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30
.gitattributes
vendored
Normal file
30
.gitattributes
vendored
Normal file
@@ -0,0 +1,30 @@
|
||||
* text=auto
|
||||
|
||||
*.c text
|
||||
*.cpp text
|
||||
*.h text
|
||||
*.m text
|
||||
*.mm text
|
||||
*.md text
|
||||
*.txt text
|
||||
*.html text
|
||||
*.bat text
|
||||
*.frag text
|
||||
*.vert text
|
||||
*.mkb text
|
||||
*.icf text
|
||||
|
||||
*.sln text eol=crlf
|
||||
*.vcxproj text eol=crlf
|
||||
*.vcxproj.filters text eol=crlf
|
||||
*.natvis text eol=crlf
|
||||
|
||||
Makefile text eol=lf
|
||||
*.sh text eol=lf
|
||||
*.pbxproj text eol=lf
|
||||
*.storyboard text eol=lf
|
||||
*.plist text eol=lf
|
||||
|
||||
*.png binary
|
||||
*.ttf binary
|
||||
*.lib binary
|
@@ -1,16 +1,16 @@
|
||||
(Click "Preview" to turn any http URL into a clickable link)
|
||||
|
||||
1. PLEASE CAREFULLY READ:
|
||||
https://github.com/ocornut/imgui/issues/2261
|
||||
1. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md)
|
||||
|
||||
2. IF YOU ARE HAVING AN ISSUE COMPILING/LINKING/RUNNING/LOADING FONTS, please post on the "Getting Started" Discourse forum:
|
||||
https://discourse.dearimgui.org
|
||||
2. PLEASE CAREFULLY READ: https://github.com/ocornut/imgui/issues/2261
|
||||
|
||||
3. PLEASE MAKE SURE that you have: read the FAQ in imgui.cpp; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1).
|
||||
2. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING/LOADING FONTS, please use the [Discord server](http://discord.dearimgui.org).
|
||||
|
||||
3. PLEASE MAKE SURE that you have: read the FAQ; explored the contents of `ShowDemoWindow()` including the Examples menu; searched among Issues; used your IDE to search for keywords in all sources and text files; and read the link provided in (1) (2).
|
||||
|
||||
4. Be mindful that messages are being sent to the e-mail box of "Watching" users. Try to proof-read your messages before sending them. Edits are not seen by those users.
|
||||
|
||||
5. Delete points 1-5 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
|
||||
5. Delete points 1-6 and PLEASE FILL THE TEMPLATE BELOW before submitting your issue.
|
||||
|
||||
Thank you!
|
||||
|
241
.github/workflows/build.yml
vendored
Normal file
241
.github/workflows/build.yml
vendored
Normal file
@@ -0,0 +1,241 @@
|
||||
name: build
|
||||
|
||||
on:
|
||||
push: {}
|
||||
pull_request: {}
|
||||
schedule:
|
||||
- cron: '0 9 * * *'
|
||||
|
||||
jobs:
|
||||
Windows:
|
||||
runs-on: windows-2019
|
||||
env:
|
||||
MSBUILD_PATH: C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Current\Bin\
|
||||
# Until gh-actions allow us to use env variables inside other env variables (because we need %GITHUB_WORKSPACE%) we have to use relative path to imgui/examples/example_name directory.
|
||||
SDL2_DIR: ..\..\SDL2-devel-2.0.10-VC\SDL2-2.0.10\
|
||||
VULKAN_SDK: ..\..\vulkan-sdk-1.1.121.2\
|
||||
steps:
|
||||
- uses: actions/checkout@v1
|
||||
with:
|
||||
fetch-depth: 1
|
||||
|
||||
- name: Install Dependencies
|
||||
shell: powershell
|
||||
run: |
|
||||
Invoke-WebRequest -Uri "https://www.libsdl.org/release/SDL2-devel-2.0.10-VC.zip" -OutFile "SDL2-devel-2.0.10-VC.zip"
|
||||
Expand-Archive -Path SDL2-devel-2.0.10-VC.zip
|
||||
Invoke-WebRequest -Uri "https://github.com/ocornut/imgui/files/3789205/vulkan-sdk-1.1.121.2.zip" -OutFile vulkan-sdk-1.1.121.2.zip
|
||||
Expand-Archive -Path vulkan-sdk-1.1.121.2.zip
|
||||
|
||||
- name: Fix Projects
|
||||
shell: powershell
|
||||
run: |
|
||||
# WARNING: This will need updating if toolset/sdk change in project files!
|
||||
gci -recurse -filter "*.vcxproj" | ForEach-Object {
|
||||
# Fix SDK and toolset for most samples.
|
||||
(Get-Content $_.FullName) -Replace "<PlatformToolset>v110</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
|
||||
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
|
||||
# Fix SDK and toolset for samples that require newer SDK/toolset. At the moment it is only dx12.
|
||||
(Get-Content $_.FullName) -Replace "<PlatformToolset>v140</PlatformToolset>","<PlatformToolset>v142</PlatformToolset>" | Set-Content -Path $_.FullName
|
||||
(Get-Content $_.FullName) -Replace "<WindowsTargetPlatformVersion>10.0.14393.0</WindowsTargetPlatformVersion>","<WindowsTargetPlatformVersion>10.0.18362.0</WindowsTargetPlatformVersion>" | Set-Content -Path $_.FullName
|
||||
}
|
||||
|
||||
# Not using matrix here because it would inflate job count too much. Check out and setup is done for every job and that makes build times way too long.
|
||||
- name: Build example_null (extra warnings)
|
||||
run: mingw32-make -C examples/example_null EXTRA_WARNINGS=1
|
||||
|
||||
- name: Build Win32 example_glfw_opengl2
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
|
||||
- name: Build Win32 example_glfw_opengl3
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
if: github.event_name == 'schedule'
|
||||
|
||||
- name: Build Win32 example_glfw_vulkan
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
if: github.event_name == 'schedule'
|
||||
|
||||
- name: Build Win32 example_sdl_vulkan
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
if: github.event_name == 'schedule'
|
||||
|
||||
- name: Build Win32 example_sdl_opengl2
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
if: github.event_name == 'schedule'
|
||||
|
||||
- name: Build Win32 example_sdl_opengl3
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
|
||||
- name: Build Win32 example_sdl_directx11
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
if: github.event_name == 'schedule'
|
||||
|
||||
- name: Build Win32 example_win32_directx9
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
|
||||
- name: Build Win32 example_win32_directx10
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
|
||||
- name: Build Win32 example_win32_directx11
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=Win32 /p:Configuration=Release'
|
||||
if: github.event_name == 'schedule'
|
||||
|
||||
- name: Build x64 example_glfw_opengl2
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl2/example_glfw_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
if: github.event_name == 'schedule'
|
||||
|
||||
- name: Build x64 example_glfw_opengl3
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_opengl3/example_glfw_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
|
||||
- name: Build x64 example_glfw_vulkan
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_glfw_vulkan/example_glfw_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
|
||||
- name: Build x64 example_sdl_vulkan
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_vulkan/example_sdl_vulkan.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
if: github.event_name == 'schedule'
|
||||
|
||||
- name: Build x64 example_sdl_opengl2
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl2/example_sdl_opengl2.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
if: github.event_name == 'schedule'
|
||||
|
||||
- name: Build x64 example_sdl_opengl3
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_opengl3/example_sdl_opengl3.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
if: github.event_name == 'schedule'
|
||||
|
||||
- name: Build x64 example_sdl_directx11
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_sdl_directx11/example_sdl_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
|
||||
- name: Build x64 example_win32_directx9
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx9/example_win32_directx9.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
if: github.event_name == 'schedule'
|
||||
|
||||
- name: Build x64 example_win32_directx10
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx10/example_win32_directx10.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
if: github.event_name == 'schedule'
|
||||
|
||||
- name: Build x64 example_win32_directx11
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx11/example_win32_directx11.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
if: github.event_name == 'schedule'
|
||||
|
||||
- name: Build x64 example_win32_directx12
|
||||
shell: cmd
|
||||
run: '"%MSBUILD_PATH%\MSBuild.exe" examples/example_win32_directx12/example_win32_directx12.vcxproj /p:Platform=x64 /p:Configuration=Release'
|
||||
|
||||
Linux:
|
||||
runs-on: ubuntu-18.04
|
||||
steps:
|
||||
- uses: actions/checkout@v1
|
||||
with:
|
||||
fetch-depth: 1
|
||||
|
||||
- name: Install Dependencies
|
||||
run: |
|
||||
sudo apt-get update
|
||||
sudo apt-get install -y libglfw3-dev libsdl2-dev
|
||||
|
||||
- name: Build example_null (extra warnings)
|
||||
run: make -C examples/example_null EXTRA_WARNINGS=1
|
||||
|
||||
- name: Build example_glfw_opengl2
|
||||
run: make -C examples/example_glfw_opengl2
|
||||
|
||||
- name: Build example_glfw_opengl3
|
||||
run: make -C examples/example_glfw_opengl3
|
||||
if: github.event_name == 'schedule'
|
||||
|
||||
- name: Build example_sdl_opengl2
|
||||
run: make -C examples/example_sdl_opengl2
|
||||
if: github.event_name == 'schedule'
|
||||
|
||||
- name: Build example_sdl_opengl3
|
||||
run: make -C examples/example_sdl_opengl3
|
||||
|
||||
MacOS:
|
||||
runs-on: macOS-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v1
|
||||
with:
|
||||
fetch-depth: 1
|
||||
|
||||
- name: Install Dependencies
|
||||
run: |
|
||||
brew install glfw3
|
||||
brew install sdl2
|
||||
|
||||
- name: Build example_null (extra warnings)
|
||||
run: make -C examples/example_null EXTRA_WARNINGS=1
|
||||
|
||||
- name: Build example_glfw_opengl2
|
||||
run: make -C examples/example_glfw_opengl2
|
||||
|
||||
- name: Build example_glfw_opengl3
|
||||
run: make -C examples/example_glfw_opengl3
|
||||
if: github.event_name == 'schedule'
|
||||
|
||||
- name: Build example_glfw_metal
|
||||
run: make -C examples/example_glfw_metal
|
||||
|
||||
- name: Build example_sdl_opengl2
|
||||
run: make -C examples/example_sdl_opengl2
|
||||
if: github.event_name == 'schedule'
|
||||
|
||||
- name: Build example_sdl_opengl3
|
||||
run: make -C examples/example_sdl_opengl3
|
||||
|
||||
- name: Build example_apple_metal
|
||||
run: xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos
|
||||
|
||||
- name: Build example_apple_opengl2
|
||||
run: xcodebuild -project examples/example_apple_opengl2/example_apple_opengl2.xcodeproj -target example_osx_opengl2
|
||||
|
||||
iOS:
|
||||
runs-on: macOS-latest
|
||||
steps:
|
||||
- uses: actions/checkout@v1
|
||||
with:
|
||||
fetch-depth: 1
|
||||
|
||||
- name: Build example_apple_metal
|
||||
run: |
|
||||
# Code signing is required, but we disable it because it is irrelevant for CI builds.
|
||||
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_ios CODE_SIGN_IDENTITY="" CODE_SIGNING_REQUIRED=NO CODE_SIGNING_ALLOWED=NO
|
||||
|
||||
Emscripten:
|
||||
runs-on: ubuntu-18.04
|
||||
steps:
|
||||
- uses: actions/checkout@v1
|
||||
with:
|
||||
fetch-depth: 1
|
||||
|
||||
- name: Install Dependencies
|
||||
run: |
|
||||
wget -q https://github.com/emscripten-core/emsdk/archive/master.tar.gz
|
||||
tar -xvf master.tar.gz
|
||||
emsdk-master/emsdk update
|
||||
emsdk-master/emsdk install latest-fastcomp
|
||||
emsdk-master/emsdk activate latest-fastcomp
|
||||
|
||||
- name: Build example_emscripten
|
||||
run: |
|
||||
source emsdk-master/emsdk_env.sh
|
||||
make -C examples/example_emscripten
|
34
.travis.yml
34
.travis.yml
@@ -1,34 +0,0 @@
|
||||
language: cpp
|
||||
sudo: required
|
||||
dist: trusty
|
||||
|
||||
os:
|
||||
- linux
|
||||
- osx
|
||||
|
||||
compiler:
|
||||
- gcc
|
||||
- clang
|
||||
|
||||
before_install:
|
||||
- if [ $TRAVIS_OS_NAME == linux ]; then
|
||||
sudo apt-get update -qq;
|
||||
sudo apt-get install -y --no-install-recommends libxrandr-dev libxi-dev libxxf86vm-dev libsdl2-dev;
|
||||
wget https://github.com/glfw/glfw/releases/download/3.2.1/glfw-3.2.1.zip;
|
||||
unzip glfw-3.2.1.zip && cd glfw-3.2.1;
|
||||
cmake -DBUILD_SHARED_LIBS=true -DGLFW_BUILD_EXAMPLES=false -DGLFW_BUILD_TESTS=false -DGLFW_BUILD_DOCS=false .;
|
||||
sudo make -j $CPU_NUM install && cd ..;
|
||||
fi
|
||||
- if [ $TRAVIS_OS_NAME == osx ]; then
|
||||
brew update;
|
||||
brew install glfw3;
|
||||
brew install sdl2;
|
||||
fi
|
||||
|
||||
script:
|
||||
- make -C examples/example_glfw_opengl2
|
||||
- make -C examples/example_glfw_opengl3
|
||||
- make -C examples/example_sdl_opengl3
|
||||
- if [ $TRAVIS_OS_NAME == osx ]; then
|
||||
xcodebuild -project examples/example_apple_metal/example_apple_metal.xcodeproj -target example_apple_metal_macos;
|
||||
fi
|
@@ -29,6 +29,79 @@ HOW TO UPDATE?
|
||||
- Please report any issue!
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.74 (Released 2019-11-25)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking Changes:
|
||||
- Removed redirecting functions/enums names that were marked obsolete in 1.52 (October 2017):
|
||||
- Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
|
||||
- IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
|
||||
- AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding()
|
||||
- SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
|
||||
- ImFont::Glyph -> use ImFontGlyph
|
||||
If you were still using the old names, read "API Breaking Changes" section of imgui.cpp to find out
|
||||
the new names or equivalent features, or see how they were implemented until 1.73.
|
||||
- Inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used
|
||||
by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
|
||||
If you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can
|
||||
add +io.KeyRepeatDelay to it to compensate for the fix.
|
||||
The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0).
|
||||
Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
|
||||
Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate.
|
||||
If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
|
||||
- Misc: Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS. (#1038)
|
||||
- Misc: Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS.
|
||||
- Fonts: ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to
|
||||
conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
|
||||
- Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
|
||||
The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate]
|
||||
|
||||
Other Changes:
|
||||
- InputText, Nav: Fixed Home/End key broken when activating Keyboard Navigation. (#787)
|
||||
- InputText: Filter out ASCII 127 (DEL) emitted by low-level OSX layer, as we are using the Key value. (#2578)
|
||||
- Layout: Fixed a couple of subtle bounding box vertical positioning issues relating to the handling of text
|
||||
baseline alignment. The issue would generally manifest when laying out multiple items on a same line,
|
||||
with varying heights and text baseline offsets.
|
||||
Some specific examples, e.g. a button with regular frame padding followed by another item with a
|
||||
multi-line label and no frame padding, such as: multi-line text, small button, tree node item, etc.
|
||||
The second item was correctly offset to match text baseline, and would interact/display correctly,
|
||||
but it wouldn't push the contents area boundary low enough.
|
||||
- Scrollbar: Fixed an issue where scrollbars wouldn't display on the frame following a frame where
|
||||
all child window contents would be culled.
|
||||
- ColorPicker: Fixed SV triangle gradient to block (broken in 1.73). (#2864, #2711). [@lewa-j]
|
||||
- TreeNode: Fixed combination of ImGuiTreeNodeFlags_SpanFullWidth and ImGuiTreeNodeFlags_OpenOnArrow
|
||||
incorrectly locating the arrow hit position to the left of the frame. (#2451, #2438, #1897)
|
||||
- TreeNode: The collapsing arrow accepts click even if modifier keys are being held, facilitating
|
||||
interactions with custom multi-selections patterns. (#2886, #1896, #1861)
|
||||
- TreeNode: Added IsItemToggledOpen() to explicitly query if item was just open/closed, facilitating
|
||||
interactions with custom multi-selections patterns. (#1896, #1861)
|
||||
- DragScalar, SliderScalar, InputScalar: Added p_ prefix to parameter that are pointers to the data
|
||||
to clarify how they are used, and more comments redirecting to the demo code. (#2844)
|
||||
- Error handling: Assert if user mistakenly calls End() instead of EndChild() on a child window. (#1651)
|
||||
- Misc: Optimized storage of window settings data (reducing allocation count).
|
||||
- Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815)
|
||||
- Misc: Windows: Disabled win32 function by default when building with UWP. (#2892, #2895)
|
||||
- Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings).
|
||||
- Misc: Added IMGUI_DISABLE_FILE_FUNCTIONS/IMGUI_DISABLE_DEFAULT_FILE_FUNCTION to nullify or disable
|
||||
default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734)
|
||||
- Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut]
|
||||
- Docs: Moved misc/fonts/README.txt to docs/FONTS.txt.
|
||||
- Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page.
|
||||
- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups]
|
||||
- Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen]
|
||||
- Metrics: Expose basic details of each window key/value state storage.
|
||||
- Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled.
|
||||
- Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0
|
||||
but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov]
|
||||
- Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(),
|
||||
using runtime GL version to decide if we set ImGuiBackendFlags_RendererHasVtxOffset. (#2866, #2852) [@dpilawa]
|
||||
- Backends: OSX: Fix using Backspace key. (#2578, #2817, #2818) [@DiligentGraphics]
|
||||
- Backends: GLFW: Previously installed user callbacks are now restored on shutdown. (#2836) [@malte-v]
|
||||
- CI: Set up a bunch of continuous-integration tests using GitHub Actions. We now compile many of the example
|
||||
applications on Windows, Linux, MacOS, iOS, Emscripten. Removed Travis integration. (#2865) [@rokups]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.73 (Released 2019-09-24)
|
||||
-----------------------------------------------------------------------
|
||||
@@ -241,11 +314,11 @@ Other Changes:
|
||||
collapsing/docking button to the other side of the title bar.
|
||||
- Style: Made window close button cross slightly smaller.
|
||||
- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture.
|
||||
- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices.
|
||||
- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bit indices.
|
||||
The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable
|
||||
this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero.
|
||||
This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not
|
||||
support 32-bits indices. Most examples back-ends have been modified to support the VtxOffset field.
|
||||
support 32-bit indices. Most examples back-ends have been modified to support the VtxOffset field.
|
||||
- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command.
|
||||
This is provided for convenience and consistency with VtxOffset.
|
||||
- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to
|
||||
@@ -259,7 +332,7 @@ Other Changes:
|
||||
dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
|
||||
- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168]
|
||||
- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes
|
||||
(64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends.
|
||||
(64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends.
|
||||
- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(),
|
||||
the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode
|
||||
support. (#2538, #2541)
|
||||
@@ -1666,7 +1739,7 @@ Changes:
|
||||
- Fixed border rendering in various situations when using non-pixel aligned glyphs.
|
||||
- Fixed border rendering of windows to always contain the border within the window.
|
||||
- Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303)
|
||||
- Fixed int>void\* warnings for 64-bits architectures with fancy warnings enabled.
|
||||
- Fixed int>void\* warnings for 64-bit architectures with fancy warnings enabled.
|
||||
- Renamed the dubious Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
|
||||
- InputText(): Fixed and better handling of using keyboard while mouse button if being held and dragging. (#429)
|
||||
- InputText(): Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing.
|
||||
|
536
docs/FAQ.md
Normal file
536
docs/FAQ.md
Normal file
@@ -0,0 +1,536 @@
|
||||
# FAQ (Frequenty Asked Questions)
|
||||
|
||||
You may link to this document using short form:
|
||||
https://www.dearimgui.org/faq
|
||||
or its real address:
|
||||
https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
|
||||
or view this file with any Markdown viewer.
|
||||
|
||||
|
||||
## Index
|
||||
|
||||
| **Q&A: Basics** |
|
||||
:---------------------------------------------------------- |
|
||||
| [Where is the documentation?](#q-where-is-the-documentation) |
|
||||
| [Which version should I get?](#q-which-version-should-i-get) |
|
||||
| [Why the names "Dear ImGui" vs "ImGui"?](#q-why-the-names-dear-imgui-vs-imgui) |
|
||||
| **Q&A: Concerns** |
|
||||
| [Who uses Dear ImGui?](#q-who-uses-dear-imgui) |
|
||||
| [Can you create elaborate/serious tools with Dear ImGui?](#q-can-you-create-elaborateserious-tools-with-dear-imgui) |
|
||||
| [Can you reskin the look of Dear ImGui?](#q-can-you-reskin-the-look-of-dear-imgui) |
|
||||
| [Why using C++ (as opposed to C)?](#q-why-using-c-as-opposed-to-c) |
|
||||
| **Q&A: Integration** |
|
||||
| [How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?](#q-how-can-i-tell-whether-to-dispatch-mousekeyboard-to-dear-imgui-or-to-my-application) |
|
||||
| [How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)](#q-how-can-i-use-this-without-a-mouse-without-a-keyboard-or-without-a-screen-gamepad-input-share-remote-display) |
|
||||
| [I integrated Dear ImGui in my engine and the text or lines are blurry..](#q-i-integrated-dear-imgui-in-my-engine-and-the-text-or-lines-are-blurry) |
|
||||
| [I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-clipping-or-disappearing-when-i-move-windows-around) |
|
||||
| **Q&A: Usage** |
|
||||
| [Why are multiple widgets reacting when I interact with a single one?<br>How can I have multiple widgets with the same label or with an empty label?](#q-why-are-multiple-widgets-reacting-when-i-interact-with-a-single-one-q-how-can-i-have-multiple-widgets-with-the-same-label-or-with-an-empty-label) |
|
||||
| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)|
|
||||
| [How can I use my own math types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-math-types-instead-of-imvec2imvec4) |
|
||||
| [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) |
|
||||
| [How can I display custom shapes? (using low-level ImDrawList API)](#q-how-can-i-display-custom-shapes-using-low-level-imdrawlist-api) |
|
||||
| **Q&A: Fonts, Text** |
|
||||
| [How can I load a different font than the default?](#q-how-can-i-load-a-different-font-than-the-default) |
|
||||
| [How can I easily use icons in my application?](#q-how-can-i-easily-use-icons-in-my-application) |
|
||||
| [How can I load multiple fonts?](#q-how-can-i-load-multiple-fonts) |
|
||||
| [How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?](#q-how-can-i-display-and-input-non-latin-characters-such-as-chinese-japanese-korean-cyrillic) |
|
||||
| **Q&A: Community** |
|
||||
| [How can I help?](#q-how-can-i-help) |
|
||||
|
||||
|
||||
# Q&A: Basics
|
||||
|
||||
### Q: Where is the documentation?
|
||||
|
||||
**This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.**
|
||||
- Run the examples/ and explore them.
|
||||
- See demo code in [imgui_demo.cpp](https://github.com/ocornut/imgui/blob/master/imgui_demo.cpp) and particularly the `ImGui::ShowDemoWindow()` function.
|
||||
- The demo covers most features of Dear ImGui, so you can read the code and see its output.
|
||||
- See documentation and comments at the top of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) + general API comments in [imgui.h](https://github.com/ocornut/imgui/blob/master/imgui.h).
|
||||
- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder to explain how to integrate Dear ImGui with your own engine/application.
|
||||
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
|
||||
|
||||
---
|
||||
|
||||
### Q: Which version should I get?
|
||||
I occasionally tag [Releases](https://github.com/ocornut/imgui/releases) but it is generally safe and recommended to sync to master/latest. The library is fairly stable and regressions tend to be fixed fast when reported.
|
||||
|
||||
You may also peak at the [docking](https://github.com/ocornut/imgui/tree/docking) branch which includes:
|
||||
- [Docking/Merging features](https://github.com/ocornut/imgui/issues/2109)
|
||||
- [Multi-viewport features](https://github.com/ocornut/imgui/issues/1542)
|
||||
|
||||
Many projects are using this branch and it is kept in sync with master regularly.
|
||||
|
||||
---
|
||||
|
||||
### Q: Why the names "Dear ImGui" vs "ImGui"?
|
||||
|
||||
**TL;DR: Please try to refer to this library as "Dear ImGui".**
|
||||
|
||||
The library started its life as "ImGui" due to the fact that I didn't give it a proper name when when I released 1.0, and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce the ambiguity without affecting existing code bases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
|
||||
# Q&A: Concerns
|
||||
|
||||
### Q: Who uses Dear ImGui?
|
||||
|
||||
You may take a look at:
|
||||
|
||||
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
|
||||
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
|
||||
- [Gallery](https://github.com/ocornut/imgui/issues/2847)
|
||||
|
||||
### Q: Can you create elaborate/serious tools with Dear ImGui?
|
||||
|
||||
Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
|
||||
|
||||
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might require you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
|
||||
|
||||
Dear ImGui is built to be efficient and scalable toward the needs for AAA-quality applications running all day. The IMGUI paradigm offers different opportunities for optimization that the more typical RMGUI paradigm.
|
||||
|
||||
### Q: Can you reskin the look of Dear ImGui?
|
||||
|
||||
Somehow. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Dear ImGui is NOT designed to create user interface for games, although with ingenious use of the low-level API you can do it.
|
||||
|
||||
A reasonably skinned application may look like (screenshot from [#2529](https://github.com/ocornut/imgui/issues/2529#issuecomment-524281119))
|
||||

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

|
||||
|
||||
- Refer to "Demo > Examples > Custom Rendering" in the demo window and read the code of `ShowExampleAppCustomRendering()` in `imgui_demo.cpp` from more examples.
|
||||
- To generate colors: you can use the macro `IM_COL32(255,255,255,255)` to generate them at compile time, or use `ImGui::GetColorU32(IM_COL32(255,255,255,255))` or `ImGui::GetColorU32(ImVec4(1.0f,1.0f,1.0f,1.0f))` to generate a color that is multiplied by the current value of `style.Alpha`.
|
||||
- Math operators: if you have setup `IM_VEC2_CLASS_EXTRA` in `imconfig.h` to bind your own math types, you can use your own math types and their natural operators instead of ImVec2. ImVec2 by default doesn't export any math operators in the public API. You may use `#define IMGUI_DEFINE_MATH_OPERATORS` `#include "imgui_internal.h"` to use the internally defined math operators, but instead prefer using your own math library and set it up in `imconfig.h`.
|
||||
- You can use `ImGui::GetBackgroundDrawList()` or `ImGui::GetForegroundDrawList()` to access draw lists which will be displayed behind and over every other dear imgui windows (one bg/fg drawlist per viewport). This is very convenient if you need to quickly display something on the screen that is not associated to a dear imgui window.
|
||||
- You can also create your own dummy window and draw inside it. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags (The `ImGuiWindowFlags_NoDecoration` flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse). Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
|
||||
- You can create your own ImDrawList instance. You'll need to initialize them with `ImGui::GetDrawListSharedData()`, or create your own instancing ImDrawListSharedData, and then call your renderer function with your own ImDrawList or ImDrawData data.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
|
||||
# Q&A: Fonts, Text
|
||||
|
||||
### Q: How can I load a different font than the default?
|
||||
Use the font atlas to load the TTF/OTF file you want:
|
||||
|
||||
```c
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
|
||||
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
|
||||
```
|
||||
|
||||
Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code.
|
||||
|
||||
(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
|
||||
|
||||
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file for more details about font loading.)
|
||||
|
||||
New programmers: remember that in C/C++ and most programming languages if you want to use a
|
||||
backslash \ within a string literal, you need to write it double backslash "\\":
|
||||
|
||||
```c
|
||||
io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escape the M here!)
|
||||
io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT
|
||||
io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I easily use icons in my application?
|
||||
The most convenient and practical way is to merge an icon font such as FontAwesome inside you
|
||||
main font. Then you can refer to icons within your strings.
|
||||
You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment.
|
||||
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file for more details about icons font loading.)
|
||||
With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas,
|
||||
and copying your own graphics data into it. See docs/FONTS.txt about using the AddCustomRectFontGlyph API.
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I load multiple fonts?
|
||||
Use the font atlas to pack them into a single texture:
|
||||
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file and the code in ImFontAtlas for more details.)
|
||||
|
||||
```cpp
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImFont* font0 = io.Fonts->AddFontDefault();
|
||||
ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
|
||||
ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels);
|
||||
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
|
||||
// the first loaded font gets used by default
|
||||
// use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime
|
||||
|
||||
// Options
|
||||
ImFontConfig config;
|
||||
config.OversampleH = 2;
|
||||
config.OversampleV = 1;
|
||||
config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up
|
||||
config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config);
|
||||
|
||||
// Combine multiple fonts into one (e.g. for icon fonts)
|
||||
static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
|
||||
ImFontConfig config;
|
||||
config.MergeMode = true;
|
||||
io.Fonts->AddFontDefault();
|
||||
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
|
||||
When loading a font, pass custom Unicode ranges to specify the glyphs to load.
|
||||
|
||||
```cpp
|
||||
// Add default Japanese ranges
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
|
||||
// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
|
||||
ImVector<ImWchar> ranges;
|
||||
ImFontGlyphRangesBuilder builder;
|
||||
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
|
||||
builder.AddChar(0x7262); // Add a specific character
|
||||
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
|
||||
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, NULL, ranges.Data);
|
||||
```
|
||||
|
||||
All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8
|
||||
by using the u8"hello" syntax. Specifying literal in your source code using a local code page
|
||||
(such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
|
||||
Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
|
||||
|
||||
Text input: it is up to your application to pass the right character code by calling io.AddInputCharacter().
|
||||
The applications in examples/ are doing that.
|
||||
Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode).
|
||||
You may also use MultiByteToWideChar() or ToUnicode() to retrieve Unicode codepoints from MultiByte characters or keyboard state.
|
||||
Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for
|
||||
the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
# Q&A: Community
|
||||
|
||||
### Q: How can I help?
|
||||
- If you are experienced with Dear ImGui and C++, look at the [GitHub Issues](https://github.com/ocornut/imgui/issues), look at the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt) and see how you want to help and can help!
|
||||
- Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for Dear ImGui. With increased funding we will be able to hire more people working on this project.
|
||||
- Individuals: you can also become a [Patron](http://www.patreon.com/imgui) or donate on PayPal! See README.
|
||||
- Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
|
||||
You may post screenshot or links in the [gallery threads](https://github.com/ocornut/imgui/issues/2847). Visuals are ideal as they inspire other programmers.
|
||||
But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
|
||||
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues or sometimes incomplete pR.
|
||||
|
||||
##### [Return to Index](#index)
|
@@ -1,9 +1,7 @@
|
||||
----------------------------------------------------------------------
|
||||
dear imgui, v1.73
|
||||
----------------------------------------------------------------------
|
||||
misc/fonts/README.txt
|
||||
This is the Readme dedicated to fonts.
|
||||
----------------------------------------------------------------------
|
||||
dear imgui
|
||||
FONTS DOCUMENTATION
|
||||
|
||||
Also read https://www.dearimgui.org/faq for more fonts related infos.
|
||||
|
||||
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
|
||||
a 13 pixels high, pixel-perfect font used by default.
|
||||
@@ -12,11 +10,8 @@ We embed it font in source code so you can use Dear ImGui without any file syste
|
||||
You may also load external .TTF/.OTF files.
|
||||
The files in this folder are suggested fonts, provided as a convenience.
|
||||
|
||||
Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
|
||||
Also read dear imgui FAQ in imgui.cpp!
|
||||
|
||||
If you have other loading/merging/adding fonts, you can post on the Dear ImGui "Getting Started" forum:
|
||||
https://discourse.dearimgui.org/c/getting-started
|
||||
Please read the FAQ: https://www.dearimgui.org/faq
|
||||
Please use the Discord server: http://discord.dearimgui.org and not the Github issue tracker for basic font loading questions.
|
||||
|
||||
|
||||
---------------------------------------
|
||||
@@ -24,13 +19,13 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui "
|
||||
---------------------------------------
|
||||
|
||||
- Readme First / FAQ
|
||||
- Using Icons
|
||||
- Fonts Loading Instructions
|
||||
- FreeType rasterizer, Small font sizes
|
||||
- Using Icons
|
||||
- Using FreeType rasterizer
|
||||
- Building Custom Glyph Ranges
|
||||
- Using custom colorful icons
|
||||
- Embedding Fonts in Source Code
|
||||
- Credits/Licences for fonts included in this folder
|
||||
- Credits/Licences for fonts included in repository
|
||||
- Fonts Links
|
||||
|
||||
|
||||
@@ -40,53 +35,13 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui "
|
||||
|
||||
- You can use the style editor ImGui::ShowStyleEditor() in the "Fonts" section to browse your fonts
|
||||
and understand what's going on if you have an issue.
|
||||
- Make sure your font ranges data are persistent (available during the call to GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
|
||||
- Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
|
||||
- Make sure your font ranges data are persistent and available at the time the font atlas is being built.
|
||||
- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
|
||||
u8"hello"
|
||||
u8"こんにちは" // this will be encoded as UTF-8
|
||||
- If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\filename".
|
||||
- Please use the Discourse forum (https://discourse.dearimgui.org) and not the Github issue tracker for basic font loading questions.
|
||||
|
||||
|
||||
---------------------------------------
|
||||
USING ICONS
|
||||
---------------------------------------
|
||||
|
||||
Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons)
|
||||
is an easy and practical way to use icons in your Dear ImGui application.
|
||||
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without
|
||||
having to change fonts back and forth.
|
||||
|
||||
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut:
|
||||
https://github.com/juliettef/IconFontCppHeaders
|
||||
|
||||
The C++11 version of those files uses the u8"" utf-8 encoding syntax + \u
|
||||
#define ICON_FA_SEARCH u8"\uf002"
|
||||
The pre-C++11 version has the values directly encoded as utf-8:
|
||||
#define ICON_FA_SEARCH "\xEF\x80\x82"
|
||||
|
||||
Example Setup:
|
||||
|
||||
// Merge icons into default tool font
|
||||
#include "IconsFontAwesome.h"
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontDefault();
|
||||
|
||||
ImFontConfig config;
|
||||
config.MergeMode = true;
|
||||
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
|
||||
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
|
||||
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
|
||||
|
||||
Example Usage:
|
||||
|
||||
// Usage, e.g.
|
||||
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
|
||||
ImGui::Button(ICON_FA_SEARCH " Search");
|
||||
// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
|
||||
// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
|
||||
|
||||
See Links below for other icons fonts and related tools.
|
||||
Read FAQ for details.
|
||||
|
||||
|
||||
---------------------------------------
|
||||
@@ -100,6 +55,11 @@ Load default font:
|
||||
|
||||
Load .TTF/.OTF file with:
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
||||
|
||||
Load multiple fonts:
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
||||
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
|
||||
@@ -118,23 +78,6 @@ For advanced options create a ImFontConfig structure and pass it to the AddFont
|
||||
config.GlyphExtraSpacing.x = 1.0f;
|
||||
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
|
||||
|
||||
Read about oversampling here:
|
||||
https://github.com/nothings/stb/blob/master/tests/oversample
|
||||
|
||||
If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
|
||||
The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
|
||||
In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you
|
||||
set OversampleH/OversampleV to 1 and use a small font size.
|
||||
Mind the fact that some graphics drivers have texture size limitation.
|
||||
If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
|
||||
Some solutions:
|
||||
|
||||
- 1) Reduce glyphs ranges by calculating them from source localization data.
|
||||
You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
|
||||
- 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
|
||||
- 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
|
||||
- 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
|
||||
|
||||
Combine two fonts into one:
|
||||
|
||||
// Load a first font
|
||||
@@ -150,6 +93,25 @@ Combine two fonts into one:
|
||||
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges);
|
||||
io.Fonts->Build();
|
||||
|
||||
Font atlas is too large?
|
||||
|
||||
- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
|
||||
- The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
|
||||
- In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended
|
||||
unless you set OversampleH/OversampleV to 1 and use a small font size.
|
||||
- Mind the fact that some graphics drivers have texture size limitation.
|
||||
- If you are building a PC application, mind the fact that users may run on hardware with lower specs than yours.
|
||||
|
||||
Some solutions:
|
||||
|
||||
- 1) Reduce glyphs ranges by calculating them from source localization data.
|
||||
You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
|
||||
- 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
|
||||
- 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
|
||||
- 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
|
||||
- Read about oversampling here: https://github.com/nothings/stb/blob/master/tests/oversample
|
||||
|
||||
|
||||
Add a fourth parameter to bake specific font ranges only:
|
||||
|
||||
// Basic Latin, Extended Latin
|
||||
@@ -168,6 +130,49 @@ Offset font vertically by altering the io.Font->DisplayOffset value:
|
||||
font->DisplayOffset.y = 1; // Render 1 pixel down
|
||||
|
||||
|
||||
---------------------------------------
|
||||
USING ICONS
|
||||
---------------------------------------
|
||||
|
||||
Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons)
|
||||
is an easy and practical way to use icons in your Dear ImGui application.
|
||||
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without
|
||||
having to change fonts back and forth.
|
||||
|
||||
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut:
|
||||
|
||||
https://github.com/juliettef/IconFontCppHeaders
|
||||
|
||||
Those files contains a bunch of named #define which you can use to refer to specific icons of the font, e.g.:
|
||||
|
||||
#define ICON_FA_MUSIC "\xef\x80\x81"
|
||||
#define ICON_FA_SEARCH "\xef\x80\x82"
|
||||
|
||||
Example Setup:
|
||||
|
||||
// Merge icons into default tool font
|
||||
#include "IconsFontAwesome.h"
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontDefault();
|
||||
|
||||
ImFontConfig config;
|
||||
config.MergeMode = true;
|
||||
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
|
||||
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
|
||||
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
|
||||
|
||||
Example Usage:
|
||||
|
||||
// Usage, e.g.
|
||||
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
|
||||
ImGui::Button(ICON_FA_SEARCH " Search");
|
||||
|
||||
Important to understand: C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
|
||||
ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
|
||||
|
||||
See Links below for other icons fonts and related tools.
|
||||
|
||||
|
||||
---------------------------------------
|
||||
FREETYPE RASTERIZER, SMALL FONT SIZES
|
||||
---------------------------------------
|
||||
@@ -261,9 +266,11 @@ or:
|
||||
|
||||
|
||||
---------------------------------------
|
||||
CREDITS/LICENSES FOR FONTS INCLUDED IN THIS FOLDER
|
||||
CREDITS/LICENSES FOR FONTS INCLUDED IN REPOSITORY
|
||||
---------------------------------------
|
||||
|
||||
Some fonts are available in the misc/fonts/ folder:
|
||||
|
||||
Roboto-Medium.ttf
|
||||
|
||||
Apache License 2.0
|
||||
@@ -336,15 +343,17 @@ REGULAR FONTS
|
||||
(Japanese) M+ fonts by Coji Morishita are free
|
||||
http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
|
||||
|
||||
MONOSPACE FONTS
|
||||
MONOSPACE FONTS (PIXEL PERFECT)
|
||||
|
||||
(Pixel Perfect) Proggy Fonts, by Tristan Grimmer
|
||||
Proggy Fonts, by Tristan Grimmer
|
||||
http://www.proggyfonts.net or http://upperbounds.net
|
||||
|
||||
(Pixel Perfect) Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A)
|
||||
Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A)
|
||||
https://github.com/kmar/Sweet16Font
|
||||
Also include .inl file to use directly in dear imgui.
|
||||
|
||||
MONOSPACE FONTS (REGULAR)
|
||||
|
||||
Google Noto Mono Fonts
|
||||
https://www.google.com/get/noto/
|
||||
|
187
docs/README.md
187
docs/README.md
@@ -1,12 +1,12 @@
|
||||
dear imgui
|
||||
=====
|
||||
[](https://travis-ci.com/ocornut/imgui)
|
||||
[](https://github.com/ocornut/imgui/actions?workflow=build)
|
||||
[](https://scan.coverity.com/projects/4720)
|
||||
|
||||
<sub>(This library is available under a free and permissive licence, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal.)</sub>
|
||||
<sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal.)</sub>
|
||||
|
||||
Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
|
||||
<br> _E-mail: omarcornut at gmail dot com_
|
||||
<br> _E-mail: contact @ dearimgui dot org_
|
||||
|
||||
Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
|
||||
<br> [](http://www.patreon.com/imgui)
|
||||
@@ -29,31 +29,21 @@ Dear ImGui is particularly suited to integration in games engine (for tooling),
|
||||
|
||||
### Usage
|
||||
|
||||
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
|
||||
- imgui.cpp
|
||||
- imgui.h
|
||||
- imgui_demo.cpp
|
||||
- imgui_draw.cpp
|
||||
- imgui_widgets.cpp
|
||||
- imgui_internal.h
|
||||
- imconfig.h (empty by default, user-editable)
|
||||
- imstb_rectpack.h
|
||||
- imstb_textedit.h
|
||||
- imstb_truetype.h
|
||||
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily copy and compile into your application/engine. They are all the files in the root folder of the repository (imgui.cpp, imgui.h, imgui_demo.cpp, imgui_draw.cpp etc.).
|
||||
|
||||
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
|
||||
**No specific build process is required**. You can add the .cpp files to your existing project.
|
||||
|
||||
Backends for a variety of graphics api and rendering platforms along with example applications are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder.
|
||||
You will need a backend to integrate Dear ImGui in your app. The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices.
|
||||
|
||||
The backend passes mouse/keyboard/gamepad inputs and variety of settings to Dear ImGui, and is in charge of rendering the resulting vertices. After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop:
|
||||
**Backends for a variety of graphics api and rendering platforms** are provided in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder, along with example applications. See the [Integration](#integration) section of this document for details. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
|
||||
|
||||
After Dear ImGui is setup in your application, you can use it from \_anywhere\_ in your program loop:
|
||||
|
||||
Code:
|
||||
```cp
|
||||
ImGui::Text("Hello, world %d", 123);
|
||||
if (ImGui::Button("Save"))
|
||||
{
|
||||
// do stuff
|
||||
}
|
||||
MySaveFunction();
|
||||
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
```
|
||||
@@ -99,7 +89,7 @@ Dear ImGui allows you **create elaborate tools** as well as very short-lived one
|
||||
|
||||
### How it works
|
||||
|
||||
Check out the References section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
|
||||
Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#About-the-IMGUI-paradigm) section if you want to understand the core principles behind the IMGUI paradigm. An IMGUI tries to minimize superfluous state duplication, state synchronization and state retention from the user's point of view. It is less error prone (less code and less bugs) than traditional retained-mode interfaces, and lends itself to create dynamic user interfaces.
|
||||
|
||||
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
|
||||
|
||||
@@ -107,69 +97,36 @@ _A common misunderstanding is to mistake immediate mode gui for immediate mode r
|
||||
|
||||
### Demo
|
||||
|
||||
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples.
|
||||
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing variety of features and examples. The code is always available for reference in `imgui_demo.cpp`.
|
||||
|
||||

|
||||
|
||||
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
|
||||
- [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190715.zip) (Windows binaries, 1.72 WIP built 2019/07/15, master branch, 5 executables)
|
||||
- [imgui-demo-binaries-20190715.zip](http://www.dearimgui.org/binaries/imgui-demo-binaries-20190715.zip) (Windows binaries, 1.72 WIP, built 2019/07/15, master branch, 5 executables)
|
||||
|
||||
The demo applications are unfortunately not yet DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your Style with `style.ScaleAllSizes()`.
|
||||
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at different scale, and scale your style with `style.ScaleAllSizes()`.
|
||||
|
||||
### Integration
|
||||
|
||||
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you about an hour to integrate Dear ImGui in your custom engine. Make sure to spend time reading the FAQ, the comments and other documentation!
|
||||
On most platforms and when using C++, **you should be able to use a combination of the [imgui_impl_xxxx](https://github.com/ocornut/imgui/tree/master/examples) files without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more of the imgui_impl_xxxx files instead of rewriting them: this will be less work for you and you can get Dear ImGui running immediately. You can _later_ decide to rewrite a custom binding using your custom engine functions if you wish so.
|
||||
|
||||
_NB: those third-party bindings may be more or less maintained, more or less close to the original API (as people who create language bindings sometimes haven't used the C++ API themselves.. for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
|
||||
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading one texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that. If you are an experienced programmer at ease with those concepts, it should take you less than two hours to integrate Dear ImGui in your custom engine. **Make sure to spend time reading the [FAQ](https://www.dearimgui.org/faq), comments, and some of the examples/ application!**
|
||||
|
||||
Languages: (third-party bindings)
|
||||
- C: [cimgui](https://github.com/cimgui/cimgui) (2018: now auto-generated! you can use its json output to generate bindings for other languages)
|
||||
- C#/.Net: [ImGui.NET](https://github.com/mellinoe/ImGui.NET)
|
||||
- ChaiScript: [imgui-chaiscript](https://github.com/JuJuBoSc/imgui-chaiscript)
|
||||
- D: [DerelictImgui](https://github.com/Extrawurst/DerelictImgui)
|
||||
- Go: [imgui-go](https://github.com/inkyblackness/imgui-go) or [go-imgui](https://github.com/Armored-Dragon/go-imgui)
|
||||
- Haxe/hxcpp: [linc_imgui](https://github.com/Aidan63/linc_imgui)
|
||||
- Java: [jimgui](https://github.com/ice1000/jimgui)
|
||||
- JavaScript: [imgui-js](https://github.com/flyover/imgui-js)
|
||||
- Julia: [CImGui.jl](https://github.com/Gnimuc/CImGui.jl)
|
||||
- Lua: [LuaJIT-ImGui](https://github.com/sonoro1234/LuaJIT-ImGui), [imgui_lua_bindings](https://github.com/patrickriordan/imgui_lua_bindings) or [lua-ffi-bindings](https://github.com/thenumbernine/lua-ffi-bindings)
|
||||
- Odin: [odin-dear_imgui](https://github.com/ThisDrunkDane/odin-dear_imgui)
|
||||
- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas)
|
||||
- PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui)
|
||||
- Python: [pyimgui](https://github.com/swistakm/pyimgui) or [bimpy](https://github.com/podgorskiy/bimpy) or [ogre-imgui](https://github.com/OGRECave/ogre-imgui)
|
||||
- Ruby: [ruby-imgui](https://github.com/vaiorabbit/ruby-imgui)
|
||||
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust)
|
||||
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
|
||||
Officially maintained bindings (in repository):
|
||||
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, OpenGL (legacy), OpenGL3/ES/ES2 (modern), Vulkan, Metal.
|
||||
- Platforms: GLFW, SDL2, Win32, Glut, OSX.
|
||||
- Frameworks: Emscripten, Allegro5, Marmalade.
|
||||
|
||||
Frameworks:
|
||||
- Renderers: DirectX 9/10/11/12, Metal, OpenGL2, OpenGL3+/ES2/ES3, Vulkan: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
||||
- Platform: GLFW, SDL, Win32, OSX, GLUT: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
||||
- Framework: Allegro 5, Emscripten, Marmalade: [examples/](https://github.com/ocornut/imgui/tree/master/examples)
|
||||
- Unmerged PR: Android: [#421](https://github.com/ocornut/imgui/pull/421)
|
||||
- bsf: [bsfimgui](https://github.com/pgruenbacher/bsfImgui)
|
||||
- Cinder: [Cinder-ImGui](https://github.com/simongeilfus/Cinder-ImGui)
|
||||
- Cocos2d-x: [imguix](https://github.com/c0i/imguix), [#551](https://github.com/ocornut/imgui/issues/551)
|
||||
- Flexium: [FlexGUI](https://github.com/DXsmiley/FlexGUI)
|
||||
- GML/GameMakerStudio2: [ImGuiGML](https://marketplace.yoyogames.com/assets/6221/imguigml)
|
||||
- Irrlicht: [IrrIMGUI](https://github.com/ZahlGraf/IrrIMGUI)
|
||||
- Ogre: [ogre-imgui](https://github.com/OGRECave/ogre-imgui)
|
||||
- OpenFrameworks: [ofxImGui](https://github.com/jvcleave/ofxImGui)
|
||||
- OpenSceneGraph/OSG: [gist](https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c)
|
||||
- ORX: [ImGuiOrx](https://github.com/thegwydd/ImGuiOrx), [#1843](https://github.com/ocornut/imgui/pull/1843)
|
||||
- px_render: [px_render_imgui.h](https://github.com/pplux/px/blob/master/px_render_imgui.h), [#1935](https://github.com/ocornut/imgui/pull/1935)
|
||||
- LÖVE+Lua: [love-imgui](https://github.com/slages/love-imgui)
|
||||
- Magnum: [ImGuiIntegration](https://doc.magnum.graphics/magnum/namespaceMagnum_1_1ImGuiIntegration.html) ([example](https://doc.magnum.graphics/magnum/examples-imgui.html))
|
||||
- NanoRT: [syoyo/imgui](https://github.com/syoyo/imgui/tree/nanort)
|
||||
- Qt: [imgui-qt3d](https://github.com/alpqr/imgui-qt3d) / [QOpenGLWindow (qtimgui)](https://github.com/ocornut/imgui/issues/1910) / [QtDirect3D](https://github.com/giladreich/QtDirect3D) / [qt6](https://github.com/alpqr/qvk6/tree/imgui/examples/rhi/imguidemo)
|
||||
- SFML: [imgui-sfml](https://github.com/eliasdaler/imgui-sfml)
|
||||
- Software renderer: [imgui_software_renderer](https://github.com/emilk/imgui_software_renderer)
|
||||
- Unreal Engine 4: [segross/UnrealImGui](https://github.com/segross/UnrealImGui) or [sronsse/UnrealEngine_ImGui](https://github.com/sronsse/UnrealEngine_ImGui)
|
||||
Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page):
|
||||
- Languages: C, C#/.Net, ChaiScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
|
||||
- Frameworks: Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/GameMakerStudio2, Irrlicht, Ogre, OpenFrameworks, OpenSceneGraph/OSG, ORX, px_render, LÖVE+Lua, Magnum, NanoRT, Qt, QtDirect3D, SFML, Software Rasterizers, Unreal Engine 4...
|
||||
- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
|
||||
|
||||
For other bindings: see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/). Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
|
||||
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
|
||||
|
||||
### Upcoming Changes
|
||||
|
||||
Some of the goals for 2019 are:
|
||||
Some of the goals for 2019+ are:
|
||||
- Finish work on docking, tabs. (see [#2109](https://github.com/ocornut/imgui/issues/2109), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
|
||||
- Finish work on multiple viewports / multiple OS windows. (see [#1542](https://github.com/ocornut/imgui/issues/1542), in public [docking](https://github.com/ocornut/imgui/tree/docking) branch looking for feedback)
|
||||
- Finish work on gamepad/keyboard controls. (see [#787](https://github.com/ocornut/imgui/issues/787))
|
||||
@@ -179,7 +136,7 @@ Some of the goals for 2019 are:
|
||||
|
||||
### Gallery
|
||||
|
||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/2529)!
|
||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/2847)!
|
||||
|
||||
Custom engine
|
||||
[](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png)
|
||||
@@ -188,38 +145,21 @@ Custom engine
|
||||
[](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png)
|
||||
|
||||
[Tracy Profiler](https://bitbucket.org/wolfpld/tracy)
|
||||

|
||||
|
||||
### References
|
||||
|
||||
The Immediate Mode GUI paradigm may at first appear unusual to some users. This is mainly because "Retained Mode" GUIs have been so widespread and predominant. The following links can give you a better understanding about how Immediate Mode GUIs works.
|
||||
- [Johannes 'johno' Norneby's article](http://www.johno.se/book/imgui.html).
|
||||
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
|
||||
- [Jari Komppa's tutorial on building an IMGUI library](http://iki.fi/sol/imgui/).
|
||||
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
|
||||
- [Nicolas Guillemot's CppCon'16 flash-talk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k).
|
||||
- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/).
|
||||
|
||||
See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for third-party bindings to different languages and frameworks.
|
||||

|
||||
|
||||
### Support, Frequently Asked Questions (FAQ)
|
||||
|
||||
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](https://discord.gg/NgJ4SEP) or [Discourse forums](https://discourse.dearimgui.org).
|
||||
Most common questions will be answered by the [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) page.
|
||||
|
||||
Otherwise for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
|
||||
See: [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
|
||||
|
||||
Private support is available for paying customers.
|
||||
See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#Articles-about-the-IMGUI-paradigm) to read/learn about the Immediate Mode GUI paradigm.
|
||||
|
||||
**Where is the documentation?**
|
||||
If you are new to Dear ImGui and have issues with: compiling, linking, adding fonts, wiring inputs, running or displaying Dear ImGui: you can use [Discord server](http://discord.dearimgui.org).
|
||||
|
||||
This library is poorly documented at the moment and expects of the user to be acquainted with C/C++.
|
||||
- Run the examples/ applications and explore them.
|
||||
- See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
|
||||
- The demo covers most features of Dear ImGui, so you can read the code and see its output.
|
||||
- See documentation and comments at the top of imgui.cpp + effectively imgui.h.
|
||||
- Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
|
||||
- Your programming IDE is your friend, find the type or function declaration to find comments associated to it.
|
||||
- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
|
||||
Otherwise, for any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
|
||||
|
||||
Paid private support is available for business customers (E-mail: _contact @ dearimgui dot org_).
|
||||
|
||||
**Which version should I get?**
|
||||
|
||||
@@ -229,63 +169,24 @@ You may also peak at the [Multi-Viewport](https://github.com/ocornut/imgui/issue
|
||||
|
||||
**Who uses Dear ImGui?**
|
||||
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for a list of games/software which are publicly known to use dear imgui. Please add yours if you can!
|
||||
|
||||
**Why the odd dual naming, "Dear ImGui" vs "ImGui"?**
|
||||
|
||||
The library started its life as "ImGui" due to the fact that I didn't give it a proper name when I released 1.0 and had no particular expectation that it would take off. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations (e.g. Unity uses it own implementation of the IMGUI paradigm). To reduce this ambiguity without affecting existing codebases, I have decided on an alternate, longer name "Dear ImGui" that people can use to refer to this specific library. Please try to refer to this library as "Dear ImGui".
|
||||
|
||||
**How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application?**
|
||||
<br>**How can I display an image? What is ImTextureID, how does it works?** ([examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples))
|
||||
<br>**Why are multiple widgets reacting when I interact with a single one? How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack...**
|
||||
<br>**How can I use my own math types instead of ImVec2/ImVec4?**
|
||||
<br>**How can I load a different font than the default?**
|
||||
<br>**How can I easily use icons in my application?**
|
||||
<br>**How can I load multiple fonts?**
|
||||
<br>**How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?** ([examples](https://github.com/ocornut/imgui/wiki/Loading-Font-Example))
|
||||
<br>**How can I interact with standard C++ types (such as std::string and std::vector)?**
|
||||
<br>**How can I use the drawing facilities without a Dear ImGui window? (using ImDrawList API)**
|
||||
<br>**How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)**
|
||||
<br>**I integrated Dear ImGui in my engine and the text or lines are blurry..**
|
||||
<br>**I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..**
|
||||
<br>**How can I help?**
|
||||
|
||||
See the FAQ in [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for answers.
|
||||
|
||||
**Can you create elaborate/serious tools with Dear ImGui?**
|
||||
|
||||
Yes. People have written game editors, data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). The list of sponsors below is also an indicator that serious game teams have been using the library.
|
||||
|
||||
Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Dear ImGui is about making things that are simple, efficient and powerful.
|
||||
|
||||
**Can you reskin the look of Dear ImGui?**
|
||||
|
||||
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimized to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. Below is a screenshot from [LumixEngine](https://github.com/nem0/LumixEngine) with custom colors + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged):
|
||||
|
||||

|
||||
|
||||
**Why using C++ (as opposed to C)?**
|
||||
|
||||
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
|
||||
|
||||
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating binding to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes) and [Software using dear imgui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for a list of games/software which are publicly known to use dear imgui. Please add yours if you can! Also see the [Gallery Threads](https://github.com/ocornut/imgui/issues/2847)!
|
||||
|
||||
How to help
|
||||
-----------
|
||||
|
||||
**How can I help?**
|
||||
|
||||
- You may participate in the [Discord server](https://discord.gg/NgJ4SEP), [Discourse forums](https://discourse.dearimgui.org), GitHub [issues tracker](https://github.com/ocornut/imgui/issues).
|
||||
- You may participate in the [Discord server](http://discord.dearimgui.org), [GitHub forum/issues](https://github.com/ocornut/imgui/issues).
|
||||
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it.
|
||||
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
|
||||
- Have your company financially support this project.
|
||||
|
||||
**How can I help financing further development of Dear ImGui?**
|
||||
|
||||
Your contributions are keeping this project alive. The library is available under a free and permissive licence, but continued maintenance and development are a full-time endeavor and I would like to grow the team. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced technical support and maintenance contracts. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal. Thank you!
|
||||
Your contributions are keeping this project alive. The library is available under a free and permissive license, but continued maintenance and development are a full-time endeavor and I would like to grow the team. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using dear imgui, please consider reaching out for invoiced technical support and maintenance contracts. If you are an individual using dear imgui, please consider supporting the project via Patreon or PayPal. Thank you!
|
||||
|
||||
Businesses: support continued development via invoiced technical support, maintenance, sponsoring contracts:
|
||||
<br> _E-mail: omarcornut at gmail dot com_
|
||||
<br> _E-mail: contact @ dearimgui dot org_
|
||||
|
||||
Individuals/hobbyists: support continued maintenance and development via the monthly Patreon:
|
||||
<br> [](http://www.patreon.com/imgui)
|
||||
@@ -305,7 +206,7 @@ Ongoing Dear ImGui development is financially supported by users and private spo
|
||||
- Media Molecule, Mobigame, Aras Pranckevičius, Greggman, DotEmu, Nadeo, Supercell, Runner, Aiden Koss, Kylotonn.
|
||||
|
||||
*Salty caramel supporters*
|
||||
- Remedy Entertainment, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, G3DVu, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford, Bill Six, Graham Manders.
|
||||
- Remedy Entertainment, Next Level Games, Recognition Robotics, ikrima, Geoffrey Evans, Mercury Labs, Singularity Demo Group, Lionel Landwerlin, Ron Gilbert, Brandon Townsend, G3DVu, Cort Stratton, drudru, Harfang 3D, Jeff Roberts, Rainway inc, Ondra Voves, Mesh Consultants, Unit 2 Games, Neil Bickford, Bill Six, Graham Manders.
|
||||
|
||||
*Caramel supporters*
|
||||
- Jerome Lanquetot, Daniel Collin, Ctrl Alt Ninja, Neil Henning, Neil Blakey-Milner, Aleksei, NeiloGD, Eric, Game Atelier, Vincent Hamm, Morten Skaaning, Colin Riley, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Josh Faust, Martin Donlon, Codecat, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Jonas Bernemann, Johan Andersson, Michael Labbe, Tomasz Golebiowski, Louis Schnellbach, Jimmy Andrews, Bojan Endrovski, Robin Berg Pettersen, Rachel Crawford, Andrew Johnson, Sean Hunter, Jordan Mellow, Nefarius Software Solutions, Laura Wieme, Robert Nix, Mick Honey, Steven Kah Hien Wong, Bartosz Bielecki, Oscar Penas, A M, Liam Moynihan, Artometa, Mark Lee, Dimitri Diakopoulos, Pete Goodwin, Johnathan Roatch, nyu lea, Oswald Hurlem, Semyon Smelyanskiy, Le Bach, Jeong MyeongSoo, Chris Matthews, Astrofra, Frederik De Bleser, Anticrisis, Matt Reyer.
|
||||
@@ -313,16 +214,20 @@ Ongoing Dear ImGui development is financially supported by users and private spo
|
||||
And all other past and present supporters; THANK YOU!
|
||||
(Please contact me if you would like to be added or removed from this list)
|
||||
|
||||
Dear ImGui is using software and services kindly provided free of charge for open source projects:
|
||||
- [PVS-Studio](https://www.viva64.com/en/b/0570/) for static analysis.
|
||||
- [GitHub actions](https://github.com/features/actions) for continuous integration systems.
|
||||
|
||||
Credits
|
||||
-------
|
||||
|
||||
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
|
||||
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com) (Vita).
|
||||
|
||||
I first discovered the IMGUI paradigm at [Q-Games](http://www.q-games.com) where Atman Binstock had dropped his own simple implementation in the codebase, which I spent quite some time improving and thinking about. It turned out that Atman was exposed to the concept directly by working with Casey. When I moved to Media Molecule I rewrote a new library trying to overcome the flaws and limitations of the first one I've worked with. It became this library and since then I have spent an unreasonable amount of time iterating and improving it.
|
||||
|
||||
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
|
||||
|
||||
Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
|
||||
Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
|
||||
|
||||
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
|
||||
|
||||
|
@@ -159,10 +159,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
|
||||
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
|
||||
|
||||
- button: provide a button that looks framed. (?)
|
||||
- image/image button: misalignment on padded/bordered button?
|
||||
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
|
||||
- image button: not taking an explicit id can be problematic. (#2464, #1390)
|
||||
- button: provide a button that looks framed. (?)
|
||||
- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar)
|
||||
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
|
||||
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946)
|
||||
@@ -233,7 +233,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
|
||||
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
|
||||
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
|
||||
- stb: add defines to disable stb implementations
|
||||
- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
|
||||
|
||||
- style: better default styles. (#707)
|
||||
- style: add a highlighted text color (for headers, etc.)
|
||||
@@ -262,16 +262,17 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- drag and drop: fix/support/options for overlapping drag sources.
|
||||
- drag and drop: releasing a drop shows the "..." tooltip for one frame - since e13e598 (#1725)
|
||||
- drag and drop: drag source on a group object (would need e.g. an invisible button covering group in EndGroup) https://twitter.com/paniq/status/1121446364909535233
|
||||
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov.
|
||||
- drag and drop: have some way to know when a drag begin from BeginDragDropSource() pov. (see 2018/01/11 post in #143)
|
||||
- drag and drop: allow preview tooltip to be submitted from a different place than the drag source. (#1725)
|
||||
- drag and drop: allow using with other mouse buttons (where activeid won't be set). (#1637)
|
||||
- drag and drop: make it easier and provide a demo to have tooltip both are source and target site, with a more detailed one on target site (tooltip ordering problem)
|
||||
- drag and drop: demo with reordering nodes (in a list, or a tree node). (#143)
|
||||
- drag and drop: test integrating with os drag and drop (make it easy to do a naive WM_DROPFILE integration)
|
||||
- drag and drop: allow for multiple payload types. (#143)
|
||||
- drag and drop: make payload optional? (#143)
|
||||
- drag and drop: make payload optional? payload promise? (see 2018/01/11 post in #143)
|
||||
- drag and drop: (#143) "both an in-process pointer and a promise to generate a serialized version, for whether the drag ends inside or outside the same process"
|
||||
- drag and drop: feedback when hovering a region blocked by modal (mouse cursor "NO"?)
|
||||
|
||||
- node/graph editor (#306)
|
||||
- pie menus patterns (#434)
|
||||
- markup: simple markup language for color change? (#902)
|
||||
@@ -362,6 +363,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- demo: add vertical separator demo
|
||||
- demo: add virtual scrolling example?
|
||||
- demo: demonstrate Plot offset
|
||||
- demo: window size constraint: square demo is broken when resizing from edges (#1975), would need to rework the callback system to solve this
|
||||
- examples: window minimize, maximize (#583)
|
||||
- examples: provide a zero frame-rate/idle example.
|
||||
- examples: apple: example_apple should be using modern GL3.
|
||||
|
4
examples/.gitignore
vendored
4
examples/.gitignore
vendored
@@ -40,3 +40,7 @@ example_sdl_opengl3/example_sdl_opengl3
|
||||
|
||||
## Dear ImGui Ini files
|
||||
imgui.ini
|
||||
|
||||
## JetBrains IDEs
|
||||
.idea
|
||||
cmake-build-*
|
||||
|
@@ -1,5 +1,5 @@
|
||||
-----------------------------------------------------------------------
|
||||
dear imgui, v1.73
|
||||
dear imgui, v1.74
|
||||
-----------------------------------------------------------------------
|
||||
examples/README.txt
|
||||
(This is the README file for the examples/ folder. See docs/ for more documentation)
|
||||
@@ -62,10 +62,10 @@ You can find binaries of some of those example applications at:
|
||||
Most the example bindings are split in 2 parts:
|
||||
|
||||
- The "Platform" bindings, in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, windowing.
|
||||
Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp)
|
||||
Examples: Windows (imgui_impl_win32.cpp), GLFW (imgui_impl_glfw.cpp), SDL2 (imgui_impl_sdl.cpp), etc.
|
||||
|
||||
- The "Renderer" bindings, in charge of: creating the main font texture, rendering imgui draw data.
|
||||
Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp)
|
||||
Examples: DirectX11 (imgui_impl_dx11.cpp), GL3 (imgui_impl_opengl3.cpp), Vulkan (imgui_impl_vulkan.cpp), etc.
|
||||
|
||||
- The example _applications_ usually combine 1 platform + 1 renderer binding to create a working program.
|
||||
Examples: the example_win32_directx11/ application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp.
|
||||
@@ -122,16 +122,32 @@ List of high-level Frameworks Bindings in this repository: (combine Platform + R
|
||||
imgui_impl_allegro5.cpp
|
||||
imgui_impl_marmalade.cpp
|
||||
|
||||
Note that Dear ImGui works with Emscripten.
|
||||
The examples_emscripten/ app uses sdl.cpp + opengl3.cpp but other combinations are possible.
|
||||
Note that Dear ImGui works with Emscripten. The examples_emscripten/ app uses imgui_impl_sdl.cpp and
|
||||
imgui_impl_opengl3.cpp, but other combinations are possible.
|
||||
|
||||
Third-party framework, graphics API and languages bindings are listed at:
|
||||
|
||||
https://github.com/ocornut/imgui/wiki/Bindings
|
||||
|
||||
Languages: C, C#, ChaiScript, D, Go, Haxe, Java, Lua, Odin, Pascal, PureBasic, Python, Rust, Swift...
|
||||
Frameworks: Cinder, Cocoa (OSX), Cocos2d-x, SFML, GML/GameMaker Studio, Irrlicht, Ogre, OpenSceneGraph,
|
||||
openFrameworks, LOVE, NanoRT, Nim Game Lib, Qt3d, SFML, Unreal Engine 4...
|
||||
Miscellaneous: Software Renderer, RemoteImgui, etc.
|
||||
Languages:
|
||||
C, C#, ChaiScript, CovScript, D, Go, Haxe/hxcpp, Java, JavaScript, Julia, Lua, Nim,
|
||||
Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
|
||||
|
||||
Frameworks:
|
||||
Amethyst, bsf, Cinder, Cocoa2d-x, Diligent Engine, Flexium, GML/GameMaker Studio,
|
||||
GTK3 + OpenGL, Irrlicht, Ogre, OpenSceneGraph/OSG, openFrameworks, Orx, LÖVE+LUA,
|
||||
Magnum, NanoRT, Nim Game Lib, px_render, Qt, Qt3d, SFML, Sokol, Unreal Engine 4, vtk...
|
||||
|
||||
Miscellaneous: Software Renderer, RemoteImgui, imgui-ws, etc.
|
||||
|
||||
Not sure which to use?
|
||||
Recommended platform/frameworks:
|
||||
|
||||
GLFW https://github.com/glfw/glfw Use imgui_impl_glfw.cpp
|
||||
SDL2 https://www.libsdl.org Use imgui_impl_sdl.cp
|
||||
Sokol https://github.com/floooh/sokol Use util/sokol_imgui.h in Sokol repository.
|
||||
|
||||
Those will allow you to create portable applications and will solve and abstract away many issues.
|
||||
|
||||
|
||||
---------------------------------------
|
||||
|
@@ -9,12 +9,14 @@ Note that the back-end supports _BOTH_ 16-bit and 32-bit indices, but 32-bit ind
|
||||
|
||||
# How to Build
|
||||
|
||||
### On Ubuntu 14.04+
|
||||
### On Ubuntu 14.04+ and macOS
|
||||
|
||||
```bash
|
||||
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_primitives -o allegro5_example
|
||||
g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. main.cpp ../imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example
|
||||
```
|
||||
|
||||
On macOS, install Allegro with homebrew: `brew install allegro`.
|
||||
|
||||
### On Windows with Visual Studio's CLI
|
||||
|
||||
You may install Allegro using vcpkg:
|
||||
|
@@ -40,7 +40,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@@ -253,7 +253,7 @@
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@@ -22,9 +22,12 @@ OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
|
||||
EMS = -s USE_SDL=2 -s WASM=1
|
||||
EMS += -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp
|
||||
EMS += -s ALLOW_MEMORY_GROWTH=1
|
||||
EMS += -s DISABLE_EXCEPTION_CATCHING=1 -s NO_EXIT_RUNTIME=0
|
||||
EMS += -s ASSERTIONS=1 -s NO_FILESYSTEM=1
|
||||
EMS += -s ASSERTIONS=1
|
||||
EMS += -s NO_FILESYSTEM=1 -DIMGUI_DISABLE_FILE_FUNCTIONS
|
||||
# Uncomment next line to fix possible rendering bugs with emscripten version older then 1.39.0 (https://github.com/ocornut/imgui/issues/2877)
|
||||
#EMS += -s BINARYEN_TRAP_MODE=clamp
|
||||
#EMS += -s SAFE_HEAP=1 ## Adds overhead
|
||||
|
||||
CPPFLAGS = -I../ -I../../
|
||||
|
@@ -3,6 +3,10 @@
|
||||
|
||||
- You need to install Emscripten from https://emscripten.org/docs/getting_started/downloads.html, and have the environment variables set, as described in https://emscripten.org/docs/getting_started/downloads.html#installation-instructions
|
||||
|
||||
```
|
||||
em++ -I.. -I../.. main.cpp ../imgui_impl_sdl.cpp ../imgui_impl_opengl3.cpp ../../imgui*.cpp -s USE_SDL=2 -s USE_WEBGL2=1 -s WASM=1 -s FULL_ES3=1 -s ALLOW_MEMORY_GROWTH=1 -s BINARYEN_TRAP_MODE=clamp --shell-file shell_minimal.html -o example-emscripten.html
|
||||
```
|
||||
- Depending on your configuration, in Windows you may need to run `emsdk/emsdk_env.bat` in your console to access the Emscripten command-line tools.
|
||||
|
||||
- Then build using `make` while in the `example_emscripten/` directory.
|
||||
|
||||
- Note that Emscripten 1.39.0 (October 2019) obsoleted the `BINARYEN_TRAP_MODE=clamp` compilation flag which was required with version older than 1.39.0 to avoid rendering artefacts. See [#2877](https://github.com/ocornut/imgui/issues/2877) for details. If you use an older version, uncomment this line in the Makefile:
|
||||
|
||||
`#EMS += -s BINARYEN_TRAP_MODE=clamp`
|
||||
|
@@ -81,7 +81,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@@ -38,7 +38,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@@ -59,7 +59,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
@@ -134,9 +134,9 @@ int main(int, char**)
|
||||
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
|
||||
// If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!),
|
||||
// you may need to backup/reset/restore current shader using the commented lines below.
|
||||
//GLint last_program;
|
||||
//GLint last_program;
|
||||
//glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
|
||||
//glUseProgram(0);
|
||||
ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
|
||||
|
@@ -103,7 +103,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@@ -4,7 +4,7 @@
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering back-end in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
@@ -194,7 +194,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
}
|
||||
}
|
||||
|
||||
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
|
||||
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
|
||||
// Your real engine/app may not use them.
|
||||
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
|
||||
{
|
||||
@@ -400,7 +400,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@@ -125,7 +125,7 @@ int main(int argc, char** argv)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@@ -34,7 +34,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@@ -8,27 +8,42 @@ SOURCES = main.cpp
|
||||
SOURCES += ../../imgui.cpp ../../imgui_demo.cpp ../../imgui_draw.cpp ../../imgui_widgets.cpp
|
||||
OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES))))
|
||||
UNAME_S := $(shell uname -s)
|
||||
EXTRA_WARNINGS ?= 0
|
||||
|
||||
CXXFLAGS = -I../ -I../../
|
||||
CXXFLAGS += -g -Wall -Wformat
|
||||
LIBS =
|
||||
|
||||
# We use the EXTRA_WARNINGS flag on our CI setup to eagerly catch zealous warnings
|
||||
ifeq ($(EXTRA_WARNINGS), 1)
|
||||
CXXFLAGS += -Wno-zero-as-null-pointer-constant -Wno-double-promotion -Wno-variadic-macros
|
||||
endif
|
||||
|
||||
##---------------------------------------------------------------------
|
||||
## BUILD FLAGS PER PLATFORM
|
||||
##---------------------------------------------------------------------
|
||||
|
||||
ifeq ($(UNAME_S), Linux) #LINUX
|
||||
ECHO_MESSAGE = "Linux"
|
||||
ifneq ($(EXTRA_WARNINGS), 0)
|
||||
CXXFLAGS += -Wextra -pedantic
|
||||
endif
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(UNAME_S), Darwin) #APPLE
|
||||
ECHO_MESSAGE = "Mac OS X"
|
||||
ifneq ($(EXTRA_WARNINGS), 0)
|
||||
CXXFLAGS += -Weverything -Wno-reserved-id-macro -Wno-c++98-compat-pedantic -Wno-padded -Wno-c++11-long-long
|
||||
endif
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
|
||||
ECHO_MESSAGE = "MinGW"
|
||||
ifneq ($(EXTRA_WARNINGS), 0)
|
||||
CXXFLAGS += -Wextra -pedantic
|
||||
endif
|
||||
CFLAGS = $(CXXFLAGS)
|
||||
endif
|
||||
|
||||
|
@@ -1,181 +1,181 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ProjectConfiguration Include="Debug|Win32">
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<Configuration>Debug</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|x64">
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<Configuration>Debug</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
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<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
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<ProjectConfiguration Include="Release|x64">
|
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<Configuration>Release</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{9E1987E3-1F19-45CA-B9C9-D31E791836D8}</ProjectGuid>
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<RootNamespace>example_sdl_directx11</RootNamespace>
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<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
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<ProjectName>example_sdl_directx11</ProjectName>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>MultiByte</CharacterSet>
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<PlatformToolset>v110</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>MultiByte</CharacterSet>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<ClCompile>
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<WarningLevel>Level4</WarningLevel>
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<Optimization>Disabled</Optimization>
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<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
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<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<SubSystem>Console</SubSystem>
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<ClCompile>
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<WarningLevel>Level4</WarningLevel>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<BufferSecurityCheck>false</BufferSecurityCheck>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
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<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
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<SubSystem>Console</SubSystem>
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<IgnoreSpecificDefaultLibraries>
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<ClCompile>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<OptimizeReferences>true</OptimizeReferences>
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<IgnoreSpecificDefaultLibraries>
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<ClCompile Include="..\..\imgui.cpp" />
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<ClCompile Include="..\..\imgui_demo.cpp" />
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||||
<ClCompile Include="..\..\imgui_draw.cpp" />
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||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
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||||
<ClCompile Include="..\imgui_impl_dx11.cpp" />
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||||
<ClCompile Include="..\imgui_impl_sdl.cpp" />
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
<None Include="..\..\misc\natvis\imgui.natvis" />
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|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>msvcrt.lib</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x86;$(DXSDK_DIR)/Lib/x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level4</WarningLevel>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<AdditionalIncludeDirectories>..\..;..;%SDL2_DIR%\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
<BufferSecurityCheck>false</BufferSecurityCheck>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<AdditionalLibraryDirectories>%SDL2_DIR%\lib\x64;$(DXSDK_DIR)/Lib/x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>SDL2.lib;SDL2main.lib;d3d11.lib;d3dcompiler.lib;dxgi.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<IgnoreSpecificDefaultLibraries>
|
||||
</IgnoreSpecificDefaultLibraries>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp" />
|
||||
<ClCompile Include="..\..\imgui_demo.cpp" />
|
||||
<ClCompile Include="..\..\imgui_draw.cpp" />
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_dx11.cpp" />
|
||||
<ClCompile Include="..\imgui_impl_sdl.cpp" />
|
||||
<ClCompile Include="main.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h" />
|
||||
<ClInclude Include="..\..\imgui.h" />
|
||||
<ClInclude Include="..\..\imgui_internal.h" />
|
||||
<ClInclude Include="..\imgui_impl_dx11.h" />
|
||||
<ClInclude Include="..\imgui_impl_sdl.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\..\misc\natvis\imgui.natvis" />
|
||||
<None Include="..\README.txt" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
@@ -1,57 +1,57 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_dx11.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_sdl.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_dx11.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_sdl.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\natvis\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="imgui">
|
||||
<UniqueIdentifier>{0587d7a3-f2ce-4d56-b84f-a0005d3bfce6}</UniqueIdentifier>
|
||||
</Filter>
|
||||
<Filter Include="sources">
|
||||
<UniqueIdentifier>{08e36723-ce4f-4cff-9662-c40801cf1acf}</UniqueIdentifier>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\imconfig.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\..\imgui_internal.h">
|
||||
<Filter>imgui</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_dx11.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="..\imgui_impl_sdl.h">
|
||||
<Filter>sources</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\imgui.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="main.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_demo.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_draw.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_dx11.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\imgui_widgets.cpp">
|
||||
<Filter>imgui</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\imgui_impl_sdl.cpp">
|
||||
<Filter>sources</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="..\README.txt" />
|
||||
<None Include="..\..\misc\natvis\imgui.natvis">
|
||||
<Filter>sources</Filter>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
</Project>
|
@@ -26,6 +26,8 @@ void CleanupRenderTarget();
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
|
||||
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
@@ -67,7 +69,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@@ -17,6 +17,8 @@
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
|
||||
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
@@ -55,7 +57,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@@ -27,6 +27,8 @@
|
||||
int main(int, char**)
|
||||
{
|
||||
// Setup SDL
|
||||
// (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems,
|
||||
// depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to latest version of SDL is recommended!)
|
||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0)
|
||||
{
|
||||
printf("Error: %s\n", SDL_GetError());
|
||||
@@ -96,7 +98,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@@ -4,7 +4,7 @@
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering back-end in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
@@ -186,7 +186,7 @@ static void SetupVulkan(const char** extensions, uint32_t extensions_count)
|
||||
}
|
||||
}
|
||||
|
||||
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
|
||||
// All the ImGui_ImplVulkanH_XXX structures/functions are optional helpers used by the demo.
|
||||
// Your real engine/app may not use them.
|
||||
static void SetupVulkanWindow(ImGui_ImplVulkanH_Window* wd, VkSurfaceKHR surface, int width, int height)
|
||||
{
|
||||
@@ -384,7 +384,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@@ -62,7 +62,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@@ -62,7 +62,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@@ -9,7 +9,12 @@
|
||||
#include <dxgi1_4.h>
|
||||
#include <tchar.h>
|
||||
|
||||
#define DX12_ENABLE_DEBUG_LAYER 0
|
||||
//#define DX12_ENABLE_DEBUG_LAYER
|
||||
|
||||
#ifdef DX12_ENABLE_DEBUG_LAYER
|
||||
#include <dxgidebug.h>
|
||||
#pragma comment(lib, "dxguid.lib")
|
||||
#endif
|
||||
|
||||
struct FrameContext
|
||||
{
|
||||
@@ -80,7 +85,7 @@ int main(int, char**)
|
||||
// Setup Platform/Renderer bindings
|
||||
ImGui_ImplWin32_Init(hwnd);
|
||||
ImGui_ImplDX12_Init(g_pd3dDevice, NUM_FRAMES_IN_FLIGHT,
|
||||
DXGI_FORMAT_R8G8B8A8_UNORM,
|
||||
DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap,
|
||||
g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(),
|
||||
g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
|
||||
|
||||
@@ -89,7 +94,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
@@ -233,15 +238,14 @@ bool CreateDeviceD3D(HWND hWnd)
|
||||
sd.Stereo = FALSE;
|
||||
}
|
||||
|
||||
if (DX12_ENABLE_DEBUG_LAYER)
|
||||
#ifdef DX12_ENABLE_DEBUG_LAYER
|
||||
ID3D12Debug* pdx12Debug = NULL;
|
||||
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&pdx12Debug))))
|
||||
{
|
||||
ID3D12Debug* dx12Debug = NULL;
|
||||
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&dx12Debug))))
|
||||
{
|
||||
dx12Debug->EnableDebugLayer();
|
||||
dx12Debug->Release();
|
||||
}
|
||||
pdx12Debug->EnableDebugLayer();
|
||||
pdx12Debug->Release();
|
||||
}
|
||||
#endif
|
||||
|
||||
D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;
|
||||
if (D3D12CreateDevice(NULL, featureLevel, IID_PPV_ARGS(&g_pd3dDevice)) != S_OK)
|
||||
@@ -329,6 +333,15 @@ void CleanupDeviceD3D()
|
||||
if (g_fence) { g_fence->Release(); g_fence = NULL; }
|
||||
if (g_fenceEvent) { CloseHandle(g_fenceEvent); g_fenceEvent = NULL; }
|
||||
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
|
||||
|
||||
#ifdef DX12_ENABLE_DEBUG_LAYER
|
||||
IDXGIDebug1* pDebug = NULL;
|
||||
if (SUCCEEDED(DXGIGetDebugInterface1(0, IID_PPV_ARGS(&pDebug))))
|
||||
{
|
||||
pDebug->ReportLiveObjects(DXGI_DEBUG_ALL, DXGI_DEBUG_RLO_SUMMARY);
|
||||
pDebug->Release();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void CreateRenderTarget()
|
||||
|
@@ -60,7 +60,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@@ -2,7 +2,7 @@
|
||||
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Platform: Clipboard support (from Allegro 5.1.12)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Issues:
|
||||
@@ -25,7 +25,7 @@
|
||||
// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle.
|
||||
// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.
|
||||
// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp.
|
||||
// 2018-04-18: Misc: Added support for 32-bits vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
|
||||
// 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h.
|
||||
// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself.
|
||||
// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
|
||||
// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space.
|
||||
@@ -108,7 +108,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
|
||||
// Allegro's implementation of al_draw_indexed_prim() for DX9 is completely broken. Unindex our buffers ourselves.
|
||||
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 float as well..
|
||||
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well..
|
||||
static ImVector<ImDrawVertAllegro> vertices;
|
||||
vertices.resize(cmd_list->IdxBuffer.Size);
|
||||
for (int i = 0; i < cmd_list->IdxBuffer.Size; i++)
|
||||
@@ -257,7 +257,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5";
|
||||
|
||||
// Create custom vertex declaration.
|
||||
// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
|
||||
// Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 floats.
|
||||
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
|
||||
ALLEGRO_VERTEX_ELEMENT elems[] =
|
||||
{
|
||||
|
@@ -2,7 +2,7 @@
|
||||
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Platform: Clipboard support (from Allegro 5.1.12)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Issues:
|
||||
|
@@ -2,8 +2,8 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@@ -2,8 +2,8 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@@ -2,8 +2,8 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp
|
||||
|
@@ -2,8 +2,8 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@@ -2,8 +2,8 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// Issues:
|
||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||
|
||||
@@ -13,6 +13,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
|
||||
// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-03-29: Misc: Various minor tidying up.
|
||||
@@ -56,6 +57,14 @@ static FrameResources* g_pFrameResources = NULL;
|
||||
static UINT g_numFramesInFlight = 0;
|
||||
static UINT g_frameIndex = UINT_MAX;
|
||||
|
||||
template<typename T>
|
||||
static void SafeRelease(T*& res)
|
||||
{
|
||||
if (res)
|
||||
res->Release();
|
||||
res = NULL;
|
||||
}
|
||||
|
||||
struct VERTEX_CONSTANT_BUFFER
|
||||
{
|
||||
float mvp[4][4];
|
||||
@@ -132,7 +141,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
// Create and grow vertex/index buffers if needed
|
||||
if (fr->VertexBuffer == NULL || fr->VertexBufferSize < draw_data->TotalVtxCount)
|
||||
{
|
||||
if (fr->VertexBuffer != NULL) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
|
||||
SafeRelease(fr->VertexBuffer);
|
||||
fr->VertexBufferSize = draw_data->TotalVtxCount + 5000;
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
@@ -155,7 +164,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
|
||||
}
|
||||
if (fr->IndexBuffer == NULL || fr->IndexBufferSize < draw_data->TotalIdxCount)
|
||||
{
|
||||
if (fr->IndexBuffer != NULL) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
|
||||
SafeRelease(fr->IndexBuffer);
|
||||
fr->IndexBufferSize = draw_data->TotalIdxCount + 10000;
|
||||
D3D12_HEAP_PROPERTIES props;
|
||||
memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES));
|
||||
@@ -375,8 +384,7 @@ static void ImGui_ImplDX12_CreateFontsTexture()
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
|
||||
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, g_hFontSrvCpuDescHandle);
|
||||
if (g_pFontTextureResource != NULL)
|
||||
g_pFontTextureResource->Release();
|
||||
SafeRelease(g_pFontTextureResource);
|
||||
g_pFontTextureResource = pTexture;
|
||||
}
|
||||
|
||||
@@ -588,21 +596,24 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
|
||||
if (!g_pd3dDevice)
|
||||
return;
|
||||
|
||||
SafeRelease(g_pVertexShaderBlob);
|
||||
SafeRelease(g_pPixelShaderBlob);
|
||||
SafeRelease(g_pRootSignature);
|
||||
SafeRelease(g_pPipelineState);
|
||||
SafeRelease(g_pFontTextureResource);
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
|
||||
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
|
||||
if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
|
||||
if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
|
||||
if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; io.Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
io.Fonts->TexID = NULL; // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
|
||||
|
||||
for (UINT i = 0; i < g_numFramesInFlight; i++)
|
||||
{
|
||||
FrameResources* fr = &g_pFrameResources[i];
|
||||
if (fr->IndexBuffer) { fr->IndexBuffer->Release(); fr->IndexBuffer = NULL; }
|
||||
if (fr->VertexBuffer) { fr->VertexBuffer->Release(); fr->VertexBuffer = NULL; }
|
||||
SafeRelease(fr->IndexBuffer);
|
||||
SafeRelease(fr->VertexBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
|
||||
bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle)
|
||||
{
|
||||
// Setup back-end capabilities flags
|
||||
@@ -617,6 +628,7 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO
|
||||
g_pFrameResources = new FrameResources[num_frames_in_flight];
|
||||
g_numFramesInFlight = num_frames_in_flight;
|
||||
g_frameIndex = UINT_MAX;
|
||||
IM_UNUSED(cbv_srv_heap); // Unused in master branch (will be used by multi-viewports)
|
||||
|
||||
// Create buffers with a default size (they will later be grown as needed)
|
||||
for (int i = 0; i < num_frames_in_flight; i++)
|
||||
|
@@ -2,8 +2,8 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// Issues:
|
||||
// [ ] 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*)). See github.com/ocornut/imgui/pull/301
|
||||
|
||||
@@ -15,6 +15,7 @@
|
||||
|
||||
enum DXGI_FORMAT;
|
||||
struct ID3D12Device;
|
||||
struct ID3D12DescriptorHeap;
|
||||
struct ID3D12GraphicsCommandList;
|
||||
struct D3D12_CPU_DESCRIPTOR_HANDLE;
|
||||
struct D3D12_GPU_DESCRIPTOR_HANDLE;
|
||||
@@ -23,7 +24,7 @@ struct D3D12_GPU_DESCRIPTOR_HANDLE;
|
||||
// Before calling the render function, caller must prepare cmd_list by resetting it and setting the appropriate
|
||||
// render target and descriptor heap that contains font_srv_cpu_desc_handle/font_srv_gpu_desc_handle.
|
||||
// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture.
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format,
|
||||
IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* cbv_srv_heap,
|
||||
D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle);
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame();
|
||||
|
@@ -2,8 +2,8 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@@ -2,8 +2,8 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. Win32)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@@ -15,6 +15,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown.
|
||||
// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.
|
||||
// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter().
|
||||
// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.
|
||||
@@ -61,7 +62,8 @@ static GLFWwindow* g_Window = NULL; // Main window
|
||||
static GlfwClientApi g_ClientApi = GlfwClientApi_Unknown;
|
||||
static double g_Time = 0.0;
|
||||
static bool g_MouseJustPressed[5] = { false, false, false, false, false };
|
||||
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
|
||||
static GLFWcursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
|
||||
static bool g_InstalledCallbacks = false;
|
||||
|
||||
// Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.
|
||||
static GLFWmousebuttonfun g_PrevUserCallbackMousebutton = NULL;
|
||||
@@ -183,6 +185,7 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
g_PrevUserCallbackChar = NULL;
|
||||
if (install_callbacks)
|
||||
{
|
||||
g_InstalledCallbacks = true;
|
||||
g_PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback);
|
||||
g_PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback);
|
||||
g_PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback);
|
||||
@@ -205,6 +208,15 @@ bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks)
|
||||
|
||||
void ImGui_ImplGlfw_Shutdown()
|
||||
{
|
||||
if (g_InstalledCallbacks)
|
||||
{
|
||||
glfwSetMouseButtonCallback(g_Window, g_PrevUserCallbackMousebutton);
|
||||
glfwSetScrollCallback(g_Window, g_PrevUserCallbackScroll);
|
||||
glfwSetKeyCallback(g_Window, g_PrevUserCallbackKey);
|
||||
glfwSetCharCallback(g_Window, g_PrevUserCallbackChar);
|
||||
g_InstalledCallbacks = false;
|
||||
}
|
||||
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
{
|
||||
glfwDestroyCursor(g_MouseCursors[cursor_n]);
|
||||
|
@@ -2,7 +2,7 @@
|
||||
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// Missing features:
|
||||
// [ ] Renderer: Clipping rectangles are not honored.
|
||||
|
||||
|
@@ -2,7 +2,7 @@
|
||||
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
|
||||
// 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.
|
||||
|
@@ -2,8 +2,8 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. OSX)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@@ -2,8 +2,8 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. OSX)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@@ -2,7 +2,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
@@ -201,7 +201,7 @@ bool ImGui_ImplOpenGL2_CreateFontsTexture()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
GLint last_texture;
|
||||
|
@@ -2,7 +2,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
|
@@ -4,8 +4,8 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
@@ -13,6 +13,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders.
|
||||
// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility.
|
||||
// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call.
|
||||
// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
@@ -77,7 +78,7 @@
|
||||
#include "TargetConditionals.h"
|
||||
#endif
|
||||
|
||||
// Auto-detect GL version
|
||||
// Auto-enable GLES on matching platforms
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
|
||||
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
|
||||
@@ -99,9 +100,9 @@
|
||||
#include <GLES2/gl2.h>
|
||||
#elif defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV))
|
||||
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
|
||||
#include <OpenGLES/ES3/gl.h> // Use GL ES 3
|
||||
#else
|
||||
#include <GLES3/gl3.h> // Use GL ES 3
|
||||
#include <GLES3/gl3.h> // Use GL ES 3
|
||||
#endif
|
||||
#else
|
||||
// About Desktop OpenGL function loaders:
|
||||
@@ -119,15 +120,16 @@
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Desktop GL has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3)
|
||||
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 0
|
||||
// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have.
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2) || defined(IMGUI_IMPL_OPENGL_ES3) || !defined(GL_VERSION_3_2)
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 0
|
||||
#else
|
||||
#define IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX 1
|
||||
#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET 1
|
||||
#endif
|
||||
|
||||
// OpenGL Data
|
||||
static char g_GlslVersionString[32] = "";
|
||||
static GLuint g_GlVersion = 0; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries.
|
||||
static char g_GlslVersionString[32] = ""; // Specified by user or detected based on compile time GL settings.
|
||||
static GLuint g_FontTexture = 0;
|
||||
static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
|
||||
static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; // Uniforms location
|
||||
@@ -137,14 +139,26 @@ static unsigned int g_VboHandle = 0, g_ElementsHandle = 0;
|
||||
// Functions
|
||||
bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
{
|
||||
// Query for GL version
|
||||
#if !defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
GLint major, minor;
|
||||
glGetIntegerv(GL_MAJOR_VERSION, &major);
|
||||
glGetIntegerv(GL_MINOR_VERSION, &minor);
|
||||
g_GlVersion = major * 1000 + minor;
|
||||
#else
|
||||
g_GlVersion = 2000; // GLES 2
|
||||
#endif
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.BackendRendererName = "imgui_impl_opengl3";
|
||||
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (g_GlVersion >= 3200)
|
||||
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||
#endif
|
||||
|
||||
// Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
|
||||
// Store GLSL version string so we can refer to it later in case we recreate shaders.
|
||||
// Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.
|
||||
#if defined(IMGUI_IMPL_OPENGL_ES2)
|
||||
if (glsl_version == NULL)
|
||||
glsl_version = "#version 100";
|
||||
@@ -159,9 +173,9 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
strcpy(g_GlslVersionString, glsl_version);
|
||||
strcat(g_GlslVersionString, "\n");
|
||||
|
||||
// Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
|
||||
// Dummy construct to make it easily visible in the IDE and debugger which GL loader has been selected.
|
||||
// The code actually never uses the 'gl_loader' variable! It is only here so you can read it!
|
||||
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
|
||||
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
|
||||
// you are likely to get a crash below.
|
||||
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
|
||||
const char* gl_loader = "Unknown";
|
||||
@@ -172,7 +186,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version)
|
||||
gl_loader = "GLEW";
|
||||
#elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
gl_loader = "GLAD";
|
||||
#else IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
#else // IMGUI_IMPL_OPENGL_LOADER_CUSTOM
|
||||
gl_loader = "Custom";
|
||||
#endif
|
||||
|
||||
@@ -344,11 +358,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
|
||||
|
||||
// Bind texture, Draw
|
||||
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId);
|
||||
#if IMGUI_IMPL_OPENGL_HAS_DRAW_WITH_BASE_VERTEX
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
|
||||
#else
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
|
||||
#if IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET
|
||||
if (g_GlVersion >= 3200)
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);
|
||||
else
|
||||
#endif
|
||||
glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -389,7 +404,7 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory.
|
||||
|
||||
// Upload texture to graphics system
|
||||
GLint last_texture;
|
||||
|
@@ -4,8 +4,8 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
|
||||
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
|
||||
@@ -40,8 +40,8 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
|
||||
//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
|
||||
|
||||
// Desktop OpenGL: attempt to detect default GL loader based on available header files.
|
||||
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
|
||||
// you are likely to get a crash in ImGui_ImplOpenGL3_Init().
|
||||
// If auto-detection fails or doesn't select the same GL loader file as used by your application,
|
||||
// you are likely to get a crash in ImGui_ImplOpenGL3_Init().
|
||||
// You can explicitly select a loader by using '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
|
||||
#if !defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) \
|
||||
&& !defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) \
|
||||
|
@@ -13,5 +13,5 @@
|
||||
|
||||
IMGUI_API bool ImGui_ImplOSX_Init();
|
||||
IMGUI_API void ImGui_ImplOSX_Shutdown();
|
||||
IMGUI_API void ImGui_ImplOSX_NewFrame(NSView *_Nonnull view);
|
||||
IMGUI_API void ImGui_ImplOSX_NewFrame(NSView *_Nullable view);
|
||||
IMGUI_API bool ImGui_ImplOSX_HandleEvent(NSEvent *_Nonnull event, NSView *_Nullable view);
|
||||
|
@@ -14,7 +14,8 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-07-21: Readded clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change).
|
||||
// 2019-10-11: Inputs: Fix using Backspace key.
|
||||
// 2019-07-21: Re-added clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change).
|
||||
// 2019-05-28: Inputs: Added mouse cursor shape and visibility support.
|
||||
// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp.
|
||||
// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range.
|
||||
@@ -23,7 +24,7 @@
|
||||
|
||||
// Data
|
||||
static CFAbsoluteTime g_Time = 0.0;
|
||||
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
|
||||
static NSCursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
|
||||
static bool g_MouseCursorHidden = false;
|
||||
|
||||
// Undocumented methods for creating cursors.
|
||||
@@ -40,13 +41,13 @@ bool ImGui_ImplOSX_Init()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
||||
// Setup back-end capabilities flags
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional)
|
||||
//io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)
|
||||
io.BackendPlatformName = "imgui_impl_osx";
|
||||
|
||||
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeyDown[] array.
|
||||
const int offset_for_function_keys = 256 - 0xF700;
|
||||
io.KeyMap[ImGuiKey_Tab] = '\t';
|
||||
io.KeyMap[ImGuiKey_LeftArrow] = NSLeftArrowFunctionKey + offset_for_function_keys;
|
||||
@@ -150,9 +151,12 @@ void ImGui_ImplOSX_NewFrame(NSView* view)
|
||||
{
|
||||
// Setup display size
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
const float dpi = [view.window backingScaleFactor];
|
||||
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
|
||||
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
|
||||
if (view)
|
||||
{
|
||||
const float dpi = [view.window backingScaleFactor];
|
||||
io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height);
|
||||
io.DisplayFramebufferScale = ImVec2(dpi, dpi);
|
||||
}
|
||||
|
||||
// Setup time step
|
||||
if (g_Time == 0.0)
|
||||
@@ -229,7 +233,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
}
|
||||
}
|
||||
else
|
||||
#endif /*MAC_OS_X_VERSION_MAX_ALLOWED*/
|
||||
#endif // MAC_OS_X_VERSION_MAX_ALLOWED
|
||||
{
|
||||
wheel_dx = [event deltaX];
|
||||
wheel_dy = [event deltaY];
|
||||
@@ -250,7 +254,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
|
||||
for (int i = 0; i < len; i++)
|
||||
{
|
||||
int c = [str characterAtIndex:i];
|
||||
if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF))
|
||||
if (!io.KeyCtrl && !(c >= 0xF700 && c <= 0xFFFF) && c != 127)
|
||||
io.AddInputCharacter((unsigned int)c);
|
||||
|
||||
// We must reset in case we're pressing a sequence of special keys while keeping the command pressed
|
||||
|
@@ -57,7 +57,7 @@
|
||||
static SDL_Window* g_Window = NULL;
|
||||
static Uint64 g_Time = 0;
|
||||
static bool g_MousePressed[3] = { false, false, false };
|
||||
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = { 0 };
|
||||
static SDL_Cursor* g_MouseCursors[ImGuiMouseCursor_COUNT] = {};
|
||||
static char* g_ClipboardTextData = NULL;
|
||||
|
||||
static const char* ImGui_ImplSDL2_GetClipboardText(void*)
|
||||
|
@@ -2,7 +2,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering back-end in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
|
@@ -2,7 +2,7 @@
|
||||
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
|
||||
|
||||
// Implemented features:
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bits indices.
|
||||
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: User texture binding. Changes of ImTextureID aren't supported by this binding! See https://github.com/ocornut/imgui/pull/914
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app.
|
||||
// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h.
|
||||
// You will use those if you want to use this rendering back-end in your engine/app.
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by
|
||||
// the back-end itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code.
|
||||
// Read comments in imgui_impl_vulkan.h.
|
||||
|
||||
@@ -116,9 +116,9 @@ struct ImGui_ImplVulkanH_Window
|
||||
ImGui_ImplVulkanH_Frame* Frames;
|
||||
ImGui_ImplVulkanH_FrameSemaphores* FrameSemaphores;
|
||||
|
||||
ImGui_ImplVulkanH_Window()
|
||||
{
|
||||
memset(this, 0, sizeof(*this));
|
||||
ImGui_ImplVulkanH_Window()
|
||||
{
|
||||
memset(this, 0, sizeof(*this));
|
||||
PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR;
|
||||
ClearEnable = true;
|
||||
}
|
||||
|
File diff suppressed because it is too large
Load Diff
13
imconfig.h
13
imconfig.h
@@ -34,9 +34,10 @@
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow.
|
||||
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
|
||||
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices').
|
||||
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf.
|
||||
//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h.
|
||||
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
|
||||
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
|
||||
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
|
||||
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
|
||||
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
|
||||
|
||||
//---- Include imgui_user.h at the end of imgui.h as a convenience
|
||||
@@ -64,9 +65,9 @@
|
||||
operator MyVec4() const { return MyVec4(x,y,z,w); }
|
||||
*/
|
||||
|
||||
//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices.
|
||||
// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices).
|
||||
// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer.
|
||||
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
|
||||
// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bit indices).
|
||||
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
|
||||
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
|
||||
//#define ImDrawIdx unsigned int
|
||||
|
||||
|
145
imgui.h
145
imgui.h
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.73
|
||||
// dear imgui, v1.74
|
||||
// (headers)
|
||||
|
||||
// See imgui.cpp file for documentation.
|
||||
@@ -27,7 +27,7 @@ Index of this file:
|
||||
|
||||
#pragma once
|
||||
|
||||
// Configuration file with compile-time options (edit imconfig.h or define IMGUI_USER_CONFIG to your own filename)
|
||||
// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename)
|
||||
#ifdef IMGUI_USER_CONFIG
|
||||
#include IMGUI_USER_CONFIG
|
||||
#endif
|
||||
@@ -39,15 +39,16 @@ Index of this file:
|
||||
// Header mess
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include <float.h> // FLT_MAX
|
||||
#include <stdarg.h> // va_list
|
||||
// Includes
|
||||
#include <float.h> // FLT_MIN, FLT_MAX
|
||||
#include <stdarg.h> // va_list, va_start, va_end
|
||||
#include <stddef.h> // ptrdiff_t, NULL
|
||||
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
|
||||
|
||||
// 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 "1.73"
|
||||
#define IMGUI_VERSION_NUM 17300
|
||||
#define IMGUI_VERSION "1.74"
|
||||
#define IMGUI_VERSION_NUM 17400
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
|
||||
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
|
||||
@@ -66,19 +67,21 @@ Index of this file:
|
||||
#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
|
||||
#endif
|
||||
#if defined(__clang__) || defined(__GNUC__)
|
||||
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
|
||||
#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions.
|
||||
#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
|
||||
#else
|
||||
#define IM_FMTARGS(FMT)
|
||||
#define IM_FMTLIST(FMT)
|
||||
#endif
|
||||
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
|
||||
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*_ARR))) // Size of a static C-style array. Don't use on pointers!
|
||||
#define IM_UNUSED(_VAR) ((void)_VAR) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
|
||||
#if (__cplusplus >= 201100)
|
||||
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
|
||||
#else
|
||||
#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro.
|
||||
#endif
|
||||
#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Last Unicode code point supported by this build.
|
||||
#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Standard invalid Unicode code point.
|
||||
|
||||
// Warnings
|
||||
#if defined(__clang__)
|
||||
@@ -123,7 +126,7 @@ struct ImGuiTextBuffer; // Helper to hold and append into a text buf
|
||||
struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
|
||||
|
||||
// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
|
||||
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
|
||||
// Use your programming IDE "Go to definition" facility on the names in the central column below to find the actual flags/enum lists.
|
||||
#ifndef ImTextureID
|
||||
typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
|
||||
#endif
|
||||
@@ -157,7 +160,7 @@ typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
|
||||
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);
|
||||
|
||||
// Scalar data types
|
||||
typedef signed char ImS8; // 8-bit signed integer == char
|
||||
typedef signed char ImS8; // 8-bit signed integer
|
||||
typedef unsigned char ImU8; // 8-bit unsigned integer
|
||||
typedef signed short ImS16; // 16-bit signed integer
|
||||
typedef unsigned short ImU16; // 16-bit unsigned integer
|
||||
@@ -201,14 +204,14 @@ struct ImVec4
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImGui: Dear ImGui end-user API
|
||||
// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!)
|
||||
// (Inside a namespace so you can add extra functions in your own separate file. Please don't modify imgui source files!)
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
namespace ImGui
|
||||
{
|
||||
// Context creation and access
|
||||
// Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
|
||||
// All those functions are not reliant on the current context.
|
||||
// None of those functions is reliant on the current context.
|
||||
IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
|
||||
IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
|
||||
IMGUI_API ImGuiContext* GetCurrentContext();
|
||||
@@ -245,8 +248,9 @@ namespace ImGui
|
||||
// which clicking will set the boolean to false when clicked.
|
||||
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
|
||||
// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
|
||||
// [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc.
|
||||
// where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
|
||||
// [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
|
||||
// BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
|
||||
// returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
|
||||
// - Note that the bottom of window stack always contains a window called "Debug".
|
||||
IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
|
||||
IMGUI_API void End();
|
||||
@@ -255,13 +259,13 @@ namespace ImGui
|
||||
// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
|
||||
// - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
|
||||
// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
|
||||
// Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
|
||||
// Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().]
|
||||
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
|
||||
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
|
||||
IMGUI_API void EndChild();
|
||||
|
||||
// Windows Utilities
|
||||
// - "current window" = the window we are appending into while inside a Begin()/End() block. "next window" = next window we will Begin() into.
|
||||
// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
|
||||
IMGUI_API bool IsWindowAppearing();
|
||||
IMGUI_API bool IsWindowCollapsed();
|
||||
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
|
||||
@@ -342,6 +346,7 @@ namespace ImGui
|
||||
// Cursor / Layout
|
||||
// - By "cursor" we mean the current output position.
|
||||
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
|
||||
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceeding widget.
|
||||
IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
|
||||
IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
|
||||
IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
|
||||
@@ -383,8 +388,8 @@ namespace ImGui
|
||||
IMGUI_API ImGuiID GetID(const void* ptr_id);
|
||||
|
||||
// Widgets: Text
|
||||
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
|
||||
IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text
|
||||
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
|
||||
IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
|
||||
IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
|
||||
IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
|
||||
IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
|
||||
@@ -399,6 +404,7 @@ namespace ImGui
|
||||
|
||||
// Widgets: Main
|
||||
// - Most widgets return true when the value has been changed or when pressed/selected
|
||||
// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
|
||||
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
|
||||
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
|
||||
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); // button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
|
||||
@@ -413,7 +419,7 @@ namespace ImGui
|
||||
IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
|
||||
|
||||
// Widgets: Combo Box
|
||||
// - The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
|
||||
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
|
||||
// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
|
||||
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
|
||||
IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
|
||||
@@ -438,8 +444,8 @@ namespace ImGui
|
||||
IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
|
||||
IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
|
||||
IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL);
|
||||
IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
|
||||
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
|
||||
IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f);
|
||||
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, float power = 1.0f);
|
||||
|
||||
// Widgets: Sliders
|
||||
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds.
|
||||
@@ -453,11 +459,11 @@ namespace ImGui
|
||||
IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
|
||||
IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
|
||||
IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
|
||||
IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
|
||||
IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
|
||||
IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f);
|
||||
IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f);
|
||||
IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
|
||||
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d");
|
||||
IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
|
||||
IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, float power = 1.0f);
|
||||
|
||||
// Widgets: Input with Keyboard
|
||||
// - If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
|
||||
@@ -474,8 +480,8 @@ namespace ImGui
|
||||
IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
|
||||
IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
|
||||
IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
|
||||
IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
|
||||
IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
|
||||
IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
|
||||
IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
|
||||
|
||||
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
|
||||
// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
|
||||
@@ -509,7 +515,7 @@ namespace ImGui
|
||||
|
||||
// Widgets: Selectables
|
||||
// - A selectable highlights when hovered, and can display another color when selected.
|
||||
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them.
|
||||
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
|
||||
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
|
||||
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
|
||||
|
||||
@@ -535,16 +541,19 @@ namespace ImGui
|
||||
IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
|
||||
|
||||
// Widgets: Menus
|
||||
IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
|
||||
IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
|
||||
// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
|
||||
// - Use BeginMainMenuBar() to create a menu bar at the top of the screen.
|
||||
IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
|
||||
IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
|
||||
IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
|
||||
IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
|
||||
IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
|
||||
IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
|
||||
IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
|
||||
IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
|
||||
|
||||
// Tooltips
|
||||
// - Tooltip are windows following the mouse which do not take focus away.
|
||||
IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
|
||||
IMGUI_API void EndTooltip();
|
||||
IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
|
||||
@@ -556,7 +565,7 @@ namespace ImGui
|
||||
// - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
|
||||
// - Their visibility state (~bool) is held internally by imgui instead of being held by the programmer as we are used to with regular Begin() calls.
|
||||
// User can manipulate the visibility state by calling OpenPopup().
|
||||
// (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
|
||||
// (*) You can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even when normally blocked by a popup.
|
||||
// Those three properties are connected. The library needs to hold their visibility state because it can close popups at any time.
|
||||
IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
|
||||
IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
|
||||
@@ -572,6 +581,7 @@ namespace ImGui
|
||||
// Columns
|
||||
// - You can also use SameLine(pos_x) to mimic simplified columns.
|
||||
// - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!)
|
||||
// - By end of the 2019 we will expose a new 'Table' api which will replace columns.
|
||||
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
|
||||
IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
|
||||
IMGUI_API int GetColumnIndex(); // get current column index
|
||||
@@ -582,7 +592,6 @@ namespace ImGui
|
||||
IMGUI_API int GetColumnsCount();
|
||||
|
||||
// Tab Bars, Tabs
|
||||
// [BETA API] API may evolve!
|
||||
IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
|
||||
IMGUI_API 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.
|
||||
@@ -629,6 +638,7 @@ namespace ImGui
|
||||
IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
|
||||
IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
|
||||
IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
|
||||
IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
|
||||
IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
|
||||
IMGUI_API bool IsAnyItemActive(); // is any item active?
|
||||
IMGUI_API bool IsAnyItemFocused(); // is any item focused?
|
||||
@@ -950,12 +960,12 @@ enum ImGuiKey_
|
||||
ImGuiKey_Enter,
|
||||
ImGuiKey_Escape,
|
||||
ImGuiKey_KeyPadEnter,
|
||||
ImGuiKey_A, // for text edit CTRL+A: select all
|
||||
ImGuiKey_C, // for text edit CTRL+C: copy
|
||||
ImGuiKey_V, // for text edit CTRL+V: paste
|
||||
ImGuiKey_X, // for text edit CTRL+X: cut
|
||||
ImGuiKey_Y, // for text edit CTRL+Y: redo
|
||||
ImGuiKey_Z, // for text edit CTRL+Z: undo
|
||||
ImGuiKey_A, // for text edit CTRL+A: select all
|
||||
ImGuiKey_C, // for text edit CTRL+C: copy
|
||||
ImGuiKey_V, // for text edit CTRL+V: paste
|
||||
ImGuiKey_X, // for text edit CTRL+X: cut
|
||||
ImGuiKey_Y, // for text edit CTRL+Y: redo
|
||||
ImGuiKey_Z, // for text edit CTRL+Z: undo
|
||||
ImGuiKey_COUNT
|
||||
};
|
||||
|
||||
@@ -986,7 +996,6 @@ enum ImGuiNavInput_
|
||||
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
|
||||
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
|
||||
ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
|
||||
ImGuiNavInput_KeyTab_, // tab // = Tab key
|
||||
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
|
||||
ImGuiNavInput_KeyRight_, // move right
|
||||
ImGuiNavInput_KeyUp_, // move up
|
||||
@@ -1018,7 +1027,7 @@ enum ImGuiBackendFlags_
|
||||
ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected.
|
||||
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
|
||||
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
|
||||
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bits indices.
|
||||
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
|
||||
};
|
||||
|
||||
// Enumeration for PushStyleColor() / PopStyleColor()
|
||||
@@ -1217,10 +1226,12 @@ template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p
|
||||
//-----------------------------------------------------------------------------
|
||||
// Helper: ImVector<>
|
||||
// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
|
||||
// You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it.
|
||||
// Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
|
||||
// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
|
||||
// do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
|
||||
//-----------------------------------------------------------------------------
|
||||
// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
|
||||
// - We use std-like naming convention here, which is a little unusual for this codebase.
|
||||
// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
|
||||
// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
|
||||
// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
template<typename T>
|
||||
@@ -1262,6 +1273,7 @@ struct ImVector
|
||||
inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
|
||||
inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
|
||||
inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
|
||||
inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; }
|
||||
inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
|
||||
|
||||
// NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
|
||||
@@ -1277,7 +1289,7 @@ struct ImVector
|
||||
inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
|
||||
inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
|
||||
inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
|
||||
inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; }
|
||||
inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -1572,11 +1584,6 @@ namespace ImGui
|
||||
static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }
|
||||
static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); }
|
||||
static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); }
|
||||
// OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
|
||||
IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha_override = -1.0f, ImGuiWindowFlags flags = 0); // Use SetNextWindowSize(size, ImGuiCond_FirstUseEver) + SetNextWindowBgAlpha() instead.
|
||||
static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }
|
||||
static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); }
|
||||
static inline void SetNextWindowPosCenter(ImGuiCond c=0) { ImGuiIO& io = GetIO(); SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.5f), c, ImVec2(0.5f, 0.5f)); }
|
||||
}
|
||||
typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent
|
||||
typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
|
||||
@@ -1629,11 +1636,11 @@ struct ImGuiTextBuffer
|
||||
IMGUI_API static char EmptyString[1];
|
||||
|
||||
ImGuiTextBuffer() { }
|
||||
inline char operator[](int i) { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
|
||||
inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
|
||||
const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
|
||||
const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
|
||||
int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
|
||||
bool empty() { return Buf.Size <= 1; }
|
||||
bool empty() const { return Buf.Size <= 1; }
|
||||
void clear() { Buf.clear(); }
|
||||
void reserve(int capacity) { Buf.reserve(capacity); }
|
||||
const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
|
||||
@@ -1723,7 +1730,7 @@ struct ImGuiListClipper
|
||||
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
|
||||
};
|
||||
|
||||
// Helpers macros to generate 32-bits encoded colors
|
||||
// Helpers macros to generate 32-bit encoded colors
|
||||
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
|
||||
#define IM_COL32_R_SHIFT 16
|
||||
#define IM_COL32_G_SHIFT 8
|
||||
@@ -1787,13 +1794,13 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
|
||||
|
||||
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
|
||||
// Pre 1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset'
|
||||
// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bits indices.
|
||||
// is enabled, those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
|
||||
struct ImDrawCmd
|
||||
{
|
||||
unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
|
||||
ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
|
||||
ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
|
||||
unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bits indices.
|
||||
unsigned int VtxOffset; // Start offset in vertex buffer. Pre-1.71 or without ImGuiBackendFlags_RendererHasVtxOffset: always 0. With ImGuiBackendFlags_RendererHasVtxOffset: may be >0 to support meshes larger than 64K vertices with 16-bit indices.
|
||||
unsigned int IdxOffset; // Start offset in index buffer. Always equal to sum of ElemCount drawn so far.
|
||||
ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
|
||||
void* UserCallbackData; // The draw callback code can access this.
|
||||
@@ -1802,8 +1809,8 @@ struct ImDrawCmd
|
||||
};
|
||||
|
||||
// Vertex index
|
||||
// (to allow large meshes with 16-bits indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end)
|
||||
// (to use 32-bits indices: override with '#define ImDrawIdx unsigned int' in imconfig.h)
|
||||
// (to allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end)
|
||||
// (to use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h)
|
||||
#ifndef ImDrawIdx
|
||||
typedef unsigned short ImDrawIdx;
|
||||
#endif
|
||||
@@ -1912,7 +1919,7 @@ struct ImDrawList
|
||||
// Primitives
|
||||
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
|
||||
IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
|
||||
IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4-bits corresponding to which corner to round
|
||||
IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round
|
||||
IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size)
|
||||
IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
|
||||
IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
|
||||
@@ -2041,7 +2048,7 @@ struct ImFontGlyphRangesBuilder
|
||||
ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
|
||||
|
||||
ImFontGlyphRangesBuilder() { Clear(); }
|
||||
inline void Clear() { int size_in_bytes = 0x10000 / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
|
||||
inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX+1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
|
||||
inline bool GetBit(int n) const { int off = (n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
|
||||
inline void SetBit(int n) { int off = (n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
|
||||
inline void AddChar(ImWchar c) { SetBit(c); } // Add character
|
||||
@@ -2053,12 +2060,12 @@ struct ImFontGlyphRangesBuilder
|
||||
// See ImFontAtlas::AddCustomRectXXX functions.
|
||||
struct ImFontAtlasCustomRect
|
||||
{
|
||||
unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
|
||||
unsigned int ID; // Input // User ID. Use < 0x110000 to map into a font glyph, >= 0x110000 for other/internal/custom texture data.
|
||||
unsigned short Width, Height; // Input // Desired rectangle dimension
|
||||
unsigned short X, Y; // Output // Packed position in Atlas
|
||||
float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance
|
||||
ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID<0x10000): glyph display offset
|
||||
ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font
|
||||
float GlyphAdvanceX; // Input // For custom font glyphs only (ID < 0x110000): glyph xadvance
|
||||
ImVec2 GlyphOffset; // Input // For custom font glyphs only (ID < 0x110000): glyph display offset
|
||||
ImFont* Font; // Input // For custom font glyphs only (ID < 0x110000): target font
|
||||
ImFontAtlasCustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
|
||||
bool IsPacked() const { return X != 0xFFFF; }
|
||||
};
|
||||
@@ -2110,7 +2117,7 @@ struct ImFontAtlas
|
||||
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
|
||||
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
|
||||
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
|
||||
bool IsBuilt() { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
|
||||
bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); }
|
||||
void SetTexID(ImTextureID id) { TexID = id; }
|
||||
|
||||
//-------------------------------------------
|
||||
@@ -2137,13 +2144,13 @@ struct ImFontAtlas
|
||||
// After calling Build(), you can query the rectangle position and render your pixels.
|
||||
// You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
|
||||
// so you can render e.g. custom colorful icons and use them as regular glyphs.
|
||||
// Read misc/fonts/README.txt for more details about using colorful icons.
|
||||
IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
|
||||
IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
|
||||
// Read docs/FONTS.txt for more details about using colorful icons.
|
||||
IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x110000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
|
||||
IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x110000 to register a rectangle to map into a specific font.
|
||||
const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
|
||||
|
||||
// [Internal]
|
||||
IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
|
||||
IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
|
||||
IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
|
||||
|
||||
//-------------------------------------------
|
||||
@@ -2224,10 +2231,6 @@ struct ImFont
|
||||
IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
|
||||
IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
|
||||
IMGUI_API void SetFallbackChar(ImWchar c);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
typedef ImFontGlyph Glyph; // OBSOLETED in 1.52+
|
||||
#endif
|
||||
};
|
||||
|
||||
#if defined(__clang__)
|
||||
|
319
imgui_demo.cpp
319
imgui_demo.cpp
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.73
|
||||
// dear imgui, v1.74
|
||||
// (demo code)
|
||||
|
||||
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
|
||||
@@ -100,12 +100,17 @@ Index of this file:
|
||||
// Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n.
|
||||
#ifdef _WIN32
|
||||
#define IM_NEWLINE "\r\n"
|
||||
#define snprintf _snprintf
|
||||
#define vsnprintf _vsnprintf
|
||||
#else
|
||||
#define IM_NEWLINE "\n"
|
||||
#endif
|
||||
|
||||
#if defined(_MSC_VER) && !defined(snprintf)
|
||||
#define snprintf _snprintf
|
||||
#endif
|
||||
#if defined(_MSC_VER) && !defined(vsnprintf)
|
||||
#define vsnprintf _vsnprintf
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Forward Declarations, Helpers
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -132,7 +137,7 @@ static void ShowExampleAppCustomRendering(bool* p_open);
|
||||
static void ShowExampleMenuFile();
|
||||
|
||||
// Helper to display a little (?) mark which shows a tooltip when hovered.
|
||||
// In your own code you may want to display an actual icon if you are using a merged icon fonts (see misc/fonts/README.txt)
|
||||
// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.txt)
|
||||
static void HelpMarker(const char* desc)
|
||||
{
|
||||
ImGui::TextDisabled("(?)");
|
||||
@@ -152,25 +157,28 @@ void ImGui::ShowUserGuide()
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui::BulletText("Double-click on title bar to collapse window.");
|
||||
ImGui::BulletText("Click and drag on lower corner to resize window\n(double-click to auto fit window to its contents).");
|
||||
if (io.ConfigWindowsMoveFromTitleBarOnly)
|
||||
ImGui::BulletText("Click and drag on title bar to move window.");
|
||||
else
|
||||
ImGui::BulletText("Click and drag on any empty space to move window.");
|
||||
ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
|
||||
ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
|
||||
ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
|
||||
if (io.FontAllowUserScaling)
|
||||
ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");
|
||||
ImGui::BulletText("Mouse Wheel to scroll.");
|
||||
ImGui::BulletText("While editing text:\n");
|
||||
ImGui::BulletText("While inputing text:\n");
|
||||
ImGui::Indent();
|
||||
ImGui::BulletText("Hold SHIFT or use mouse to select text.");
|
||||
ImGui::BulletText("CTRL+Left/Right to word jump.");
|
||||
ImGui::BulletText("CTRL+A or double-click to select all.");
|
||||
ImGui::BulletText("CTRL+X,CTRL+C,CTRL+V to use clipboard.");
|
||||
ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");
|
||||
ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo.");
|
||||
ImGui::BulletText("ESCAPE to revert.");
|
||||
ImGui::BulletText("You can apply arithmetic operators +,*,/ on numerical values.\nUse +- to subtract.");
|
||||
ImGui::Unindent();
|
||||
ImGui::BulletText("With keyboard navigation enabled:");
|
||||
ImGui::Indent();
|
||||
ImGui::BulletText("Arrow keys to navigate.");
|
||||
ImGui::BulletText("Space to activate a widget.");
|
||||
ImGui::BulletText("Return to input text into a widget.");
|
||||
ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window.");
|
||||
ImGui::BulletText("Alt to jump to the menu layer of a window.");
|
||||
ImGui::BulletText("CTRL+Tab to select a window.");
|
||||
ImGui::Unindent();
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -311,12 +319,20 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
|
||||
if (ImGui::CollapsingHeader("Help"))
|
||||
{
|
||||
ImGui::Text("ABOUT THIS DEMO:");
|
||||
ImGui::BulletText("Sections below are demonstrating many aspects of the library.");
|
||||
ImGui::BulletText("The \"Examples\" menu above leads to more demo contents.");
|
||||
ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n"
|
||||
"and Metrics (general purpose Dear ImGui debugging tool).");
|
||||
ImGui::Separator();
|
||||
|
||||
ImGui::Text("PROGRAMMER GUIDE:");
|
||||
ImGui::BulletText("Please see the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");
|
||||
ImGui::BulletText("Please see the comments in imgui.cpp.");
|
||||
ImGui::BulletText("Please see the examples/ application.");
|
||||
ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");
|
||||
ImGui::BulletText("Enable 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");
|
||||
ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");
|
||||
ImGui::BulletText("See comments in imgui.cpp.");
|
||||
ImGui::BulletText("See example applications in the examples/ folder.");
|
||||
ImGui::BulletText("Read the FAQ at http://www.dearimgui.org/faq/");
|
||||
ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");
|
||||
ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");
|
||||
ImGui::Separator();
|
||||
|
||||
ImGui::Text("USER GUIDE:");
|
||||
@@ -360,7 +376,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
|
||||
if (ImGui::TreeNode("Backend Flags"))
|
||||
{
|
||||
HelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.");
|
||||
HelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.\nHere we expose then as read-only fields to avoid breaking interactions with your back-end.");
|
||||
ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying actual back-end flags.
|
||||
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad);
|
||||
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
|
||||
@@ -372,6 +388,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
|
||||
if (ImGui::TreeNode("Style"))
|
||||
{
|
||||
HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function.");
|
||||
ImGui::ShowStyleEditor();
|
||||
ImGui::TreePop();
|
||||
ImGui::Separator();
|
||||
@@ -753,14 +770,14 @@ static void ShowDemoWindowWidgets()
|
||||
if (ImGui::TreeNode("UTF-8 Text"))
|
||||
{
|
||||
// UTF-8 test with Japanese characters
|
||||
// (Needs a suitable font, try Noto, or Arial Unicode, or M+ fonts. Read misc/fonts/README.txt for details.)
|
||||
// (Needs a suitable font, try Noto, or Arial Unicode, or M+ fonts. Read docs/FONTS.txt for details.)
|
||||
// - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8
|
||||
// - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. Visual Studio save your file as 'UTF-8 without signature')
|
||||
// - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 CHARACTERS IN THIS SOURCE FILE.
|
||||
// Instead we are encoding a few strings with hexadecimal constants. Don't do this in your application!
|
||||
// Please use u8"text in any language" in your application!
|
||||
// Note that characters values are preserved even by InputText() if the font cannot be displayed, so you can safely copy & paste garbled characters into another application.
|
||||
ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt for details.");
|
||||
ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. Read docs/FONTS.txt for details.");
|
||||
ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string.
|
||||
ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
|
||||
static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
|
||||
@@ -923,7 +940,7 @@ static void ShowDemoWindowWidgets()
|
||||
if (ImGui::TreeNode("In columns"))
|
||||
{
|
||||
ImGui::Columns(3, NULL, false);
|
||||
static bool selected[16] = { 0 };
|
||||
static bool selected[16] = {};
|
||||
for (int i = 0; i < 16; i++)
|
||||
{
|
||||
char label[32]; sprintf(label, "Item %d", i);
|
||||
@@ -1075,7 +1092,7 @@ static void ShowDemoWindowWidgets()
|
||||
|
||||
// Create a dummy array of contiguous float values to plot
|
||||
// Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float and the sizeof() of your structure in the Stride parameter.
|
||||
static float values[90] = { 0 };
|
||||
static float values[90] = {};
|
||||
static int values_offset = 0;
|
||||
static double refresh_time = 0.0;
|
||||
if (!animate || refresh_time == 0.0)
|
||||
@@ -1176,7 +1193,7 @@ static void ShowDemoWindowWidgets()
|
||||
|
||||
// Generate a dummy default palette. The palette will persist and can be edited.
|
||||
static bool saved_palette_init = true;
|
||||
static ImVec4 saved_palette[32] = { };
|
||||
static ImVec4 saved_palette[32] = {};
|
||||
if (saved_palette_init)
|
||||
{
|
||||
for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)
|
||||
@@ -1506,24 +1523,21 @@ static void ShowDemoWindowWidgets()
|
||||
|
||||
if (ImGui::TreeNode("Drag and Drop"))
|
||||
{
|
||||
if (ImGui::TreeNode("Drag and drop in standard widgets"))
|
||||
{
|
||||
// ColorEdit widgets automatically act as drag source and drag target.
|
||||
// They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F to allow your own widgets
|
||||
// to use colors in their drag and drop interaction. Also see the demo in Color Picker -> Palette demo.
|
||||
ImGui::BulletText("Drag and drop in standard widgets");
|
||||
ImGui::SameLine();
|
||||
HelpMarker("You can drag from the colored squares.");
|
||||
ImGui::Indent();
|
||||
static float col1[3] = { 1.0f,0.0f,0.2f };
|
||||
static float col2[4] = { 0.4f,0.7f,0.0f,0.5f };
|
||||
static float col1[3] = { 1.0f, 0.0f, 0.2f };
|
||||
static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
|
||||
ImGui::ColorEdit3("color 1", col1);
|
||||
ImGui::ColorEdit4("color 2", col2);
|
||||
ImGui::Unindent();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
if (ImGui::TreeNode("Drag and drop to copy/swap items"))
|
||||
{
|
||||
ImGui::BulletText("Drag and drop to copy/swap items");
|
||||
ImGui::Indent();
|
||||
enum Mode
|
||||
{
|
||||
Mode_Copy,
|
||||
@@ -1577,7 +1591,31 @@ static void ShowDemoWindowWidgets()
|
||||
}
|
||||
ImGui::PopID();
|
||||
}
|
||||
ImGui::Unindent();
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
if (ImGui::TreeNode("Drag to reorder items (simple)"))
|
||||
{
|
||||
// Simple reordering
|
||||
HelpMarker("We don't use the drag and drop api at all here! Instead we query when the item is held but not hovered, and order items accordingly.");
|
||||
static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" };
|
||||
for (int n = 0; n < IM_ARRAYSIZE(item_names); n++)
|
||||
{
|
||||
const char* item = item_names[n];
|
||||
ImGui::Selectable(item);
|
||||
|
||||
if (ImGui::IsItemActive() && !ImGui::IsItemHovered())
|
||||
{
|
||||
int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1);
|
||||
if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names))
|
||||
{
|
||||
item_names[n] = item_names[n_next];
|
||||
item_names[n_next] = item;
|
||||
ImGui::ResetMouseDragDelta();
|
||||
}
|
||||
}
|
||||
}
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
ImGui::TreePop();
|
||||
@@ -1587,7 +1625,7 @@ static void ShowDemoWindowWidgets()
|
||||
{
|
||||
// Submit an item (various types available) so we can query their status in the following block.
|
||||
static int item_type = 1;
|
||||
ImGui::Combo("Item Type", &item_type, "Text\0Button\0Button (w/ repeat)\0Checkbox\0SliderFloat\0InputText\0InputFloat\0InputFloat3\0ColorEdit4\0MenuItem\0TreeNode (w/ double-click)\0ListBox\0");
|
||||
ImGui::Combo("Item Type", &item_type, "Text\0Button\0Button (w/ repeat)\0Checkbox\0SliderFloat\0InputText\0InputFloat\0InputFloat3\0ColorEdit4\0MenuItem\0TreeNode\0TreeNode (w/ double-click)\0ListBox\0", 20);
|
||||
ImGui::SameLine();
|
||||
HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions.");
|
||||
bool ret = false;
|
||||
@@ -1604,13 +1642,14 @@ static void ShowDemoWindowWidgets()
|
||||
if (item_type == 7) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
|
||||
if (item_type == 8) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
|
||||
if (item_type == 9) { ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
|
||||
if (item_type == 10){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
|
||||
if (item_type == 11){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
|
||||
if (item_type == 10){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node
|
||||
if (item_type == 11){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
|
||||
if (item_type == 12){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
|
||||
|
||||
// Display the value of IsItemHovered() and other common item state functions.
|
||||
// Display the value of IsItemHovered() and other common item state functions.
|
||||
// Note that the ImGuiHoveredFlags_XXX flags can be combined.
|
||||
// Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
|
||||
// we query every state in a single call to avoid storing them and to simplify the code
|
||||
// Because BulletText is an item itself and that would affect the output of IsItemXXX functions,
|
||||
// we query every state in a single call to avoid storing them and to simplify the code
|
||||
ImGui::BulletText(
|
||||
"Return value = %d\n"
|
||||
"IsItemFocused() = %d\n"
|
||||
@@ -1626,6 +1665,7 @@ static void ShowDemoWindowWidgets()
|
||||
"IsItemDeactivatedAfterEdit() = %d\n"
|
||||
"IsItemVisible() = %d\n"
|
||||
"IsItemClicked() = %d\n"
|
||||
"IsItemToggledOpen() = %d\n"
|
||||
"GetItemRectMin() = (%.1f, %.1f)\n"
|
||||
"GetItemRectMax() = (%.1f, %.1f)\n"
|
||||
"GetItemRectSize() = (%.1f, %.1f)",
|
||||
@@ -1643,6 +1683,7 @@ static void ShowDemoWindowWidgets()
|
||||
ImGui::IsItemDeactivatedAfterEdit(),
|
||||
ImGui::IsItemVisible(),
|
||||
ImGui::IsItemClicked(),
|
||||
ImGui::IsItemToggledOpen(),
|
||||
ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y,
|
||||
ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y,
|
||||
ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y
|
||||
@@ -1653,7 +1694,7 @@ static void ShowDemoWindowWidgets()
|
||||
if (embed_all_inside_a_child_window)
|
||||
ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20), true);
|
||||
|
||||
// Testing IsWindowFocused() function with its various flags.
|
||||
// Testing IsWindowFocused() function with its various flags.
|
||||
// Note that the ImGuiFocusedFlags_XXX flags can be combined.
|
||||
ImGui::BulletText(
|
||||
"IsWindowFocused() = %d\n"
|
||||
@@ -2047,55 +2088,99 @@ static void ShowDemoWindowLayout()
|
||||
|
||||
if (ImGui::TreeNode("Text Baseline Alignment"))
|
||||
{
|
||||
HelpMarker("This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets.");
|
||||
{
|
||||
ImGui::BulletText("Text baseline:");
|
||||
ImGui::SameLine();
|
||||
HelpMarker("This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. Lines only composed of text or \"small\" widgets fit in less vertical spaces than lines with normal widgets.");
|
||||
ImGui::Indent();
|
||||
|
||||
ImGui::Text("One\nTwo\nThree"); ImGui::SameLine();
|
||||
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
|
||||
ImGui::Text("Banana");
|
||||
ImGui::Text("KO Blahblah"); ImGui::SameLine();
|
||||
ImGui::Button("Some framed item"); ImGui::SameLine();
|
||||
HelpMarker("Baseline of button will look misaligned with text..");
|
||||
|
||||
ImGui::Text("Banana"); ImGui::SameLine();
|
||||
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
|
||||
ImGui::Text("One\nTwo\nThree");
|
||||
// If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.
|
||||
// Because we don't know what's coming after the Text() statement, we need to move the text baseline down by FramePadding.y
|
||||
ImGui::AlignTextToFramePadding();
|
||||
ImGui::Text("OK Blahblah"); ImGui::SameLine();
|
||||
ImGui::Button("Some framed item"); ImGui::SameLine();
|
||||
HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y");
|
||||
|
||||
ImGui::Button("HOP##1"); ImGui::SameLine();
|
||||
ImGui::Text("Banana"); ImGui::SameLine();
|
||||
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
|
||||
ImGui::Text("Banana");
|
||||
// SmallButton() uses the same vertical padding as Text
|
||||
ImGui::Button("TEST##1"); ImGui::SameLine();
|
||||
ImGui::Text("TEST"); ImGui::SameLine();
|
||||
ImGui::SmallButton("TEST##2");
|
||||
|
||||
ImGui::Button("HOP##2"); ImGui::SameLine();
|
||||
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
|
||||
ImGui::Text("Banana");
|
||||
// If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.
|
||||
ImGui::AlignTextToFramePadding();
|
||||
ImGui::Text("Text aligned to framed item"); ImGui::SameLine();
|
||||
ImGui::Button("Item##1"); ImGui::SameLine();
|
||||
ImGui::Text("Item"); ImGui::SameLine();
|
||||
ImGui::SmallButton("Item##2"); ImGui::SameLine();
|
||||
ImGui::Button("Item##3");
|
||||
|
||||
ImGui::Button("TEST##1"); ImGui::SameLine();
|
||||
ImGui::Text("TEST"); ImGui::SameLine();
|
||||
ImGui::SmallButton("TEST##2");
|
||||
ImGui::Unindent();
|
||||
}
|
||||
|
||||
ImGui::AlignTextToFramePadding(); // If your line starts with text, call this to align it to upcoming widgets.
|
||||
ImGui::Text("Text aligned to Widget"); ImGui::SameLine();
|
||||
ImGui::Button("Widget##1"); ImGui::SameLine();
|
||||
ImGui::Text("Widget"); ImGui::SameLine();
|
||||
ImGui::SmallButton("Widget##2"); ImGui::SameLine();
|
||||
ImGui::Button("Widget##3");
|
||||
ImGui::Spacing();
|
||||
|
||||
// Tree
|
||||
const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
|
||||
ImGui::Button("Button##1");
|
||||
ImGui::SameLine(0.0f, spacing);
|
||||
if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
|
||||
{
|
||||
ImGui::BulletText("Multi-line text:");
|
||||
ImGui::Indent();
|
||||
ImGui::Text("One\nTwo\nThree"); ImGui::SameLine();
|
||||
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
|
||||
ImGui::Text("Banana");
|
||||
|
||||
ImGui::AlignTextToFramePadding(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit).
|
||||
bool node_open = ImGui::TreeNode("Node##2"); // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content.
|
||||
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2");
|
||||
if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
|
||||
ImGui::Text("Banana"); ImGui::SameLine();
|
||||
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
|
||||
ImGui::Text("One\nTwo\nThree");
|
||||
|
||||
// Bullet
|
||||
ImGui::Button("Button##3");
|
||||
ImGui::SameLine(0.0f, spacing);
|
||||
ImGui::BulletText("Bullet text");
|
||||
ImGui::Button("HOP##1"); ImGui::SameLine();
|
||||
ImGui::Text("Banana"); ImGui::SameLine();
|
||||
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
|
||||
ImGui::Text("Banana");
|
||||
|
||||
ImGui::AlignTextToFramePadding();
|
||||
ImGui::BulletText("Node");
|
||||
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4");
|
||||
ImGui::Button("HOP##2"); ImGui::SameLine();
|
||||
ImGui::Text("Hello\nWorld"); ImGui::SameLine();
|
||||
ImGui::Text("Banana");
|
||||
ImGui::Unindent();
|
||||
}
|
||||
|
||||
ImGui::Spacing();
|
||||
|
||||
{
|
||||
ImGui::BulletText("Misc items:");
|
||||
ImGui::Indent();
|
||||
|
||||
// SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button
|
||||
ImGui::Button("80x80", ImVec2(80, 80));
|
||||
ImGui::SameLine();
|
||||
ImGui::Button("50x50", ImVec2(50, 50));
|
||||
ImGui::SameLine();
|
||||
ImGui::Button("Button()");
|
||||
ImGui::SameLine();
|
||||
ImGui::SmallButton("SmallButton()");
|
||||
|
||||
// Tree
|
||||
const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
|
||||
ImGui::Button("Button##1");
|
||||
ImGui::SameLine(0.0f, spacing);
|
||||
if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
|
||||
|
||||
ImGui::AlignTextToFramePadding(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit).
|
||||
bool node_open = ImGui::TreeNode("Node##2");// Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content.
|
||||
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2");
|
||||
if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
|
||||
|
||||
// Bullet
|
||||
ImGui::Button("Button##3");
|
||||
ImGui::SameLine(0.0f, spacing);
|
||||
ImGui::BulletText("Bullet text");
|
||||
|
||||
ImGui::AlignTextToFramePadding();
|
||||
ImGui::BulletText("Node");
|
||||
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4");
|
||||
ImGui::Unindent();
|
||||
}
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
@@ -2142,7 +2227,7 @@ static void ShowDemoWindowLayout()
|
||||
ImGui::TextUnformatted(names[i]);
|
||||
|
||||
ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0;
|
||||
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, child_flags);
|
||||
bool window_visible = ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(child_w, 200.0f), true, child_flags);
|
||||
if (ImGui::BeginMenuBar())
|
||||
{
|
||||
ImGui::TextUnformatted("abc");
|
||||
@@ -2152,16 +2237,19 @@ static void ShowDemoWindowLayout()
|
||||
ImGui::SetScrollY(scroll_to_off_px);
|
||||
if (scroll_to_pos)
|
||||
ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f);
|
||||
for (int item = 0; item < 100; item++)
|
||||
if (window_visible) // Avoid calling SetScrollHereY when running with culled items
|
||||
{
|
||||
if (enable_track && item == track_item)
|
||||
for (int item = 0; item < 100; item++)
|
||||
{
|
||||
ImGui::TextColored(ImVec4(1,1,0,1), "Item %d", item);
|
||||
ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::Text("Item %d", item);
|
||||
if (enable_track && item == track_item)
|
||||
{
|
||||
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);
|
||||
ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::Text("Item %d", item);
|
||||
}
|
||||
}
|
||||
}
|
||||
float scroll_y = ImGui::GetScrollY();
|
||||
@@ -2180,23 +2268,26 @@ static void ShowDemoWindowLayout()
|
||||
{
|
||||
float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f;
|
||||
ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0);
|
||||
ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, child_flags);
|
||||
bool window_visible = ImGui::BeginChild(ImGui::GetID((void*)(intptr_t)i), ImVec2(-100, child_height), true, child_flags);
|
||||
if (scroll_to_off)
|
||||
ImGui::SetScrollX(scroll_to_off_px);
|
||||
if (scroll_to_pos)
|
||||
ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f);
|
||||
for (int item = 0; item < 100; item++)
|
||||
if (window_visible) // Avoid calling SetScrollHereY when running with culled items
|
||||
{
|
||||
if (enable_track && item == track_item)
|
||||
for (int item = 0; item < 100; item++)
|
||||
{
|
||||
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);
|
||||
ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right
|
||||
if (enable_track && item == track_item)
|
||||
{
|
||||
ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);
|
||||
ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::Text("Item %d", item);
|
||||
}
|
||||
ImGui::SameLine();
|
||||
}
|
||||
else
|
||||
{
|
||||
ImGui::Text("Item %d", item);
|
||||
}
|
||||
ImGui::SameLine();
|
||||
}
|
||||
float scroll_x = ImGui::GetScrollX();
|
||||
float scroll_max_x = ImGui::GetScrollMaxX();
|
||||
@@ -3027,11 +3118,17 @@ void ImGui::ShowAboutWindow(bool* p_open)
|
||||
#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS
|
||||
ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS");
|
||||
#endif
|
||||
#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
|
||||
ImGui::Text("define: IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS");
|
||||
#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
|
||||
ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS");
|
||||
#endif
|
||||
#ifdef IMGUI_DISABLE_MATH_FUNCTIONS
|
||||
ImGui::Text("define: IMGUI_DISABLE_MATH_FUNCTIONS");
|
||||
#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
|
||||
ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS");
|
||||
#endif
|
||||
#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
|
||||
ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS");
|
||||
#endif
|
||||
#ifdef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS");
|
||||
#endif
|
||||
#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS
|
||||
ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS");
|
||||
@@ -3158,7 +3255,7 @@ void ImGui::ShowFontSelector(const char* label)
|
||||
HelpMarker(
|
||||
"- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"
|
||||
"- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
|
||||
"- Read FAQ and documentation in misc/fonts/ for more details.\n"
|
||||
"- Read FAQ and docs/FONTS.txt for more details.\n"
|
||||
"- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
|
||||
}
|
||||
|
||||
@@ -3198,7 +3295,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
if (ImGui::Button("Revert Ref"))
|
||||
style = *ref;
|
||||
ImGui::SameLine();
|
||||
HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export Colors\" below to save them somewhere.");
|
||||
HelpMarker("Save/Revert in local non-persistent storage. Default Colors definition are not affected. Use \"Export\" below to save them somewhere.");
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
@@ -3246,7 +3343,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
{
|
||||
static int output_dest = 0;
|
||||
static bool output_only_modified = true;
|
||||
if (ImGui::Button("Export Unsaved"))
|
||||
if (ImGui::Button("Export"))
|
||||
{
|
||||
if (output_dest == 0)
|
||||
ImGui::LogToClipboard();
|
||||
@@ -3286,7 +3383,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)
|
||||
{
|
||||
// Tips: in a real user application, you may want to merge and use an icon font into the main font, so instead of "Save"/"Revert" you'd use icons.
|
||||
// Read the FAQ and misc/fonts/README.txt about using icon fonts. It's really easy and super convenient!
|
||||
// Read the FAQ and docs/FONTS.txt about using icon fonts. It's really easy and super convenient!
|
||||
ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i];
|
||||
ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) style.Colors[i] = ref->Colors[i];
|
||||
}
|
||||
@@ -3304,7 +3401,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImFontAtlas* atlas = io.Fonts;
|
||||
HelpMarker("Read FAQ and misc/fonts/README.txt for details on font loading.");
|
||||
HelpMarker("Read FAQ and docs/FONTS.txt for details on font loading.");
|
||||
ImGui::PushItemWidth(120);
|
||||
for (int i = 0; i < atlas->Fonts.Size; i++)
|
||||
{
|
||||
@@ -3324,17 +3421,17 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar);
|
||||
ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar);
|
||||
const float surface_sqrt = sqrtf((float)font->MetricsTotalSurface);
|
||||
ImGui::Text("Texture surface: %d pixels (approx) ~ %dx%d", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt);
|
||||
ImGui::Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, (int)surface_sqrt, (int)surface_sqrt);
|
||||
for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
|
||||
if (const ImFontConfig* cfg = &font->ConfigData[config_i])
|
||||
ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
|
||||
if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
|
||||
{
|
||||
// Display all glyphs of the fonts in separate pages of 256 characters
|
||||
for (int base = 0; base < 0x10000; base += 256)
|
||||
for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
|
||||
{
|
||||
int count = 0;
|
||||
for (int n = 0; n < 256; n++)
|
||||
for (unsigned int n = 0; n < 256; n++)
|
||||
count += font->FindGlyphNoFallback((ImWchar)(base + n)) ? 1 : 0;
|
||||
if (count > 0 && ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
|
||||
{
|
||||
@@ -3342,7 +3439,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
float cell_spacing = style.ItemSpacing.y;
|
||||
ImVec2 base_pos = ImGui::GetCursorScreenPos();
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
for (int n = 0; n < 256; n++)
|
||||
for (unsigned int n = 0; n < 256; n++)
|
||||
{
|
||||
ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
|
||||
ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
|
||||
|
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.73
|
||||
// dear imgui, v1.74
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
@@ -1725,7 +1725,8 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed
|
||||
|
||||
int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height)
|
||||
{
|
||||
IM_ASSERT(id >= 0x10000);
|
||||
// Breaking change on 2019/11/21 (1.74): ImFontAtlas::AddCustomRectRegular() now requires an ID >= 0x110000 (instead of >= 0x10000)
|
||||
IM_ASSERT(id >= 0x110000);
|
||||
IM_ASSERT(width > 0 && width <= 0xFFFF);
|
||||
IM_ASSERT(height > 0 && height <= 0xFFFF);
|
||||
ImFontAtlasCustomRect r;
|
||||
@@ -1752,7 +1753,7 @@ int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int
|
||||
return CustomRects.Size - 1; // Return index
|
||||
}
|
||||
|
||||
void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max)
|
||||
void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const
|
||||
{
|
||||
IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates
|
||||
IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed
|
||||
@@ -1905,7 +1906,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);
|
||||
|
||||
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
|
||||
for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
|
||||
for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
|
||||
{
|
||||
if (dst_tmp.GlyphsSet.GetBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
|
||||
continue;
|
||||
@@ -2069,7 +2070,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
|
||||
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
|
||||
const float font_off_x = cfg.GlyphOffset.x;
|
||||
const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);
|
||||
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
|
||||
|
||||
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
|
||||
{
|
||||
@@ -2080,7 +2081,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
|
||||
float char_off_x = font_off_x;
|
||||
if (char_advance_x_org != char_advance_x_mod)
|
||||
char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
|
||||
char_off_x += cfg.PixelSnapH ? ImFloor((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
|
||||
|
||||
// Register glyph
|
||||
stbtt_aligned_quad q;
|
||||
@@ -2189,7 +2190,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
|
||||
for (int i = 0; i < atlas->CustomRects.Size; i++)
|
||||
{
|
||||
const ImFontAtlasCustomRect& r = atlas->CustomRects[i];
|
||||
if (r.Font == NULL || r.ID > 0x10000)
|
||||
if (r.Font == NULL || r.ID >= 0x110000)
|
||||
continue;
|
||||
|
||||
IM_ASSERT(r.Font->ContainerAtlas == atlas);
|
||||
@@ -2453,7 +2454,7 @@ void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
|
||||
text += c_len;
|
||||
if (c_len == 0)
|
||||
break;
|
||||
if (c < 0x10000)
|
||||
if (c <= IM_UNICODE_CODEPOINT_MAX)
|
||||
AddChar((ImWchar)c);
|
||||
}
|
||||
}
|
||||
@@ -2467,12 +2468,12 @@ void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
|
||||
|
||||
void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
|
||||
{
|
||||
int max_codepoint = 0x10000;
|
||||
for (int n = 0; n < max_codepoint; n++)
|
||||
const int max_codepoint = IM_UNICODE_CODEPOINT_MAX;
|
||||
for (int n = 0; n <= max_codepoint; n++)
|
||||
if (GetBit(n))
|
||||
{
|
||||
out_ranges->push_back((ImWchar)n);
|
||||
while (n < max_codepoint - 1 && GetBit(n + 1))
|
||||
while (n < max_codepoint && GetBit(n + 1))
|
||||
n++;
|
||||
out_ranges->push_back((ImWchar)n);
|
||||
}
|
||||
@@ -2591,7 +2592,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
|
||||
glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX
|
||||
|
||||
if (ConfigData->PixelSnapH)
|
||||
glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f);
|
||||
glyph.AdvanceX = IM_ROUND(glyph.AdvanceX);
|
||||
|
||||
// Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
|
||||
DirtyLookupTables = true;
|
||||
@@ -2601,7 +2602,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
|
||||
void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
|
||||
{
|
||||
IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
|
||||
int index_size = IndexLookup.Size;
|
||||
unsigned int index_size = (unsigned int)IndexLookup.Size;
|
||||
|
||||
if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists
|
||||
return;
|
||||
@@ -2833,8 +2834,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
if (const ImFontGlyph* glyph = FindGlyph(c))
|
||||
{
|
||||
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
|
||||
pos.x = (float)(int)pos.x + DisplayOffset.x;
|
||||
pos.y = (float)(int)pos.y + DisplayOffset.y;
|
||||
pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
|
||||
pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
|
||||
draw_list->PrimReserve(6, 4);
|
||||
draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
|
||||
}
|
||||
@@ -2846,8 +2847,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
|
||||
|
||||
// Align to be pixel perfect
|
||||
pos.x = (float)(int)pos.x + DisplayOffset.x;
|
||||
pos.y = (float)(int)pos.y + DisplayOffset.y;
|
||||
pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
|
||||
pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
|
||||
float x = pos.x;
|
||||
float y = pos.y;
|
||||
if (y > clip_rect.w)
|
||||
@@ -3020,9 +3021,9 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
|
||||
x += char_width;
|
||||
}
|
||||
|
||||
// Give back unused vertices
|
||||
draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data));
|
||||
draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data));
|
||||
// Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.
|
||||
draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()
|
||||
draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data);
|
||||
draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
|
||||
draw_list->_VtxWritePtr = vtx_write;
|
||||
draw_list->_IdxWritePtr = idx_write;
|
||||
@@ -3201,9 +3202,9 @@ static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, uns
|
||||
{
|
||||
const unsigned long ADLER_MOD = 65521;
|
||||
unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
|
||||
unsigned long blocklen, i;
|
||||
unsigned long blocklen = buflen % 5552;
|
||||
|
||||
blocklen = buflen % 5552;
|
||||
unsigned long i;
|
||||
while (buflen) {
|
||||
for (i=0; i + 7 < blocklen; i += 8) {
|
||||
s1 += buffer[0], s2 += s1;
|
||||
@@ -3230,10 +3231,9 @@ static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, uns
|
||||
|
||||
static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/)
|
||||
{
|
||||
unsigned int olen;
|
||||
if (stb__in4(0) != 0x57bC0000) return 0;
|
||||
if (stb__in4(4) != 0) return 0; // error! stream is > 4GB
|
||||
olen = stb_decompress_length(i);
|
||||
const unsigned int olen = stb_decompress_length(i);
|
||||
stb__barrier_in_b = i;
|
||||
stb__barrier_out_e = output + olen;
|
||||
stb__barrier_out_b = output;
|
||||
|
321
imgui_internal.h
321
imgui_internal.h
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.73
|
||||
// dear imgui, v1.74
|
||||
// (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!
|
||||
@@ -31,7 +31,7 @@ Index of this file:
|
||||
#error Must include imgui.h before imgui_internal.h
|
||||
#endif
|
||||
|
||||
#include <stdio.h> // FILE*
|
||||
#include <stdio.h> // FILE*, sscanf
|
||||
#include <stdlib.h> // NULL, malloc, free, qsort, atoi, atof
|
||||
#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
|
||||
#include <limits.h> // INT_MIN, INT_MAX
|
||||
@@ -60,10 +60,19 @@ Index of this file:
|
||||
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
|
||||
#endif
|
||||
|
||||
// Legacy defines
|
||||
#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74
|
||||
#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
|
||||
#endif
|
||||
#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74
|
||||
#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Forward declarations
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
struct ImBoolVector; // Store 1-bit per value
|
||||
struct ImRect; // An axis-aligned rectangle (2 points)
|
||||
struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
|
||||
struct ImDrawListSharedData; // Data shared between all ImDrawList instances
|
||||
@@ -86,7 +95,7 @@ struct ImGuiTabBar; // Storage for a tab bar
|
||||
struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
|
||||
struct ImGuiWindow; // Storage for one window
|
||||
struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame)
|
||||
struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session)
|
||||
struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
|
||||
|
||||
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
|
||||
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
|
||||
@@ -131,25 +140,48 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Generic helpers
|
||||
// Macros
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#define IM_PI 3.14159265358979323846f
|
||||
#ifdef _WIN32
|
||||
#define IM_NEWLINE "\r\n" // Play it nice with Windows users (2018/05 news: Microsoft announced that Notepad will finally display Unix-style carriage returns!)
|
||||
#else
|
||||
#define IM_NEWLINE "\n"
|
||||
#endif
|
||||
#define IM_TABSIZE (4)
|
||||
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
|
||||
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
|
||||
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
|
||||
|
||||
// Debug Logging
|
||||
#ifndef IMGUI_DEBUG_LOG
|
||||
#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
|
||||
#endif
|
||||
|
||||
// Static Asserts
|
||||
#if (__cplusplus >= 201100)
|
||||
#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "")
|
||||
#else
|
||||
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
|
||||
#endif
|
||||
|
||||
// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much.
|
||||
#define IMGUI_DEBUG_PARANOID 0
|
||||
#if IMGUI_DEBUG_PARANOID
|
||||
#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR)
|
||||
#else
|
||||
#define IM_ASSERT_PARANOID(_EXPR)
|
||||
#endif
|
||||
|
||||
// Error handling
|
||||
// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults.
|
||||
#ifndef IM_ASSERT_USER_ERROR
|
||||
#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && (_MSG)) // Recoverable User Error
|
||||
#endif
|
||||
|
||||
// Misc Macros
|
||||
#define IM_PI 3.14159265358979323846f
|
||||
#ifdef _WIN32
|
||||
#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!)
|
||||
#else
|
||||
#define IM_NEWLINE "\n"
|
||||
#endif
|
||||
#define IM_TABSIZE (4)
|
||||
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
|
||||
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
|
||||
#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds
|
||||
#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) //
|
||||
|
||||
// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
|
||||
#ifdef _MSC_VER
|
||||
#define IMGUI_CDECL __cdecl
|
||||
@@ -157,36 +189,34 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
|
||||
#define IMGUI_CDECL
|
||||
#endif
|
||||
|
||||
// Helpers: UTF-8 <> wchar
|
||||
IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
|
||||
IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count
|
||||
IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count
|
||||
IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
|
||||
IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8
|
||||
IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8
|
||||
//-----------------------------------------------------------------------------
|
||||
// Generic helpers
|
||||
//-----------------------------------------------------------------------------
|
||||
// - Helpers: Misc
|
||||
// - Helpers: Bit manipulation
|
||||
// - Helpers: String, Formatting
|
||||
// - Helpers: UTF-8 <> wchar conversions
|
||||
// - Helpers: ImVec2/ImVec4 operators
|
||||
// - Helpers: Maths
|
||||
// - Helpers: Geometry
|
||||
// - Helper: ImBoolVector
|
||||
// - Helper: ImPool<>
|
||||
// - Helper: ImChunkStream<>
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Helpers: Misc
|
||||
#define ImQsort qsort
|
||||
IMGUI_API ImU32 ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
|
||||
IMGUI_API ImU32 ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);
|
||||
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size = NULL, int padding_bytes = 0);
|
||||
IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode);
|
||||
static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
|
||||
static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
|
||||
static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
|
||||
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
|
||||
#define ImQsort qsort
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
static inline ImU32 ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68]
|
||||
#endif
|
||||
|
||||
// Helpers: Geometry
|
||||
IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
|
||||
IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
|
||||
IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
|
||||
IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
|
||||
IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy);
|
||||
// Helpers: Bit manipulation
|
||||
static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
|
||||
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
|
||||
|
||||
// Helpers: String
|
||||
// Helpers: String, Formatting
|
||||
IMGUI_API int ImStricmp(const char* str1, const char* str2);
|
||||
IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count);
|
||||
IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count);
|
||||
@@ -198,12 +228,23 @@ IMGUI_API const char* ImStreolRange(const char* str, const char* str_end);
|
||||
IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line
|
||||
IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);
|
||||
IMGUI_API void ImStrTrimBlanks(char* str);
|
||||
IMGUI_API const char* ImStrSkipBlank(const char* str);
|
||||
IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3);
|
||||
IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3);
|
||||
IMGUI_API const char* ImParseFormatFindStart(const char* format);
|
||||
IMGUI_API const char* ImParseFormatFindEnd(const char* format);
|
||||
IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size);
|
||||
IMGUI_API int ImParseFormatPrecision(const char* format, int default_value);
|
||||
static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
|
||||
static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
|
||||
|
||||
// Helpers: UTF-8 <> wchar conversions
|
||||
IMGUI_API int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
|
||||
IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count
|
||||
IMGUI_API int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count
|
||||
IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
|
||||
IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8
|
||||
IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8
|
||||
|
||||
// Helpers: ImVec2/ImVec4 operators
|
||||
// We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.)
|
||||
@@ -224,9 +265,35 @@ static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs)
|
||||
static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x*rhs.x, lhs.y*rhs.y, lhs.z*rhs.z, lhs.w*rhs.w); }
|
||||
#endif
|
||||
|
||||
// Helpers: File System
|
||||
#if defined(__EMSCRIPTEN__) && !defined(IMGUI_DISABLE_FILE_FUNCTIONS)
|
||||
#define IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
#endif
|
||||
#ifdef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
|
||||
typedef void* ImFileHandle;
|
||||
static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; }
|
||||
static inline bool ImFileClose(ImFileHandle) { return false; }
|
||||
static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; }
|
||||
static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; }
|
||||
static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; }
|
||||
#endif
|
||||
|
||||
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
|
||||
typedef FILE* ImFileHandle;
|
||||
IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode);
|
||||
IMGUI_API bool ImFileClose(ImFileHandle file);
|
||||
IMGUI_API ImU64 ImFileGetSize(ImFileHandle file);
|
||||
IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file);
|
||||
IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file);
|
||||
#else
|
||||
#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions
|
||||
#endif
|
||||
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0);
|
||||
|
||||
// Helpers: Maths
|
||||
// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy)
|
||||
#ifndef IMGUI_DISABLE_MATH_FUNCTIONS
|
||||
#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
|
||||
static inline float ImFabs(float x) { return fabsf(x); }
|
||||
static inline float ImSqrt(float x) { return sqrtf(x); }
|
||||
static inline float ImPow(float x, float y) { return powf(x, y); }
|
||||
@@ -261,17 +328,25 @@ static inline float ImSaturate(float f)
|
||||
static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
|
||||
static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
|
||||
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; }
|
||||
static inline float ImFloor(float f) { return (float)(int)f; }
|
||||
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); }
|
||||
static inline float ImFloor(float f) { return (float)(int)(f); }
|
||||
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
|
||||
static inline int ImModPositive(int a, int b) { return (a + b) % b; }
|
||||
static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
|
||||
static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
|
||||
static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
|
||||
static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
|
||||
|
||||
// Helper: ImBoolVector. Store 1-bit per value.
|
||||
// Note that Resize() currently clears the whole vector.
|
||||
struct ImBoolVector
|
||||
// Helpers: Geometry
|
||||
IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
|
||||
IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
|
||||
IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
|
||||
IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
|
||||
inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; }
|
||||
IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy);
|
||||
|
||||
// Helper: ImBoolVector
|
||||
// Store 1-bit per value. Note that Resize() currently clears the whole vector.
|
||||
struct IMGUI_API ImBoolVector
|
||||
{
|
||||
ImVector<int> Storage;
|
||||
ImBoolVector() { }
|
||||
@@ -281,29 +356,52 @@ struct ImBoolVector
|
||||
void SetBit(int n, bool v) { int off = (n >> 5); int mask = 1 << (n & 31); if (v) Storage[off] |= mask; else Storage[off] &= ~mask; }
|
||||
};
|
||||
|
||||
// Helper: ImPool<>. Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,
|
||||
// Helper: ImPool<>
|
||||
// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,
|
||||
// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.
|
||||
typedef int ImPoolIdx;
|
||||
template<typename T>
|
||||
struct IMGUI_API ImPool
|
||||
{
|
||||
ImVector<T> Data; // Contiguous data
|
||||
ImVector<T> Buf; // Contiguous data
|
||||
ImGuiStorage Map; // ID->Index
|
||||
ImPoolIdx FreeIdx; // Next free idx to use
|
||||
|
||||
ImPool() { FreeIdx = 0; }
|
||||
~ImPool() { Clear(); }
|
||||
T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Data[idx] : NULL; }
|
||||
T* GetByIndex(ImPoolIdx n) { return &Data[n]; }
|
||||
ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Data.Data && p < Data.Data + Data.Size); return (ImPoolIdx)(p - Data.Data); }
|
||||
T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Data[*p_idx]; *p_idx = FreeIdx; return Add(); }
|
||||
bool Contains(const T* p) const { return (p >= Data.Data && p < Data.Data + Data.Size); }
|
||||
void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Data[idx].~T(); } Map.Clear(); Data.clear(); FreeIdx = 0; }
|
||||
T* Add() { int idx = FreeIdx; if (idx == Data.Size) { Data.resize(Data.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Data[idx]; } IM_PLACEMENT_NEW(&Data[idx]) T(); return &Data[idx]; }
|
||||
T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; }
|
||||
T* GetByIndex(ImPoolIdx n) { return &Buf[n]; }
|
||||
ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); }
|
||||
T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); }
|
||||
bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); }
|
||||
void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = 0; }
|
||||
T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); return &Buf[idx]; }
|
||||
void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); }
|
||||
void Remove(ImGuiID key, ImPoolIdx idx) { Data[idx].~T(); *(int*)&Data[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); }
|
||||
void Reserve(int capacity) { Data.reserve(capacity); Map.Data.reserve(capacity); }
|
||||
int GetSize() const { return Data.Size; }
|
||||
void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); }
|
||||
void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); }
|
||||
int GetSize() const { return Buf.Size; }
|
||||
};
|
||||
|
||||
// Helper: ImChunkStream<>
|
||||
// Build and iterate a contiguous stream of variable-sized structures.
|
||||
// This is used by Settings to store persistent data while reducing allocation count.
|
||||
// We store the chunk size first, and align the final size on 4 bytes boundaries (this what the '(X + 3) & ~3' statement is for)
|
||||
// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.
|
||||
template<typename T>
|
||||
struct IMGUI_API ImChunkStream
|
||||
{
|
||||
ImVector<char> Buf;
|
||||
|
||||
void clear() { Buf.clear(); }
|
||||
bool empty() const { return Buf.Size == 0; }
|
||||
int size() const { return Buf.Size; }
|
||||
T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = ((HDR_SZ + sz) + 3u) & ~3u; int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); }
|
||||
T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); }
|
||||
T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; }
|
||||
int chunk_size(const T* p) { return ((const int*)p)[-1]; }
|
||||
T* end() { return (T*)(void*)(Buf.Data + Buf.Size); }
|
||||
int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; }
|
||||
T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -323,7 +421,7 @@ enum ImGuiButtonFlags_
|
||||
ImGuiButtonFlags_DontClosePopups = 1 << 7, // disable automatically closing parent popup on press // [UNUSED]
|
||||
ImGuiButtonFlags_Disabled = 1 << 8, // disable interactions
|
||||
ImGuiButtonFlags_AlignTextBaseLine = 1 << 9, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
|
||||
ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable interaction if a key modifier is held
|
||||
ImGuiButtonFlags_NoKeyModifiers = 1 << 10, // disable mouse interaction if a key modifier is held
|
||||
ImGuiButtonFlags_NoHoldingActiveID = 1 << 11, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
|
||||
ImGuiButtonFlags_PressedOnDragDropHold = 1 << 12, // press when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
|
||||
ImGuiButtonFlags_NoNavFocus = 1 << 13, // don't override navigation focus when activated
|
||||
@@ -383,6 +481,7 @@ enum ImGuiSeparatorFlags_
|
||||
// This is going to be exposed in imgui.h when stabilized enough.
|
||||
enum ImGuiItemFlags_
|
||||
{
|
||||
ImGuiItemFlags_None = 0,
|
||||
ImGuiItemFlags_NoTabStop = 1 << 0, // false
|
||||
ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
|
||||
ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
|
||||
@@ -401,8 +500,9 @@ enum ImGuiItemStatusFlags_
|
||||
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1,
|
||||
ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
|
||||
ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected" because reporting the change allows us to handle clipping with less issues.
|
||||
ImGuiItemStatusFlags_HasDeactivated = 1 << 4, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
|
||||
ImGuiItemStatusFlags_Deactivated = 1 << 5 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
|
||||
ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
|
||||
ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
|
||||
ImGuiItemStatusFlags_Deactivated = 1 << 6 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
|
||||
|
||||
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
||||
, // [imgui_tests only]
|
||||
@@ -568,7 +668,7 @@ struct IMGUI_API ImRect
|
||||
void TranslateY(float dy) { Min.y += dy; Max.y += dy; }
|
||||
void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
|
||||
void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
|
||||
void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
|
||||
void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); }
|
||||
bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
|
||||
};
|
||||
|
||||
@@ -621,7 +721,7 @@ struct IMGUI_API ImGuiMenuColumns
|
||||
ImGuiMenuColumns();
|
||||
void Update(int count, float spacing, bool clear);
|
||||
float DeclColumns(float w0, float w1, float w2);
|
||||
float CalcExtraSpace(float avail_w);
|
||||
float CalcExtraSpace(float avail_w) const;
|
||||
};
|
||||
|
||||
// Internal state of the currently focused/edited text input box
|
||||
@@ -659,15 +759,17 @@ struct IMGUI_API ImGuiInputTextState
|
||||
};
|
||||
|
||||
// Windows data saved in imgui.ini file
|
||||
// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily.
|
||||
// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure)
|
||||
struct ImGuiWindowSettings
|
||||
{
|
||||
char* Name;
|
||||
ImGuiID ID;
|
||||
ImVec2ih Pos;
|
||||
ImVec2ih Size;
|
||||
bool Collapsed;
|
||||
|
||||
ImGuiWindowSettings() { Name = NULL; ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = false; }
|
||||
ImGuiWindowSettings() { ID = 0; Pos = Size = ImVec2ih(0, 0); Collapsed = false; }
|
||||
char* GetName() { return (char*)(this + 1); }
|
||||
};
|
||||
|
||||
struct ImGuiSettingsHandler
|
||||
@@ -857,9 +959,7 @@ struct ImGuiPtrOrIndex
|
||||
struct ImGuiContext
|
||||
{
|
||||
bool Initialized;
|
||||
bool FrameScopeActive; // Set by NewFrame(), cleared by EndFrame()
|
||||
bool FrameScopePushedImplicitWindow; // Set by NewFrame(), cleared by EndFrame()
|
||||
bool FontAtlasOwnedByContext; // Io.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
|
||||
bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
|
||||
ImGuiIO IO;
|
||||
ImGuiStyle Style;
|
||||
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
|
||||
@@ -870,19 +970,22 @@ struct ImGuiContext
|
||||
int FrameCount;
|
||||
int FrameCountEnded;
|
||||
int FrameCountRendered;
|
||||
bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame()
|
||||
bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed
|
||||
bool WithinEndChild; // Set within EndChild()
|
||||
|
||||
// Windows state
|
||||
ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
|
||||
ImVector<ImGuiWindow*> WindowsFocusOrder; // Windows, sorted in focus order, back to front
|
||||
ImVector<ImGuiWindow*> WindowsSortBuffer;
|
||||
ImVector<ImGuiWindow*> CurrentWindowStack;
|
||||
ImGuiStorage WindowsById;
|
||||
int WindowsActiveCount;
|
||||
ImGuiWindow* CurrentWindow; // Being drawn into
|
||||
ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
|
||||
int WindowsActiveCount; // Number of unique windows submitted by frame
|
||||
ImGuiWindow* CurrentWindow; // Window being drawn into
|
||||
ImGuiWindow* HoveredWindow; // Will catch mouse inputs
|
||||
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
|
||||
ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow.
|
||||
ImGuiWindow* WheelingWindow;
|
||||
ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
|
||||
ImVec2 WheelingWindowRefMousePos;
|
||||
float WheelingWindowTimer;
|
||||
|
||||
@@ -900,8 +1003,9 @@ struct ImGuiContext
|
||||
bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
|
||||
bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
|
||||
bool ActiveIdHasBeenEditedThisFrame;
|
||||
int ActiveIdAllowNavDirFlags; // Active widget allows using directional navigation (e.g. can activate a button and move away from it)
|
||||
int ActiveIdBlockNavInputFlags;
|
||||
ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those directional navigation requests (e.g. can activate a button and move away from it)
|
||||
ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs.
|
||||
ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
|
||||
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
|
||||
ImGuiWindow* ActiveIdWindow;
|
||||
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
|
||||
@@ -909,7 +1013,6 @@ struct ImGuiContext
|
||||
bool ActiveIdPreviousFrameIsAlive;
|
||||
bool ActiveIdPreviousFrameHasBeenEditedBefore;
|
||||
ImGuiWindow* ActiveIdPreviousFrameWindow;
|
||||
|
||||
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
|
||||
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
|
||||
|
||||
@@ -997,7 +1100,7 @@ struct ImGuiContext
|
||||
ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
|
||||
int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source
|
||||
ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly
|
||||
unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads
|
||||
unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads
|
||||
|
||||
// Tab bars
|
||||
ImGuiTabBar* CurrentTabBar;
|
||||
@@ -1011,9 +1114,9 @@ struct ImGuiContext
|
||||
ImFont InputTextPasswordFont;
|
||||
ImGuiID TempInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
|
||||
ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
|
||||
float ColorEditLastHue;
|
||||
float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips
|
||||
float ColorEditLastColor[3];
|
||||
ImVec4 ColorPickerRef;
|
||||
ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker.
|
||||
bool DragCurrentAccumDirty;
|
||||
float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
|
||||
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
|
||||
@@ -1030,16 +1133,16 @@ struct ImGuiContext
|
||||
ImVec2 PlatformImeLastPos;
|
||||
|
||||
// Settings
|
||||
bool SettingsLoaded;
|
||||
float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero
|
||||
ImGuiTextBuffer SettingsIniData; // In memory .ini settings
|
||||
ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
|
||||
ImVector<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries (parsed from the last loaded .ini file and maintained on saving)
|
||||
bool SettingsLoaded;
|
||||
float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero
|
||||
ImGuiTextBuffer SettingsIniData; // In memory .ini settings
|
||||
ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
|
||||
ImChunkStream<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries
|
||||
|
||||
// Logging
|
||||
// Capture/Logging
|
||||
bool LogEnabled;
|
||||
ImGuiLogType LogType;
|
||||
FILE* LogFile; // If != NULL log to stdout/ file
|
||||
ImFileHandle LogFile; // If != NULL log to stdout/ file
|
||||
ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
|
||||
float LogLinePosY;
|
||||
bool LogLineFirstItem;
|
||||
@@ -1063,7 +1166,6 @@ struct ImGuiContext
|
||||
ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData)
|
||||
{
|
||||
Initialized = false;
|
||||
FrameScopeActive = FrameScopePushedImplicitWindow = false;
|
||||
Font = NULL;
|
||||
FontSize = FontBaseSize = 0.0f;
|
||||
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
|
||||
@@ -1071,6 +1173,7 @@ struct ImGuiContext
|
||||
Time = 0.0f;
|
||||
FrameCount = 0;
|
||||
FrameCountEnded = FrameCountRendered = -1;
|
||||
WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;
|
||||
|
||||
WindowsActiveCount = 0;
|
||||
CurrentWindow = NULL;
|
||||
@@ -1092,17 +1195,16 @@ struct ImGuiContext
|
||||
ActiveIdHasBeenPressedBefore = false;
|
||||
ActiveIdHasBeenEditedBefore = false;
|
||||
ActiveIdHasBeenEditedThisFrame = false;
|
||||
ActiveIdAllowNavDirFlags = 0x00;
|
||||
ActiveIdBlockNavInputFlags = 0x00;
|
||||
ActiveIdUsingNavDirMask = 0x00;
|
||||
ActiveIdUsingNavInputMask = 0x00;
|
||||
ActiveIdUsingKeyInputMask = 0x00;
|
||||
ActiveIdClickOffset = ImVec2(-1,-1);
|
||||
ActiveIdWindow = NULL;
|
||||
ActiveIdSource = ImGuiInputSource_None;
|
||||
|
||||
ActiveIdPreviousFrame = 0;
|
||||
ActiveIdPreviousFrameIsAlive = false;
|
||||
ActiveIdPreviousFrameHasBeenEditedBefore = false;
|
||||
ActiveIdPreviousFrameWindow = NULL;
|
||||
|
||||
LastActiveId = 0;
|
||||
LastActiveIdTimer = 0.0f;
|
||||
|
||||
@@ -1333,9 +1435,9 @@ struct IMGUI_API ImGuiWindow
|
||||
ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window.
|
||||
ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar)
|
||||
ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect.
|
||||
ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentsRegionRect over time (from 1.71+ onward).
|
||||
ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward).
|
||||
ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back().
|
||||
ImRect ContentsRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.
|
||||
ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.
|
||||
|
||||
int LastFrameActive; // Last frame number the window was Active.
|
||||
float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there)
|
||||
@@ -1344,7 +1446,7 @@ struct IMGUI_API ImGuiWindow
|
||||
ImGuiStorage StateStorage;
|
||||
ImVector<ImGuiColumns> ColumnsStorage;
|
||||
float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()
|
||||
int SettingsIdx; // Index into SettingsWindow[] (indices are always valid as we only grow the array from the back)
|
||||
int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)
|
||||
|
||||
ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
|
||||
ImDrawList DrawListInst;
|
||||
@@ -1410,7 +1512,7 @@ enum ImGuiTabBarFlagsPrivate_
|
||||
// Extend ImGuiTabItemFlags_
|
||||
enum ImGuiTabItemFlagsPrivate_
|
||||
{
|
||||
ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Store whether p_open is set or not, which we need to recompute WidthContents during layout.
|
||||
ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Store whether p_open is set or not, which we need to recompute ContentWidth during layout.
|
||||
};
|
||||
|
||||
// Storage for one active tab item (sizeof() 26~32 bytes)
|
||||
@@ -1423,9 +1525,9 @@ struct ImGuiTabItem
|
||||
int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
|
||||
float Offset; // Position relative to beginning of tab
|
||||
float Width; // Width currently displayed
|
||||
float WidthContents; // Width of actual contents, stored during BeginTabItem() call
|
||||
float ContentWidth; // Width of actual contents, stored during BeginTabItem() call
|
||||
|
||||
ImGuiTabItem() { ID = Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = WidthContents = 0.0f; }
|
||||
ImGuiTabItem() { ID = 0; Flags = 0; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; }
|
||||
};
|
||||
|
||||
// Storage for a tab bar (sizeof() 92~96 bytes)
|
||||
@@ -1539,8 +1641,8 @@ namespace ImGui
|
||||
IMGUI_API void PushOverrideID(ImGuiID id);
|
||||
|
||||
// Basic Helpers for widget code
|
||||
IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
|
||||
IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f);
|
||||
IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
|
||||
IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f);
|
||||
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL);
|
||||
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
|
||||
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
|
||||
@@ -1578,17 +1680,20 @@ namespace ImGui
|
||||
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
|
||||
IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
|
||||
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
|
||||
IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate);
|
||||
IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
|
||||
IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
|
||||
IMGUI_API void SetNavID(ImGuiID id, int nav_layer);
|
||||
IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel);
|
||||
|
||||
// Inputs
|
||||
// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
|
||||
inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }
|
||||
inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; }
|
||||
inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; }
|
||||
IMGUI_API bool IsMouseDragPastThreshold(int button, float lock_threshold = -1.0f);
|
||||
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { const int key_index = GImGui->IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }
|
||||
inline bool IsNavInputDown(ImGuiNavInput n) { return GImGui->IO.NavInputs[n] > 0.0f; }
|
||||
inline bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode) { return GetNavInputAmount(n, mode) > 0.0f; }
|
||||
inline bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode) { return (GetNavInputAmount(n1, mode) + GetNavInputAmount(n2, mode)) > 0.0f; }
|
||||
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; }
|
||||
inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; }
|
||||
inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); }
|
||||
|
||||
// Drag and Drop
|
||||
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
|
||||
@@ -1641,7 +1746,7 @@ namespace ImGui
|
||||
IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
// 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while.
|
||||
// [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while]
|
||||
inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); }
|
||||
inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); }
|
||||
#endif
|
||||
@@ -1654,13 +1759,14 @@ namespace ImGui
|
||||
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags);
|
||||
IMGUI_API void Scrollbar(ImGuiAxis axis);
|
||||
IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners);
|
||||
IMGUI_API ImGuiID GetScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
|
||||
IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
|
||||
IMGUI_API ImGuiID GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders
|
||||
IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags);
|
||||
|
||||
// Widgets low-level behaviors
|
||||
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power, ImGuiDragFlags flags);
|
||||
IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb);
|
||||
IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, float power, ImGuiDragFlags flags);
|
||||
IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb);
|
||||
IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f);
|
||||
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
|
||||
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging
|
||||
@@ -1676,13 +1782,13 @@ 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* data_ptr, const char* format);
|
||||
IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format);
|
||||
IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2);
|
||||
IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format);
|
||||
IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format);
|
||||
|
||||
// InputText
|
||||
IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
|
||||
IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format);
|
||||
IMGUI_API bool TempInputTextScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format);
|
||||
inline bool TempInputTextIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputTextId == id); }
|
||||
|
||||
// Color
|
||||
@@ -1698,7 +1804,8 @@ namespace ImGui
|
||||
IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
|
||||
|
||||
// Debug Tools
|
||||
inline void DebugStartItemPicker() { GImGui->DebugItemPickerActive = true; }
|
||||
inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); }
|
||||
inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
|
||||
|
||||
} // namespace ImGui
|
||||
|
||||
|
File diff suppressed because it is too large
Load Diff
@@ -1,4 +1,4 @@
|
||||
// [DEAR IMGUI]
|
||||
// [DEAR IMGUI]
|
||||
// This is a slightly modified version of stb_textedit.h 1.13.
|
||||
// Those changes would need to be pushed into nothings/stb:
|
||||
// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
|
||||
|
@@ -1,4 +1,4 @@
|
||||
// [DEAR IMGUI]
|
||||
// [DEAR IMGUI]
|
||||
// This is a slightly modified version of stb_truetype.h 1.20.
|
||||
// Mostly fixing for compiler and static analyzer warnings.
|
||||
// Grep for [DEAR IMGUI] to find the changes.
|
||||
|
@@ -1,9 +1,10 @@
|
||||
// ImGui - binary_to_compressed_c.cpp
|
||||
// dear imgui
|
||||
// (binary_to_compressed_c.cpp)
|
||||
// Helper tool to turn a file into a C array, if you want to embed font data in your source code.
|
||||
|
||||
// The data is first compressed with stb_compress() to reduce source code size,
|
||||
// then encoded in Base85 to fit in a string so we can fit roughly 4 bytes of compressed data into 5 bytes of source code (suggested by @mmalex)
|
||||
// (If we used 32-bits constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent)
|
||||
// (If we used 32-bit constants it would require take 11 bytes of source code to encode 4 bytes, and be endianness dependent)
|
||||
// Note that even with compression, the output array is likely to be bigger than the binary file..
|
||||
// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()
|
||||
|
||||
|
@@ -545,7 +545,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
const float descent = src_tmp.Font.Info.Descender;
|
||||
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
|
||||
const float font_off_x = cfg.GlyphOffset.x;
|
||||
const float font_off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);
|
||||
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
|
||||
|
||||
const int padding = atlas->TexGlyphPadding;
|
||||
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
|
||||
@@ -572,7 +572,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns
|
||||
float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
|
||||
float char_off_x = font_off_x;
|
||||
if (char_advance_x_org != char_advance_x_mod)
|
||||
char_off_x += cfg.PixelSnapH ? (float)(int)((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
|
||||
char_off_x += cfg.PixelSnapH ? IM_FLOOR((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
|
||||
|
||||
// Register glyph
|
||||
float x0 = info.OffsetX + char_off_x;
|
||||
|
Reference in New Issue
Block a user