| [Usage](#usage) - [How it works](#how-it-works) - [Releases](#releases) - [Demo](#demo) - [Integration](#integration) |
|
||||
:----------------------------------------------------------: |
|
||||
| [Upcoming changes](#upcoming-changes) - [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](#sponsors) - [Credits](#credits) - [License](#license) |
|
||||
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Language & frameworks bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
|
||||
@ -36,7 +38,7 @@ You will need a backend to integrate Dear ImGui in your app. The backend passes
|
||||
After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop:
|
||||
|
||||
Code:
|
||||
```cp
|
||||
```cpp
|
||||
ImGui::Text("Hello, world %d", 123);
|
||||
if (ImGui::Button("Save"))
|
||||
MySaveFunction();
|
||||
@ -45,7 +47,7 @@ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
```
|
||||
Result:
|
||||
<br> 
|
||||
<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px / Rounding: 5)_
|
||||
<br>_(settings: Dark style (left), Light style (right) / Font: Roboto-Medium, 16px)_
|
||||
|
||||
Code:
|
||||
```cpp
|
||||
@ -85,12 +87,16 @@ Dear ImGui allows you to **create elaborate tools** as well as very short-lived
|
||||
|
||||
### How it works
|
||||
|
||||
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.
|
||||
|
||||
_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._
|
||||
|
||||
### Releases
|
||||
|
||||
See [Releases](https://github.com/ocornut/imgui/releases) page.
|
||||
|
||||
### Demo
|
||||
|
||||
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples. The code is always available for reference in `imgui_demo.cpp`.
|
||||
@ -98,7 +104,7 @@ Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcas
|
||||

|
||||
|
||||
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-20200412.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20200412.zip) (Windows, 1.76, built 2020/04/12, master branch) or [older demo binaries](http://www.dearimgui.org/binaries).
|
||||
- [imgui-demo-binaries-20200918.zip](https://www.dearimgui.org/binaries/imgui-demo-binaries-20200918.zip) (Windows, 1.78 WIP, built 2020/09/18, master branch) or [older demo binaries](https://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()` (see [FAQ](https://www.dearimgui.org/faq)).
|
||||
|
||||
@ -114,8 +120,8 @@ Officially maintained bindings (in repository):
|
||||
- Frameworks: Emscripten, Allegro5, Marmalade.
|
||||
|
||||
Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page):
|
||||
- Languages: C, C# and: Beef, 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, Godot, 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.
|
||||
- Languages: C, C# and: Beef, ChaiScript, Crystal, 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, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, nCine, 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.
|
||||
|
||||
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
|
||||
@ -132,7 +138,7 @@ Some of the goals for 2020 are:
|
||||
|
||||
### Gallery
|
||||
|
||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/3075)!
|
||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/3488)!
|
||||
|
||||
Custom engine
|
||||
[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
|
||||
@ -149,7 +155,7 @@ See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/ma
|
||||
|
||||
See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
|
||||
|
||||
See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#Articles-about-the-IMGUI-paradigm) to read/learn about the Immediate Mode GUI paradigm.
|
||||
See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) to read/learn about the Immediate Mode GUI paradigm.
|
||||
|
||||
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](http://discord.dearimgui.org).
|
||||
|
||||
@ -165,7 +171,7 @@ Advanced users may want to use the `docking` branch with [Multi-Viewport](https:
|
||||
|
||||
**Who uses Dear ImGui?**
|
||||
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/3075)!
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/3488)!
|
||||
|
||||
How to help
|
||||
-----------
|
||||
@ -179,12 +185,7 @@ How to help
|
||||
|
||||
**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!
|
||||
|
||||
Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
|
||||
<br> _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).
|
||||
See [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
|
||||
|
||||
Sponsors
|
||||
--------
|
||||
@ -214,7 +215,7 @@ Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indi
|
||||
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."
|
||||
Omar: "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).
|
||||
|
||||
|
@ -27,6 +27,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- window: investigate better auto-positioning for new windows.
|
||||
- window: top most window flag? (#2574)
|
||||
- window/size: manually triggered auto-fit (double-click on grip) shouldn't resize window down to viewport size?
|
||||
- window/size: how to allow to e.g. auto-size vertically to fit contents, but be horizontally resizable? Assuming SetNextWindowSize() is modified to treat -1.0f on each axis as "keep as-is" (would be good but might break erroneous code): Problem is UpdateWindowManualResize() and lots of code treat (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) together.
|
||||
- window/opt: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate. -> this may require enforcing that it is illegal to submit contents if Begin returns false.
|
||||
- window/child: background options for child windows, border option (disable rounding).
|
||||
- window/child: allow resizing of child windows (possibly given min/max for each axis?.)
|
||||
@ -35,6 +36,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- window/child: allow SetNextWindowContentSize() to work on child windows.
|
||||
- window/clipping: some form of clipping when DisplaySize (or corresponding viewport) is zero.
|
||||
- window/tabbing: add a way to signify that a window or docked window requires attention (e.g. blinking title bar).
|
||||
- window/id_stack: add e.g. window->GetIDFromPath() with support for leading / and ../ (#1390, #331)
|
||||
! scrolling: exposing horizontal scrolling with Shift+Wheel even when scrollbar is disabled expose lots of issues (#2424, #1463)
|
||||
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
|
||||
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
|
||||
@ -54,6 +56,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- drawlist: callback: add an extra void* in ImDrawCallback to allow passing render-local data to the callback (would break API).
|
||||
- drawlist: AddRect vs AddLine position confusing (#2441)
|
||||
- drawlist: channel splitter should be external helper and not stored in ImDrawList.
|
||||
- drawlist: Add quadratic bezier curves? (#3127)
|
||||
- drawlist/opt: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding. (#1962)
|
||||
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
|
||||
- drawlist/opt: thick AA line could be doable in same number of triangles as 1.0 AA line by storing gradient+full color in atlas.
|
||||
@ -78,6 +81,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- selectable: a way to visualize partial/mixed selection (e.g. parent tree node has children with mixed selection)
|
||||
|
||||
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
|
||||
- input text: preserve scrolling when unfocused?
|
||||
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
|
||||
- input text: expose CursorPos in char filter event (#816)
|
||||
- input text: try usage idiom of using InputText with data only exposed through get/set accessors, without extraneous copy/alloc. (#3009)
|
||||
@ -134,7 +138,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- columns: allow a same columns set to be interrupted by e.g. CollapsingHeader and resume with columns in sync when moving them.
|
||||
- columns: sizing is lossy when columns width is very small (default width may turn negative etc.)
|
||||
- columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
|
||||
- columns: flag to add horizontal separator above/below?
|
||||
- columns: flag to add horizontal separator above/below)
|
||||
- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
|
||||
|
||||
!- color: the color conversion helpers/types are a mess and needs sorting out.
|
||||
@ -155,13 +159,16 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- clipper: horizontal clipping support. (#2580)
|
||||
|
||||
- separator: expose flags (#759)
|
||||
- separator: take indent into consideration (optional)
|
||||
- separator: width, thickness, centering (#1643)
|
||||
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
|
||||
|
||||
- dock: merge docking branch (#2109)
|
||||
- dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
|
||||
|
||||
- tabs: while dragging/reordering a tab, close button decoration shouldn't appear on other tabs
|
||||
- tabs: "there is currently a problem because TabItem() will try to submit their own tooltip after 0.50 second, and this will have the effect of making your tooltip flicker once." -> tooltip priority work
|
||||
- tabs: close button tends to overlap unsaved-document star
|
||||
- tabs: consider showing the star at the same spot as the close button, like VS Code does.
|
||||
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
|
||||
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
|
||||
- tabs: TabItem could honor SetNextItemWidth()?
|
||||
@ -179,7 +186,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
|
||||
- slider: relative dragging? + precision dragging
|
||||
- slider: step option (#1183)
|
||||
- slider style: fill % of the bar instead of positioning a drag.
|
||||
- slider: style: fill % of the bar instead of positioning a drag.
|
||||
- knob: rotating knob widget (#942)
|
||||
- drag float: support for reversed drags (min > max) (removed is_locked, also see fdc526e)
|
||||
- drag float: up/down axis
|
||||
@ -212,7 +219,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- 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: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse.
|
||||
- tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
|
||||
- tooltip: tooltips with delay timers? or general timer policy? (instantaneous vs timed): IsItemHovered() with timer + implicit aabb-id for items with no ID. (#1485)
|
||||
- tooltip: drag tooltip hovering over source widget with IsItemHovered/SetTooltip flickers.
|
||||
@ -232,13 +238,15 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
|
||||
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
|
||||
- tree node: leaf/non-leaf highlight mismatch.
|
||||
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height?)
|
||||
- tree node: flag to disable formatting and/or detect "%s"
|
||||
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?)
|
||||
|
||||
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
|
||||
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
|
||||
- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
|
||||
|
||||
- style: better default styles. (#707)
|
||||
- style: PushStyleVar: allow direct access to individual float X/Y elements.
|
||||
- style: add a highlighted text color (for headers, etc.)
|
||||
- style: border types: out-screen, in-screen, etc. (#447)
|
||||
- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
|
||||
@ -285,6 +293,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
|
||||
- text: provided a framed text helper, e.g. https://pastebin.com/1Laxy8bT
|
||||
- text: refactor TextUnformatted (or underlying function) to more explicitly request if we need width measurement or not
|
||||
- text/layout/tabs: \t pulling position from base pos + step, or offset array (e.g. could be used in text edit, menus for simple icon+text alignment, etc.)
|
||||
- text link/url button: underlined. should api expose an ID or use text contents as ID? which colors enum to use?
|
||||
- text/wrapped: should be a more first-class citizen, e.g. wrapped text within a Selectable with known width.
|
||||
- text/wrapped: custom separator for text wrapping. (#3002)
|
||||
@ -323,20 +332,24 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- font/opt: Glyph currently 40 bytes (2+9*4). Consider storing UV as 16 bits integer? (->32 bytes). X0/Y0/X1/Y1 as 16 fixed-point integers? Or X0/Y0 as float and X1/Y1 as fixed8_8?
|
||||
|
||||
- nav: some features such as PageUp/Down/Home/End should probably work without ImGuiConfigFlags_NavEnableKeyboard? (where do we draw the line?)
|
||||
! nav: never clear NavId on some setup (e.g. gamepad centric)
|
||||
- nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure.
|
||||
- nav: configuration flag to disable global shortcuts (currently only CTRL-Tab) ?
|
||||
! nav: never clear NavId on some setup (e.g. gamepad centric)
|
||||
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
|
||||
- nav: code to focus child-window on restoring NavId appears to have issue: e.g. when focus change is implicit because of window closure.
|
||||
- nav: Home/End behavior when navigable item is not fully visible at the edge of scrolling? should be backtrack to keep item into view?
|
||||
- nav: NavScrollToBringItemIntoView() with item bigger than view should focus top-right? Repro: using Nav in "About Window"
|
||||
- nav: wrap around logic to allow e.g. grid based layout (pressing NavRight on the right-most element would go to the next row, etc.). see internal's NavMoveRequestTryWrapping().
|
||||
- nav: patterns to make it possible for arrows key to update selection
|
||||
- nav: patterns to make it possible for arrows key to update selection (see JustMovedTo in range_select branch)
|
||||
- nav: restore/find nearest NavId when current one disappear (e.g. pressed a button that disappear, or perhaps auto restoring when current button change name)
|
||||
- nav: SetItemDefaultFocus() level of priority, so widget like Selectable when inside a popup could claim a low-priority default focus on the first selected iem
|
||||
- nav: NavFlattened: ESC on a flattened child should select something.
|
||||
- nav: NavFlattened: broken: in typical usage scenario, the items of a fully clipped child are currently not considered to enter into a NavFlattened child.
|
||||
- nav: NavFlattened: init request doesn't select items that are part of a NavFlattened child
|
||||
- nav: NavFlattened: cannot access menu-bar of a flattened child window with Alt/menu key (not a very common use case..).
|
||||
- nav/treenode: Left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
|
||||
- nav: simulate right-click or context activation? (SHIFT+F10)
|
||||
- nav/tabbing: refactor old tabbing system and turn into navigation, should pass through all widgets (in submission order?).
|
||||
- nav/popup: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys, default validation button, etc.
|
||||
- nav/treenode: left within a tree node block as a fallback (ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default?)
|
||||
- nav/menus: pressing left-right on a vertically clipped menu bar tends to jump to the collapse/close buttons.
|
||||
- nav/menus: allow pressing Menu to leave a sub-menu.
|
||||
- nav/menus: a way to access the main menu bar with Alt? (currently needs CTRL+TAB) or last focused window menu bar?
|
||||
@ -345,11 +358,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- nav/menus: Alt,Up could open the first menu (e.g. "File") currently it tends to nav into the window/collapse menu. Do do that we would need custom transition?
|
||||
- nav/windowing: configure fade-in/fade-out delay on Ctrl+Tab?
|
||||
- nav/windowing: when CTRL-Tab/windowing is active, the HoveredWindow detection doesn't take account of the window display re-ordering.
|
||||
- nav: simulate right-click or context activation? (SHIFT+F10)
|
||||
- nav: tabs should go through most/all widgets (in submission order?).
|
||||
- nav: esc/enter default behavior for popups, e.g. be able to mark an "ok" or "cancel" button that would get triggered by those keys.
|
||||
- nav: when activating a button that changes label (without a static ID) or disappear, can we somehow automatically recover into a nearest highlight item?
|
||||
- nav: there's currently no way to completely clear focus with the keyboard. depending on patterns used by the application to dispatch inputs, it may be desirable.
|
||||
- nav/windowing: Resizing window will currently fail with certain types of resizing constraints/callback applied
|
||||
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
|
||||
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
|
||||
- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#787)
|
||||
@ -383,6 +392,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- examples: window minimize, maximize (#583)
|
||||
- examples: provide a zero frame-rate/idle example.
|
||||
- examples: dx11/dx12: try to use new swapchain blit models (#2970)
|
||||
- backends: move to backends/ folder?
|
||||
- backends: report it better when not able to create texture?
|
||||
- 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)
|
||||
|
@ -1,5 +1,5 @@
|
||||
-----------------------------------------------------------------------
|
||||
dear imgui, v1.78
|
||||
dear imgui, v1.79
|
||||
-----------------------------------------------------------------------
|
||||
examples/README.txt
|
||||
(This is the README file for the examples/ folder. See docs/ for more documentation)
|
||||
|
@ -4,5 +4,7 @@
|
||||
|
||||
This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9.
|
||||
|
||||
(NB: you may still want to use GLFW or SDL which will also support Windows, Linux along with OSX.)
|
||||
Consider basing your work off the example_glfw_metal/ or example_sdl_metal/ examples. They are better supported and will be portable unlike this one.
|
||||
|
||||
|
||||
|
||||
|
@ -15,7 +15,7 @@
|
||||
|
||||
@implementation Renderer
|
||||
|
||||
-(nonnull instancetype)initWithView:(nonnull MTKView *)view;
|
||||
-(nonnull instancetype)initWithView:(nonnull MTKView*)view;
|
||||
{
|
||||
self = [super init];
|
||||
if(self)
|
||||
@ -23,17 +23,41 @@
|
||||
_device = view.device;
|
||||
_commandQueue = [_device newCommandQueue];
|
||||
|
||||
// Setup Dear ImGui context
|
||||
// FIXME: This example doesn't have proper cleanup...
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGui::StyleColorsDark();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
//ImGui::StyleColorsClassic();
|
||||
|
||||
// Setup Renderer bindings
|
||||
ImGui_ImplMetal_Init(_device);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/ProggyTiny.ttf", 10.0f);
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
}
|
||||
|
||||
return self;
|
||||
}
|
||||
|
||||
- (void)drawInMTKView:(MTKView *)view
|
||||
- (void)drawInMTKView:(MTKView*)view
|
||||
{
|
||||
ImGuiIO &io = ImGui::GetIO();
|
||||
io.DisplaySize.x = view.bounds.size.width;
|
||||
@ -50,11 +74,12 @@
|
||||
|
||||
id<MTLCommandBuffer> commandBuffer = [self.commandQueue commandBuffer];
|
||||
|
||||
// Our state (make them static = more or less global) as a convenience to keep the example terse.
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static float clear_color[4] = { 0.28f, 0.36f, 0.5f, 1.0f };
|
||||
|
||||
MTLRenderPassDescriptor *renderPassDescriptor = view.currentRenderPassDescriptor;
|
||||
MTLRenderPassDescriptor* renderPassDescriptor = view.currentRenderPassDescriptor;
|
||||
if (renderPassDescriptor != nil)
|
||||
{
|
||||
renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(clear_color[0], clear_color[1], clear_color[2], clear_color[3]);
|
||||
@ -110,7 +135,7 @@
|
||||
|
||||
// Rendering
|
||||
ImGui::Render();
|
||||
ImDrawData *drawData = ImGui::GetDrawData();
|
||||
ImDrawData* drawData = ImGui::GetDrawData();
|
||||
ImGui_ImplMetal_RenderDrawData(drawData, commandBuffer, renderEncoder);
|
||||
|
||||
[renderEncoder popDebugGroup];
|
||||
@ -122,7 +147,7 @@
|
||||
[commandBuffer commit];
|
||||
}
|
||||
|
||||
- (void)mtkView:(MTKView *)view drawableSizeWillChange:(CGSize)size
|
||||
- (void)mtkView:(MTKView*)view drawableSizeWillChange:(CGSize)size
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -45,7 +45,7 @@
|
||||
ImGui_ImplOSX_NewFrame(self);
|
||||
ImGui::NewFrame();
|
||||
|
||||
// Global data for the demo
|
||||
// Our state (make them static = more or less global) as a convenience to keep the example terse.
|
||||
static bool show_demo_window = true;
|
||||
static bool show_another_window = false;
|
||||
static ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
@ -243,10 +243,12 @@
|
||||
NSLog(@"No OpenGL Context!");
|
||||
|
||||
// Setup Dear ImGui context
|
||||
// FIXME: This example doesn't have proper cleanup...
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
|
||||
|
||||
// Setup Dear ImGui style
|
||||
ImGui::StyleColorsDark();
|
||||
|
@ -56,7 +56,7 @@ int main(int, char**)
|
||||
return 1;
|
||||
|
||||
// Decide GL+GLSL versions
|
||||
#if __APPLE__
|
||||
#ifdef __APPLE__
|
||||
// GL 3.2 + GLSL 150
|
||||
const char* glsl_version = "#version 150";
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
|
@ -28,9 +28,11 @@ set(IMGUI_DIR ../../)
|
||||
include_directories(${IMGUI_DIR} ..)
|
||||
|
||||
# Libraries
|
||||
find_library(VULKAN_LIBRARY
|
||||
NAMES vulkan vulkan-1)
|
||||
set(LIBRARIES "glfw;${VULKAN_LIBRARY}")
|
||||
find_package(Vulkan REQUIRED)
|
||||
#find_library(VULKAN_LIBRARY
|
||||
#NAMES vulkan vulkan-1)
|
||||
#set(LIBRARIES "glfw;${VULKAN_LIBRARY}")
|
||||
set(LIBRARIES "glfw;Vulkan::Vulkan")
|
||||
|
||||
# Use vulkan headers from glfw:
|
||||
include_directories(${GLFW_DIR}/deps)
|
||||
|
@ -43,8 +43,6 @@ static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
static ImGui_ImplVulkanH_Window g_MainWindowData;
|
||||
static int g_MinImageCount = 2;
|
||||
static bool g_SwapChainRebuild = false;
|
||||
static int g_SwapChainResizeWidth = 0;
|
||||
static int g_SwapChainResizeHeight = 0;
|
||||
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
@ -74,10 +72,9 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
|
||||
create_info.enabledExtensionCount = extensions_count;
|
||||
create_info.ppEnabledExtensionNames = extensions;
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
// Enabling multiple validation layers grouped as LunarG standard validation
|
||||
const char* layers[] = { "VK_LAYER_LUNARG_standard_validation" };
|
||||
// Enabling validation layers
|
||||
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
|
||||
create_info.enabledLayerCount = 1;
|
||||
create_info.ppEnabledLayerNames = layers;
|
||||
|
||||
@ -255,6 +252,11 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
||||
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR)
|
||||
{
|
||||
g_SwapChainRebuild = true;
|
||||
return;
|
||||
}
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
|
||||
@ -312,6 +314,8 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
||||
|
||||
static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
if (g_SwapChainRebuild)
|
||||
return;
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
VkPresentInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
|
||||
@ -321,6 +325,11 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
||||
info.pSwapchains = &wd->Swapchain;
|
||||
info.pImageIndices = &wd->FrameIndex;
|
||||
VkResult err = vkQueuePresentKHR(g_Queue, &info);
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR)
|
||||
{
|
||||
g_SwapChainRebuild = true;
|
||||
return;
|
||||
}
|
||||
check_vk_result(err);
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
|
||||
}
|
||||
@ -330,13 +339,6 @@ static void glfw_error_callback(int error, const char* description)
|
||||
fprintf(stderr, "Glfw Error %d: %s\n", error, description);
|
||||
}
|
||||
|
||||
static void glfw_resize_callback(GLFWwindow*, int w, int h)
|
||||
{
|
||||
g_SwapChainRebuild = true;
|
||||
g_SwapChainResizeWidth = w;
|
||||
g_SwapChainResizeHeight = h;
|
||||
}
|
||||
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup GLFW window
|
||||
@ -365,7 +367,6 @@ int main(int, char**)
|
||||
// Create Framebuffers
|
||||
int w, h;
|
||||
glfwGetFramebufferSize(window, &w, &h);
|
||||
glfwSetFramebufferSizeCallback(window, glfw_resize_callback);
|
||||
ImGui_ImplVulkanH_Window* wd = &g_MainWindowData;
|
||||
SetupVulkanWindow(wd, surface, w, h);
|
||||
|
||||
@ -457,12 +458,17 @@ int main(int, char**)
|
||||
glfwPollEvents();
|
||||
|
||||
// Resize swap chain?
|
||||
if (g_SwapChainRebuild && g_SwapChainResizeWidth > 0 && g_SwapChainResizeHeight > 0)
|
||||
if (g_SwapChainRebuild)
|
||||
{
|
||||
g_SwapChainRebuild = false;
|
||||
ImGui_ImplVulkan_SetMinImageCount(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;
|
||||
int width, height;
|
||||
glfwGetFramebufferSize(window, &width, &height);
|
||||
if (width > 0 && height > 0)
|
||||
{
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
|
||||
g_MainWindowData.FrameIndex = 0;
|
||||
g_SwapChainRebuild = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
|
@ -87,6 +87,8 @@ int main(int, char**)
|
||||
ImGui_ImplSDL2_ProcessEvent(&event);
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
|
||||
done = true;
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
|
@ -48,7 +48,7 @@ int main(int, char**)
|
||||
}
|
||||
|
||||
// Decide GL+GLSL versions
|
||||
#if __APPLE__
|
||||
#ifdef __APPLE__
|
||||
// GL 3.2 Core + GLSL 150
|
||||
const char* glsl_version = "#version 150";
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG); // Always required on Mac
|
||||
|
@ -35,8 +35,6 @@ static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
|
||||
static ImGui_ImplVulkanH_Window g_MainWindowData;
|
||||
static uint32_t g_MinImageCount = 2;
|
||||
static bool g_SwapChainRebuild = false;
|
||||
static int g_SwapChainResizeWidth = 0;
|
||||
static int g_SwapChainResizeHeight = 0;
|
||||
|
||||
static void check_vk_result(VkResult err)
|
||||
{
|
||||
@ -66,10 +64,9 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
|
||||
create_info.enabledExtensionCount = extensions_count;
|
||||
create_info.ppEnabledExtensionNames = extensions;
|
||||
|
||||
#ifdef IMGUI_VULKAN_DEBUG_REPORT
|
||||
// Enabling multiple validation layers grouped as LunarG standard validation
|
||||
const char* layers[] = { "VK_LAYER_LUNARG_standard_validation" };
|
||||
// Enabling validation layers
|
||||
const char* layers[] = { "VK_LAYER_KHRONOS_validation" };
|
||||
create_info.enabledLayerCount = 1;
|
||||
create_info.ppEnabledLayerNames = layers;
|
||||
|
||||
@ -247,6 +244,11 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
||||
VkSemaphore image_acquired_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].ImageAcquiredSemaphore;
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
err = vkAcquireNextImageKHR(g_Device, wd->Swapchain, UINT64_MAX, image_acquired_semaphore, VK_NULL_HANDLE, &wd->FrameIndex);
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR)
|
||||
{
|
||||
g_SwapChainRebuild = true;
|
||||
return;
|
||||
}
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkanH_Frame* fd = &wd->Frames[wd->FrameIndex];
|
||||
@ -304,6 +306,8 @@ static void FrameRender(ImGui_ImplVulkanH_Window* wd, ImDrawData* draw_data)
|
||||
|
||||
static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
||||
{
|
||||
if (g_SwapChainRebuild)
|
||||
return;
|
||||
VkSemaphore render_complete_semaphore = wd->FrameSemaphores[wd->SemaphoreIndex].RenderCompleteSemaphore;
|
||||
VkPresentInfoKHR info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
|
||||
@ -313,6 +317,11 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd)
|
||||
info.pSwapchains = &wd->Swapchain;
|
||||
info.pImageIndices = &wd->FrameIndex;
|
||||
VkResult err = vkQueuePresentKHR(g_Queue, &info);
|
||||
if (err == VK_ERROR_OUT_OF_DATE_KHR)
|
||||
{
|
||||
g_SwapChainRebuild = true;
|
||||
return;
|
||||
}
|
||||
check_vk_result(err);
|
||||
wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->ImageCount; // Now we can use the next set of semaphores
|
||||
}
|
||||
@ -445,24 +454,22 @@ int main(int, char**)
|
||||
ImGui_ImplSDL2_ProcessEvent(&event);
|
||||
if (event.type == SDL_QUIT)
|
||||
done = true;
|
||||
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_SwapChainResizeHeight = (int)event.window.data2;
|
||||
g_SwapChainRebuild = true;
|
||||
}
|
||||
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_CLOSE && event.window.windowID == SDL_GetWindowID(window))
|
||||
done = true;
|
||||
}
|
||||
|
||||
// Resize swap chain?
|
||||
if (g_SwapChainRebuild && g_SwapChainResizeWidth > 0 && g_SwapChainResizeHeight > 0)
|
||||
if (g_SwapChainRebuild)
|
||||
{
|
||||
g_SwapChainRebuild = false;
|
||||
ImGui_ImplVulkan_SetMinImageCount(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;
|
||||
int width, height;
|
||||
SDL_GetWindowSize(window, &width, &height);
|
||||
if (width > 0 && height > 0)
|
||||
{
|
||||
ImGui_ImplVulkan_SetMinImageCount(g_MinImageCount);
|
||||
ImGui_ImplVulkanH_CreateOrResizeWindow(g_Instance, g_PhysicalDevice, g_Device, &g_MainWindowData, g_QueueFamily, g_Allocator, width, height, g_MinImageCount);
|
||||
g_MainWindowData.FrameIndex = 0;
|
||||
g_SwapChainRebuild = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Start the Dear ImGui frame
|
||||
|
@ -1,4 +1,5 @@
|
||||
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
|
||||
@REM Important: to build on 32-bit systems, the DX12 back-ends needs '#define ImTextureID ImU64', so we pass it here.
|
||||
mkdir Debug
|
||||
cl /nologo /Zi /MD /I .. /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /D UNICODE /D _UNICODE *.cpp ..\imgui_impl_dx12.cpp ..\imgui_impl_win32.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx12.exe /FoDebug/ /link d3d12.lib d3dcompiler.lib dxgi.lib
|
||||
cl /nologo /Zi /MD /I .. /I ..\.. /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /D ImTextureID=ImU64 /D UNICODE /D _UNICODE *.cpp ..\imgui_impl_dx12.cpp ..\imgui_impl_win32.cpp ..\..\imgui*.cpp /FeDebug/example_win32_directx12.exe /FoDebug/ /link d3d12.lib d3dcompiler.lib dxgi.lib
|
||||
|
||||
|
@ -87,6 +87,7 @@
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -100,6 +101,7 @@
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -115,6 +117,7 @@
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
@ -132,6 +135,7 @@
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<PreprocessorDefinitions>ImTextureID=ImU64;_UNICODE;UNICODE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
|
@ -241,19 +241,32 @@ bool CreateDeviceD3D(HWND hWnd)
|
||||
sd.Stereo = FALSE;
|
||||
}
|
||||
|
||||
// [DEBUG] Enable debug interface
|
||||
#ifdef DX12_ENABLE_DEBUG_LAYER
|
||||
ID3D12Debug* pdx12Debug = NULL;
|
||||
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
|
||||
{
|
||||
pdx12Debug->EnableDebugLayer();
|
||||
pdx12Debug->Release();
|
||||
}
|
||||
#endif
|
||||
|
||||
// Create device
|
||||
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
|
||||
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
|
||||
return false;
|
||||
|
||||
// [DEBUG] Setup debug interface to break on any warnings/errors
|
||||
#ifdef DX12_ENABLE_DEBUG_LAYER
|
||||
if (pdx12Debug != NULL)
|
||||
{
|
||||
ID3D12InfoQueue* pInfoQueue = NULL;
|
||||
g_pd3dDevice->QueryInterface(IID_PPV_ARGS(&pInfoQueue));
|
||||
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_ERROR, true);
|
||||
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_CORRUPTION, true);
|
||||
pInfoQueue->SetBreakOnSeverity(D3D12_MESSAGE_SEVERITY_WARNING, true);
|
||||
pInfoQueue->Release();
|
||||
pdx12Debug->Release();
|
||||
}
|
||||
#endif
|
||||
|
||||
{
|
||||
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
|
||||
desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
|
||||
|
@ -13,6 +13,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl2", "exa
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_glfw_opengl3", "example_glfw_opengl3\example_glfw_opengl3.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example_win32_directx12", "example_win32_directx12\example_win32_directx12.vcxproj", "{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Win32 = Debug|Win32
|
||||
@ -21,14 +23,6 @@ Global
|
||||
Release|x64 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.Build.0 = Debug|x64
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.ActiveCfg = Release|x64
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.Build.0 = Release|x64
|
||||
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|x64.ActiveCfg = Debug|x64
|
||||
@ -37,22 +31,6 @@ Global
|
||||
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
|
||||
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.ActiveCfg = Release|x64
|
||||
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|x64.Build.0 = Release|x64
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.Build.0 = Debug|x64
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.ActiveCfg = Release|x64
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.Build.0 = Release|x64
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.Build.0 = Debug|x64
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.ActiveCfg = Release|x64
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.Build.0 = Release|x64
|
||||
{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{345A953E-A004-4648-B442-DC5F9F11068C}.Debug|x64.ActiveCfg = Debug|x64
|
||||
@ -61,6 +39,38 @@ Global
|
||||
{345A953E-A004-4648-B442-DC5F9F11068C}.Release|Win32.Build.0 = Release|Win32
|
||||
{345A953E-A004-4648-B442-DC5F9F11068C}.Release|x64.ActiveCfg = Release|x64
|
||||
{345A953E-A004-4648-B442-DC5F9F11068C}.Release|x64.Build.0 = Release|x64
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|x64.Build.0 = Debug|x64
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.ActiveCfg = Release|x64
|
||||
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|x64.Build.0 = Release|x64
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|x64.Build.0 = Debug|x64
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.ActiveCfg = Release|x64
|
||||
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|x64.Build.0 = Release|x64
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|x64.Build.0 = Debug|x64
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.ActiveCfg = Release|x64
|
||||
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|x64.Build.0 = Release|x64
|
||||
{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Debug|x64.Build.0 = Debug|x64
|
||||
{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|Win32.Build.0 = Release|Win32
|
||||
{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|x64.ActiveCfg = Release|x64
|
||||
{B4CF9797-519D-4AFE-A8F4-5141A6B521D3}.Release|x64.Build.0 = Release|x64
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
@ -4,8 +4,10 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// Issues:
|
||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||
|
||||
// Important: to compile on 32-bit systems, this back-end requires code to be compiled with '#define ImTextureID ImU64'.
|
||||
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
||||
// This define is done in the example .vcxproj file and need to be replicated in your app (by e.g. editing imconfig.h)
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
@ -13,6 +15,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning.
|
||||
// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID.
|
||||
// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
|
||||
// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
@ -232,9 +236,12 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
{
|
||||
// Apply Scissor, Bind texture, Draw
|
||||
const D3D12_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
|
||||
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
||||
if (r.right > r.left && r.bottom > r.top)
|
||||
{
|
||||
ctx->SetGraphicsRootDescriptorTable(1, *(D3D12_GPU_DESCRIPTOR_HANDLE*)&pcmd->TextureId);
|
||||
ctx->RSSetScissorRects(1, &r);
|
||||
ctx->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
global_idx_offset += cmd_list->IdxBuffer.Size;
|
||||
|
@ -4,8 +4,10 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// Issues:
|
||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||
|
||||
// Important: to compile on 32-bit systems, this back-end requires code to be compiled with '#define ImTextureID ImU64'.
|
||||
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
||||
// This define is done in the example .vcxproj file and need to be replicated in your app (by e.g. editing imconfig.h)
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@ -13,6 +13,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre 3.3 context which have the defines set by a loader.
|
||||
// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader.
|
||||
// 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.
|
||||
@ -81,7 +82,6 @@
|
||||
#include <stdint.h> // intptr_t
|
||||
#endif
|
||||
|
||||
|
||||
// GL includes
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
#include <GLES2/gl2.h>
|
||||
@ -124,10 +124,13 @@ using namespace gl;
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0
|
||||
#else
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
#endif
|
||||
|
||||
// Desktop GL 3.3+ has glBindSampler()
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
#endif
|
||||
|
||||
// OpenGL Data
|
||||
@ -155,7 +158,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (g_GlVersion >= 320)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
#endif
|
||||
@ -263,10 +266,12 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
glUseProgram(g_ShaderHandle);
|
||||
glUniform1i(g_AttribLocationTex, 0);
|
||||
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
|
||||
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
if (g_GlVersion >= 330)
|
||||
glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.
|
||||
#endif
|
||||
|
||||
|
||||
(void)vertex_array_object;
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
glBindVertexArray(vertex_array_object);
|
||||
@ -299,8 +304,8 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);
|
||||
GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
GLuint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
GLuint last_sampler; if (g_GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }
|
||||
#endif
|
||||
GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
@ -372,7 +377,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (g_GlVersion >= 320)
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
|
||||
else
|
||||
@ -391,8 +396,9 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
// Restore modified GL state
|
||||
glUseProgram(last_program);
|
||||
glBindTexture(GL_TEXTURE_2D, last_texture);
|
||||
#ifdef GL_SAMPLER_BINDING
|
||||
glBindSampler(0, last_sampler);
|
||||
#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER
|
||||
if (g_GlVersion >= 330)
|
||||
glBindSampler(0, last_sampler);
|
||||
#endif
|
||||
glActiveTexture(last_active_texture);
|
||||
#ifndef IMGUI_IMPL_OPENGL_ES2
|
||||
|
@ -22,6 +22,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init).
|
||||
// 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.
|
||||
@ -80,6 +81,8 @@ static VkDescriptorSetLayout g_DescriptorSetLayout = VK_NULL_HANDLE;
|
||||
static VkPipelineLayout g_PipelineLayout = VK_NULL_HANDLE;
|
||||
static VkDescriptorSet g_DescriptorSet = VK_NULL_HANDLE;
|
||||
static VkPipeline g_Pipeline = VK_NULL_HANDLE;
|
||||
static VkShaderModule g_ShaderModuleVert;
|
||||
static VkShaderModule g_ShaderModuleFrag;
|
||||
|
||||
// Font data
|
||||
static VkSampler g_FontSampler = VK_NULL_HANDLE;
|
||||
@ -266,11 +269,11 @@ static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory
|
||||
p_buffer_size = new_size;
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height)
|
||||
static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkanH_FrameRenderBuffers* rb, int fb_width, int fb_height)
|
||||
{
|
||||
// Bind pipeline and descriptor sets:
|
||||
{
|
||||
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_Pipeline);
|
||||
vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
|
||||
VkDescriptorSet desc_set[1] = { g_DescriptorSet };
|
||||
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, g_PipelineLayout, 0, 1, desc_set, 0, NULL);
|
||||
}
|
||||
@ -312,7 +315,7 @@ static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkCommandBu
|
||||
|
||||
// Render function
|
||||
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
|
||||
void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer)
|
||||
void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline)
|
||||
{
|
||||
// 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);
|
||||
@ -321,6 +324,8 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
return;
|
||||
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
if (pipeline == VK_NULL_HANDLE)
|
||||
pipeline = g_Pipeline;
|
||||
|
||||
// Allocate array to store enough vertex/index buffers
|
||||
ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &g_MainWindowRenderBuffers;
|
||||
@ -374,7 +379,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
}
|
||||
|
||||
// Setup desired Vulkan state
|
||||
ImGui_ImplVulkan_SetupRenderState(draw_data, command_buffer, rb, fb_width, fb_height);
|
||||
ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
|
||||
|
||||
// Will project scissor/clipping rectangles into framebuffer space
|
||||
ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports
|
||||
@ -395,7 +400,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
// User callback, registered via ImDrawList::AddCallback()
|
||||
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
|
||||
if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
|
||||
ImGui_ImplVulkan_SetupRenderState(draw_data, command_buffer, rb, fb_width, fb_height);
|
||||
ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height);
|
||||
else
|
||||
pcmd->UserCallback(cmd_list, pcmd);
|
||||
}
|
||||
@ -586,28 +591,199 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
VkResult err;
|
||||
VkShaderModule vert_module;
|
||||
VkShaderModule frag_module;
|
||||
|
||||
// Create The Shader Modules:
|
||||
// Create the shader modules
|
||||
if (g_ShaderModuleVert == NULL)
|
||||
{
|
||||
VkShaderModuleCreateInfo vert_info = {};
|
||||
vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
||||
vert_info.codeSize = sizeof(__glsl_shader_vert_spv);
|
||||
vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv;
|
||||
err = vkCreateShaderModule(v->Device, &vert_info, v->Allocator, &vert_module);
|
||||
VkResult err = vkCreateShaderModule(device, &vert_info, allocator, &g_ShaderModuleVert);
|
||||
check_vk_result(err);
|
||||
}
|
||||
if (g_ShaderModuleFrag == NULL)
|
||||
{
|
||||
VkShaderModuleCreateInfo frag_info = {};
|
||||
frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
||||
frag_info.codeSize = sizeof(__glsl_shader_frag_spv);
|
||||
frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv;
|
||||
err = vkCreateShaderModule(v->Device, &frag_info, v->Allocator, &frag_module);
|
||||
VkResult err = vkCreateShaderModule(device, &frag_info, allocator, &g_ShaderModuleFrag);
|
||||
check_vk_result(err);
|
||||
}
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
if (g_FontSampler)
|
||||
return;
|
||||
|
||||
VkSamplerCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
|
||||
info.magFilter = VK_FILTER_LINEAR;
|
||||
info.minFilter = VK_FILTER_LINEAR;
|
||||
info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
|
||||
info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
||||
info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
||||
info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
||||
info.minLod = -1000;
|
||||
info.maxLod = 1000;
|
||||
info.maxAnisotropy = 1.0f;
|
||||
VkResult err = vkCreateSampler(device, &info, allocator, &g_FontSampler);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDevice device, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
if (g_DescriptorSetLayout)
|
||||
return;
|
||||
|
||||
ImGui_ImplVulkan_CreateFontSampler(device, allocator);
|
||||
VkSampler sampler[1] = { g_FontSampler };
|
||||
VkDescriptorSetLayoutBinding binding[1] = {};
|
||||
binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
binding[0].descriptorCount = 1;
|
||||
binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||
binding[0].pImmutableSamplers = sampler;
|
||||
VkDescriptorSetLayoutCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
|
||||
info.bindingCount = 1;
|
||||
info.pBindings = binding;
|
||||
VkResult err = vkCreateDescriptorSetLayout(device, &info, allocator, &g_DescriptorSetLayout);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_CreatePipelineLayout(VkDevice device, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
if (g_PipelineLayout)
|
||||
return;
|
||||
|
||||
// Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix
|
||||
ImGui_ImplVulkan_CreateDescriptorSetLayout(device, allocator);
|
||||
VkPushConstantRange push_constants[1] = {};
|
||||
push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
|
||||
push_constants[0].offset = sizeof(float) * 0;
|
||||
push_constants[0].size = sizeof(float) * 4;
|
||||
VkDescriptorSetLayout set_layout[1] = { g_DescriptorSetLayout };
|
||||
VkPipelineLayoutCreateInfo layout_info = {};
|
||||
layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
|
||||
layout_info.setLayoutCount = 1;
|
||||
layout_info.pSetLayouts = set_layout;
|
||||
layout_info.pushConstantRangeCount = 1;
|
||||
layout_info.pPushConstantRanges = push_constants;
|
||||
VkResult err = vkCreatePipelineLayout(device, &layout_info, allocator, &g_PipelineLayout);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline)
|
||||
{
|
||||
ImGui_ImplVulkan_CreateShaderModules(device, allocator);
|
||||
|
||||
VkPipelineShaderStageCreateInfo stage[2] = {};
|
||||
stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||
stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
|
||||
stage[0].module = g_ShaderModuleVert;
|
||||
stage[0].pName = "main";
|
||||
stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||
stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||
stage[1].module = g_ShaderModuleFrag;
|
||||
stage[1].pName = "main";
|
||||
|
||||
VkVertexInputBindingDescription binding_desc[1] = {};
|
||||
binding_desc[0].stride = sizeof(ImDrawVert);
|
||||
binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
|
||||
|
||||
VkVertexInputAttributeDescription attribute_desc[3] = {};
|
||||
attribute_desc[0].location = 0;
|
||||
attribute_desc[0].binding = binding_desc[0].binding;
|
||||
attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT;
|
||||
attribute_desc[0].offset = IM_OFFSETOF(ImDrawVert, pos);
|
||||
attribute_desc[1].location = 1;
|
||||
attribute_desc[1].binding = binding_desc[0].binding;
|
||||
attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT;
|
||||
attribute_desc[1].offset = IM_OFFSETOF(ImDrawVert, uv);
|
||||
attribute_desc[2].location = 2;
|
||||
attribute_desc[2].binding = binding_desc[0].binding;
|
||||
attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
attribute_desc[2].offset = IM_OFFSETOF(ImDrawVert, col);
|
||||
|
||||
VkPipelineVertexInputStateCreateInfo vertex_info = {};
|
||||
vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
|
||||
vertex_info.vertexBindingDescriptionCount = 1;
|
||||
vertex_info.pVertexBindingDescriptions = binding_desc;
|
||||
vertex_info.vertexAttributeDescriptionCount = 3;
|
||||
vertex_info.pVertexAttributeDescriptions = attribute_desc;
|
||||
|
||||
VkPipelineInputAssemblyStateCreateInfo ia_info = {};
|
||||
ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
|
||||
ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
|
||||
|
||||
VkPipelineViewportStateCreateInfo viewport_info = {};
|
||||
viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
|
||||
viewport_info.viewportCount = 1;
|
||||
viewport_info.scissorCount = 1;
|
||||
|
||||
VkPipelineRasterizationStateCreateInfo raster_info = {};
|
||||
raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
|
||||
raster_info.polygonMode = VK_POLYGON_MODE_FILL;
|
||||
raster_info.cullMode = VK_CULL_MODE_NONE;
|
||||
raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
|
||||
raster_info.lineWidth = 1.0f;
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo ms_info = {};
|
||||
ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
|
||||
ms_info.rasterizationSamples = (MSAASamples != 0) ? MSAASamples : VK_SAMPLE_COUNT_1_BIT;
|
||||
|
||||
VkPipelineColorBlendAttachmentState color_attachment[1] = {};
|
||||
color_attachment[0].blendEnable = VK_TRUE;
|
||||
color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
|
||||
color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
|
||||
color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
|
||||
color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
|
||||
color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
|
||||
|
||||
VkPipelineDepthStencilStateCreateInfo depth_info = {};
|
||||
depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
|
||||
|
||||
VkPipelineColorBlendStateCreateInfo blend_info = {};
|
||||
blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
|
||||
blend_info.attachmentCount = 1;
|
||||
blend_info.pAttachments = color_attachment;
|
||||
|
||||
VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
||||
VkPipelineDynamicStateCreateInfo dynamic_state = {};
|
||||
dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
|
||||
dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states);
|
||||
dynamic_state.pDynamicStates = dynamic_states;
|
||||
|
||||
ImGui_ImplVulkan_CreatePipelineLayout(device, allocator);
|
||||
|
||||
VkGraphicsPipelineCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
||||
info.flags = g_PipelineCreateFlags;
|
||||
info.stageCount = 2;
|
||||
info.pStages = stage;
|
||||
info.pVertexInputState = &vertex_info;
|
||||
info.pInputAssemblyState = &ia_info;
|
||||
info.pViewportState = &viewport_info;
|
||||
info.pRasterizationState = &raster_info;
|
||||
info.pMultisampleState = &ms_info;
|
||||
info.pDepthStencilState = &depth_info;
|
||||
info.pColorBlendState = &blend_info;
|
||||
info.pDynamicState = &dynamic_state;
|
||||
info.layout = g_PipelineLayout;
|
||||
info.renderPass = renderPass;
|
||||
VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
{
|
||||
ImGui_ImplVulkan_InitInfo* v = &g_VulkanInitInfo;
|
||||
VkResult err;
|
||||
|
||||
if (!g_FontSampler)
|
||||
{
|
||||
@ -671,108 +847,7 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
VkPipelineShaderStageCreateInfo stage[2] = {};
|
||||
stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||
stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
|
||||
stage[0].module = vert_module;
|
||||
stage[0].pName = "main";
|
||||
stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||
stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||
stage[1].module = frag_module;
|
||||
stage[1].pName = "main";
|
||||
|
||||
VkVertexInputBindingDescription binding_desc[1] = {};
|
||||
binding_desc[0].stride = sizeof(ImDrawVert);
|
||||
binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
|
||||
|
||||
VkVertexInputAttributeDescription attribute_desc[3] = {};
|
||||
attribute_desc[0].location = 0;
|
||||
attribute_desc[0].binding = binding_desc[0].binding;
|
||||
attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT;
|
||||
attribute_desc[0].offset = IM_OFFSETOF(ImDrawVert, pos);
|
||||
attribute_desc[1].location = 1;
|
||||
attribute_desc[1].binding = binding_desc[0].binding;
|
||||
attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT;
|
||||
attribute_desc[1].offset = IM_OFFSETOF(ImDrawVert, uv);
|
||||
attribute_desc[2].location = 2;
|
||||
attribute_desc[2].binding = binding_desc[0].binding;
|
||||
attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
attribute_desc[2].offset = IM_OFFSETOF(ImDrawVert, col);
|
||||
|
||||
VkPipelineVertexInputStateCreateInfo vertex_info = {};
|
||||
vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
|
||||
vertex_info.vertexBindingDescriptionCount = 1;
|
||||
vertex_info.pVertexBindingDescriptions = binding_desc;
|
||||
vertex_info.vertexAttributeDescriptionCount = 3;
|
||||
vertex_info.pVertexAttributeDescriptions = attribute_desc;
|
||||
|
||||
VkPipelineInputAssemblyStateCreateInfo ia_info = {};
|
||||
ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
|
||||
ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
|
||||
|
||||
VkPipelineViewportStateCreateInfo viewport_info = {};
|
||||
viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
|
||||
viewport_info.viewportCount = 1;
|
||||
viewport_info.scissorCount = 1;
|
||||
|
||||
VkPipelineRasterizationStateCreateInfo raster_info = {};
|
||||
raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
|
||||
raster_info.polygonMode = VK_POLYGON_MODE_FILL;
|
||||
raster_info.cullMode = VK_CULL_MODE_NONE;
|
||||
raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
|
||||
raster_info.lineWidth = 1.0f;
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo ms_info = {};
|
||||
ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
|
||||
if (v->MSAASamples != 0)
|
||||
ms_info.rasterizationSamples = v->MSAASamples;
|
||||
else
|
||||
ms_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
|
||||
VkPipelineColorBlendAttachmentState color_attachment[1] = {};
|
||||
color_attachment[0].blendEnable = VK_TRUE;
|
||||
color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
|
||||
color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD;
|
||||
color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
|
||||
color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
|
||||
color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD;
|
||||
color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
|
||||
|
||||
VkPipelineDepthStencilStateCreateInfo depth_info = {};
|
||||
depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
|
||||
|
||||
VkPipelineColorBlendStateCreateInfo blend_info = {};
|
||||
blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
|
||||
blend_info.attachmentCount = 1;
|
||||
blend_info.pAttachments = color_attachment;
|
||||
|
||||
VkDynamicState dynamic_states[2] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
|
||||
VkPipelineDynamicStateCreateInfo dynamic_state = {};
|
||||
dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
|
||||
dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states);
|
||||
dynamic_state.pDynamicStates = dynamic_states;
|
||||
|
||||
VkGraphicsPipelineCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
||||
info.flags = g_PipelineCreateFlags;
|
||||
info.stageCount = 2;
|
||||
info.pStages = stage;
|
||||
info.pVertexInputState = &vertex_info;
|
||||
info.pInputAssemblyState = &ia_info;
|
||||
info.pViewportState = &viewport_info;
|
||||
info.pRasterizationState = &raster_info;
|
||||
info.pMultisampleState = &ms_info;
|
||||
info.pDepthStencilState = &depth_info;
|
||||
info.pColorBlendState = &blend_info;
|
||||
info.pDynamicState = &dynamic_state;
|
||||
info.layout = g_PipelineLayout;
|
||||
info.renderPass = g_RenderPass;
|
||||
err = vkCreateGraphicsPipelines(v->Device, v->PipelineCache, 1, &info, v->Allocator, &g_Pipeline);
|
||||
check_vk_result(err);
|
||||
|
||||
vkDestroyShaderModule(v->Device, vert_module, v->Allocator);
|
||||
vkDestroyShaderModule(v->Device, frag_module, v->Allocator);
|
||||
ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, g_RenderPass, v->MSAASamples, &g_Pipeline);
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -798,6 +873,8 @@ void ImGui_ImplVulkan_DestroyDeviceObjects()
|
||||
ImGui_ImplVulkanH_DestroyWindowRenderBuffers(v->Device, &g_MainWindowRenderBuffers, v->Allocator);
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
|
||||
if (g_ShaderModuleVert) { vkDestroyShaderModule(v->Device, g_ShaderModuleVert, v->Allocator); g_ShaderModuleVert = VK_NULL_HANDLE; }
|
||||
if (g_ShaderModuleFrag) { vkDestroyShaderModule(v->Device, g_ShaderModuleFrag, v->Allocator); g_ShaderModuleFrag = VK_NULL_HANDLE; }
|
||||
if (g_FontView) { vkDestroyImageView(v->Device, g_FontView, v->Allocator); g_FontView = VK_NULL_HANDLE; }
|
||||
if (g_FontImage) { vkDestroyImage(v->Device, g_FontImage, v->Allocator); g_FontImage = VK_NULL_HANDLE; }
|
||||
if (g_FontMemory) { vkFreeMemory(v->Device, g_FontMemory, v->Allocator); g_FontMemory = VK_NULL_HANDLE; }
|
||||
@ -1017,6 +1094,8 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
wd->ImageCount = 0;
|
||||
if (wd->RenderPass)
|
||||
vkDestroyRenderPass(device, wd->RenderPass, allocator);
|
||||
if (wd->Pipeline)
|
||||
vkDestroyPipeline(device, wd->Pipeline, allocator);
|
||||
|
||||
// If min image count was not specified, request different count of images dependent on selected present mode
|
||||
if (min_image_count == 0)
|
||||
@ -1112,6 +1191,10 @@ void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, V
|
||||
info.pDependencies = &dependency;
|
||||
err = vkCreateRenderPass(device, &info, allocator, &wd->RenderPass);
|
||||
check_vk_result(err);
|
||||
|
||||
// We do not create a pipeline by default as this is also used by examples' main.cpp,
|
||||
// but secondary viewport in multi-viewport mode may want to create one with:
|
||||
//ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline);
|
||||
}
|
||||
|
||||
// Create The Image Views
|
||||
@ -1178,6 +1261,7 @@ void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui
|
||||
IM_FREE(wd->FrameSemaphores);
|
||||
wd->Frames = NULL;
|
||||
wd->FrameSemaphores = NULL;
|
||||
vkDestroyPipeline(device, wd->Pipeline, allocator);
|
||||
vkDestroyRenderPass(device, wd->RenderPass, allocator);
|
||||
vkDestroySwapchainKHR(device, wd->Swapchain, allocator);
|
||||
vkDestroySurfaceKHR(instance, wd->Surface, allocator);
|
||||
|
@ -46,7 +46,7 @@ struct ImGui_ImplVulkan_InitInfo
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info, VkRenderPass render_pass);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
|
||||
@ -108,6 +108,7 @@ struct ImGui_ImplVulkanH_Window
|
||||
VkSurfaceFormatKHR SurfaceFormat;
|
||||
VkPresentModeKHR PresentMode;
|
||||
VkRenderPass RenderPass;
|
||||
VkPipeline Pipeline; // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo
|
||||
bool ClearEnable;
|
||||
VkClearValue ClearValue;
|
||||
uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)
|
||||
|
@ -3,10 +3,11 @@
|
||||
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
|
||||
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
|
||||
//-----------------------------------------------------------------------------
|
||||
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h)
|
||||
// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h"
|
||||
// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include
|
||||
// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
|
||||
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
|
||||
// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
|
||||
//-----------------------------------------------------------------------------
|
||||
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
|
||||
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
|
||||
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
|
||||
// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
109
imgui.h
109
imgui.h
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.78
|
||||
// dear imgui, v1.79
|
||||
// (headers)
|
||||
|
||||
// Help:
|
||||
@ -11,7 +11,7 @@
|
||||
// - FAQ http://dearimgui.org/faq
|
||||
// - Homepage & latest https://github.com/ocornut/imgui
|
||||
// - Releases & changelog https://github.com/ocornut/imgui/releases
|
||||
// - Gallery https://github.com/ocornut/imgui/issues/3075 (please post your screenshots/video there!)
|
||||
// - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!)
|
||||
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
|
||||
// - Wiki https://github.com/ocornut/imgui/wiki
|
||||
// - Issues & support https://github.com/ocornut/imgui/issues
|
||||
@ -59,8 +59,8 @@ Index of this file:
|
||||
|
||||
// Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
|
||||
#define IMGUI_VERSION "1.78"
|
||||
#define IMGUI_VERSION_NUM 17800
|
||||
#define IMGUI_VERSION "1.79"
|
||||
#define IMGUI_VERSION_NUM 17900
|
||||
#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)
|
||||
@ -620,13 +620,13 @@ namespace ImGui
|
||||
// - 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 OpenPopupOnItemClick(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.
|
||||
// - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
|
||||
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).
|
||||
@ -653,8 +653,9 @@ namespace ImGui
|
||||
// Tab Bars, Tabs
|
||||
IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
|
||||
IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
|
||||
IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0);// create a Tab. Returns true if the Tab is selected.
|
||||
IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
|
||||
IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
|
||||
IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
|
||||
IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
|
||||
|
||||
// Logging/Capture
|
||||
@ -854,6 +855,7 @@ enum ImGuiInputTextFlags_
|
||||
ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
|
||||
ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
|
||||
ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
|
||||
ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
|
||||
// [Internal]
|
||||
ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline()
|
||||
ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data
|
||||
@ -886,13 +888,15 @@ enum ImGuiTreeNodeFlags_
|
||||
// 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.
|
||||
// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
|
||||
// and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag.
|
||||
// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
|
||||
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_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
|
||||
ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
|
||||
ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed 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
|
||||
@ -951,7 +955,10 @@ enum ImGuiTabItemFlags_
|
||||
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_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
|
||||
ImGuiTabItemFlags_NoTooltip = 1 << 4 // Disable tooltip for the given tab
|
||||
ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
|
||||
ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
|
||||
ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
|
||||
ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
|
||||
};
|
||||
|
||||
// Flags for ImGui::IsWindowFocused()
|
||||
@ -1295,11 +1302,16 @@ enum ImGuiColorEditFlags_
|
||||
enum ImGuiSliderFlags_
|
||||
{
|
||||
ImGuiSliderFlags_None = 0,
|
||||
ImGuiSliderFlags_ClampOnInput = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
|
||||
ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
|
||||
ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
|
||||
ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)
|
||||
ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
|
||||
ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
|
||||
|
||||
// Obsolete names (will be removed)
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
, ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79]
|
||||
#endif
|
||||
};
|
||||
|
||||
// Identify a mouse button.
|
||||
@ -1394,9 +1406,10 @@ struct ImVector
|
||||
inline bool empty() const { return Size == 0; }
|
||||
inline int size() const { return Size; }
|
||||
inline int size_in_bytes() const { return Size * (int)sizeof(T); }
|
||||
inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
|
||||
inline int capacity() const { return Capacity; }
|
||||
inline T& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
|
||||
inline const T& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
|
||||
inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
|
||||
inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
|
||||
|
||||
inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } }
|
||||
inline T* begin() { return Data; }
|
||||
@ -1466,7 +1479,7 @@ struct ImGuiStyle
|
||||
float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
|
||||
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 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.
|
||||
float TabMinWidthForCloseButton; // 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.
|
||||
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.
|
||||
@ -1634,9 +1647,10 @@ struct ImGuiIO
|
||||
// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
|
||||
// The callback function should return 0 by default.
|
||||
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
|
||||
// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
|
||||
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
|
||||
// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB
|
||||
// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows
|
||||
// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration
|
||||
// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
|
||||
// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
|
||||
struct ImGuiInputTextCallbackData
|
||||
@ -1663,7 +1677,9 @@ struct ImGuiInputTextCallbackData
|
||||
IMGUI_API ImGuiInputTextCallbackData();
|
||||
IMGUI_API void DeleteChars(int pos, int bytes_count);
|
||||
IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
|
||||
bool HasSelection() const { return SelectionStart != SelectionEnd; }
|
||||
void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
|
||||
void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
|
||||
bool HasSelection() const { return SelectionStart != SelectionEnd; }
|
||||
};
|
||||
|
||||
// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
|
||||
@ -1706,8 +1722,11 @@ struct ImGuiPayload
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
namespace ImGui
|
||||
{
|
||||
// OBSOLETED in 1.78 (from August 2020)
|
||||
// Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags
|
||||
// OBSOLETED in 1.79 (from August 2020)
|
||||
static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
|
||||
// OBSOLETED in 1.78 (from June 2020)
|
||||
// Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags.
|
||||
// For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
|
||||
IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
|
||||
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
|
||||
static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }
|
||||
@ -1721,9 +1740,8 @@ namespace ImGui
|
||||
static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }
|
||||
static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }
|
||||
// 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 April 2019)
|
||||
static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }
|
||||
// OBSOLETED in 1.71 (from June 2019)
|
||||
static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }
|
||||
@ -1868,37 +1886,45 @@ struct ImGuiStorage
|
||||
};
|
||||
|
||||
// Helper: Manually clip large list of items.
|
||||
// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
|
||||
// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse
|
||||
// clipping based on visibility to save yourself from processing those items at all.
|
||||
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
|
||||
// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
|
||||
// (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null)
|
||||
// Usage:
|
||||
// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
|
||||
// while (clipper.Step())
|
||||
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
|
||||
// ImGui::Text("line number %d", i);
|
||||
// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
|
||||
// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
|
||||
// - (Step 2: empty step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
|
||||
// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
|
||||
// ImGuiListClipper clipper;
|
||||
// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
|
||||
// while (clipper.Step())
|
||||
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
|
||||
// ImGui::Text("line number %d", i);
|
||||
// Generally what happens is:
|
||||
// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
|
||||
// - User code submit one element.
|
||||
// - Clipper can measure the height of the first element
|
||||
// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
|
||||
// - User code submit visible elements.
|
||||
struct ImGuiListClipper
|
||||
{
|
||||
int DisplayStart, DisplayEnd;
|
||||
int ItemsCount;
|
||||
int DisplayStart;
|
||||
int DisplayEnd;
|
||||
|
||||
// [Internal]
|
||||
int ItemsCount;
|
||||
int StepNo;
|
||||
float ItemsHeight;
|
||||
float StartPosY;
|
||||
|
||||
// items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
|
||||
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
|
||||
// If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
|
||||
ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
|
||||
~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
|
||||
IMGUI_API ImGuiListClipper();
|
||||
IMGUI_API ~ImGuiListClipper();
|
||||
|
||||
IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
|
||||
// items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step)
|
||||
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
|
||||
IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
|
||||
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
|
||||
IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
|
||||
#endif
|
||||
};
|
||||
|
||||
// Helpers macros to generate 32-bit encoded colors
|
||||
@ -2398,11 +2424,10 @@ struct ImFont
|
||||
float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
|
||||
float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
|
||||
|
||||
// Members: Hot ~36/48 bytes (for CalcTextSize + render loop)
|
||||
// Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
|
||||
ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
|
||||
ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
|
||||
const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
|
||||
ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering by xx pixels
|
||||
|
||||
// Members: Cold ~32/40 bytes
|
||||
ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
|
||||
@ -2436,7 +2461,7 @@ struct ImFont
|
||||
IMGUI_API void BuildLookupTable();
|
||||
IMGUI_API void ClearOutputData();
|
||||
IMGUI_API void GrowIndex(int new_size);
|
||||
IMGUI_API void AddGlyph(ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
|
||||
IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
|
||||
IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
|
||||
IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
|
||||
IMGUI_API void SetFallbackChar(ImWchar c);
|
||||
|
277
imgui_demo.cpp
277
imgui_demo.cpp
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.78
|
||||
// dear imgui, v1.79
|
||||
// (demo code)
|
||||
|
||||
// Help:
|
||||
@ -560,7 +560,9 @@ static void ShowDemoWindowWidgets()
|
||||
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" };
|
||||
static int item_current = 0;
|
||||
ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items));
|
||||
ImGui::SameLine(); HelpMarker("Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, and demonstration of various flags.\n");
|
||||
ImGui::SameLine(); HelpMarker(
|
||||
"Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, "
|
||||
"and demonstration of various flags.\n");
|
||||
}
|
||||
|
||||
{
|
||||
@ -615,7 +617,7 @@ static void ShowDemoWindowWidgets()
|
||||
"Hold SHIFT/ALT for faster/slower edit.\n"
|
||||
"Double-click or CTRL+click to input value.");
|
||||
|
||||
ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%");
|
||||
ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp);
|
||||
|
||||
static float f1 = 1.00f, f2 = 0.0067f;
|
||||
ImGui::DragFloat("drag float", &f1, 0.005f);
|
||||
@ -834,7 +836,9 @@ static void ShowDemoWindowWidgets()
|
||||
if (ImGui::TreeNode("Word Wrapping"))
|
||||
{
|
||||
// Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.
|
||||
ImGui::TextWrapped("This text should automatically wrap on the edge of the window. The current implementation for text wrapping follows simple rules suitable for English and possibly other languages.");
|
||||
ImGui::TextWrapped(
|
||||
"This text should automatically wrap on the edge of the window. The current implementation "
|
||||
"for text wrapping follows simple rules suitable for English and possibly other languages.");
|
||||
ImGui::Spacing();
|
||||
|
||||
static float wrap_width = 200.0f;
|
||||
@ -850,7 +854,7 @@ static void ShowDemoWindowWidgets()
|
||||
ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);
|
||||
if (n == 0)
|
||||
ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width);
|
||||
if (n == 1)
|
||||
else
|
||||
ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh");
|
||||
|
||||
// Draw actual text bounding box, following by marker of our expected limit (should not overlap!)
|
||||
@ -891,7 +895,10 @@ static void ShowDemoWindowWidgets()
|
||||
if (ImGui::TreeNode("Images"))
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!");
|
||||
ImGui::TextWrapped(
|
||||
"Below we are displaying the font texture (which is the only texture we have access to in this demo). "
|
||||
"Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. "
|
||||
"Hover the texture for a zoomed view!");
|
||||
|
||||
// Below we are displaying the font texture because it is the only texture we have access to inside the demo!
|
||||
// Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that
|
||||
@ -946,7 +953,7 @@ static void ShowDemoWindowWidgets()
|
||||
int frame_padding = -1 + i; // -1 == uses default padding (style.FramePadding)
|
||||
ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible
|
||||
ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left
|
||||
ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32 / my_tex_h); // UV coordinates for (32,32) in our texture
|
||||
ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);// UV coordinates for (32,32) in our texture
|
||||
ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background
|
||||
ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint
|
||||
if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col))
|
||||
@ -975,7 +982,7 @@ static void ShowDemoWindowWidgets()
|
||||
// stored in the object itself, etc.)
|
||||
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };
|
||||
static int item_current_idx = 0; // Here our selection data is an index.
|
||||
const char* combo_label = items[item_current_idx]; // Label to preview before opening the combo (technically could be anything)(
|
||||
const char* combo_label = items[item_current_idx]; // Label to preview before opening the combo (technically it could be anything)
|
||||
if (ImGui::BeginCombo("combo 1", combo_label, flags))
|
||||
{
|
||||
for (int n = 0; n < IM_ARRAYSIZE(items); n++)
|
||||
@ -1000,9 +1007,9 @@ static void ShowDemoWindowWidgets()
|
||||
ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items));
|
||||
|
||||
// Simplified one-liner Combo() using an accessor function
|
||||
struct FuncHolder { static bool ItemGetter(void* data, int idx, const char** out_str) { *out_str = ((const char**)data)[idx]; return true; } };
|
||||
struct Funcs { static bool ItemGetter(void* data, int n, const char** out_str) { *out_str = ((const char**)data)[n]; return true; } };
|
||||
static int item_current_4 = 0;
|
||||
ImGui::Combo("combo 4 (function)", &item_current_4, &FuncHolder::ItemGetter, items, IM_ARRAYSIZE(items));
|
||||
ImGui::Combo("combo 4 (function)", &item_current_4, &Funcs::ItemGetter, items, IM_ARRAYSIZE(items));
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
@ -1081,27 +1088,34 @@ static void ShowDemoWindowWidgets()
|
||||
}
|
||||
if (ImGui::TreeNode("Grid"))
|
||||
{
|
||||
static int selected[4 * 4] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };
|
||||
for (int i = 0; i < 4 * 4; i++)
|
||||
{
|
||||
ImGui::PushID(i);
|
||||
if (ImGui::Selectable("Sailor", selected[i] != 0, 0, ImVec2(50, 50)))
|
||||
{
|
||||
// Toggle
|
||||
selected[i] = !selected[i];
|
||||
static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } };
|
||||
|
||||
// Note: We _unnecessarily_ test for both x/y and i here only to silence some static analyzer.
|
||||
// The second part of each test is unnecessary.
|
||||
int x = i % 4;
|
||||
int y = i / 4;
|
||||
if (x > 0) { selected[i - 1] ^= 1; }
|
||||
if (x < 3 && i < 15) { selected[i + 1] ^= 1; }
|
||||
if (y > 0 && i > 3) { selected[i - 4] ^= 1; }
|
||||
if (y < 3 && i < 12) { selected[i + 4] ^= 1; }
|
||||
// Add in a bit of silly fun...
|
||||
const float time = (float)ImGui::GetTime();
|
||||
const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected...
|
||||
if (winning_state)
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f)));
|
||||
|
||||
for (int y = 0; y < 4; y++)
|
||||
for (int x = 0; x < 4; x++)
|
||||
{
|
||||
if (x > 0)
|
||||
ImGui::SameLine();
|
||||
ImGui::PushID(y * 4 + x);
|
||||
if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50)))
|
||||
{
|
||||
// Toggle clicked cell + toggle neighbors
|
||||
selected[y][x] ^= 1;
|
||||
if (x > 0) { selected[y][x - 1] ^= 1; }
|
||||
if (x < 3) { selected[y][x + 1] ^= 1; }
|
||||
if (y > 0) { selected[y - 1][x] ^= 1; }
|
||||
if (y < 3) { selected[y + 1][x] ^= 1; }
|
||||
}
|
||||
ImGui::PopID();
|
||||
}
|
||||
if ((i % 4) < 3) ImGui::SameLine();
|
||||
ImGui::PopID();
|
||||
}
|
||||
|
||||
if (winning_state)
|
||||
ImGui::PopStyleVar();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
if (ImGui::TreeNode("Alignment"))
|
||||
@ -1177,8 +1191,11 @@ static void ShowDemoWindowWidgets()
|
||||
static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase);
|
||||
static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank);
|
||||
static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
ImGui::Text("Password input");
|
||||
if (ImGui::TreeNode("Password Input"))
|
||||
{
|
||||
static char password[64] = "password123";
|
||||
ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);
|
||||
ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
|
||||
@ -1187,6 +1204,62 @@ static void ShowDemoWindowWidgets()
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
if (ImGui::TreeNode("Completion, History, Edit Callbacks"))
|
||||
{
|
||||
struct Funcs
|
||||
{
|
||||
static int MyCallback(ImGuiInputTextCallbackData* data)
|
||||
{
|
||||
if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion)
|
||||
{
|
||||
data->InsertChars(data->CursorPos, "..");
|
||||
}
|
||||
else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory)
|
||||
{
|
||||
if (data->EventKey == ImGuiKey_UpArrow)
|
||||
{
|
||||
data->DeleteChars(0, data->BufTextLen);
|
||||
data->InsertChars(0, "Pressed Up!");
|
||||
data->SelectAll();
|
||||
}
|
||||
else if (data->EventKey == ImGuiKey_DownArrow)
|
||||
{
|
||||
data->DeleteChars(0, data->BufTextLen);
|
||||
data->InsertChars(0, "Pressed Down!");
|
||||
data->SelectAll();
|
||||
}
|
||||
}
|
||||
else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit)
|
||||
{
|
||||
// Toggle casing of first character
|
||||
char c = data->Buf[0];
|
||||
if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32;
|
||||
data->BufDirty = true;
|
||||
|
||||
// Increment a counter
|
||||
int* p_int = (int*)data->UserData;
|
||||
*p_int = *p_int + 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
static char buf1[64];
|
||||
ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback);
|
||||
ImGui::SameLine(); HelpMarker("Here we append \"..\" each time Tab is pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.");
|
||||
|
||||
static char buf2[64];
|
||||
ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback);
|
||||
ImGui::SameLine(); HelpMarker("Here we replace and select text each time Up/Down are pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.");
|
||||
|
||||
static char buf3[64];
|
||||
static int edit_count = 0;
|
||||
ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count);
|
||||
ImGui::SameLine(); HelpMarker("Here we toggle the casing of the first character on every edits + count edits.");
|
||||
ImGui::SameLine(); ImGui::Text("(%d)", edit_count);
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
if (ImGui::TreeNode("Resize Callback"))
|
||||
{
|
||||
// To wire InputText() with std::string or any other custom string type,
|
||||
@ -1492,7 +1565,7 @@ static void ShowDemoWindowWidgets()
|
||||
{
|
||||
// Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same!
|
||||
static ImGuiSliderFlags flags = ImGuiSliderFlags_None;
|
||||
ImGui::CheckboxFlags("ImGuiSliderFlags_ClampOnInput", (unsigned int*)&flags, ImGuiSliderFlags_ClampOnInput);
|
||||
ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", (unsigned int*)&flags, ImGuiSliderFlags_AlwaysClamp);
|
||||
ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click.");
|
||||
ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", (unsigned int*)&flags, ImGuiSliderFlags_Logarithmic);
|
||||
ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values).");
|
||||
@ -1516,7 +1589,7 @@ static void ShowDemoWindowWidgets()
|
||||
static int slider_i = 50;
|
||||
ImGui::Text("Underlying float value: %f", slider_f);
|
||||
ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags);
|
||||
ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%.3f", flags);
|
||||
ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags);
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
@ -1525,7 +1598,7 @@ static void ShowDemoWindowWidgets()
|
||||
{
|
||||
static float begin = 10, end = 90;
|
||||
static int begin_i = 100, end_i = 1000;
|
||||
ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_ClampOnInput);
|
||||
ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp);
|
||||
ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units");
|
||||
ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units");
|
||||
ImGui::TreePop();
|
||||
@ -1581,7 +1654,10 @@ static void ShowDemoWindowWidgets()
|
||||
const float drag_speed = 0.2f;
|
||||
static bool drag_clamp = false;
|
||||
ImGui::Text("Drags:");
|
||||
ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); ImGui::SameLine(); HelpMarker("As with every widgets in dear imgui, we never modify values unless there is a user interaction.\nYou can override the clamping limits by using CTRL+Click to input a value.");
|
||||
ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp);
|
||||
ImGui::SameLine(); HelpMarker(
|
||||
"As with every widgets in dear imgui, we never modify values unless there is a user interaction.\n"
|
||||
"You can override the clamping limits by using CTRL+Click to input a value.");
|
||||
ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL);
|
||||
ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms");
|
||||
ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL);
|
||||
@ -1619,6 +1695,14 @@ static void ShowDemoWindowWidgets()
|
||||
ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic);
|
||||
ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams");
|
||||
|
||||
ImGui::Text("Sliders (reverse)");
|
||||
ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d");
|
||||
ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u");
|
||||
ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d");
|
||||
ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u");
|
||||
ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%I64d");
|
||||
ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%I64u ms");
|
||||
|
||||
static bool inputs_step = true;
|
||||
ImGui::Text("Inputs");
|
||||
ImGui::Checkbox("Show step buttons", &inputs_step);
|
||||
@ -1761,7 +1845,7 @@ static void ShowDemoWindowWidgets()
|
||||
if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine();
|
||||
if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine();
|
||||
if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; }
|
||||
const char* names[9] =
|
||||
static const char* names[9] =
|
||||
{
|
||||
"Bobby", "Beatrice", "Betty",
|
||||
"Brianna", "Barry", "Bernard",
|
||||
@ -2277,6 +2361,72 @@ static void ShowDemoWindowLayout()
|
||||
ImGui::Separator();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags"))
|
||||
{
|
||||
static ImVector<int> active_tabs;
|
||||
static int next_tab_id = 0;
|
||||
if (next_tab_id == 0) // Initialize with some default tabs
|
||||
for (int i = 0; i < 3; i++)
|
||||
active_tabs.push_back(next_tab_id++);
|
||||
|
||||
// TabItemButton() and Leading/Trailing flags are distinct features which we will demo together.
|
||||
// (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags...
|
||||
// but they tend to make more sense together)
|
||||
static bool show_leading_button = true;
|
||||
static bool show_trailing_button = true;
|
||||
ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button);
|
||||
ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button);
|
||||
|
||||
// Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs
|
||||
static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown;
|
||||
ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);
|
||||
if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))
|
||||
tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);
|
||||
if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))
|
||||
tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);
|
||||
|
||||
if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
|
||||
{
|
||||
// Demo a Leading TabItemButton(): click the "?" button to open a menu
|
||||
if (show_leading_button)
|
||||
if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip))
|
||||
ImGui::OpenPopup("MyHelpMenu");
|
||||
if (ImGui::BeginPopup("MyHelpMenu"))
|
||||
{
|
||||
ImGui::Selectable("Hello!");
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
// Demo Trailing Tabs: click the "+" button to add a new tab (in your app you may want to use a font icon instead of the "+")
|
||||
// Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end.
|
||||
if (show_trailing_button)
|
||||
if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))
|
||||
active_tabs.push_back(next_tab_id++); // Add new tab
|
||||
|
||||
// Submit our regular tabs
|
||||
for (int n = 0; n < active_tabs.Size; )
|
||||
{
|
||||
bool open = true;
|
||||
char name[16];
|
||||
snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]);
|
||||
if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None))
|
||||
{
|
||||
ImGui::Text("This is the %s tab!", name);
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
if (!open)
|
||||
active_tabs.erase(active_tabs.Data + n);
|
||||
else
|
||||
n++;
|
||||
}
|
||||
|
||||
ImGui::EndTabBar();
|
||||
}
|
||||
ImGui::Separator();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
@ -2900,11 +3050,11 @@ static void ShowDemoWindowPopups()
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
// We can also use OpenPopupContextItem() which is the same as BeginPopupContextItem() but without the
|
||||
// We can also use OpenPopupOnItemClick() which is the same as BeginPopupContextItem() but without the
|
||||
// Begin() call. So here we will make it that clicking on the text field with the right mouse button (1)
|
||||
// will toggle the visibility of the popup above.
|
||||
ImGui::Text("(You can also right-click me to open the same popup as above.)");
|
||||
ImGui::OpenPopupContextItem("item context menu", 1);
|
||||
ImGui::OpenPopupOnItemClick("item context menu", 1);
|
||||
|
||||
// When used after an item that has an ID (e.g.Button), we can skip providing an ID to BeginPopupContextItem().
|
||||
// BeginPopupContextItem() will use the last item ID as the popup ID.
|
||||
@ -3197,7 +3347,8 @@ static void ShowDemoWindowColumns()
|
||||
ImGui::BeginChild("##ScrollingRegion", child_size, false, ImGuiWindowFlags_HorizontalScrollbar);
|
||||
ImGui::Columns(10);
|
||||
int ITEMS_COUNT = 2000;
|
||||
ImGuiListClipper clipper(ITEMS_COUNT); // Also demonstrate using the clipper for large list
|
||||
ImGuiListClipper clipper; // Also demonstrate using the clipper for large list
|
||||
clipper.Begin(ITEMS_COUNT);
|
||||
while (clipper.Step())
|
||||
{
|
||||
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
|
||||
@ -3638,7 +3789,6 @@ static void NodeFont(ImFont* font)
|
||||
"You may oversample them to get some flexibility with scaling. "
|
||||
"You can also render at multiple sizes and select which one to use at runtime.\n\n"
|
||||
"(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
|
||||
ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f");
|
||||
ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
|
||||
ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar);
|
||||
ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar);
|
||||
@ -3647,8 +3797,8 @@ static void NodeFont(ImFont* font)
|
||||
for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
|
||||
if (font->ConfigData)
|
||||
if (const ImFontConfig* cfg = &font->ConfigData[config_i])
|
||||
ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d",
|
||||
config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
|
||||
ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
|
||||
config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
|
||||
if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
|
||||
{
|
||||
// Display all glyphs of the fonts in separate pages of 256 characters
|
||||
@ -3887,9 +4037,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
"rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n"
|
||||
"Using those settings here will give you poor quality results.");
|
||||
static float window_scale = 1.0f;
|
||||
if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_ClampOnInput)) // Scale only this window
|
||||
if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window
|
||||
ImGui::SetWindowFontScale(window_scale);
|
||||
ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_ClampOnInput); // Scale everything
|
||||
ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything
|
||||
ImGui::PopItemWidth();
|
||||
|
||||
ImGui::EndTabItem();
|
||||
@ -3898,9 +4048,13 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
if (ImGui::BeginTabItem("Rendering"))
|
||||
{
|
||||
ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines);
|
||||
ImGui::SameLine(); HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
|
||||
ImGui::SameLine();
|
||||
HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
|
||||
|
||||
ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex);
|
||||
ImGui::SameLine(); HelpMarker("Faster lines using texture data. Require back-end to render with bilinear filtering (not point/nearest filtering).");
|
||||
ImGui::SameLine();
|
||||
HelpMarker("Faster lines using texture data. Require back-end to render with bilinear filtering (not point/nearest filtering).");
|
||||
|
||||
ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
|
||||
ImGui::PushItemWidth(100);
|
||||
ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f");
|
||||
@ -3913,12 +4067,13 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos());
|
||||
ImGui::BeginTooltip();
|
||||
ImVec2 p = ImGui::GetCursorScreenPos();
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
float RAD_MIN = 10.0f, RAD_MAX = 80.0f;
|
||||
float off_x = 10.0f;
|
||||
for (int n = 0; n < 7; n++)
|
||||
{
|
||||
const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (7.0f - 1.0f);
|
||||
ImGui::GetWindowDrawList()->AddCircle(ImVec2(p.x + off_x + rad, p.y + RAD_MAX), rad, ImGui::GetColorU32(ImGuiCol_Text), 0);
|
||||
draw_list->AddCircle(ImVec2(p.x + off_x + rad, p.y + RAD_MAX), rad, ImGui::GetColorU32(ImGuiCol_Text), 0);
|
||||
off_x += 10.0f + rad * 2.0f;
|
||||
}
|
||||
ImGui::Dummy(ImVec2(off_x, RAD_MAX * 2.0f));
|
||||
@ -4135,15 +4290,18 @@ struct ExampleAppConsole
|
||||
}
|
||||
|
||||
ImGui::TextWrapped(
|
||||
"This example implements a console with basic coloring, completion and history. A more elaborate "
|
||||
"This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate "
|
||||
"implementation may want to store entries along with extra data such as timestamp, emitter, etc.");
|
||||
ImGui::TextWrapped("Enter 'HELP' for help, press TAB to use text completion.");
|
||||
ImGui::TextWrapped("Enter 'HELP' for help.");
|
||||
|
||||
// TODO: display items starting from the bottom
|
||||
|
||||
if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine();
|
||||
if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine();
|
||||
if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine();
|
||||
if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); }
|
||||
ImGui::SameLine();
|
||||
if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); }
|
||||
ImGui::SameLine();
|
||||
if (ImGui::SmallButton("Clear")) { ClearLog(); }
|
||||
ImGui::SameLine();
|
||||
bool copy_to_clipboard = ImGui::SmallButton("Copy");
|
||||
//static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); }
|
||||
|
||||
@ -4180,7 +4338,8 @@ struct ExampleAppConsole
|
||||
// To use the clipper we can replace your standard loop:
|
||||
// for (int i = 0; i < Items.Size; i++)
|
||||
// With:
|
||||
// ImGuiListClipper clipper(Items.Size);
|
||||
// ImGuiListClipper clipper;
|
||||
// clipper.Begin(Items.Size);
|
||||
// while (clipper.Step())
|
||||
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
|
||||
// - That your items are evenly spaced (same height)
|
||||
@ -4636,7 +4795,9 @@ static void ShowPlaceholderObject(const char* prefix, int uid)
|
||||
{
|
||||
// Use object uid as identifier. Most commonly you could also use the object pointer as a base ID.
|
||||
ImGui::PushID(uid);
|
||||
ImGui::AlignTextToFramePadding(); // Text and Tree nodes are less high than framed widgets, here we add vertical spacing to make the tree lines equal high.
|
||||
|
||||
// Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high.
|
||||
ImGui::AlignTextToFramePadding();
|
||||
bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid);
|
||||
ImGui::NextColumn();
|
||||
ImGui::AlignTextToFramePadding();
|
||||
@ -4745,7 +4906,8 @@ static void ShowExampleAppLongText(bool* p_open)
|
||||
{
|
||||
// Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper.
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
|
||||
ImGuiListClipper clipper(lines);
|
||||
ImGuiListClipper clipper;
|
||||
clipper.Begin(lines);
|
||||
while (clipper.Step())
|
||||
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
|
||||
ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
|
||||
@ -4852,16 +5014,15 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
|
||||
const float DISTANCE = 10.0f;
|
||||
static int corner = 0;
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
|
||||
if (corner != -1)
|
||||
{
|
||||
window_flags |= ImGuiWindowFlags_NoMove;
|
||||
ImVec2 window_pos = ImVec2((corner & 1) ? io.DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? io.DisplaySize.y - DISTANCE : DISTANCE);
|
||||
ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
|
||||
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
|
||||
}
|
||||
ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
|
||||
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
|
||||
if (corner != -1)
|
||||
window_flags |= ImGuiWindowFlags_NoMove;
|
||||
if (ImGui::Begin("Example: Simple overlay", p_open, window_flags))
|
||||
{
|
||||
ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)");
|
||||
@ -5093,7 +5254,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
|
||||
// Context menu (under default mouse threshold)
|
||||
ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right);
|
||||
if (opt_enable_context_menu && ImGui::IsMouseReleased(ImGuiMouseButton_Right) && drag_delta.x == 0.0f && drag_delta.y == 0.0f)
|
||||
ImGui::OpenPopupContextItem("context");
|
||||
ImGui::OpenPopupOnItemClick("context");
|
||||
if (ImGui::BeginPopup("context"))
|
||||
{
|
||||
if (adding_line)
|
||||
|
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.78
|
||||
// dear imgui, v1.79
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
@ -339,7 +339,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst)
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImDrawList
|
||||
// [SECTION] ImDrawList
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
ImDrawListSharedData::ImDrawListSharedData()
|
||||
@ -1405,7 +1405,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImDrawListSplitter
|
||||
// [SECTION] ImDrawListSplitter
|
||||
//-----------------------------------------------------------------------------
|
||||
// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap..
|
||||
//-----------------------------------------------------------------------------
|
||||
@ -1599,13 +1599,19 @@ void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int ve
|
||||
float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent);
|
||||
ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
|
||||
ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
|
||||
const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF;
|
||||
const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF;
|
||||
const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF;
|
||||
const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r;
|
||||
const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g;
|
||||
const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b;
|
||||
for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)
|
||||
{
|
||||
float d = ImDot(vert->pos - gradient_p0, gradient_extent);
|
||||
float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);
|
||||
int r = ImLerp((int)(col0 >> IM_COL32_R_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_R_SHIFT) & 0xFF, t);
|
||||
int g = ImLerp((int)(col0 >> IM_COL32_G_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_G_SHIFT) & 0xFF, t);
|
||||
int b = ImLerp((int)(col0 >> IM_COL32_B_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_B_SHIFT) & 0xFF, t);
|
||||
int r = (int)(col0_r + col_delta_r * t);
|
||||
int g = (int)(col0_g + col_delta_g * t);
|
||||
int b = (int)(col0_b + col_delta_b * t);
|
||||
vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK);
|
||||
}
|
||||
}
|
||||
@ -1885,11 +1891,11 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
|
||||
if (font_cfg.Name[0] == '\0')
|
||||
ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
|
||||
font_cfg.EllipsisChar = (ImWchar)0x0085;
|
||||
font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units
|
||||
|
||||
const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
|
||||
const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
|
||||
ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges);
|
||||
font->DisplayOffset.y = 1.0f;
|
||||
return font;
|
||||
}
|
||||
|
||||
@ -2762,7 +2768,6 @@ ImFont::ImFont()
|
||||
FallbackAdvanceX = 0.0f;
|
||||
FallbackChar = (ImWchar)'?';
|
||||
EllipsisChar = (ImWchar)-1;
|
||||
DisplayOffset = ImVec2(0.0f, 0.0f);
|
||||
FallbackGlyph = NULL;
|
||||
ContainerAtlas = NULL;
|
||||
ConfigData = NULL;
|
||||
@ -2880,7 +2885,7 @@ void ImFont::GrowIndex(int new_size)
|
||||
// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.
|
||||
// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).
|
||||
// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font.
|
||||
void ImFont::AddGlyph(ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
|
||||
void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
|
||||
{
|
||||
if (cfg != NULL)
|
||||
{
|
||||
@ -3157,8 +3162,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
if (!glyph || !glyph->Visible)
|
||||
return;
|
||||
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
|
||||
pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
|
||||
pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
|
||||
pos.x = IM_FLOOR(pos.x);
|
||||
pos.y = IM_FLOOR(pos.y);
|
||||
draw_list->PrimReserve(6, 4);
|
||||
draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
|
||||
}
|
||||
@ -3169,8 +3174,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
|
||||
|
||||
// Align to be pixel perfect
|
||||
pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
|
||||
pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
|
||||
pos.x = IM_FLOOR(pos.x);
|
||||
pos.y = IM_FLOOR(pos.y);
|
||||
float x = pos.x;
|
||||
float y = pos.y;
|
||||
if (y > clip_rect.w)
|
||||
|
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.78
|
||||
// dear imgui, v1.79
|
||||
// (internal structures/api)
|
||||
|
||||
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
|
||||
@ -163,7 +163,9 @@ namespace ImStb
|
||||
|
||||
// Debug Logging for selected systems. Remove the '((void)0) //' to enable.
|
||||
//#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log
|
||||
//#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log
|
||||
#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log
|
||||
#define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log
|
||||
|
||||
// Static Asserts
|
||||
#if (__cplusplus >= 201100)
|
||||
@ -642,12 +644,13 @@ enum ImGuiSliderFlagsPrivate_
|
||||
enum ImGuiSelectableFlagsPrivate_
|
||||
{
|
||||
// NB: need to be in sync with last value of ImGuiSelectableFlags_
|
||||
ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20,
|
||||
ImGuiSelectableFlags_SelectOnClick = 1 << 21, // Override button behavior to react on Click (default is Click+Release)
|
||||
ImGuiSelectableFlags_SelectOnRelease = 1 << 22, // Override button behavior to react on Release (default is Click+Release)
|
||||
ImGuiSelectableFlags_SpanAvailWidth = 1 << 23, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)
|
||||
ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
|
||||
ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25
|
||||
ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20,
|
||||
ImGuiSelectableFlags_SelectOnClick = 1 << 21, // Override button behavior to react on Click (default is Click+Release)
|
||||
ImGuiSelectableFlags_SelectOnRelease = 1 << 22, // Override button behavior to react on Release (default is Click+Release)
|
||||
ImGuiSelectableFlags_SpanAvailWidth = 1 << 23, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)
|
||||
ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
|
||||
ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem)
|
||||
ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26 // Disable padding each side with ItemSpacing * 0.5f
|
||||
};
|
||||
|
||||
// Extend ImGuiTreeNodeFlags_
|
||||
@ -774,7 +777,8 @@ enum ImGuiNavLayer
|
||||
enum ImGuiPopupPositionPolicy
|
||||
{
|
||||
ImGuiPopupPositionPolicy_Default,
|
||||
ImGuiPopupPositionPolicy_ComboBox
|
||||
ImGuiPopupPositionPolicy_ComboBox,
|
||||
ImGuiPopupPositionPolicy_Tooltip
|
||||
};
|
||||
|
||||
struct ImGuiDataTypeTempStorage
|
||||
@ -785,7 +789,8 @@ struct ImGuiDataTypeTempStorage
|
||||
// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo().
|
||||
struct ImGuiDataTypeInfo
|
||||
{
|
||||
size_t Size; // Size in byte
|
||||
size_t Size; // Size in bytes
|
||||
const char* Name; // Short descriptive name for the type, for debugging
|
||||
const char* PrintFmt; // Default printf format for the type
|
||||
const char* ScanFmt; // Default scanf format for the type
|
||||
};
|
||||
@ -858,6 +863,7 @@ struct IMGUI_API ImGuiInputTextState
|
||||
float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately
|
||||
bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
|
||||
bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
|
||||
bool Edited; // edited this frame
|
||||
ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback
|
||||
ImGuiInputTextCallback UserCallback; // "
|
||||
void* UserCallbackData; // "
|
||||
@ -1189,11 +1195,11 @@ struct ImGuiContext
|
||||
ImGuiKeyModFlags NavJustMovedToKeyMods;
|
||||
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
|
||||
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
|
||||
ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
|
||||
ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
|
||||
int NavScoringCount; // Metrics for debugging
|
||||
ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
|
||||
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
|
||||
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid
|
||||
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
|
||||
bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
|
||||
bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
|
||||
bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
|
||||
@ -1202,7 +1208,6 @@ struct ImGuiContext
|
||||
bool NavInitRequestFromMove;
|
||||
ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
|
||||
ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window)
|
||||
bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items
|
||||
bool NavMoveRequest; // Move request for this frame
|
||||
ImGuiNavMoveFlags NavMoveRequestFlags;
|
||||
ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu)
|
||||
@ -1288,6 +1293,7 @@ struct ImGuiContext
|
||||
// Platform support
|
||||
ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor
|
||||
ImVec2 PlatformImeLastPos;
|
||||
char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point
|
||||
|
||||
// Settings
|
||||
bool SettingsLoaded;
|
||||
@ -1388,7 +1394,6 @@ struct ImGuiContext
|
||||
NavInitRequest = false;
|
||||
NavInitRequestFromMove = false;
|
||||
NavInitResultId = 0;
|
||||
NavMoveFromClampedRefRect = false;
|
||||
NavMoveRequest = false;
|
||||
NavMoveRequestFlags = ImGuiNavMoveFlags_None;
|
||||
NavMoveRequestForward = ImGuiNavForward_None;
|
||||
@ -1439,6 +1444,7 @@ struct ImGuiContext
|
||||
TooltipOverrideCount = 0;
|
||||
|
||||
PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
|
||||
PlatformLocaleDecimalPoint = '.';
|
||||
|
||||
SettingsLoaded = false;
|
||||
SettingsDirtyTimer = 0.0f;
|
||||
@ -1491,9 +1497,8 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
|
||||
// Keyboard/Gamepad navigation
|
||||
ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
|
||||
int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping.
|
||||
int NavLayerActiveMask; // Which layer have been written to (result from previous frame)
|
||||
int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame)
|
||||
int NavLayerActiveMask; // Which layers have been written to (result from previous frame)
|
||||
int NavLayerActiveMaskNext; // Which layers have been written to (accumulator for current frame)
|
||||
ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending
|
||||
bool NavHideHighlightOneFrame;
|
||||
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
|
||||
@ -1538,7 +1543,6 @@ struct IMGUI_API ImGuiWindowTempData
|
||||
|
||||
NavLayerActiveMask = NavLayerActiveMaskNext = 0x00;
|
||||
NavLayerCurrent = ImGuiNavLayer_Main;
|
||||
NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
|
||||
NavFocusScopeIdCurrent = 0;
|
||||
NavHideHighlightOneFrame = false;
|
||||
NavHasScroll = false;
|
||||
@ -1580,6 +1584,7 @@ struct IMGUI_API ImGuiWindow
|
||||
ImVec2 ScrollMax;
|
||||
ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
|
||||
ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
|
||||
ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold
|
||||
ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.
|
||||
bool ScrollbarX, ScrollbarY; // Are scrollbars visible?
|
||||
bool Active; // Set to true on Begin(), unless Collapsed
|
||||
@ -1696,7 +1701,8 @@ enum ImGuiTabBarFlagsPrivate_
|
||||
// Extend ImGuiTabItemFlags_
|
||||
enum ImGuiTabItemFlagsPrivate_
|
||||
{
|
||||
ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)
|
||||
ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)
|
||||
ImGuiTabItemFlags_Button = 1 << 21 // Used by TabItemButton, change the tab item behavior to mimic a button
|
||||
};
|
||||
|
||||
// Storage for one active tab item (sizeof() 28~32 bytes)
|
||||
@ -1708,11 +1714,13 @@ struct ImGuiTabItem
|
||||
int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance
|
||||
float Offset; // Position relative to beginning of tab
|
||||
float Width; // Width currently displayed
|
||||
float ContentWidth; // Width of actual contents, stored during BeginTabItem() call
|
||||
float ContentWidth; // Width of label, stored during BeginTabItem() call
|
||||
ImS16 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
|
||||
ImS8 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
|
||||
ImS8 IndexDuringLayout; // Index only used during TabBarLayout()
|
||||
bool WantClose; // Marked as closed by SetTabItemClosed()
|
||||
|
||||
ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; WantClose = false; }
|
||||
ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; BeginOrder = -1; IndexDuringLayout = -1; WantClose = false; }
|
||||
};
|
||||
|
||||
// Storage for a tab bar (sizeof() 92~96 bytes)
|
||||
@ -1727,19 +1735,22 @@ struct ImGuiTabBar
|
||||
int PrevFrameVisible;
|
||||
ImRect BarRect;
|
||||
float LastTabContentHeight; // Record the height of contents submitted below the tab bar
|
||||
float OffsetMax; // Distance from BarRect.Min.x, locked during layout
|
||||
float OffsetMaxIdeal; // Ideal offset if all tabs were visible and not clipped
|
||||
float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set.
|
||||
float WidthAllTabs; // Actual width of all tabs (locked during layout)
|
||||
float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped
|
||||
float ScrollingAnim;
|
||||
float ScrollingTarget;
|
||||
float ScrollingTargetDistToVisibility;
|
||||
float ScrollingSpeed;
|
||||
float ScrollingRectMinX;
|
||||
float ScrollingRectMaxX;
|
||||
ImGuiTabBarFlags Flags;
|
||||
ImGuiID ReorderRequestTabId;
|
||||
ImS8 ReorderRequestDir;
|
||||
ImS8 TabsActiveCount; // Number of tabs submitted this frame.
|
||||
bool WantLayout;
|
||||
bool VisibleTabWasSubmitted;
|
||||
short LastTabItemIdx; // For BeginTabItem()/EndTabItem()
|
||||
bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame
|
||||
short LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem()
|
||||
ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar()
|
||||
ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer.
|
||||
|
||||
@ -1819,10 +1830,10 @@ namespace ImGui
|
||||
|
||||
// Scrolling
|
||||
IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is
|
||||
IMGUI_API void SetScrollX(ImGuiWindow* window, float new_scroll_x);
|
||||
IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
|
||||
IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f);
|
||||
IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f);
|
||||
IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x);
|
||||
IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y);
|
||||
IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio);
|
||||
IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio);
|
||||
IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
|
||||
|
||||
// Basic Accessors
|
||||
@ -1838,6 +1849,7 @@ namespace ImGui
|
||||
IMGUI_API void KeepAliveID(ImGuiID id);
|
||||
IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function.
|
||||
IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes)
|
||||
IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed);
|
||||
|
||||
// Basic Helpers for widget code
|
||||
IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
|
||||
@ -1871,7 +1883,7 @@ namespace ImGui
|
||||
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags);
|
||||
IMGUI_API ImGuiWindow* GetTopMostPopupModal();
|
||||
IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
|
||||
IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default);
|
||||
IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);
|
||||
|
||||
// Gamepad/Keyboard Navigation
|
||||
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
|
||||
@ -1926,7 +1938,8 @@ namespace ImGui
|
||||
IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);
|
||||
IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id);
|
||||
IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
|
||||
IMGUI_API void TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir);
|
||||
IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir);
|
||||
IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar);
|
||||
IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags);
|
||||
IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button);
|
||||
IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);
|
||||
@ -1988,8 +2001,8 @@ namespace ImGui
|
||||
// Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
|
||||
// To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
|
||||
// e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); "
|
||||
template<typename T, typename FLOAT_T> IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);
|
||||
template<typename T, typename FLOAT_T> IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);
|
||||
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);
|
||||
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);
|
||||
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags);
|
||||
template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
|
||||
template<typename T, typename SIGNED_T> IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);
|
||||
@ -1997,8 +2010,9 @@ namespace ImGui
|
||||
// Data type helpers
|
||||
IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type);
|
||||
IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format);
|
||||
IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2);
|
||||
IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2);
|
||||
IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format);
|
||||
IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2);
|
||||
IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max);
|
||||
|
||||
// InputText
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -148,6 +148,8 @@
|
||||
// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right
|
||||
// STB_TEXTEDIT_K_UP keyboard input to move cursor up
|
||||
// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down
|
||||
// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page
|
||||
// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page
|
||||
// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME
|
||||
// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END
|
||||
// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME
|
||||
@ -170,14 +172,10 @@
|
||||
// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text
|
||||
// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text
|
||||
//
|
||||
// Todo:
|
||||
// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page
|
||||
// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page
|
||||
//
|
||||
// Keyboard input must be encoded as a single integer value; e.g. a character code
|
||||
// and some bitflags that represent shift states. to simplify the interface, SHIFT must
|
||||
// be a bitflag, so we can test the shifted state of cursor movements to allow selection,
|
||||
// i.e. (STB_TEXTED_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.
|
||||
// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.
|
||||
//
|
||||
// You can encode other things, such as CONTROL or ALT, in additional bits, and
|
||||
// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example,
|
||||
@ -337,6 +335,10 @@ typedef struct
|
||||
// each textfield keeps its own insert mode state. to keep an app-wide
|
||||
// insert mode, copy this value in/out of the app state
|
||||
|
||||
int row_count_per_page;
|
||||
// page size in number of row.
|
||||
// this value MUST be set to >0 for pageup or pagedown in multilines documents.
|
||||
|
||||
/////////////////////
|
||||
//
|
||||
// private data
|
||||
@ -855,12 +857,16 @@ retry:
|
||||
break;
|
||||
|
||||
case STB_TEXTEDIT_K_DOWN:
|
||||
case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: {
|
||||
case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT:
|
||||
case STB_TEXTEDIT_K_PGDOWN:
|
||||
case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: {
|
||||
StbFindState find;
|
||||
StbTexteditRow row;
|
||||
int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
|
||||
int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
|
||||
int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN;
|
||||
int row_count = is_page ? state->row_count_per_page : 1;
|
||||
|
||||
if (state->single_line) {
|
||||
if (!is_page && state->single_line) {
|
||||
// on windows, up&down in single-line behave like left&right
|
||||
key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT);
|
||||
goto retry;
|
||||
@ -869,17 +875,25 @@ retry:
|
||||
if (sel)
|
||||
stb_textedit_prep_selection_at_cursor(state);
|
||||
else if (STB_TEXT_HAS_SELECTION(state))
|
||||
stb_textedit_move_to_last(str,state);
|
||||
stb_textedit_move_to_last(str, state);
|
||||
|
||||
// compute current position of cursor point
|
||||
stb_textedit_clamp(str, state);
|
||||
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
|
||||
|
||||
// now find character position down a row
|
||||
if (find.length) {
|
||||
float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
|
||||
float x;
|
||||
for (j = 0; j < row_count; ++j) {
|
||||
float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;
|
||||
int start = find.first_char + find.length;
|
||||
|
||||
if (find.length == 0)
|
||||
break;
|
||||
|
||||
// [DEAR IMGUI]
|
||||
// going down while being on the last line shouldn't bring us to that line end
|
||||
if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE)
|
||||
break;
|
||||
|
||||
// now find character position down a row
|
||||
state->cursor = start;
|
||||
STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
|
||||
x = row.x0;
|
||||
@ -901,17 +915,25 @@ retry:
|
||||
|
||||
if (sel)
|
||||
state->select_end = state->cursor;
|
||||
|
||||
// go to next line
|
||||
find.first_char = find.first_char + find.length;
|
||||
find.length = row.num_chars;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
case STB_TEXTEDIT_K_UP:
|
||||
case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: {
|
||||
case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT:
|
||||
case STB_TEXTEDIT_K_PGUP:
|
||||
case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: {
|
||||
StbFindState find;
|
||||
StbTexteditRow row;
|
||||
int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
|
||||
int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
|
||||
int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP;
|
||||
int row_count = is_page ? state->row_count_per_page : 1;
|
||||
|
||||
if (state->single_line) {
|
||||
if (!is_page && state->single_line) {
|
||||
// on windows, up&down become left&right
|
||||
key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT);
|
||||
goto retry;
|
||||
@ -926,11 +948,14 @@ retry:
|
||||
stb_textedit_clamp(str, state);
|
||||
stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
|
||||
|
||||
// can only go up if there's a previous row
|
||||
if (find.prev_first != find.first_char) {
|
||||
for (j = 0; j < row_count; ++j) {
|
||||
float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;
|
||||
|
||||
// can only go up if there's a previous row
|
||||
if (find.prev_first == find.first_char)
|
||||
break;
|
||||
|
||||
// now find character position up a row
|
||||
float goal_x = state->has_preferred_x ? state->preferred_x : find.x;
|
||||
float x;
|
||||
state->cursor = find.prev_first;
|
||||
STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
|
||||
x = row.x0;
|
||||
@ -952,6 +977,14 @@ retry:
|
||||
|
||||
if (sel)
|
||||
state->select_end = state->cursor;
|
||||
|
||||
// go to previous line
|
||||
// (we need to scan previous line the hard way. maybe we could expose this as a new API function?)
|
||||
prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0;
|
||||
while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE)
|
||||
--prev_scan;
|
||||
find.first_char = find.prev_first;
|
||||
find.prev_first = prev_scan;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -1075,10 +1108,6 @@ retry:
|
||||
state->has_preferred_x = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
// @TODO:
|
||||
// STB_TEXTEDIT_K_PGUP - move cursor up a page
|
||||
// STB_TEXTEDIT_K_PGDOWN - move cursor down a page
|
||||
}
|
||||
}
|
||||
|
||||
@ -1134,7 +1163,7 @@ static void stb_textedit_discard_redo(StbUndoState *state)
|
||||
state->undo_rec[i].char_storage += n;
|
||||
}
|
||||
// now move all the redo records towards the end of the buffer; the first one is at 'redo_point'
|
||||
// {DEAR IMGUI]
|
||||
// [DEAR IMGUI]
|
||||
size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0]));
|
||||
const char* buf_begin = (char*)state->undo_rec; (void)buf_begin;
|
||||
const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end;
|
||||
@ -1350,6 +1379,7 @@ static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_lin
|
||||
state->initialized = 1;
|
||||
state->single_line = (unsigned char) is_single_line;
|
||||
state->insert_mode = 0;
|
||||
state->row_count_per_page = 0;
|
||||
}
|
||||
|
||||
// API initialize
|
||||
|
@ -338,8 +338,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
ImVector<ImFontBuildDstDataFT> dst_tmp_array;
|
||||
src_tmp_array.resize(atlas->ConfigData.Size);
|
||||
dst_tmp_array.resize(atlas->Fonts.Size);
|
||||
memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
|
||||
memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());
|
||||
memset((void*)src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
|
||||
memset((void*)dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());
|
||||
|
||||
// 1. Initialize font loading structure, check font data validity
|
||||
for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)
|
||||
|
Reference in New Issue
Block a user