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5 Commits
Author | SHA1 | Date | |
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e3e1fbcf02 | |||
d79ca9b0b6 | |||
e6ffc04291 | |||
32d4f6c5d9 | |||
f969e68c10 |
@ -14,6 +14,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions.
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// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.
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// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
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// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state.
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@ -625,7 +626,7 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects()
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"}\n";
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const GLchar* vertex_shader_glsl_300_es =
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"precision mediump float;\n"
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"precision highp float;\n"
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"layout (location = 0) in vec2 Position;\n"
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"layout (location = 1) in vec2 UV;\n"
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"layout (location = 2) in vec4 Color;\n"
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@ -31,6 +31,26 @@ HOW TO UPDATE?
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- Please report any issue!
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-----------------------------------------------------------------------
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VERSION 1.84.2 (Released 2021-08-23)
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-----------------------------------------------------------------------
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Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.84.2
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- Disabled: Fixed nested BeginDisabled()/EndDisabled() calls. (#211, #4452, #4453, #4462) [@Legulysse]
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- Backends: OpenGL3: OpenGL: Fixed ES 3.0 shader ("#version 300 es") to use normal precision
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floats. Avoid wobbly rendering at HD resolutions. (#4463) [@nicolasnoble]
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-----------------------------------------------------------------------
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VERSION 1.84.1 (Released 2021-08-20)
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-----------------------------------------------------------------------
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Decorated log: https://github.com/ocornut/imgui/releases/tag/v1.84.1
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- Disabled: Fixed BeginDisabled(false) - BeginDisabled(true) was working. (#211, #4452, #4453)
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-----------------------------------------------------------------------
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VERSION 1.84 (Released 2021-08-20)
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-----------------------------------------------------------------------
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11
imgui.cpp
11
imgui.cpp
@ -6621,7 +6621,7 @@ void ImGui::PopItemFlag()
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// - Those can be nested but this cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep things disabled)
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// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
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// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
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// - BeginDisabled(false) essentially does nothing but is provided to facilitate use of boolean expressions
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// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
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// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
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void ImGui::BeginDisabled(bool disabled)
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{
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@ -6629,12 +6629,11 @@ void ImGui::BeginDisabled(bool disabled)
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bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
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if (!was_disabled && disabled)
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{
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//PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
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g.DisabledAlphaBackup = g.Style.Alpha;
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g.Style.Alpha *= g.Style.DisabledAlpha;
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g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
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}
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//PushItemFlag(ImGuiItemFlags_Disabled, was_disabled || disabled);
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g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
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if (was_disabled || disabled)
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g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
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g.ItemFlagsStack.push_back(g.CurrentItemFlags);
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}
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@ -6644,7 +6643,7 @@ void ImGui::EndDisabled()
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bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
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//PopItemFlag();
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g.ItemFlagsStack.pop_back();
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g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled;
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g.CurrentItemFlags = g.ItemFlagsStack.back();
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if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
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g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
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}
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70
imgui.h
70
imgui.h
@ -60,8 +60,8 @@ Index of this file:
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// Version
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// (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)
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#define IMGUI_VERSION "1.84"
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#define IMGUI_VERSION_NUM 18400
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#define IMGUI_VERSION "1.84.2"
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#define IMGUI_VERSION_NUM 18405
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#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
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#define IMGUI_HAS_TABLE
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@ -160,7 +160,7 @@ struct ImGuiTextBuffer; // Helper to hold and append into a text buf
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struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
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struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor
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// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
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// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file)
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// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
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// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
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// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
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@ -200,27 +200,22 @@ typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: f
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typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport
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typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild()
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// Other types
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#ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx']
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typedef void* ImTextureID; // User data for rendering backend to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details.
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#endif
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typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string.
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typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
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typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
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typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
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typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
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// Character types
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// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
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typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
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typedef ImWchar32 ImWchar;
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#else
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typedef ImWchar16 ImWchar;
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// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
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// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
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// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
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#ifndef ImTextureID
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typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
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#endif
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// Basic scalar data types
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// ImDrawIdx: vertex index. [Compile-time configurable type]
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// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
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// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
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#ifndef ImDrawIdx
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typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends)
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#endif
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// Scalar data types
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typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string)
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typedef signed char ImS8; // 8-bit signed integer
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typedef unsigned char ImU8; // 8-bit unsigned integer
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typedef signed short ImS16; // 16-bit signed integer
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@ -239,7 +234,24 @@ typedef signed long long ImS64; // 64-bit signed integer (post C++11)
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typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
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#endif
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// 2D vector (often used to store positions or sizes)
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// Character types
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// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
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typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
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#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
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typedef ImWchar32 ImWchar;
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#else
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typedef ImWchar16 ImWchar;
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#endif
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// Callback and functions types
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typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText()
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typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints()
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typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
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typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions()
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// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
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// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
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IM_MSVC_RUNTIME_CHECKS_OFF
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struct ImVec2
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{
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@ -253,7 +265,7 @@ struct ImVec2
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#endif
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};
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// 4D vector (often used to store floating-point colors)
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// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
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struct ImVec4
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{
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float x, y, z, w;
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@ -618,7 +630,7 @@ namespace ImGui
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IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
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// Widgets: Data Plotting
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// - Consider using ImPlot (https://github.com/epezent/implot)
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// - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
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IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
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IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
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IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
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@ -801,6 +813,7 @@ namespace ImGui
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// Disabling [BETA API]
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// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
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// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
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IMGUI_API void BeginDisabled(bool disabled = true);
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IMGUI_API void EndDisabled();
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@ -2275,13 +2288,6 @@ struct ImDrawCmd
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inline ImTextureID GetTexID() const { return TextureId; }
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};
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// Vertex index, default to 16-bit
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// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer backend (recommended).
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// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h.
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#ifndef ImDrawIdx
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typedef unsigned short ImDrawIdx;
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#endif
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// Vertex layout
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#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
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struct ImDrawVert
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