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v1.89.8-do
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v1.90-dock
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2
.github/issue_template.md
vendored
2
.github/issue_template.md
vendored
@@ -1,6 +1,6 @@
|
||||
(Click "Preview" above ^ to turn URL into clickable links)
|
||||
|
||||
1. FOR FIRST-TIME USERS ISSUES COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
|
||||
1. FOR FIRST-TIME USERS PROBLEMS COMPILING/LINKING/RUNNING or LOADING FONTS, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). EVERYTHING ELSE CAN BE POSTED HERE!
|
||||
|
||||
2. PLEASE CAREFULLY READ: [FAQ](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md)
|
||||
|
||||
|
||||
@@ -6,14 +6,18 @@
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Clipboard support (from Allegro 5.1.12)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Issues:
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows)..
|
||||
// [ ] Renderer: The renderer is suboptimal as we need to convert vertices manually.
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@@ -435,9 +439,9 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
|
||||
// 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[] =
|
||||
{
|
||||
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, pos) },
|
||||
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, IM_OFFSETOF(ImDrawVertAllegro, uv) },
|
||||
{ ALLEGRO_PRIM_COLOR_ATTR, 0, IM_OFFSETOF(ImDrawVertAllegro, col) },
|
||||
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, pos) },
|
||||
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, uv) },
|
||||
{ ALLEGRO_PRIM_COLOR_ATTR, 0, offsetof(ImDrawVertAllegro, col) },
|
||||
{ 0, 0, 0 }
|
||||
};
|
||||
bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro));
|
||||
|
||||
@@ -6,14 +6,18 @@
|
||||
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// [X] Platform: Clipboard support (from Allegro 5.1.12)
|
||||
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
|
||||
// Issues:
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows)..
|
||||
// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually.
|
||||
// [ ] Platform: Missing gamepad support.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
// [ ] Platform: Clipboard support.
|
||||
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
|
||||
// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android.
|
||||
// Important:
|
||||
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
|
||||
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
|
||||
@@ -15,8 +16,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
|
||||
@@ -8,6 +8,7 @@
|
||||
// [ ] Platform: Clipboard support.
|
||||
// [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
|
||||
// [ ] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android.
|
||||
// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android.
|
||||
// Important:
|
||||
// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this.
|
||||
// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446)
|
||||
@@ -15,8 +16,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@@ -8,8 +8,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@@ -417,9 +420,9 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
|
||||
// Create the input layout
|
||||
D3D10_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
|
||||
{
|
||||
|
||||
@@ -8,8 +8,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@@ -8,8 +8,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@@ -429,9 +432,9 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
|
||||
// Create the input layout
|
||||
D3D11_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK)
|
||||
{
|
||||
|
||||
@@ -8,8 +8,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@@ -17,8 +17,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@@ -664,9 +667,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
// Create the input layout
|
||||
static D3D12_INPUT_ELEMENT_DESC local_layout[] =
|
||||
{
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
psoDesc.InputLayout = { local_layout, 3 };
|
||||
}
|
||||
|
||||
@@ -11,8 +11,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@@ -8,8 +8,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@@ -508,7 +511,7 @@ static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*)
|
||||
ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData;
|
||||
HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0);
|
||||
// Let main application handle D3DERR_DEVICELOST by resetting the device.
|
||||
IM_ASSERT(hr == D3D_OK || hr == D3DERR_DEVICELOST);
|
||||
IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST);
|
||||
}
|
||||
|
||||
static void ImGui_ImplDX9_InitPlatformInterface()
|
||||
|
||||
@@ -8,8 +8,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@@ -16,12 +16,16 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys.
|
||||
// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)
|
||||
// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)
|
||||
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)
|
||||
@@ -159,7 +163,7 @@ struct ImGui_ImplGlfw_Data
|
||||
GLFWcharfun PrevUserCallbackChar;
|
||||
GLFWmonitorfun PrevUserCallbackMonitor;
|
||||
#ifdef _WIN32
|
||||
WNDPROC GlfwWndProc;
|
||||
WNDPROC PrevWndProc;
|
||||
#endif
|
||||
|
||||
ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); }
|
||||
@@ -302,6 +306,18 @@ static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key)
|
||||
case GLFW_KEY_F10: return ImGuiKey_F10;
|
||||
case GLFW_KEY_F11: return ImGuiKey_F11;
|
||||
case GLFW_KEY_F12: return ImGuiKey_F12;
|
||||
case GLFW_KEY_F13: return ImGuiKey_F13;
|
||||
case GLFW_KEY_F14: return ImGuiKey_F14;
|
||||
case GLFW_KEY_F15: return ImGuiKey_F15;
|
||||
case GLFW_KEY_F16: return ImGuiKey_F16;
|
||||
case GLFW_KEY_F17: return ImGuiKey_F17;
|
||||
case GLFW_KEY_F18: return ImGuiKey_F18;
|
||||
case GLFW_KEY_F19: return ImGuiKey_F19;
|
||||
case GLFW_KEY_F20: return ImGuiKey_F20;
|
||||
case GLFW_KEY_F21: return ImGuiKey_F21;
|
||||
case GLFW_KEY_F22: return ImGuiKey_F22;
|
||||
case GLFW_KEY_F23: return ImGuiKey_F23;
|
||||
case GLFW_KEY_F24: return ImGuiKey_F24;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
@@ -491,48 +507,7 @@ static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEven
|
||||
#endif
|
||||
|
||||
#ifdef _WIN32
|
||||
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
|
||||
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
|
||||
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
||||
{
|
||||
LPARAM extra_info = ::GetMessageExtraInfo();
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
|
||||
return ImGuiMouseSource_Pen;
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
|
||||
return ImGuiMouseSource_TouchScreen;
|
||||
return ImGuiMouseSource_Mouse;
|
||||
}
|
||||
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
switch (msg)
|
||||
{
|
||||
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
|
||||
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
|
||||
break;
|
||||
|
||||
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
|
||||
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
|
||||
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED
|
||||
case WM_NCHITTEST:
|
||||
{
|
||||
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
|
||||
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
|
||||
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
|
||||
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
|
||||
ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
|
||||
if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
|
||||
return HTTRANSPARENT;
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam);
|
||||
}
|
||||
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
|
||||
#endif
|
||||
|
||||
void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window)
|
||||
@@ -669,8 +644,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
|
||||
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
#ifdef _WIN32
|
||||
bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
|
||||
IM_ASSERT(bd->GlfwWndProc != nullptr);
|
||||
bd->PrevWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);
|
||||
IM_ASSERT(bd->PrevWndProc != nullptr);
|
||||
::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
||||
#endif
|
||||
|
||||
@@ -703,15 +678,18 @@ void ImGui_ImplGlfw_Shutdown()
|
||||
|
||||
if (bd->InstalledCallbacks)
|
||||
ImGui_ImplGlfw_RestoreCallbacks(bd->Window);
|
||||
#ifdef __EMSCRIPTEN__
|
||||
emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr);
|
||||
#endif
|
||||
|
||||
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
|
||||
glfwDestroyCursor(bd->MouseCursors[cursor_n]);
|
||||
|
||||
// Windows: register a WndProc hook so we can intercept some messages.
|
||||
// Windows: restore our WndProc hook
|
||||
#ifdef _WIN32
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);
|
||||
bd->GlfwWndProc = nullptr;
|
||||
::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc);
|
||||
bd->PrevWndProc = nullptr;
|
||||
#endif
|
||||
|
||||
io.BackendPlatformName = nullptr;
|
||||
@@ -958,8 +936,11 @@ struct ImGui_ImplGlfw_ViewportData
|
||||
bool WindowOwned;
|
||||
int IgnoreWindowPosEventFrame;
|
||||
int IgnoreWindowSizeEventFrame;
|
||||
#ifdef _WIN32
|
||||
WNDPROC PrevWndProc;
|
||||
#endif
|
||||
|
||||
ImGui_ImplGlfw_ViewportData() { Window = nullptr; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
|
||||
ImGui_ImplGlfw_ViewportData() { memset(this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; }
|
||||
~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); }
|
||||
};
|
||||
|
||||
@@ -1094,9 +1075,8 @@ static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport)
|
||||
|
||||
// GLFW hack: install hook for WM_NCHITTEST message handler
|
||||
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport);
|
||||
IM_ASSERT(bd->GlfwWndProc == (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC));
|
||||
vd->PrevWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC);
|
||||
::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);
|
||||
#endif
|
||||
|
||||
@@ -1284,6 +1264,59 @@ static void ImGui_ImplGlfw_ShutdownPlatformInterface()
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData)
|
||||
#ifdef _WIN32
|
||||
static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()
|
||||
{
|
||||
LPARAM extra_info = ::GetMessageExtraInfo();
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515700)
|
||||
return ImGuiMouseSource_Pen;
|
||||
if ((extra_info & 0xFFFFFF80) == 0xFF515780)
|
||||
return ImGuiMouseSource_TouchScreen;
|
||||
return ImGuiMouseSource_Mouse;
|
||||
}
|
||||
static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();
|
||||
WNDPROC prev_wndproc = bd->PrevWndProc;
|
||||
ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT");
|
||||
if (viewport != NULL)
|
||||
if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData)
|
||||
prev_wndproc = vd->PrevWndProc;
|
||||
|
||||
switch (msg)
|
||||
{
|
||||
// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.
|
||||
// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.
|
||||
case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:
|
||||
case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:
|
||||
case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:
|
||||
case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:
|
||||
case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:
|
||||
ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());
|
||||
break;
|
||||
|
||||
// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs".
|
||||
// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!)
|
||||
#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED
|
||||
case WM_NCHITTEST:
|
||||
{
|
||||
// Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL).
|
||||
// The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging.
|
||||
// If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in
|
||||
// your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system.
|
||||
if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs))
|
||||
return HTTRANSPARENT;
|
||||
break;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
return ::CallWindowProc(prev_wndproc, hWnd, msg, wParam, lParam);
|
||||
}
|
||||
#endif // #ifdef _WIN32
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#if defined(__clang__)
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
|
||||
@@ -16,8 +16,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// Issues:
|
||||
// Missing features:
|
||||
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
|
||||
// [ ] Platform: Missing horizontal mouse wheel support.
|
||||
// [ ] Platform: Missing mouse cursor shape/visibility support.
|
||||
@@ -16,8 +16,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
// Implemented features:
|
||||
// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
|
||||
// Issues:
|
||||
// Missing features:
|
||||
// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I
|
||||
// [ ] Platform: Missing horizontal mouse wheel support.
|
||||
// [ ] Platform: Missing mouse cursor shape/visibility support.
|
||||
@@ -16,8 +16,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -8,8 +8,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -8,8 +8,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@@ -704,13 +707,13 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows()
|
||||
}
|
||||
|
||||
MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor];
|
||||
vertexDescriptor.attributes[0].offset = IM_OFFSETOF(ImDrawVert, pos);
|
||||
vertexDescriptor.attributes[0].offset = offsetof(ImDrawVert, pos);
|
||||
vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position
|
||||
vertexDescriptor.attributes[0].bufferIndex = 0;
|
||||
vertexDescriptor.attributes[1].offset = IM_OFFSETOF(ImDrawVert, uv);
|
||||
vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv);
|
||||
vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords
|
||||
vertexDescriptor.attributes[1].bufferIndex = 0;
|
||||
vertexDescriptor.attributes[2].offset = IM_OFFSETOF(ImDrawVert, col);
|
||||
vertexDescriptor.attributes[2].offset = offsetof(ImDrawVert, col);
|
||||
vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color
|
||||
vertexDescriptor.attributes[2].bufferIndex = 0;
|
||||
vertexDescriptor.layouts[0].stepRate = 1;
|
||||
|
||||
@@ -7,8 +7,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in imgui_impl_opengl3.cpp**
|
||||
@@ -200,9 +203,9 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data)
|
||||
const ImDrawList* cmd_list = draw_data->CmdLists[n];
|
||||
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;
|
||||
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos)));
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv)));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col)));
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos)));
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv)));
|
||||
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col)));
|
||||
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
|
||||
@@ -7,8 +7,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in imgui_impl_opengl3.cpp**
|
||||
|
||||
@@ -15,12 +15,17 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accomodating for NetBSD systems having only "libGL.so.3" available. (#6983)
|
||||
// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445)
|
||||
// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333)
|
||||
// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)
|
||||
// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)
|
||||
@@ -468,9 +473,9 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid
|
||||
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));
|
||||
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));
|
||||
GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos)));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv)));
|
||||
GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col)));
|
||||
}
|
||||
|
||||
// OpenGL3 Render function.
|
||||
|
||||
@@ -15,8 +15,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// About GLSL version:
|
||||
// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
|
||||
|
||||
@@ -118,7 +118,7 @@ extern "C" {
|
||||
** included as <GL/glcorearb.h>.
|
||||
**
|
||||
** glcorearb.h includes only APIs in the latest OpenGL core profile
|
||||
** implementation together with APIs in newer ARB extensions which
|
||||
** implementation together with APIs in newer ARB extensions which
|
||||
** can be supported by the core profile. It does not, and never will
|
||||
** include functionality removed from the core profile, such as
|
||||
** fixed-function vertex and fragment processing.
|
||||
@@ -467,7 +467,7 @@ GL3W_API int imgl3wIsSupported(int major, int minor);
|
||||
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
|
||||
|
||||
/* gl3w internal state */
|
||||
union GL3WProcs {
|
||||
union ImGL3WProcs {
|
||||
GL3WglProc ptr[59];
|
||||
struct {
|
||||
PFNGLACTIVETEXTUREPROC ActiveTexture;
|
||||
@@ -532,7 +532,7 @@ union GL3WProcs {
|
||||
} gl;
|
||||
};
|
||||
|
||||
GL3W_API extern union GL3WProcs imgl3wProcs;
|
||||
GL3W_API extern union ImGL3WProcs imgl3wProcs;
|
||||
|
||||
/* OpenGL functions */
|
||||
#define glActiveTexture imgl3wProcs.gl.ActiveTexture
|
||||
@@ -666,7 +666,8 @@ static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
|
||||
|
||||
static int open_libgl(void)
|
||||
{
|
||||
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
|
||||
// While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983
|
||||
libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);
|
||||
if (!libgl)
|
||||
return GL3W_ERROR_LIBRARY_OPEN;
|
||||
*(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
|
||||
@@ -794,7 +795,7 @@ static const char *proc_names[] = {
|
||||
"glViewport",
|
||||
};
|
||||
|
||||
GL3W_API union GL3WProcs imgl3wProcs;
|
||||
GL3W_API union ImGL3WProcs imgl3wProcs;
|
||||
|
||||
static void load_procs(GL3WGetProcAddressProc proc)
|
||||
{
|
||||
|
||||
@@ -14,8 +14,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -14,8 +14,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#import "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
@@ -28,6 +31,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen.
|
||||
// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen.
|
||||
// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices).
|
||||
// 2022-11-02: Fixed mouse coordinates before clicking the host window.
|
||||
@@ -346,36 +350,36 @@ static ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code)
|
||||
case kVK_RightOption: return ImGuiKey_RightAlt;
|
||||
case kVK_RightCommand: return ImGuiKey_RightSuper;
|
||||
// case kVK_Function: return ImGuiKey_;
|
||||
// case kVK_F17: return ImGuiKey_;
|
||||
// case kVK_VolumeUp: return ImGuiKey_;
|
||||
// case kVK_VolumeDown: return ImGuiKey_;
|
||||
// case kVK_Mute: return ImGuiKey_;
|
||||
// case kVK_F18: return ImGuiKey_;
|
||||
// case kVK_F19: return ImGuiKey_;
|
||||
// case kVK_F20: return ImGuiKey_;
|
||||
case kVK_F1: return ImGuiKey_F1;
|
||||
case kVK_F2: return ImGuiKey_F2;
|
||||
case kVK_F3: return ImGuiKey_F3;
|
||||
case kVK_F4: return ImGuiKey_F4;
|
||||
case kVK_F5: return ImGuiKey_F5;
|
||||
case kVK_F6: return ImGuiKey_F6;
|
||||
case kVK_F7: return ImGuiKey_F7;
|
||||
case kVK_F3: return ImGuiKey_F3;
|
||||
case kVK_F8: return ImGuiKey_F8;
|
||||
case kVK_F9: return ImGuiKey_F9;
|
||||
case kVK_F11: return ImGuiKey_F11;
|
||||
case kVK_F13: return ImGuiKey_PrintScreen;
|
||||
// case kVK_F16: return ImGuiKey_;
|
||||
// case kVK_F14: return ImGuiKey_;
|
||||
case kVK_F10: return ImGuiKey_F10;
|
||||
case 0x6E: return ImGuiKey_Menu;
|
||||
case kVK_F11: return ImGuiKey_F11;
|
||||
case kVK_F12: return ImGuiKey_F12;
|
||||
// case kVK_F15: return ImGuiKey_;
|
||||
case kVK_F13: return ImGuiKey_F13;
|
||||
case kVK_F14: return ImGuiKey_F14;
|
||||
case kVK_F15: return ImGuiKey_F15;
|
||||
case kVK_F16: return ImGuiKey_F16;
|
||||
case kVK_F17: return ImGuiKey_F17;
|
||||
case kVK_F18: return ImGuiKey_F18;
|
||||
case kVK_F19: return ImGuiKey_F19;
|
||||
case kVK_F20: return ImGuiKey_F20;
|
||||
case 0x6E: return ImGuiKey_Menu;
|
||||
case kVK_Help: return ImGuiKey_Insert;
|
||||
case kVK_Home: return ImGuiKey_Home;
|
||||
case kVK_PageUp: return ImGuiKey_PageUp;
|
||||
case kVK_ForwardDelete: return ImGuiKey_Delete;
|
||||
case kVK_F4: return ImGuiKey_F4;
|
||||
case kVK_End: return ImGuiKey_End;
|
||||
case kVK_F2: return ImGuiKey_F2;
|
||||
case kVK_PageDown: return ImGuiKey_PageDown;
|
||||
case kVK_F1: return ImGuiKey_F1;
|
||||
case kVK_LeftArrow: return ImGuiKey_LeftArrow;
|
||||
case kVK_RightArrow: return ImGuiKey_RightArrow;
|
||||
case kVK_DownArrow: return ImGuiKey_DownArrow;
|
||||
|
||||
@@ -16,12 +16,16 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
|
||||
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
|
||||
// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)
|
||||
@@ -281,6 +285,20 @@ static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
|
||||
case SDLK_F10: return ImGuiKey_F10;
|
||||
case SDLK_F11: return ImGuiKey_F11;
|
||||
case SDLK_F12: return ImGuiKey_F12;
|
||||
case SDLK_F13: return ImGuiKey_F13;
|
||||
case SDLK_F14: return ImGuiKey_F14;
|
||||
case SDLK_F15: return ImGuiKey_F15;
|
||||
case SDLK_F16: return ImGuiKey_F16;
|
||||
case SDLK_F17: return ImGuiKey_F17;
|
||||
case SDLK_F18: return ImGuiKey_F18;
|
||||
case SDLK_F19: return ImGuiKey_F19;
|
||||
case SDLK_F20: return ImGuiKey_F20;
|
||||
case SDLK_F21: return ImGuiKey_F21;
|
||||
case SDLK_F22: return ImGuiKey_F22;
|
||||
case SDLK_F23: return ImGuiKey_F23;
|
||||
case SDLK_F24: return ImGuiKey_F24;
|
||||
case SDLK_AC_BACK: return ImGuiKey_AppBack;
|
||||
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
|
||||
}
|
||||
return ImGuiKey_None;
|
||||
}
|
||||
@@ -546,6 +564,11 @@ bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* rendere
|
||||
return ImGui_ImplSDL2_Init(window, renderer, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL2_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL2_Shutdown()
|
||||
{
|
||||
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
|
||||
|
||||
@@ -15,8 +15,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
@@ -31,6 +34,7 @@ IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
|
||||
|
||||
@@ -16,12 +16,17 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2023-11-13: Updated for recent SDL3 API changes.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391)
|
||||
// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)
|
||||
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)
|
||||
@@ -40,10 +45,15 @@
|
||||
|
||||
// SDL
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_syswm.h>
|
||||
#if defined(__APPLE__)
|
||||
#include <TargetConditionals.h>
|
||||
#endif
|
||||
#ifdef _WIN32
|
||||
#ifndef WIN32_LEAN_AND_MEAN
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#endif
|
||||
|
||||
#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
|
||||
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
|
||||
@@ -222,6 +232,20 @@ static ImGuiKey ImGui_ImplSDL3_KeycodeToImGuiKey(int keycode)
|
||||
case SDLK_F10: return ImGuiKey_F10;
|
||||
case SDLK_F11: return ImGuiKey_F11;
|
||||
case SDLK_F12: return ImGuiKey_F12;
|
||||
case SDLK_F13: return ImGuiKey_F13;
|
||||
case SDLK_F14: return ImGuiKey_F14;
|
||||
case SDLK_F15: return ImGuiKey_F15;
|
||||
case SDLK_F16: return ImGuiKey_F16;
|
||||
case SDLK_F17: return ImGuiKey_F17;
|
||||
case SDLK_F18: return ImGuiKey_F18;
|
||||
case SDLK_F19: return ImGuiKey_F19;
|
||||
case SDLK_F20: return ImGuiKey_F20;
|
||||
case SDLK_F21: return ImGuiKey_F21;
|
||||
case SDLK_F22: return ImGuiKey_F22;
|
||||
case SDLK_F23: return ImGuiKey_F23;
|
||||
case SDLK_F24: return ImGuiKey_F24;
|
||||
case SDLK_AC_BACK: return ImGuiKey_AppBack;
|
||||
case SDLK_AC_FORWARD: return ImGuiKey_AppForward;
|
||||
}
|
||||
return ImGuiKey_None;
|
||||
}
|
||||
@@ -304,8 +328,8 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
return true;
|
||||
}
|
||||
case SDL_EVENT_DISPLAY_ORIENTATION:
|
||||
case SDL_EVENT_DISPLAY_CONNECTED:
|
||||
case SDL_EVENT_DISPLAY_DISCONNECTED:
|
||||
case SDL_EVENT_DISPLAY_ADDED:
|
||||
case SDL_EVENT_DISPLAY_REMOVED:
|
||||
case SDL_EVENT_DISPLAY_MOVED:
|
||||
case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED:
|
||||
{
|
||||
@@ -351,10 +375,22 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
|
||||
return false;
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window)
|
||||
{
|
||||
viewport->PlatformHandle = window;
|
||||
viewport->PlatformHandleRaw = nullptr;
|
||||
#if defined(__WIN32__) && !defined(__WINRT__)
|
||||
viewport->PlatformHandleRaw = (HWND)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.win32.hwnd", NULL);
|
||||
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
||||
viewport->PlatformHandleRaw = (void*)SDL_GetProperty(SDL_GetWindowProperties(window), "SDL.window.cocoa.window", NULL);
|
||||
#endif
|
||||
}
|
||||
|
||||
static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
|
||||
IM_UNUSED(sdl_gl_context); // Unused in this branch
|
||||
|
||||
// Check and store if we are on a SDL backend that supports global mouse position
|
||||
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
|
||||
@@ -408,17 +444,7 @@ static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void
|
||||
// Set platform dependent data in viewport
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
main_viewport->PlatformHandle = (void*)window;
|
||||
main_viewport->PlatformHandleRaw = nullptr;
|
||||
SDL_SysWMinfo info;
|
||||
if (SDL_GetWindowWMInfo(window, &info, SDL_SYSWM_CURRENT_VERSION) == 0)
|
||||
{
|
||||
#if defined(SDL_ENABLE_SYSWM_WINDOWS)
|
||||
main_viewport->PlatformHandleRaw = (void*)info.info.win.window;
|
||||
#elif defined(__APPLE__) && defined(SDL_ENABLE_SYSWM_COCOA)
|
||||
main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
|
||||
#endif
|
||||
}
|
||||
ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window);
|
||||
|
||||
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
|
||||
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
|
||||
@@ -473,6 +499,11 @@ bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* rendere
|
||||
return ImGui_ImplSDL3_Init(window, renderer, nullptr);
|
||||
}
|
||||
|
||||
bool ImGui_ImplSDL3_InitForOther(SDL_Window* window)
|
||||
{
|
||||
return ImGui_ImplSDL3_Init(window, nullptr, nullptr);
|
||||
}
|
||||
|
||||
void ImGui_ImplSDL3_Shutdown()
|
||||
{
|
||||
ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
|
||||
@@ -603,10 +634,10 @@ static void ImGui_ImplSDL3_UpdateGamepads()
|
||||
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
|
||||
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START);
|
||||
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK);
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_X); // Xbox X, PS Square
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_B); // Xbox B, PS Circle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_Y); // Xbox Y, PS Triangle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_A); // Xbox A, PS Cross
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle
|
||||
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
|
||||
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP);
|
||||
@@ -767,17 +798,7 @@ static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport)
|
||||
if (use_opengl && backup_context)
|
||||
SDL_GL_MakeCurrent(vd->Window, backup_context);
|
||||
|
||||
viewport->PlatformHandle = (void*)vd->Window;
|
||||
viewport->PlatformHandleRaw = nullptr;
|
||||
SDL_SysWMinfo info;
|
||||
if (SDL_GetWindowWMInfo(vd->Window, &info, SDL_SYSWM_CURRENT_VERSION))
|
||||
{
|
||||
#if defined(SDL_VIDEO_DRIVER_WINDOWS)
|
||||
viewport->PlatformHandleRaw = info.info.win.window;
|
||||
#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)
|
||||
viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;
|
||||
#endif
|
||||
}
|
||||
ImGui_ImplSDL3_SetupPlatformHandles(viewport, vd->Window);
|
||||
}
|
||||
|
||||
static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport)
|
||||
@@ -904,7 +925,7 @@ static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_inst
|
||||
{
|
||||
ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData;
|
||||
(void)vk_allocator;
|
||||
SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface);
|
||||
SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface);
|
||||
return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY
|
||||
}
|
||||
|
||||
|
||||
@@ -16,8 +16,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
@@ -32,6 +35,7 @@ IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window);
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame();
|
||||
IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
|
||||
|
||||
@@ -14,8 +14,12 @@
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3.
|
||||
@@ -179,12 +183,12 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data)
|
||||
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
|
||||
SDL_RenderSetClipRect(bd->SDLRenderer, &r);
|
||||
|
||||
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
|
||||
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
|
||||
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
|
||||
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
|
||||
#if SDL_VERSION_ATLEAST(2,0,19)
|
||||
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
|
||||
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
|
||||
#else
|
||||
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
|
||||
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
|
||||
#endif
|
||||
|
||||
// Bind texture, Draw
|
||||
|
||||
@@ -13,6 +13,14 @@
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#ifndef IMGUI_DISABLE
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@@ -14,8 +14,12 @@
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// 2023-05-30: Initial version.
|
||||
@@ -174,12 +178,12 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data)
|
||||
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
|
||||
SDL_SetRenderClipRect(bd->SDLRenderer, &r);
|
||||
|
||||
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
|
||||
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
|
||||
const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos));
|
||||
const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv));
|
||||
#if SDL_VERSION_ATLEAST(2,0,19)
|
||||
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.19+
|
||||
const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+
|
||||
#else
|
||||
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
|
||||
const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18
|
||||
#endif
|
||||
|
||||
// Bind texture, Draw
|
||||
|
||||
@@ -13,6 +13,14 @@
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||
|
||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
#ifndef IMGUI_DISABLE
|
||||
|
||||
@@ -14,14 +14,17 @@
|
||||
// - [Solution 3] IDE/msbuild: edit imconfig.h and add '#define ImTextureID ImU64' (prefer solution 2 to create your own config file!)
|
||||
// - [Solution 4] command-line: add '/D ImTextureID=ImU64' to your cl.exe command-line (this is what we do in our batch files)
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// 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 backend in your engine/app.
|
||||
@@ -32,6 +35,11 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts.
|
||||
// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unecessary as we create and destroy those objects in the backend.
|
||||
// ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time.
|
||||
// You can call ImGui_ImplVulkan_CreateFontsTexture() again to recreate the font atlas texture.
|
||||
// Added ImGui_ImplVulkan_DestroyFontsTexture() but you probably never need to call this.
|
||||
// 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat.
|
||||
// 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code.
|
||||
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
|
||||
@@ -131,8 +139,8 @@ struct ImGui_ImplVulkan_Data
|
||||
VkImage FontImage;
|
||||
VkImageView FontView;
|
||||
VkDescriptorSet FontDescriptorSet;
|
||||
VkDeviceMemory UploadBufferMemory;
|
||||
VkBuffer UploadBuffer;
|
||||
VkCommandPool FontCommandPool;
|
||||
VkCommandBuffer FontCommandBuffer;
|
||||
|
||||
// Render buffers for main window
|
||||
ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers;
|
||||
@@ -167,14 +175,18 @@ static bool g_FunctionsLoaded = true;
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAcquireNextImageKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBeginRenderPass) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdEndRenderPass) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \
|
||||
@@ -209,6 +221,7 @@ static bool g_FunctionsLoaded = true;
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeDescriptorSets) \
|
||||
@@ -219,21 +232,17 @@ static bool g_FunctionsLoaded = true;
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceSupportKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueuePresentKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueWaitIdle) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetFences) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceSupportKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkWaitForFences) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBeginRenderPass) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdEndRenderPass) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueuePresentKHR) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetFences) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkAcquireNextImageKHR)
|
||||
IMGUI_VULKAN_FUNC_MAP_MACRO(vkWaitForFences)
|
||||
|
||||
// Define function pointers
|
||||
#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func;
|
||||
@@ -616,19 +625,55 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
|
||||
vkCmdSetScissor(command_buffer, 0, 1, &scissor);
|
||||
}
|
||||
|
||||
bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
bool ImGui_ImplVulkan_CreateFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
VkResult err;
|
||||
|
||||
// Destroy existing texture (if any)
|
||||
if (bd->FontView || bd->FontImage || bd->FontMemory || bd->FontDescriptorSet)
|
||||
{
|
||||
vkQueueWaitIdle(v->Queue);
|
||||
ImGui_ImplVulkan_DestroyFontsTexture();
|
||||
}
|
||||
|
||||
// Create command pool/buffer
|
||||
if (bd->FontCommandPool == VK_NULL_HANDLE)
|
||||
{
|
||||
VkCommandPoolCreateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
|
||||
info.flags = VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
|
||||
info.queueFamilyIndex = v->QueueFamily;
|
||||
vkCreateCommandPool(v->Device, &info, nullptr, &bd->FontCommandPool);
|
||||
}
|
||||
if (bd->FontCommandBuffer == VK_NULL_HANDLE)
|
||||
{
|
||||
VkCommandBufferAllocateInfo info = {};
|
||||
info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO;
|
||||
info.commandPool = bd->FontCommandPool;
|
||||
info.commandBufferCount = 1;
|
||||
err = vkAllocateCommandBuffers(v->Device, &info, &bd->FontCommandBuffer);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Start command buffer
|
||||
{
|
||||
err = vkResetCommandPool(v->Device, bd->FontCommandPool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo begin_info = {};
|
||||
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(bd->FontCommandBuffer, &begin_info);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
unsigned char* pixels;
|
||||
int width, height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
|
||||
size_t upload_size = width * height * 4 * sizeof(char);
|
||||
|
||||
VkResult err;
|
||||
|
||||
// Create the Image:
|
||||
{
|
||||
VkImageCreateInfo info = {};
|
||||
@@ -677,40 +722,42 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
bd->FontDescriptorSet = (VkDescriptorSet)ImGui_ImplVulkan_AddTexture(bd->FontSampler, bd->FontView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
|
||||
|
||||
// Create the Upload Buffer:
|
||||
VkDeviceMemory upload_buffer_memory;
|
||||
VkBuffer upload_buffer;
|
||||
{
|
||||
VkBufferCreateInfo buffer_info = {};
|
||||
buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
|
||||
buffer_info.size = upload_size;
|
||||
buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
||||
buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
|
||||
err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &bd->UploadBuffer);
|
||||
err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &upload_buffer);
|
||||
check_vk_result(err);
|
||||
VkMemoryRequirements req;
|
||||
vkGetBufferMemoryRequirements(v->Device, bd->UploadBuffer, &req);
|
||||
vkGetBufferMemoryRequirements(v->Device, upload_buffer, &req);
|
||||
bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment;
|
||||
VkMemoryAllocateInfo alloc_info = {};
|
||||
alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
|
||||
alloc_info.allocationSize = req.size;
|
||||
alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits);
|
||||
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &bd->UploadBufferMemory);
|
||||
err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &upload_buffer_memory);
|
||||
check_vk_result(err);
|
||||
err = vkBindBufferMemory(v->Device, bd->UploadBuffer, bd->UploadBufferMemory, 0);
|
||||
err = vkBindBufferMemory(v->Device, upload_buffer, upload_buffer_memory, 0);
|
||||
check_vk_result(err);
|
||||
}
|
||||
|
||||
// Upload to Buffer:
|
||||
{
|
||||
char* map = nullptr;
|
||||
err = vkMapMemory(v->Device, bd->UploadBufferMemory, 0, upload_size, 0, (void**)(&map));
|
||||
err = vkMapMemory(v->Device, upload_buffer_memory, 0, upload_size, 0, (void**)(&map));
|
||||
check_vk_result(err);
|
||||
memcpy(map, pixels, upload_size);
|
||||
VkMappedMemoryRange range[1] = {};
|
||||
range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
|
||||
range[0].memory = bd->UploadBufferMemory;
|
||||
range[0].memory = upload_buffer_memory;
|
||||
range[0].size = upload_size;
|
||||
err = vkFlushMappedMemoryRanges(v->Device, 1, range);
|
||||
check_vk_result(err);
|
||||
vkUnmapMemory(v->Device, bd->UploadBufferMemory);
|
||||
vkUnmapMemory(v->Device, upload_buffer_memory);
|
||||
}
|
||||
|
||||
// Copy to Image:
|
||||
@@ -726,7 +773,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
copy_barrier[0].subresourceRange.levelCount = 1;
|
||||
copy_barrier[0].subresourceRange.layerCount = 1;
|
||||
vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier);
|
||||
vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier);
|
||||
|
||||
VkBufferImageCopy region = {};
|
||||
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
@@ -734,7 +781,7 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
region.imageExtent.width = width;
|
||||
region.imageExtent.height = height;
|
||||
region.imageExtent.depth = 1;
|
||||
vkCmdCopyBufferToImage(command_buffer, bd->UploadBuffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
|
||||
vkCmdCopyBufferToImage(bd->FontCommandBuffer, upload_buffer, bd->FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
|
||||
|
||||
VkImageMemoryBarrier use_barrier[1] = {};
|
||||
use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
||||
@@ -748,15 +795,50 @@ bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
|
||||
use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
use_barrier[0].subresourceRange.levelCount = 1;
|
||||
use_barrier[0].subresourceRange.layerCount = 1;
|
||||
vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier);
|
||||
vkCmdPipelineBarrier(bd->FontCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier);
|
||||
}
|
||||
|
||||
// Store our identifier
|
||||
io.Fonts->SetTexID((ImTextureID)bd->FontDescriptorSet);
|
||||
|
||||
// End command buffer
|
||||
VkSubmitInfo end_info = {};
|
||||
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
end_info.commandBufferCount = 1;
|
||||
end_info.pCommandBuffers = &bd->FontCommandBuffer;
|
||||
err = vkEndCommandBuffer(bd->FontCommandBuffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE);
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkDeviceWaitIdle(v->Device);
|
||||
check_vk_result(err);
|
||||
|
||||
vkDestroyBuffer(v->Device, upload_buffer, v->Allocator);
|
||||
vkFreeMemory(v->Device, upload_buffer_memory, v->Allocator);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// You probably never need to call this, as it is called by ImGui_ImplVulkan_CreateFontsTexture() and ImGui_ImplVulkan_Shutdown().
|
||||
void ImGui_ImplVulkan_DestroyFontsTexture()
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
|
||||
if (bd->FontDescriptorSet)
|
||||
{
|
||||
ImGui_ImplVulkan_RemoveTexture(bd->FontDescriptorSet);
|
||||
bd->FontDescriptorSet = VK_NULL_HANDLE;
|
||||
io.Fonts->SetTexID(0);
|
||||
}
|
||||
|
||||
if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; }
|
||||
if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; }
|
||||
if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; }
|
||||
}
|
||||
|
||||
static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator)
|
||||
{
|
||||
// Create the shader modules
|
||||
@@ -804,15 +886,15 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
|
||||
attribute_desc[0].location = 0;
|
||||
attribute_desc[0].binding = binding_desc[0].binding;
|
||||
attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT;
|
||||
attribute_desc[0].offset = IM_OFFSETOF(ImDrawVert, pos);
|
||||
attribute_desc[0].offset = offsetof(ImDrawVert, pos);
|
||||
attribute_desc[1].location = 1;
|
||||
attribute_desc[1].binding = binding_desc[0].binding;
|
||||
attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT;
|
||||
attribute_desc[1].offset = IM_OFFSETOF(ImDrawVert, uv);
|
||||
attribute_desc[1].offset = offsetof(ImDrawVert, uv);
|
||||
attribute_desc[2].location = 2;
|
||||
attribute_desc[2].binding = binding_desc[0].binding;
|
||||
attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM;
|
||||
attribute_desc[2].offset = IM_OFFSETOF(ImDrawVert, col);
|
||||
attribute_desc[2].offset = offsetof(ImDrawVert, col);
|
||||
|
||||
VkPipelineVertexInputStateCreateInfo vertex_info = {};
|
||||
vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
|
||||
@@ -959,34 +1041,16 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
return true;
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_DestroyFontUploadObjects()
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
if (bd->UploadBuffer)
|
||||
{
|
||||
vkDestroyBuffer(v->Device, bd->UploadBuffer, v->Allocator);
|
||||
bd->UploadBuffer = VK_NULL_HANDLE;
|
||||
}
|
||||
if (bd->UploadBufferMemory)
|
||||
{
|
||||
vkFreeMemory(v->Device, bd->UploadBufferMemory, v->Allocator);
|
||||
bd->UploadBufferMemory = VK_NULL_HANDLE;
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_DestroyDeviceObjects()
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;
|
||||
ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator);
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
ImGui_ImplVulkan_DestroyFontsTexture();
|
||||
|
||||
if (bd->FontCommandPool) { vkDestroyCommandPool(v->Device, bd->FontCommandPool, v->Allocator); bd->FontCommandPool = VK_NULL_HANDLE; }
|
||||
if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; }
|
||||
if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; }
|
||||
if (bd->FontView) { vkDestroyImageView(v->Device, bd->FontView, v->Allocator); bd->FontView = VK_NULL_HANDLE; }
|
||||
if (bd->FontImage) { vkDestroyImage(v->Device, bd->FontImage, v->Allocator); bd->FontImage = VK_NULL_HANDLE; }
|
||||
if (bd->FontMemory) { vkFreeMemory(v->Device, bd->FontMemory, v->Allocator); bd->FontMemory = VK_NULL_HANDLE; }
|
||||
if (bd->FontSampler) { vkDestroySampler(v->Device, bd->FontSampler, v->Allocator); bd->FontSampler = VK_NULL_HANDLE; }
|
||||
if (bd->DescriptorSetLayout) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayout, v->Allocator); bd->DescriptorSetLayout = VK_NULL_HANDLE; }
|
||||
if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; }
|
||||
@@ -1103,7 +1167,9 @@ void ImGui_ImplVulkan_NewFrame()
|
||||
{
|
||||
ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();
|
||||
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplVulkan_Init()?");
|
||||
IM_UNUSED(bd);
|
||||
|
||||
if (!bd->FontDescriptorSet)
|
||||
ImGui_ImplVulkan_CreateFontsTexture();
|
||||
}
|
||||
|
||||
void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count)
|
||||
@@ -1587,7 +1653,11 @@ static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport)
|
||||
}
|
||||
|
||||
// Select Surface Format
|
||||
const VkFormat requestSurfaceImageFormat[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
||||
const VkFormat requestSurfaceImageFormat[] = {
|
||||
#if defined(IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING)
|
||||
v->UseDynamicRendering && v->ColorAttachmentFormat ? v->ColorAttachmentFormat : VK_FORMAT_B8G8R8A8_UNORM,
|
||||
#endif
|
||||
VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM };
|
||||
const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
|
||||
wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormat, (size_t)IM_ARRAYSIZE(requestSurfaceImageFormat), requestSurfaceColorSpace);
|
||||
|
||||
|
||||
@@ -9,14 +9,17 @@
|
||||
// Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'.
|
||||
// See imgui_impl_vulkan.cpp file for details.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification.
|
||||
// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// 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 backend in your engine/app.
|
||||
@@ -76,8 +79,8 @@ IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* inf
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE);
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(VkCommandBuffer command_buffer);
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture();
|
||||
IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)
|
||||
|
||||
// Register a texture (VkDescriptorSet == ImTextureID)
|
||||
|
||||
@@ -5,11 +5,16 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
@@ -598,9 +603,9 @@ bool ImGui_ImplWGPU_CreateDeviceObjects()
|
||||
// Vertex input configuration
|
||||
WGPUVertexAttribute attribute_desc[] =
|
||||
{
|
||||
{ WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, pos), 0 },
|
||||
{ WGPUVertexFormat_Float32x2, (uint64_t)IM_OFFSETOF(ImDrawVert, uv), 1 },
|
||||
{ WGPUVertexFormat_Unorm8x4, (uint64_t)IM_OFFSETOF(ImDrawVert, col), 2 },
|
||||
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 },
|
||||
{ WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 },
|
||||
{ WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 },
|
||||
};
|
||||
|
||||
WGPUVertexBufferLayout buffer_layouts[1];
|
||||
|
||||
@@ -5,11 +5,16 @@
|
||||
// Implemented features:
|
||||
// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!
|
||||
// [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.
|
||||
// Missing features:
|
||||
// [ ] Renderer: Multi-viewport support (multiple windows). Not meaningful on the web.
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@@ -11,8 +11,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#ifndef IMGUI_DISABLE
|
||||
@@ -38,6 +41,9 @@ typedef DWORD (WINAPI *PFN_XInputGetState)(DWORD, XINPUT_STATE*);
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys.
|
||||
// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL).
|
||||
// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window.
|
||||
// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218)
|
||||
// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702)
|
||||
// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162)
|
||||
@@ -101,6 +107,7 @@ struct ImGui_ImplWin32_Data
|
||||
INT64 Time;
|
||||
INT64 TicksPerSecond;
|
||||
ImGuiMouseCursor LastMouseCursor;
|
||||
UINT32 KeyboardCodePage;
|
||||
bool WantUpdateMonitors;
|
||||
|
||||
#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD
|
||||
@@ -124,6 +131,16 @@ static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData()
|
||||
}
|
||||
|
||||
// Functions
|
||||
static void ImGui_ImplWin32_UpdateKeyboardCodePage()
|
||||
{
|
||||
// Retrieve keyboard code page, required for handling of non-Unicode Windows.
|
||||
ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData();
|
||||
HKL keyboard_layout = ::GetKeyboardLayout(0);
|
||||
LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT);
|
||||
if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0)
|
||||
bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails.
|
||||
}
|
||||
|
||||
static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@@ -149,6 +166,7 @@ static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc)
|
||||
bd->TicksPerSecond = perf_frequency;
|
||||
bd->Time = perf_counter;
|
||||
bd->LastMouseCursor = ImGuiMouseCursor_COUNT;
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage();
|
||||
|
||||
// Our mouse update function expect PlatformHandle to be filled for the main viewport
|
||||
ImGuiViewport* main_viewport = ImGui::GetMainViewport();
|
||||
@@ -571,6 +589,20 @@ static ImGuiKey ImGui_ImplWin32_VirtualKeyToImGuiKey(WPARAM wParam)
|
||||
case VK_F10: return ImGuiKey_F10;
|
||||
case VK_F11: return ImGuiKey_F11;
|
||||
case VK_F12: return ImGuiKey_F12;
|
||||
case VK_F13: return ImGuiKey_F13;
|
||||
case VK_F14: return ImGuiKey_F14;
|
||||
case VK_F15: return ImGuiKey_F15;
|
||||
case VK_F16: return ImGuiKey_F16;
|
||||
case VK_F17: return ImGuiKey_F17;
|
||||
case VK_F18: return ImGuiKey_F18;
|
||||
case VK_F19: return ImGuiKey_F19;
|
||||
case VK_F20: return ImGuiKey_F20;
|
||||
case VK_F21: return ImGuiKey_F21;
|
||||
case VK_F22: return ImGuiKey_F22;
|
||||
case VK_F23: return ImGuiKey_F23;
|
||||
case VK_F24: return ImGuiKey_F24;
|
||||
case VK_BROWSER_BACK: return ImGuiKey_AppBack;
|
||||
case VK_BROWSER_FORWARD: return ImGuiKey_AppForward;
|
||||
default: return ImGuiKey_None;
|
||||
}
|
||||
}
|
||||
@@ -715,10 +747,14 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
int vk = (int)wParam;
|
||||
if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED))
|
||||
vk = IM_VK_KEYPAD_ENTER;
|
||||
|
||||
// Submit key event
|
||||
const ImGuiKey key = ImGui_ImplWin32_VirtualKeyToImGuiKey(vk);
|
||||
const int scancode = (int)LOBYTE(HIWORD(lParam));
|
||||
|
||||
// Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event.
|
||||
if (key == ImGuiKey_PrintScreen && !is_key_down)
|
||||
ImGui_ImplWin32_AddKeyEvent(key, true, vk, scancode);
|
||||
|
||||
// Submit key event
|
||||
if (key != ImGuiKey_None)
|
||||
ImGui_ImplWin32_AddKeyEvent(key, is_key_down, vk, scancode);
|
||||
|
||||
@@ -746,6 +782,9 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
case WM_KILLFOCUS:
|
||||
io.AddFocusEvent(msg == WM_SETFOCUS);
|
||||
return 0;
|
||||
case WM_INPUTLANGCHANGE:
|
||||
ImGui_ImplWin32_UpdateKeyboardCodePage();
|
||||
return 0;
|
||||
case WM_CHAR:
|
||||
if (::IsWindowUnicode(hwnd))
|
||||
{
|
||||
@@ -756,7 +795,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
|
||||
else
|
||||
{
|
||||
wchar_t wch = 0;
|
||||
::MultiByteToWideChar(CP_ACP, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
|
||||
::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 1, &wch, 1);
|
||||
io.AddInputCharacter(wch);
|
||||
}
|
||||
return 0;
|
||||
|
||||
@@ -11,8 +11,11 @@
|
||||
|
||||
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#pragma once
|
||||
#include "imgui.h" // IMGUI_IMPL_API
|
||||
|
||||
@@ -63,7 +63,7 @@ List of Platforms Backends:
|
||||
imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/
|
||||
imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends)
|
||||
imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org
|
||||
imgui_impl_sdl3.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL*)
|
||||
imgui_impl_sdl3.cpp ; SDL3 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org (*EXPERIMENTAL UNTIL SDL3 IS RELEASED*)
|
||||
imgui_impl_win32.cpp ; Win32 native API (Windows)
|
||||
imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!)
|
||||
|
||||
|
||||
@@ -36,6 +36,302 @@ HOW TO UPDATE?
|
||||
- Please report any issue!
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.90.0 (Released 2023-11-15)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- BeginChild(): Upgraded 'bool border = false' parameter to 'ImGuiChildFlags flags = 0'.
|
||||
Added ImGuiChildFlags_Border value. As with our prior "bool-to-flags" API updates,
|
||||
the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a
|
||||
smoother transition, meaning all existing calls will still work.
|
||||
If you want to neatly transition your call sites:
|
||||
Before: BeginChild("Name", size, true)
|
||||
After: BeginChild("Name", size, ImGuiChildFlags_Border)
|
||||
Before: BeginChild("Name", size, false)
|
||||
After: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None)
|
||||
Existing code will still work as 'ImGuiChildFlags_Border == true', but you are encouraged to update call sites.
|
||||
- BeginChild(): Added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for
|
||||
the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense
|
||||
for use with BeginChild() anyhow, passing it to Begin() had no effect. Now that we accept
|
||||
child-flags we are moving it there. (#462)
|
||||
Before: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding);
|
||||
After: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0);
|
||||
Kept inline redirection enum (will obsolete later) so existing code will work.
|
||||
- BeginChildFrame()/EndChildFrame(): removed functions in favor of using BeginChild() with
|
||||
the ImGuiChildFlags_FrameStyle flag. Kept inline redirection function (will obsolete).
|
||||
Those functions were merely PushStyle/PopStyle helpers and custom versions are easy to create.
|
||||
(The removal isn't so much motivated by needing to add the feature in BeginChild(), but by the
|
||||
necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features.)
|
||||
- Debug Tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"),
|
||||
as earlier name was misleading. Kept inline redirection function. (#4631)
|
||||
- IO: Removed io.MetricsActiveAllocations introduced in 1.63, was displayed in Metrics and unlikely to
|
||||
be accessed by end-user. Value still visible in the UI and easily to recompute from a delta.
|
||||
- Defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS now automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO. (#4921)
|
||||
- Removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define. (#4537)
|
||||
- ListBox, Combo: Changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis.
|
||||
Before:
|
||||
getter type: bool (*getter)(void* user_data, int idx, const char** out_text)
|
||||
function: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...);
|
||||
function: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...);
|
||||
After:
|
||||
getter type: const char* (*getter)(void* user_data, int idx)
|
||||
function: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
|
||||
function: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...);
|
||||
Old type was unnecessarily complex and harder to wrap in e.g. a lambda. Kept inline redirection function (will obsolete).
|
||||
- Commented out obsolete redirecting enums/functions that were marked obsolete two years ago:
|
||||
- GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x.
|
||||
Consider that generally 'GetContentRegionAvail().x' is often more correct and more useful.
|
||||
- ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX names.
|
||||
Read 1.82 changelog for details + grep commented names in sources.
|
||||
- Commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for
|
||||
AddRect()/AddRectFilled()/PathRect()/AddImageRounded(). -> Use ImDrawFlags_RoundCornersXXX flags.
|
||||
Read 1.82 changelog for details.
|
||||
- Backends: Vulkan: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own
|
||||
command-buffer to upload fonts. Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary.
|
||||
No need to call ImGui_ImplVulkan_CreateFontsTexture() as it is done automatically in ImGui_ImplVulkan_NewFrame().
|
||||
You can call ImGui_ImplVulkan_CreateFontsTexture() manually if you need to reload the font atlas texture.
|
||||
(#6943, #6715, #6327, #3743, #4618)
|
||||
|
||||
Other changes:
|
||||
|
||||
- Windows:
|
||||
- BeginChild(): Added ImGuiChildFlags_ResizeX and ImGuiChildFlags_ResizeY to allow resizing
|
||||
child windows from the bottom/right border (toward layout direction). Resized child windows
|
||||
settings are saved and persistent in .ini file. (#1710)
|
||||
- BeginChild(): Added ImGuiChildFlags_Border as a replacement for 'bool border = true' parameter.
|
||||
- BeginChild(): Added ImGuiChildFlags_AutoResizeX and ImGuiChildFlags_AutoResizeY to auto-resize
|
||||
on one axis, while generally providing a size on the other axis. (#1666, #1395, #1496, #1710)
|
||||
e.g. BeginChild("name", {-FLT_MIN, 0.0f}, ImGuiChildFlags_AutoResizeY);
|
||||
- Size is only reevaluated if the child window is within visible boundaries or just appearing.
|
||||
This allows coarse clipping to be performed and auto-resizing childs to return false when
|
||||
hidden because of being scrolled out.
|
||||
- Combining this with also specifying ImGuiChildFlags_AlwaysAutoResize disables
|
||||
this optimization, meaning child contents will never be clipped (not recommended).
|
||||
- Please be considerate that child are full windows and carry significant overhead:
|
||||
combining auto-resizing for both axises to create a non-scrolling child to merely draw
|
||||
a border would be better more optimally using BeginGroup(). (see #1496)
|
||||
(until we come up with new helpers for framed groups and work-rect adjustments).
|
||||
- BeginChild(): made it possible to use SetNextWindowSizeConstraints() rectangle, often
|
||||
useful when ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY. (#1666, #1395, #1496)
|
||||
Custom constraint callback are not supported with child window.
|
||||
- BeginChild(): Added ImGuiChildFlags_FrameStyle as a replacement for BeginChildFrame(),
|
||||
use it to make child window use FrameBg, FrameRounding, FrameBorderSize, FramePadding
|
||||
instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
|
||||
- Popups: clarified meaning of 'p_open != NULL' in BeginPopupModal() + set back user value
|
||||
to false when popup is closed in ways other than clicking the close button. (#6900)
|
||||
- Double-clicking lower-left resize grip auto-resize (like lower-right one).
|
||||
- Double-clicking bottom or right window border auto-resize on a singles axis.
|
||||
- Use relative mouse movement for border resize when the border geometry has moved
|
||||
(e.g. resizing a child window triggering parent scroll) in order to avoid resizing
|
||||
feedback loops. Unless manually mouse-wheeling while border resizing. (#1710)
|
||||
- Separators:
|
||||
- Altered end-points to use more standard boundaries. (#205, #4787, #1643)
|
||||
Left position is always current cursor X position, right position is always work-rect
|
||||
rightmost edge. It effectively means that:
|
||||
- A separator in the root of a window will end up a little more distant from edges
|
||||
than previously (essentially following WindowPadding instead of clipping edges).
|
||||
- A separator inside a table cell end up a little distance from edges instead of
|
||||
touching them (essentially following CellPadding instead of clipping edges).
|
||||
- Matches tree indentation (was not the case before).
|
||||
- Matches SeparatorText(). (#1643)
|
||||
- Makes things correct inside groups without specific/hard-coded handling. (#205)
|
||||
- Support legacy behavior when used inside old Columns(), as we favored that idiom back then,
|
||||
only different is left position follows indentation level, to match calling a Separator()
|
||||
inside or outside Columns().
|
||||
- Tooltips:
|
||||
- Made using SetItemTooltip()/IsItemHovered(ImGuiHoveredFlags_ForTooltip) defaults to
|
||||
activate tooltips on disabled items. This is done by adding ImGuiHoveredFlags_AllowWhenDisabled
|
||||
to the default value of style.HoverFlagsForTooltipMouse/HoverFlagsForTooltipNav. (#1485)
|
||||
- Made is possible to combine ImGuiHoveredFlags_ForTooltip with a ImGuiHoveredFlags_DelayXXX
|
||||
override. (#1485)
|
||||
- Drag and Drop:
|
||||
- Reworked drop target highlight: reduce rectangle to its visible portion, and then expand
|
||||
slightly. A full rectangle is always visible and it may protrude slightly. (#4281, #3272)
|
||||
- Fixed submitting a tooltip from drop target location when using AcceptDragDropPayload()
|
||||
with ImGuiDragDropFlags_AcceptNoPreviewTooltip and submitting a tooltip manually.
|
||||
- Tables:
|
||||
- Added angled headers support. You need to set ImGuiTableColumnFlags_AngledHeader on selected
|
||||
columns and call TableAngledHeadersRow(). Added style.TableAngledHeadersAngle style option.
|
||||
- Added ImGuiTableFlags_HighlightHoveredColumn flag, currently highlighting column header.
|
||||
- Fixed an edge-case when no columns are visible + table scrollbar is visible + user
|
||||
code is always testing return value of TableSetColumnIndex() to coarse clip. With an active
|
||||
clipper it would have asserted. Without a clipper, the scrollbar range would be wrong.
|
||||
- Request user to submit contents when outer host-window is requesting auto-resize,
|
||||
so a scrolling table can contribute to initial window size. (#6510)
|
||||
- Fixed subtle drawing overlap between borders in some situations.
|
||||
- Fixed bottom-most and right-most outer border offset by one. (#6765, #3752) [@v-ein]
|
||||
- Fixed top-most and left-most outer border overlapping inner clip-rect when scrolling. (#6765)
|
||||
- Fixed top-most outer border being drawn with both TableBorderLight and TableBorderStrong
|
||||
in some situations, causing the earlier to be visible underneath when alpha is not 1.0f.
|
||||
- Fixed right-clicking right-most section (past right-most column) from highlighting a column.
|
||||
- Fixed an issue with ScrollX enabled where an extraneous draw command would be created.
|
||||
- Menus:
|
||||
- Menus: Fixed a bug where activating an item in a child-menu and dragging mouse over the
|
||||
parent-menu would erroneously close the child-menu. (Regression from 1.88). (#6869)
|
||||
- MenuBar: Fixed an issue where layouting an item in the menu-bar would erroneously
|
||||
register contents size in a way that would affect the scrolling layer.
|
||||
Was most often noticeable when using an horizontal scrollbar. (#6789)
|
||||
- InputText:
|
||||
- InputTextMultiline: Fixed a crash pressing Down on last empty line of a multi-line buffer.
|
||||
(regression from 1.89.2, only happened in some states). (#6783, #6000)
|
||||
- InputTextMultiline: Fixed Tabbing cycle leading to a situation where Enter key wouldn't
|
||||
be accepted by the widget when navigation highlight is visible. (#6802, #3092, #5759, #787)
|
||||
- Nav: Tabbing always enable nav highlight when ImGuiConfigFlags_NavEnableKeyboard is set.
|
||||
Previously was inconsistent and only enabled when stepping through a non-input item.
|
||||
(#6802, #3092, #5759, #787)
|
||||
- TreeNode: Added ImGuiTreeNodeFlags_SpanAllColumns for use in tables. (#3151, #3565, #2451, #2438)
|
||||
- TabBar: Fixed position of unsaved document marker (ImGuiTabItemFlags_UnsavedDocument) which was
|
||||
accidentally offset in 1.89.9. (#6862) [@alektron]
|
||||
- ColorPicker4(): Fixed ImGuiColorEditFlags_NoTooltip not being forwarded to individual DragFloat3
|
||||
sub-widgets which have a visible color preview when ImGuiColorEditFlags_NoSidePreview is also set. (#6957)
|
||||
- BeginGroup(): Fixed a bug pushing line lower extent too far down when called after a call
|
||||
to SameLine() followed by manual cursor manipulation.
|
||||
- BeginCombo(): Added ImGuiComboFlags_WidthFitPreview flag. (#6881) [@mpv-enjoyer]
|
||||
- BeginListBox(): Fixed not consuming SetNextWindowXXX() data when returning false.
|
||||
- Fonts:
|
||||
- Argument 'float size_pixels' passed to AddFontXXX() functions is now rounded to lowest integer.
|
||||
This is because our layout/font system currently doesn't fully support non-integer sizes. Until
|
||||
it does, this has been a common pitfall leading to more or less subtle issues. (#3164, #3309, #6800)
|
||||
- Better assert during load when passing truncated font data or wrong data size. (#6822)
|
||||
- Ensure calling AddFontXXX function doesn't invalidates ImFont's ConfigData pointers
|
||||
prior to building again. (#6825)
|
||||
- Added ImFontConfig::RasterizerDensity field to increase texture size of rendered glyphs
|
||||
without altering other metrics. Among other things, this makes it easier to have zooming code
|
||||
swapping between 2 fonts (e.g. a 100% and a 400% fonts) depending on current scale. (#6925) [@thedmd]
|
||||
Important: if you increase this it is expected that you would render the font with a scale of
|
||||
similar value or magnitude. Merely increasing this without increasing scale may lower quality.
|
||||
- imgui_freetype: Added support for RasterizerDensity. (#6925) [@thedmd]
|
||||
- imgui_freetype: Fixed a warning and leak in IMGUI_ENABLE_FREETYPE_LUNASVG support. (#6842, #6591)
|
||||
- Inputs: Added IsKeyChordPressed() helper function e.g. IsKeyChordPressed(ImGuiMod_Ctrl | ImGuiKey_S).
|
||||
(note that ImGuiMod_Shortcut may be used as an alias for Cmd on OSX and Ctrl on other systems).
|
||||
- Misc: Most text functions also treat "%.*s" (along with "%s") specially to bypass formatting. (#3466, #6846)
|
||||
- IO: Add extra keys to ImGuiKey enum: ImGuiKey_F13 to ImGuiKey_F24. (#6891, #4921)
|
||||
- IO: Add extra keys to ImGuiKey enum: ImGuiKey_AppBack, ImGuiKey_AppForward. (#4921)
|
||||
- IO: Setting io.WantSetMousePos ignores incoming MousePos events. (#6837, #228) [@bertaye]
|
||||
- Debug Tools: Metrics: Added log of recent alloc/free calls.
|
||||
- Debug Tools: Metrics: Added "Show groups rectangles" in tools.
|
||||
- ImDrawList: Added AddEllipse(), AddEllipseFilled(), PathEllipticalArcTo(). (#2743) [@Doohl]
|
||||
- ImVector: Added find_index() helper.
|
||||
- Demo: Added "Drag and Drop -> Tooltip at target location" demo.
|
||||
- Demo: Added "Layout -> Child Windows -> Manual-resize" demo. (#1710)
|
||||
- Demo: Added "Layout -> Child Windows -> Auto-resize with constraints" demo. (#1666, #1395, #1496, #1710)
|
||||
- Demo: Partly fixed "Examples -> Constrained-resizing window" custom constrains demo. (#6210) [@cfillion]
|
||||
- Backends: Vulkan: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own
|
||||
command-buffer to upload fonts. Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary.
|
||||
No need to call ImGui_ImplVulkan_CreateFontsTexture() as it is done automatically in ImGui_ImplVulkan_NewFrame().
|
||||
You can call ImGui_ImplVulkan_CreateFontsTexture() manually if you need to reload font atlas texture.
|
||||
Fixed leaks, and added ImGui_ImplVulkan_DestroyFontsTexture() (probably no need to call this directly).
|
||||
(#6943, #6715, #6327, #3743, #4618)
|
||||
[@helynranta, @thomasherzog, @guybrush77, @albin-johansson, @MiroKaku, @benbatya-fb, @ocornut]
|
||||
- Backends: Vulkan: use specified ColorAttachmentFormat when creating a secondary window when enabling
|
||||
UseDynamicRendering option. (#6999, #5446, #5037) [@raaaviol]
|
||||
- Backends: GLFW: Clear emscripten's MouseWheel callback before shutdown. (#6790, #6096, #4019) [@halx99]
|
||||
- Backends: GLFW: Added support for F13 to F24 function keys. (#6891)
|
||||
- Backends: SDL2, SDL3: Added support for F13 to F24 function keys, AppBack, AppForward. (#6891)
|
||||
- Backends: SDL3: Updates for recent API changes. (#7000, #6974)
|
||||
- Backends: Win32: Added support for F13 to F24 function keys, AppBack, AppForward. (#6891)
|
||||
- Backends: Win32: Added support for keyboard codepage conversion for when application
|
||||
is compiled in MBCS mode and using a non-Unicode window. (#6785, #6782, #5725, #5961) [@sneakyevil]
|
||||
- Backends: Win32: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows
|
||||
doesn't emit it (same behavior as GLFW/SDL). (#6859) [@thedmd, @SuperWangKai]
|
||||
- Backends: OpenGL3: rename symbols in our internal loader so that LTO compilation with another
|
||||
copy of gl3w becomes possible. (#6875, #6668, #4445) [@nicolasnoble]
|
||||
- Backends: OpenGL3: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead
|
||||
of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983)
|
||||
- Backends: OSX: Added support for F13 to F20 function keys. Support mapping F13 to PrintScreen. (#6891)
|
||||
- Examples: GLFW+Vulkan, SDL+Vulkan: Simplified and removed code due to backend improvements.
|
||||
- Internals: Renamed ImFloor() to ImTrunc(). Renamed ImFloorSigned() to ImFloor(). (#6861)
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Viewports: Fixed window inner clipping rectangle off by one when window is located on a monitor
|
||||
with negative coordinates. While it is expected that other small issues with arise from this
|
||||
situation, at the moment we are fixing the most noticeable one. (#6861, #2884) [@Vuhdo, @alektron]
|
||||
- Docking: revised undocking to reduce accidental whole-node undocking:
|
||||
- cannot undock a whole node by dragging from empty space in tab-bar.
|
||||
- can undock whole node by dragging from window/collapse menu button.
|
||||
- can undock single window by dragging from its tab.
|
||||
- can still move (but not undock) whole node or whole hierarchy when node is part of a
|
||||
floating hierarchy.
|
||||
- added tooltip when hovering the collapse/window menu button, to faciliate understanding
|
||||
that whole dock node may be undocked or grabbed from here.
|
||||
- Docking: Fixed an issue leading to incorrect restoration of selected tab in dock nodes that
|
||||
don't carry the currently focused window. (#2304)
|
||||
- Docking: added ImGuiDockNodeFlags_NoUndocking. (#2999, #6823, #6780, #3492)
|
||||
- Docking: renamed ImGuiDockNodeFlags_NoSplit to ImGuiDockNodeFlags_NoDockingSplit.
|
||||
- Docking: renamed ImGuiDockNodeFlags_NoDockingInCentralNode to ImGuiDockNodeFlags_NoDockingOverCentralNode.
|
||||
- Docking: Internals: renamed ImGuiDockNodeFlags_NoDockingSplitMe to ImGuiDockNodeFlags_NoDockingSplit.
|
||||
- Docking: Fixed a bug where ClassId compare tests (when using SetNextWindowClass) on success would
|
||||
prevent further filter from running, namely the one that prevent docking over a popup.
|
||||
- Backends: GLFW: Fixed an assertion in situation where the WndProc handler is different between
|
||||
main and secondary viewport (may happen due to third-party hooks). (#6889)
|
||||
- Backends: DX9: Fixed incorrect assert triggering on reopening session with minimized windows. (#3424)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.89.9 (Released 2023-09-04)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.89.9
|
||||
|
||||
Breaking changes:
|
||||
|
||||
- Clipper: Renamed IncludeRangeByIndices(), also called ForceDisplayRangeByIndices()
|
||||
before 1.89.6, to IncludeItemsByIndex(). Kept inline redirection function. (#6424, #3841)
|
||||
|
||||
Other changes:
|
||||
|
||||
- Tables: Made it possible to use SameLine(0,0) after TableNextColumn() or
|
||||
TableSetColumnIndex() in order to reuse line pos/height from previous cell. (#3740)
|
||||
- Tables: Made it possible to change style.CellPadding.y between rows. (#3740)
|
||||
- Nav, TreeNode: Pressing Left with ImGuiTreeNodeFlags_NavLeftJumpsBackHere now goes
|
||||
through proper navigation logic: honor scrolling and selection. (#1079, #1131)
|
||||
- Sliders: Fixed an integer overflow and div-by-zero in SliderInt() when
|
||||
v_max=INT_MAX (#6675, #6679) [@jbarthelmes]
|
||||
- Windows: Layout of Close/Collapse buttons uses style.ItemInnerSpacing.x between items,
|
||||
stopped incorrectly using FramePadding in a way where hit-boxes could overlap when
|
||||
setting large values. (#6749)
|
||||
- TabBar, Style: added style.TabBarBorderSize and associated ImGuiStyleVar_TabBarBorderSize.
|
||||
Tweaked rendering of that separator to allow thicker values. (#6820, #4859, #5022, #5239)
|
||||
- InputFloat, SliderFloat, DragFloat: always turn both '.' and ',' into the current decimal
|
||||
point character when using Decimal/Scientific character filter. (#6719, #2278) [@adamsepp]
|
||||
- ColorEdit, ColorPicker: Manipulating options popup don't mark item as edited. (#6722)
|
||||
(Note that they may still be marked as Active/Hovered.)
|
||||
- Clipper: Added IncludeItemByIndex() helper to include a single item. (#6424, #3841)
|
||||
- Clipper: Fixed a bug if attempt to force-include a range which matches an already
|
||||
included range, clipper would end earlier. (#3841)
|
||||
- ImDrawData: Fixed an issue where TotalVtxCount/TotalIdxCount does not match the sum
|
||||
of individual ImDrawList's buffer sizes when a dimming/modal background is rendered. (#6716)
|
||||
- ImDrawList: Automatically calling ChannelsMerge() if not done after a split.
|
||||
- ImDrawList: Fixed OOB access in _CalcCircleAutoSegmentCount when passing excessively
|
||||
large radius to AddCircle(). (#6657, #5317) [@EggsyCRO, @jdpatdiscord]
|
||||
- IO: Exposed io.PlatformLocaleDecimalPoint to configure decimal point ('.' or ',') for
|
||||
languages needing it. Should ideally be set to the value of '*localeconv()->decimal_point'
|
||||
but our backends don't do it yet. (#6719, #2278)
|
||||
- IO: Fixed io.AddMousePosEvent() and io.AddMouseButtonEvent() writing MouseSource to
|
||||
wrong union section. Was semantically incorrect and accidentally had no side-effects
|
||||
with default compiler alignment settings. (#6727) [@RickHuang2001]
|
||||
- Misc: Made multiple calls to Render() during the same frame early out faster.
|
||||
- Debug Tools: Metrics: Fixed "Drawlists" section and per-viewport equivalent
|
||||
appearing empty (regression in 1.89.8).
|
||||
- Demo: Reorganized "Examples" menu.
|
||||
- Demo: Tables: Demonstrate using SameLine() between cells. (#3740)
|
||||
- Demo: Tables: Demonstrate altering CellPadding.y between rows. (#3740)
|
||||
- Demo: Custom Rendering: Demonstrate out-of-order rendering using ImDrawListSplitter.
|
||||
- Backends: SDL2,SDL3: added ImGui_ImplSDL2_InitForOther()/ImGui_ImplSDL3_InitForOther()
|
||||
for consistency (matching GLFW backend) and as most initialization paths don't actually
|
||||
need to care about rendering backend.
|
||||
- Examples: Emscripten+WebGPU: Fixed WGPUInstance creation process + use preferred
|
||||
framebuffer format. (#6640, #6748) [@smileorigin]
|
||||
|
||||
Docking+Viewports Branch:
|
||||
|
||||
- Docking: when io.ConfigDockingWithShift is enabled, staying stationary while moving
|
||||
a window displays an help tooltip to increase affordance. (#6709, #4643)
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.89.8 (Released 2023-08-01)
|
||||
-----------------------------------------------------------------------
|
||||
@@ -1458,7 +1754,7 @@ Breaking Changes:
|
||||
- Commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
|
||||
- ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
|
||||
- ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder
|
||||
- Backends: OpenGL3: added a third source file "imgui_impl_opengl3_loader.h". [@rokups]
|
||||
- Backends: OpenGL3: added a third source file "imgui_impl_opengl3_loader.h". (#4445) [@rokups]
|
||||
- Backends: GLFW: backend now uses glfwSetCursorEnterCallback(). (#3751, #4377, #2445)
|
||||
- Backends: GLFW: backend now uses glfwSetWindowFocusCallback(). (#4388) [@thedmd]
|
||||
- If calling ImGui_ImplGlfw_InitXXX with install_callbacks=true: this is already done for you.
|
||||
@@ -1547,7 +1843,7 @@ Other Changes:
|
||||
about building on 32-bit systems. (#4225) [@kingofthebongo2008]
|
||||
- Backends: OpenGL3: Embed our own minimal GL headers/loader (imgui_impl_opengl3_loader.h) based on gl3w.
|
||||
Reduces the frequent issues and confusion coming from having to support multiple loaders and requiring users to use and
|
||||
initialize the same loader as the backend. [@rokups]
|
||||
initialize the same loader as the backend. (#4445) [@rokups]
|
||||
Removed support for gl3w, glew, glad, glad2, glbinding2, glbinding3 (all now unnecessary).
|
||||
- Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998)
|
||||
- Backends: OpenGL3: Destroy vertex/fragment shader objects right after they are linked into main shader. (#4244) [@Crowbarous]
|
||||
|
||||
@@ -12,26 +12,29 @@
|
||||
|
||||
- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1).
|
||||
- Please browse the [Wiki](https://github.com/ocornut/imgui/wiki) to find code snippets, links and other resources (e.g. [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started), [Useful extensions](https://github.com/ocornut/imgui/wiki/Useful-Extensions)).
|
||||
- Please read [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) if your question relates to setting up Dear ImGui.
|
||||
- Please read [docs/FAQ.md](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md).
|
||||
- Please read [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) if your question relates to fonts or text.
|
||||
- Please read one of the [examples/](https://github.com/ocornut/imgui/tree/master/examples) application if your question relates to setting up Dear ImGui.
|
||||
- Please run `ImGui::ShowDemoWindow()` to explore the demo and its sources.
|
||||
- Please use the search function of your IDE to search in for comments related to your situation.
|
||||
- Please use the search function of GitHub to look for similar issues. You may [browse issues by Labels](https://github.com/ocornut/imgui/labels).
|
||||
- Please use the search function of your IDE to search for symbols and comments related to your situation.
|
||||
- Please use the search function of GitHub to look for similar topics (always include 'Closed' issues/pr in your search).
|
||||
- You may [browse issues by Labels](https://github.com/ocornut/imgui/labels).
|
||||
- Please use a web search engine to look for similar issues.
|
||||
- If you get a crash or assert, use a debugger to locate the line triggering it and read the comments around.
|
||||
- Please don't be a [Help Vampire](https://slash7.com/2006/12/22/vampires/).
|
||||
|
||||
## Issues vs Discussions
|
||||
## 'Issues' vs 'Discussions'
|
||||
|
||||
If you:
|
||||
We are happy to use 'Issues' for many type of open-ended questions. We are encouraging 'Issues' becoming an enormous, centralized and cross-referenced database of Dear ImGui contents.
|
||||
|
||||
Only if you:
|
||||
- Cannot BUILD or LINK examples.
|
||||
- Cannot BUILD, or LINK, or RUN Dear ImGui in your application or custom engine.
|
||||
- Cannot LOAD a font.
|
||||
|
||||
Then please [use the Discussions forums](https://github.com/ocornut/imgui/discussions) instead of opening an issue.
|
||||
|
||||
If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an issue. Any form of discussions is welcome as a new issue.
|
||||
If Dear ImGui is successfully showing in your app and you have used Dear ImGui before, you can open an Issue. Any form of discussions is welcome as a new issue.
|
||||
|
||||
## How to open an issue
|
||||
|
||||
@@ -46,16 +49,16 @@ Steps:
|
||||
- Article: [How To Ask Good Questions](https://bit.ly/3nwRnx1).
|
||||
- **PLEASE DO FILL THE REQUESTED NEW ISSUE TEMPLATE.** Including Dear ImGui version number, branch name, platform/renderer back-ends (imgui_impl_XXX files), operating system.
|
||||
- **Try to be explicit with your GOALS, your EXPECTATIONS and what you have tried**. Be mindful of [The XY Problem](http://xyproblem.info/). What you have in mind or in your code is not obvious to other people. People frequently discuss problems and suggest incorrect solutions without first clarifying their goals. When requesting a new feature, please describe the usage context (how you intend to use it, why you need it, etc.). If you tried something and it failed, show us what you tried.
|
||||
- **Please INCLUDE CODE. Provide a Minimal, Complete, and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem**. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/../main.cpp) or demo (imgui_demo.cpp) to understand and reproduce it. **Narrowing your problem to its shortest and purest form is the easiest way to understand it, explain it and fix it**. Please test your shortened code to ensure it exhibits the problem. **Often while creating the MCVE you will solve the problem!** Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time.
|
||||
- **Attach screenshots (or GIF/video) to clarify the context**. They often convey useful information that is omitted by the description. You can drag pictures/files in the message edit box. Avoid using 3rd party image hosting services, prefer the long-term longevity of GitHub attachments (you can drag pictures into your post). On Windows, you can use [ScreenToGif](https://www.screentogif.com/) to easily capture .gif files.
|
||||
- **If you are discussing an assert or a crash, please provide a debugger callstack**. Never state "it crashes" without additional information. If you don't know how to use a debugger and retrieve a callstack, learning about it will be useful.
|
||||
- **Please make sure that your project has asserts enabled.** Calls to IM_ASSERT() are scattered in the code to help catch common issues. When an assert is triggered read the comments around it. By default IM_ASSERT() calls the standard assert() function. To verify that your asserts are enabled, add the line `IM_ASSERT(false);` in your main() function. Your application should display an error message and abort. If your application doesn't report an error, your asserts are disabled.
|
||||
- **Please provide a Minimal, Complete, and Verifiable Example ([MCVE](https://stackoverflow.com/help/mcve)) to demonstrate your problem**. An ideal submission includes a small piece of code that anyone can paste into one of the examples applications (examples/../main.cpp) or demo (imgui_demo.cpp) to understand and reproduce it. Narrowing your problem to its shortest and purest form is the easiest way to understand it. Please test your shortened code to ensure it exhibits the problem. **Often while creating the MCVE you will end up solving the problem!** Many questions that are missing a standalone verifiable example are missing the actual cause of their issue in the description, which ends up wasting everyone's time.
|
||||
- Please state if you have made substantial modifications to your copy of Dear ImGui or the back-end.
|
||||
- If you are not calling Dear ImGui directly from C++, please provide information about your Language and the wrapper/binding you are using.
|
||||
- Be mindful that messages are being sent to the mailbox of "Watching" users. Try to proofread your messages before sending them. Edits are not seen by those users unless they browse the site.
|
||||
|
||||
**Some unfortunate words of warning**
|
||||
- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't try posting here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to project our time and sanity.
|
||||
- If you are involved in cheating schemes (e.g. DLL injection) for competitive online multiplayer games, please don't post here. We won't answer and you will be blocked. It doesn't matter if your question relates to said project. We've had too many of you and need to project our time and sanity.
|
||||
- Due to frequent abuse of this service from the aforementioned users, if your GitHub account is anonymous and was created five minutes ago please understand that your post will receive more scrutiny and incomplete questions will be harshly dismissed.
|
||||
|
||||
If you have been using Dear ImGui for a while or have been using C/C++ for several years or have demonstrated good behavior here, it is ok to not fulfill every item to the letter. Those are guidelines and experienced users or members of the community will know which information is useful in a given context.
|
||||
@@ -63,15 +66,13 @@ If you have been using Dear ImGui for a while or have been using C/C++ for sever
|
||||
## How to open a Pull Request
|
||||
|
||||
- **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.** PR should be crafted both in the interest of the end-users and also to ease the maintainer into understanding and accepting it.
|
||||
- Many PRs are useful to demonstrate a need and a possible solution but aren't adequate for merging (causing other issues, not seeing other aspects of the big picture, etc.). In doubt, don't hesitate to push a PR because that is always the first step toward finding the mergeable solution! Even if a PR stays unmerged for a long time, its presence can be useful for other users and helps toward finding a general solution.
|
||||
- Many PRs are useful to demonstrate a need and a possible solution but aren't adequate for merging (causing other issues, not seeing other aspects of the big picture, etc.). In doubt, don't hesitate to push a PR because that is always the first step toward pointing toward a problem, and finding the mergeable solution! Even if a PR stays unmerged for a long time, its presence can be useful for other users and helps toward finding a general solution.
|
||||
- **When adding a feature,** please describe the usage context (how you intend to use it, why you need it, etc.). Be mindful of [The XY Problem](http://xyproblem.info/).
|
||||
- **When fixing a warning or compilation problem,** please post the compiler log and specify the compiler version and platform you are using.
|
||||
- **Attach screenshots (or GIF/video) to clarify the context and demonstrate the feature at a glance.** You can drag pictures/files in the message edit box. Prefer the long-term longevity of GitHub attachments over 3rd party hosting (you can drag pictures into your post).
|
||||
- **Make sure your code follows the coding style already used in the codebase:** 4 spaces indentations (no tabs), `local_variable`, `FunctionName()`, `MemberName`, `// Text Comment`, `//CodeComment();`, C-style casts, etc.. We don't use modern C++ idioms and tend to use only a minimum of C++11 features. The applications under examples/ are generally less consistent because they sometimes try to mimic the coding style often adopted by a certain ecosystem (e.g. DirectX-related code tend to use the style of their sample).
|
||||
- **Make sure you create a branch dedicated to the pull request**. In Git, 1 PR is associated to 1 branch. If you keep pushing to the same branch after you submitted the PR, your new commits will appear in the PR (we can still cherry-pick individual commits).
|
||||
|
||||
Thank you for reading!
|
||||
|
||||
## Copyright / Contributor License Agreement
|
||||
|
||||
Any code you submit will become part of the repository and be distributed under the [Dear ImGui license](https://github.com/ocornut/imgui/blob/master/LICENSE.txt). By submitting code to the project you agree that the code is your work and that you can give it to the project.
|
||||
|
||||
@@ -10,7 +10,7 @@ integrating Dear ImGui in your own application/game/engine.
|
||||
**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.**
|
||||
|
||||
You can find Windows binaries for some of those example applications at:
|
||||
http://www.dearimgui.com/binaries
|
||||
https://www.dearimgui.com/binaries
|
||||
|
||||
|
||||
### Getting Started
|
||||
@@ -74,7 +74,7 @@ ImGui::DestroyContext();
|
||||
|
||||
Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
|
||||
Please read the comments and instruction at the top of each file.
|
||||
Please read FAQ at http://www.dearimgui.com/faq
|
||||
Please read FAQ at https://www.dearimgui.com/faq
|
||||
|
||||
If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
|
||||
files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
|
||||
|
||||
15
docs/FAQ.md
15
docs/FAQ.md
@@ -125,13 +125,8 @@ void MyLowLevelMouseButtonHandler(int button, bool down)
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
**Note:** The `io.WantCaptureMouse` is more correct that any manual attempt to "check if the mouse is hovering a window" (don't do that!). It handles mouse dragging correctly (both dragging that started over your application or over a Dear ImGui window) and handle e.g. popup and modal windows blocking inputs.
|
||||
|
||||
**Note:** Those flags are updated by `ImGui::NewFrame()`. However it is generally more correct and easier that you poll flags from the previous frame, then submit your inputs, then call `NewFrame()`. If you attempt to do the opposite (which is generally harder) you are likely going to submit your inputs after `NewFrame()`, and therefore too late.
|
||||
|
||||
**Note:** If you are using a touch device, you may find use for an early call to `UpdateHoveredWindowAndCaptureFlags()` to correctly dispatch your initial touch. We will work on better out-of-the-box touch support in the future.
|
||||
|
||||
**Note:** Text input widget releases focus on the "KeyDown" event of the Return key, so the subsequent "KeyUp" event that your application receive will typically have `io.WantCaptureKeyboard == false`. Depending on your application logic it may or not be inconvenient to receive that KeyUp event. You might want to track which key-downs were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
|
||||
|
||||
##### [Return to Index](#index)
|
||||
@@ -142,7 +137,7 @@ void MyLowLevelMouseButtonHandler(int button, bool down)
|
||||
- The gamepad/keyboard navigation is fairly functional and keeps being improved. The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. Gamepad support is particularly useful to use Dear ImGui on a game console (e.g. PS4, Switch, XB1) without a mouse connected!
|
||||
- Keyboard: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard` to enable.
|
||||
- Gamepad: set `io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad` to enable (with a supporting backend).
|
||||
- See [Control Sheets for Gamepads](http://www.dearimgui.com/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads).
|
||||
- See [Control Sheets for Gamepads](https://www.dearimgui.com/controls_sheets) (reference PNG/PSD for PS4, XB1, Switch gamepads).
|
||||
- See `USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS` section of [imgui.cpp](https://github.com/ocornut/imgui/blob/master/imgui.cpp) for more details.
|
||||
|
||||
##### [Return to Index](#index)
|
||||
@@ -217,7 +212,7 @@ Interactive widgets (such as calls to Button buttons) need a unique ID.
|
||||
**Unique IDs are used internally to track active widgets and occasionally associate state to widgets.<BR>
|
||||
Unique IDs are implicitly built from the hash of multiple elements that identify the "path" to the UI element.**
|
||||
|
||||
Since Dear ImGui 1.85, you can use `Demo>Tools>Stack Tool` or call `ImGui::ShowStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
|
||||
Since Dear ImGui 1.85, you can use `Demo>Tools>ID Stack Tool` or call `ImGui::ShowIDStackToolWindow()`. The tool display intermediate values leading to the creation of a unique ID, making things easier to debug and understand.
|
||||
|
||||

|
||||
|
||||
@@ -627,7 +622,7 @@ You may take a look at:
|
||||
- [Quotes](https://github.com/ocornut/imgui/wiki/Quotes)
|
||||
- [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui)
|
||||
- [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors)
|
||||
- [Gallery](https://github.com/ocornut/imgui/issues/6478)
|
||||
- [Gallery](https://github.com/ocornut/imgui/issues/6897)
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
@@ -669,11 +664,11 @@ There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/ci
|
||||
# Q&A: Community
|
||||
|
||||
### Q: How can I help?
|
||||
- Businesses: please reach out to `contact AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project.
|
||||
- Businesses: please reach out to `omar AT dearimgui.com` if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance, or sponsoring contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people to work on this project.
|
||||
- Individuals: you can support continued maintenance and development via PayPal donations. See [README](https://github.com/ocornut/imgui/blob/master/docs/README.md).
|
||||
- If you are experienced with Dear ImGui and C++, look at [GitHub Issues](https://github.com/ocornut/imgui/issues), [GitHub Discussions](https://github.com/ocornut/imgui/discussions), the [Wiki](https://github.com/ocornut/imgui/wiki), read [docs/TODO.txt](https://github.com/ocornut/imgui/blob/master/docs/TODO.txt), and see how you want to help and can help!
|
||||
- Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere, etc.
|
||||
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/6478). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps other teams and programmers with taking decisions.
|
||||
You may post screenshots or links in the [gallery threads](https://github.com/ocornut/imgui/issues/6897). Visuals are ideal as they inspire other programmers. Disclosing your use of Dear ImGui helps the library grow credibility, and helps 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)
|
||||
|
||||
@@ -14,12 +14,13 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo
|
||||
- [Troubleshooting](#troubleshooting)
|
||||
- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
|
||||
- [Fonts Loading Instructions](#fonts-loading-instructions)
|
||||
- [Loading Font Data from Memory](#loading-font-data-from-memory)
|
||||
- [Loading Font Data Embedded In Source Code](#loading-font-data-embedded-in-source-code)
|
||||
- [Using Icon Fonts](#using-icon-fonts)
|
||||
- [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype)
|
||||
- [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis)
|
||||
- [Using Custom Glyph Ranges](#using-custom-glyph-ranges)
|
||||
- [Using Custom Colorful Icons](#using-custom-colorful-icons)
|
||||
- [Using Font Data Embedded In Source Code](#using-font-data-embedded-in-source-code)
|
||||
- [About Filenames](#about-filenames)
|
||||
- [About UTF-8 Encoding](#about-utf-8-encoding)
|
||||
- [Debug Tools](#debug-tools)
|
||||
@@ -61,6 +62,7 @@ Some solutions:
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## How should I handle DPI in my application?
|
||||
|
||||
@@ -68,6 +70,7 @@ See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-s
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Fonts Loading Instructions
|
||||
|
||||
@@ -139,7 +142,6 @@ io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyp
|
||||
```
|
||||
See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create your own ranges.
|
||||
|
||||
|
||||
**Example loading and using a Japanese font:**
|
||||
|
||||
```cpp
|
||||
@@ -161,6 +163,48 @@ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Loading Font Data from Memory
|
||||
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, ...);
|
||||
```
|
||||
|
||||
IMPORTANT: `AddFontFromMemoryTTF()` by default transfer ownership of the data buffer to the font atlas, which will attempt to free it on destruction.
|
||||
This was to avoid an unnecessary copy, and is perhaps not a good API (a future version will redesign it).
|
||||
If you want to keep ownership of the data and free it yourself, you need to clear the `FontDataOwnedByAtlas` field:
|
||||
|
||||
```cpp
|
||||
ImFontConfig font_cfg;
|
||||
font_cfg.FontDataOwnedByAtlas = false;
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg);
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Loading Font Data Embedded In Source Code
|
||||
|
||||
- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
|
||||
- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool.
|
||||
- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
|
||||
- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
|
||||
|
||||
Then load the font with:
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
|
||||
```
|
||||
or
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using Icon Fonts
|
||||
|
||||
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.
|
||||
@@ -204,6 +248,8 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com):
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using FreeType Rasterizer (imgui_freetype)
|
||||
|
||||
- Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read.
|
||||
@@ -214,6 +260,8 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com):
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using Colorful Glyphs/Emojis
|
||||
|
||||
- Rendering of colored emojis is supported by imgui_freetype with FreeType 2.10+.
|
||||
@@ -236,6 +284,8 @@ io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ra
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using Custom Glyph Ranges
|
||||
|
||||
You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
|
||||
@@ -253,6 +303,8 @@ io.Fonts->Build(); // Build the atlas while
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Using Custom Colorful Icons
|
||||
|
||||
As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**
|
||||
@@ -295,25 +347,7 @@ for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
## Using Font Data Embedded In Source Code
|
||||
|
||||
- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
|
||||
- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool.
|
||||
- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
|
||||
- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
|
||||
|
||||
Then load the font with:
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
|
||||
```
|
||||
or
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
--
|
||||
---------------------------------------
|
||||
|
||||
## About Filenames
|
||||
|
||||
@@ -335,7 +369,7 @@ io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...); // Load from the paren
|
||||
```
|
||||
##### [Return to Index](#index)
|
||||
|
||||
--
|
||||
---------------------------------------
|
||||
|
||||
## About UTF-8 Encoding
|
||||
|
||||
@@ -382,7 +416,7 @@ ImGui::Text(U8("こんにちは"));
|
||||
```
|
||||
##### [Return to Index](#index)
|
||||
|
||||
--
|
||||
---------------------------------------
|
||||
|
||||
## Debug Tools
|
||||
|
||||
@@ -398,7 +432,7 @@ You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the cont
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
--
|
||||
---------------------------------------
|
||||
|
||||
## Credits/Licenses For Fonts Included In Repository
|
||||
|
||||
|
||||
@@ -27,7 +27,7 @@ Dear ImGui is designed to **enable fast iterations** and to **empower programmer
|
||||
Dear ImGui is particularly suited to integration in game engines (for tooling), real-time 3D applications, fullscreen applications, embedded applications, or any applications on console platforms where operating system features are non-standard.
|
||||
|
||||
- Minimize state synchronization.
|
||||
- Minimize state storage on user side.
|
||||
- Minimize UI-related state storage on user side.
|
||||
- Minimize setup and maintenance.
|
||||
- Easy to use to create dynamic UI which are the reflection of a dynamic data set.
|
||||
- Easy to use to create code-driven and data-driven tools.
|
||||
@@ -39,9 +39,11 @@ Dear ImGui is particularly suited to integration in game engines (for tooling),
|
||||
|
||||
### Usage
|
||||
|
||||
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). **No specific build process is required**. You can add the .cpp files into your existing project. See [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started).
|
||||
**The core of Dear ImGui is self-contained within a few platform-agnostic files** which you can easily compile in your application/engine. They are all the files in the root folder of the repository (imgui*.cpp, imgui*.h). **No specific build process is required**. You can add the .cpp files into your existing project.
|
||||
|
||||
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. 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.
|
||||
**Backends for a variety of graphics API and rendering platforms** are provided in the [backends/](https://github.com/ocornut/imgui/tree/master/backends) folder, along with example applications in the [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder. You may also create your own backend. Anywhere where you can render textured triangles, you can render Dear ImGui.
|
||||
|
||||
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide and [Integration](#integration) section of this document for more details.
|
||||
|
||||
After Dear ImGui is set up in your application, you can use it from \_anywhere\_ in your program loop:
|
||||
```cpp
|
||||
@@ -114,9 +116,11 @@ The demo applications are not DPI aware so expect some blurriness on a 4K screen
|
||||
|
||||
### Integration
|
||||
|
||||
See the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide for details.
|
||||
|
||||
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/backends) backends without modification** (e.g. `imgui_impl_win32.cpp` + `imgui_impl_dx11.cpp`). If your engine supports multiple platforms, consider using more 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 backend using your custom engine functions if you wish so.
|
||||
|
||||
See [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started). Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) it should in theory takes you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
|
||||
Integrating Dear ImGui within your custom engine is a matter of 1) wiring mouse/keyboard/gamepad inputs 2) uploading a texture to your GPU/render engine 3) providing a render function that can bind textures and render textured triangles, which is essentially what Backends are doing. The [examples/](https://github.com/ocornut/imgui/tree/master/examples) folder is populated with applications doing just that: setting up a window and using backends. If you follow the [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) guide it should in theory takes you less than an hour to integrate Dear ImGui. **Make sure to spend time reading the [FAQ](https://www.dearimgui.com/faq), comments, and the examples applications!**
|
||||
|
||||
Officially maintained backends/bindings (in repository):
|
||||
- Renderers: DirectX9, DirectX10, DirectX11, DirectX12, Metal, OpenGL/ES/ES2, SDL_Renderer, Vulkan, WebGPU.
|
||||
@@ -124,18 +128,18 @@ Officially maintained backends/bindings (in repository):
|
||||
- Frameworks: Allegro5, Emscripten.
|
||||
|
||||
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
|
||||
- Languages: C, C# and: Beef, ChaiScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
|
||||
- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, GLEQ, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS & Switch (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SDL_Renderer, SFML, Sokol, Unity, Unreal Engine 4, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
|
||||
- Languages: C, C# and: Beef, ChaiScript, CovScript, Crystal, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lobster, Lua, Nim, Odin, Pascal, PureBasic, Python, ReaScript, Ruby, Rust, Swift, Zig...
|
||||
- Frameworks: AGS/Adventure Game Studio, Amethyst, Blender, bsf, Cinder, Cocos2d-x, Defold, Diligent Engine, Ebiten, Flexium, GML/Game Maker Studio, GLEQ, Godot, GTK3, Irrlicht Engine, JUCE, LÖVE+LUA, Mach Engine, Magnum, Marmalade, Monogame, NanoRT, nCine, Nim Game Lib, Nintendo 3DS/Switch/WiiU (homebrew), Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, raylib, SFML, Sokol, Unity, Unreal Engine 4/5, UWP, vtk, VulkanHpp, VulkanSceneGraph, Win32 GDI, WxWidgets.
|
||||
- Many bindings are auto-generated (by good old [cimgui](https://github.com/cimgui/cimgui) or newer/experimental [dear_bindings](https://github.com/dearimgui/dear_bindings)), you can use their metadata output to generate bindings for other languages.
|
||||
|
||||
[Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page:
|
||||
- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. One of the most notable and well supported extension is [ImPlot](https://github.com/epezent/implot).
|
||||
- Automation/testing, Text editors, node editors, timeline editors, plotting, software renderers, remote network access, memory editors, gizmos, etc. Notable and well supported extensions include [ImPlot](https://github.com/epezent/implot) and [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
|
||||
|
||||
Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
|
||||
|
||||
### Gallery
|
||||
|
||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/6478)!
|
||||
For more user-submitted screenshots of projects using Dear ImGui, check out the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)!
|
||||
|
||||
For a list of third-party widgets and extensions, check out the [Useful Extensions/Widgets](https://github.com/ocornut/imgui/wiki/Useful-Extensions) wiki page.
|
||||
|
||||
@@ -156,7 +160,7 @@ See: [Upcoming Changes](https://github.com/ocornut/imgui/wiki/Upcoming-Changes).
|
||||
|
||||
See: [Dear ImGui Test Engine + Test Suite](https://github.com/ocornut/imgui_test_engine) for Automation & Testing.
|
||||
|
||||
Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For other questions, bug reports, requests, feedback, you may post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
|
||||
Getting started? For first-time users having issues compiling/linking/running or issues loading fonts, please use [GitHub Discussions](https://github.com/ocornut/imgui/discussions). For ANY other questions, bug reports, requests, feedback, please post on [GitHub Issues](https://github.com/ocornut/imgui/issues). Please read and fill the New Issue template carefully.
|
||||
|
||||
Private support is available for paying business customers (E-mail: _contact @ dearimgui dot com_).
|
||||
|
||||
@@ -166,17 +170,17 @@ We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with
|
||||
|
||||
**Who uses Dear ImGui?**
|
||||
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/6478)!
|
||||
See the [Quotes](https://github.com/ocornut/imgui/wiki/Quotes), [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors), and [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) Wiki pages for an idea of who is using Dear ImGui. Please add your game/software if you can! Also, see the [Gallery Threads](https://github.com/ocornut/imgui/issues/6897)!
|
||||
|
||||
How to help
|
||||
-----------
|
||||
|
||||
**How can I help?**
|
||||
|
||||
- See [GitHub Forum/Issues](https://github.com/ocornut/imgui/issues) and [GitHub Discussions](https://github.com/ocornut/imgui/discussions).
|
||||
- See [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 of 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 with invoiced sponsoring/support contracts or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: contact at dearimgui dot com).
|
||||
- Be a [sponsor](https://github.com/ocornut/imgui/wiki/Sponsors)! Have your company financially support this project via invoiced sponsors/maintenance or by buying a license for [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine) (please reach out: omar AT dearimgui DOT com).
|
||||
|
||||
Sponsors
|
||||
--------
|
||||
@@ -197,9 +201,9 @@ Credits
|
||||
|
||||
Developed by [Omar Cornut](https://www.miracleworld.net) and every direct or indirect [contributors](https://github.com/ocornut/imgui/graphs/contributors) to the GitHub. The early version of this library was developed with the support of [Media Molecule](https://www.mediamolecule.com) and first used internally on the game [Tearaway](https://tearaway.mediamolecule.com) (PS Vita).
|
||||
|
||||
Recurring contributors (2022): Omar Cornut [@ocornut](https://github.com/ocornut), Rokas Kupstys [@rokups](https://github.com/rokups) (a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine)).
|
||||
Recurring contributors include Rokas Kupstys [@rokups](https://github.com/rokups) (2020-2022): a good portion of work on automation system and regression tests now available in [Dear ImGui Test Engine](https://github.com/ocornut/imgui_test_engine).
|
||||
|
||||
Sponsoring, support contracts and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com).
|
||||
Sponsoring, maintenance/support contracts and other B2B transactions are hosted and handled by [Disco Hello](https://www.discohello.com).
|
||||
|
||||
Omar: "I first discovered the IMGUI paradigm at [Q-Games](https://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."
|
||||
|
||||
|
||||
@@ -126,7 +126,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
|
||||
- separator: expose flags (#759)
|
||||
- separator: take indent into consideration (optional)
|
||||
- separator: width, thickness, centering (#1643)
|
||||
- separator: width, thickness, centering (#1643, #2657)
|
||||
- splitter: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
|
||||
|
||||
- docking: B: ordering currently held in tab bar should be implicitly held by windows themselves (also see #2304)
|
||||
@@ -215,7 +215,6 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
|
||||
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
|
||||
- tree node: leaf/non-leaf highlight mismatch.
|
||||
- tree node: flag to disable formatting and/or detect "%s"
|
||||
- tree node/opt: could avoid formatting when clipped (flag assuming we don't care about width/height, assume single line height? format only %s/%c to be able to count height?)
|
||||
|
||||
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for Allegro 5
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// On Windows, you can install Allegro5 using vcpkg:
|
||||
// git clone https://github.com/Microsoft/vcpkg
|
||||
|
||||
@@ -1,5 +1,10 @@
|
||||
// dear imgui: standalone example application for Android + OpenGL ES 3
|
||||
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_android.h"
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for OSX + Metal.
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#import <Foundation/Foundation.h>
|
||||
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#import <OpenGL/gl.h>
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for Emscripten, using GLFW + WebGPU
|
||||
// (Emscripten is a C++-to-javascript compiler, used to publish executables for the web. See https://emscripten.org/)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
@@ -15,11 +19,12 @@
|
||||
#include <webgpu/webgpu_cpp.h>
|
||||
|
||||
// Global WebGPU required states
|
||||
static WGPUDevice wgpu_device = nullptr;
|
||||
static WGPUSurface wgpu_surface = nullptr;
|
||||
static WGPUSwapChain wgpu_swap_chain = nullptr;
|
||||
static int wgpu_swap_chain_width = 0;
|
||||
static int wgpu_swap_chain_height = 0;
|
||||
static WGPUDevice wgpu_device = nullptr;
|
||||
static WGPUSurface wgpu_surface = nullptr;
|
||||
static WGPUTextureFormat wgpu_preferred_fmt = WGPUTextureFormat_RGBA8Unorm;
|
||||
static WGPUSwapChain wgpu_swap_chain = nullptr;
|
||||
static int wgpu_swap_chain_width = 0;
|
||||
static int wgpu_swap_chain_height = 0;
|
||||
|
||||
// Forward declarations
|
||||
static void MainLoopStep(void* window);
|
||||
@@ -71,7 +76,7 @@ int main(int, char**)
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
ImGui_ImplGlfw_InitForOther(window, true);
|
||||
ImGui_ImplWGPU_Init(wgpu_device, 3, WGPUTextureFormat_RGBA8Unorm, WGPUTextureFormat_Undefined);
|
||||
ImGui_ImplWGPU_Init(wgpu_device, 3, wgpu_preferred_fmt, WGPUTextureFormat_Undefined);
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
@@ -118,9 +123,11 @@ static bool InitWGPU()
|
||||
wgpu::SurfaceDescriptor surface_desc = {};
|
||||
surface_desc.nextInChain = &html_surface_desc;
|
||||
|
||||
// Use 'null' instance
|
||||
wgpu::Instance instance = {};
|
||||
wgpu_surface = instance.CreateSurface(&surface_desc).Release();
|
||||
wgpu::Instance instance = wgpuCreateInstance(nullptr);
|
||||
wgpu::Surface surface = instance.CreateSurface(&surface_desc);
|
||||
wgpu::Adapter adapter = {};
|
||||
wgpu_preferred_fmt = (WGPUTextureFormat)surface.GetPreferredFormat(adapter);
|
||||
wgpu_surface = surface.Release();
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -144,7 +151,7 @@ static void MainLoopStep(void* window)
|
||||
wgpu_swap_chain_height = height;
|
||||
WGPUSwapChainDescriptor swap_chain_desc = {};
|
||||
swap_chain_desc.usage = WGPUTextureUsage_RenderAttachment;
|
||||
swap_chain_desc.format = WGPUTextureFormat_RGBA8Unorm;
|
||||
swap_chain_desc.format = wgpu_preferred_fmt;
|
||||
swap_chain_desc.width = width;
|
||||
swap_chain_desc.height = height;
|
||||
swap_chain_desc.presentMode = WGPUPresentMode_Fifo;
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for GLFW + Metal, using programmable pipeline
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the example_glfw_opengl2/ folder**
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
|
||||
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_glfw.h"
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for Glfw + Vulkan
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// 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.
|
||||
@@ -466,36 +470,6 @@ int main(int, char**)
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Upload Fonts
|
||||
{
|
||||
// Use any command queue
|
||||
VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
|
||||
VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
|
||||
|
||||
err = vkResetCommandPool(g_Device, command_pool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo begin_info = {};
|
||||
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(command_buffer, &begin_info);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
|
||||
|
||||
VkSubmitInfo end_info = {};
|
||||
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
end_info.commandBufferCount = 1;
|
||||
end_info.pCommandBuffers = &command_buffer;
|
||||
err = vkEndCommandBuffer(command_buffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
}
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for GLUT/FreeGLUT + OpenGL2, using legacy fixed pipeline
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!!
|
||||
// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!!
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + DirectX 11
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + Metal
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + OpenGL
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
|
||||
// **Prefer using the code in the example_sdl2_opengl3/ folder**
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + OpenGL
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl2.h"
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + SDL_Renderer
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important to understand: SDL_Renderer is an _optional_ component of SDL2.
|
||||
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for SDL2 + Vulkan
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// 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.
|
||||
@@ -461,36 +465,6 @@ int main(int, char**)
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != nullptr);
|
||||
|
||||
// Upload Fonts
|
||||
{
|
||||
// Use any command queue
|
||||
VkCommandPool command_pool = wd->Frames[wd->FrameIndex].CommandPool;
|
||||
VkCommandBuffer command_buffer = wd->Frames[wd->FrameIndex].CommandBuffer;
|
||||
|
||||
err = vkResetCommandPool(g_Device, command_pool, 0);
|
||||
check_vk_result(err);
|
||||
VkCommandBufferBeginInfo begin_info = {};
|
||||
begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO;
|
||||
begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT;
|
||||
err = vkBeginCommandBuffer(command_buffer, &begin_info);
|
||||
check_vk_result(err);
|
||||
|
||||
ImGui_ImplVulkan_CreateFontsTexture(command_buffer);
|
||||
|
||||
VkSubmitInfo end_info = {};
|
||||
end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
|
||||
end_info.commandBufferCount = 1;
|
||||
end_info.pCommandBuffers = &command_buffer;
|
||||
err = vkEndCommandBuffer(command_buffer);
|
||||
check_vk_result(err);
|
||||
err = vkQueueSubmit(g_Queue, 1, &end_info, VK_NULL_HANDLE);
|
||||
check_vk_result(err);
|
||||
|
||||
err = vkDeviceWaitIdle(g_Device);
|
||||
check_vk_result(err);
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
}
|
||||
|
||||
// Our state
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for SDL3 + OpenGL
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_sdl3.h"
|
||||
|
||||
@@ -1,7 +1,11 @@
|
||||
// Dear ImGui: standalone example application for SDL3 + SDL_Renderer
|
||||
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc.)
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important to understand: SDL_Renderer is an _optional_ component of SDL3.
|
||||
// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for DirectX 10
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_win32.h"
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for DirectX 11
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_win32.h"
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for DirectX 12
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// Important: to compile on 32-bit systems, the DirectX12 backend requires code to be compiled with '#define ImTextureID ImU64'.
|
||||
// This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.
|
||||
|
||||
@@ -1,6 +1,10 @@
|
||||
// Dear ImGui: standalone example application for DirectX 9
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_dx9.h"
|
||||
|
||||
@@ -1,8 +1,12 @@
|
||||
// Dear ImGui: standalone example application for Win32 + OpenGL 3
|
||||
// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
|
||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||
|
||||
// This is provided for completeness, however it is strogly recommended you use OpenGL with SDL or GLFW.
|
||||
// Learn about Dear ImGui:
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
|
||||
// - Introduction, links and more at the top of imgui.cpp
|
||||
|
||||
// This is provided for completeness, however it is strongly recommended you use OpenGL with SDL or GLFW.
|
||||
|
||||
#include "imgui.h"
|
||||
#include "imgui_impl_opengl3.h"
|
||||
|
||||
@@ -28,13 +28,13 @@
|
||||
|
||||
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
|
||||
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.
|
||||
//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS.
|
||||
|
||||
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
|
||||
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
|
||||
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
|
||||
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
|
||||
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88).
|
||||
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.
|
||||
|
||||
//---- Don't implement some functions to reduce linkage requirements.
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
|
||||
|
||||
318
imgui.h
318
imgui.h
@@ -1,32 +1,30 @@
|
||||
// dear imgui, v1.89.8
|
||||
// dear imgui, v1.90.0
|
||||
// (headers)
|
||||
|
||||
// Help:
|
||||
// - Read FAQ at http://dearimgui.com/faq
|
||||
// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
|
||||
// - See links below.
|
||||
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
|
||||
// Read imgui.cpp for details, links and comments.
|
||||
// - Read top of imgui.cpp for more details, links and comments.
|
||||
|
||||
// Resources:
|
||||
// - FAQ http://dearimgui.com/faq
|
||||
// - FAQ https://dearimgui.com/faq
|
||||
// - Getting Started https://dearimgui.com/getting-started
|
||||
// - Homepage https://github.com/ocornut/imgui
|
||||
// - Releases & changelog https://github.com/ocornut/imgui/releases
|
||||
// - Gallery https://github.com/ocornut/imgui/issues/6478 (please post your screenshots/video there!)
|
||||
// - Gallery https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!)
|
||||
// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
|
||||
// - Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started
|
||||
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
|
||||
// - Issues & support https://github.com/ocornut/imgui/issues
|
||||
// - Tests & Automation https://github.com/ocornut/imgui_test_engine
|
||||
|
||||
// Getting Started?
|
||||
// - Read https://github.com/ocornut/imgui/wiki/Getting-Started
|
||||
// - For first-time users having issues compiling/linking/running/loading fonts:
|
||||
// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
|
||||
// For first-time users having issues compiling/linking/running/loading fonts:
|
||||
// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
|
||||
// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
|
||||
|
||||
// Library Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
|
||||
#define IMGUI_VERSION "1.89.8"
|
||||
#define IMGUI_VERSION_NUM 18980
|
||||
#define IMGUI_VERSION "1.90.0"
|
||||
#define IMGUI_VERSION_NUM 19000
|
||||
#define IMGUI_HAS_TABLE
|
||||
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
|
||||
#define IMGUI_HAS_DOCK // Docking WIP branch
|
||||
@@ -54,7 +52,7 @@ Index of this file:
|
||||
#pragma once
|
||||
|
||||
// Configuration file with compile-time options
|
||||
// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system')
|
||||
// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
|
||||
#ifdef IMGUI_USER_CONFIG
|
||||
#include IMGUI_USER_CONFIG
|
||||
#endif
|
||||
@@ -74,7 +72,7 @@ Index of this file:
|
||||
|
||||
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
|
||||
// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
|
||||
// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API)
|
||||
// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up.
|
||||
#ifndef IMGUI_API
|
||||
#define IMGUI_API
|
||||
#endif
|
||||
@@ -89,7 +87,6 @@ Index of this file:
|
||||
#endif
|
||||
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
|
||||
#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
|
||||
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
|
||||
// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
|
||||
@@ -198,6 +195,7 @@ typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: f
|
||||
typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
|
||||
typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
|
||||
typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
|
||||
typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild()
|
||||
typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc.
|
||||
typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags
|
||||
typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo()
|
||||
@@ -246,8 +244,8 @@ typedef unsigned long long ImU64; // 64-bit unsigned integer
|
||||
|
||||
// Character types
|
||||
// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
|
||||
typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
|
||||
typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
|
||||
typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
|
||||
#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
|
||||
typedef ImWchar32 ImWchar;
|
||||
#else
|
||||
@@ -315,7 +313,7 @@ namespace ImGui
|
||||
IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
|
||||
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
|
||||
IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
|
||||
IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
|
||||
IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
|
||||
IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
|
||||
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
|
||||
IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
|
||||
@@ -336,23 +334,33 @@ namespace ImGui
|
||||
// Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
|
||||
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
|
||||
// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
|
||||
// [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu,
|
||||
// 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.]
|
||||
// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all 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();
|
||||
|
||||
// Child Windows
|
||||
// - 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.
|
||||
// [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.]
|
||||
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);
|
||||
// - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
|
||||
// This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Border == true.
|
||||
// Consider updating your old call sites:
|
||||
// BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
|
||||
// BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Border);
|
||||
// - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
|
||||
// == 0.0f: use remaining parent window size for this axis.
|
||||
// > 0.0f: use specified size for this axis.
|
||||
// < 0.0f: right/bottom-align to specified distance from available content boundaries.
|
||||
// - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
|
||||
// Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
|
||||
// - 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.
|
||||
// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all 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.]
|
||||
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
|
||||
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0);
|
||||
IMGUI_API void EndChild();
|
||||
|
||||
// Windows Utilities
|
||||
@@ -360,11 +368,11 @@ namespace ImGui
|
||||
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.
|
||||
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
|
||||
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
|
||||
IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
|
||||
IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport.
|
||||
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
|
||||
IMGUI_API ImVec2 GetWindowSize(); // get current window size
|
||||
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (note: it is unlikely you need to use this. Consider using current layout pos instead, GetCursorScreenPos())
|
||||
IMGUI_API ImVec2 GetWindowSize(); // get current window size (note: it is unlikely you need to use this. Consider using GetCursorScreenPos() and e.g. GetContentRegionAvail() instead)
|
||||
IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
|
||||
IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
|
||||
IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window.
|
||||
@@ -373,7 +381,7 @@ namespace ImGui
|
||||
// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
|
||||
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
|
||||
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
|
||||
IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
|
||||
IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints.
|
||||
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
|
||||
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
|
||||
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
|
||||
@@ -444,13 +452,25 @@ namespace ImGui
|
||||
IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
|
||||
IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
|
||||
|
||||
// Cursor / Layout
|
||||
// Layout cursor positioning
|
||||
// - 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 preceding widget.
|
||||
// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
|
||||
// Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
|
||||
// Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
|
||||
// - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
|
||||
// - Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
|
||||
// - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates.
|
||||
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (prefer using this, also more useful to work with ImDrawList API).
|
||||
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
|
||||
IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window coordinates (relative to window position)
|
||||
IMGUI_API float GetCursorPosX(); // [window-local] "
|
||||
IMGUI_API float GetCursorPosY(); // [window-local] "
|
||||
IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] "
|
||||
IMGUI_API void SetCursorPosX(float local_x); // [window-local] "
|
||||
IMGUI_API void SetCursorPosY(float local_y); // [window-local] "
|
||||
IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window coordinates
|
||||
|
||||
// Other layout functions
|
||||
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 a horizontal-layout context.
|
||||
@@ -460,15 +480,6 @@ namespace ImGui
|
||||
IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
|
||||
IMGUI_API void BeginGroup(); // lock horizontal starting position
|
||||
IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
|
||||
IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
|
||||
IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
|
||||
IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
|
||||
IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
|
||||
IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
|
||||
IMGUI_API void SetCursorPosY(float local_y); //
|
||||
IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
|
||||
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode.
|
||||
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
|
||||
IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
|
||||
IMGUI_API float GetTextLineHeight(); // ~ FontSize
|
||||
IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
|
||||
@@ -515,7 +526,7 @@ namespace ImGui
|
||||
// - 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 SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text
|
||||
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
|
||||
IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
|
||||
IMGUI_API bool Checkbox(const char* label, bool* v);
|
||||
@@ -528,8 +539,9 @@ namespace ImGui
|
||||
|
||||
// Widgets: Images
|
||||
// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
|
||||
// - Note that ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button.
|
||||
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0));
|
||||
IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
|
||||
IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
|
||||
|
||||
// Widgets: Combo Box (Dropdown)
|
||||
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
|
||||
@@ -538,7 +550,7 @@ namespace ImGui
|
||||
IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
|
||||
IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
|
||||
IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
|
||||
IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
|
||||
IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1);
|
||||
|
||||
// Widgets: Drag Sliders
|
||||
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
|
||||
@@ -641,22 +653,22 @@ namespace ImGui
|
||||
IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
|
||||
|
||||
// Widgets: List Boxes
|
||||
// - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes.
|
||||
// - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items.
|
||||
// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
|
||||
// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
|
||||
// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
|
||||
// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth
|
||||
// - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items
|
||||
IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
|
||||
IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
|
||||
IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
|
||||
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
|
||||
IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1);
|
||||
|
||||
// Widgets: Data Plotting
|
||||
// - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
|
||||
IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
|
||||
IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
|
||||
IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
|
||||
IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
|
||||
IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
|
||||
|
||||
// Widgets: Value() Helpers.
|
||||
// - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
|
||||
@@ -688,9 +700,9 @@ namespace ImGui
|
||||
IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
|
||||
|
||||
// Tooltips: helpers for showing a tooltip when hovering an item
|
||||
// - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_Tooltip) && BeginTooltip())' idiom.
|
||||
// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_Tooltip)) { SetTooltip(...); }' idiom.
|
||||
// - Where 'ImGuiHoveredFlags_Tooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
|
||||
// - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
|
||||
// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
|
||||
// - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
|
||||
IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered.
|
||||
IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceeding item was hovered. override any previous call to SetTooltip().
|
||||
IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
|
||||
@@ -778,8 +790,9 @@ namespace ImGui
|
||||
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
|
||||
IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
|
||||
IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
|
||||
IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
|
||||
IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
|
||||
IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
|
||||
IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.
|
||||
|
||||
// Tables: Sorting & Miscellaneous functions
|
||||
// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
|
||||
@@ -819,9 +832,9 @@ namespace ImGui
|
||||
// Docking
|
||||
// [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
|
||||
// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
|
||||
// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking/undocking.
|
||||
// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
|
||||
// - Drag from window menu button (upper-left button) to undock an entire node (all windows).
|
||||
// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to _enable_ docking/undocking.
|
||||
// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
|
||||
// About dockspaces:
|
||||
// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport.
|
||||
// This is often used with ImGuiDockNodeFlags_PassthruCentralNode to make it transparent.
|
||||
@@ -857,7 +870,7 @@ namespace ImGui
|
||||
IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
|
||||
IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
|
||||
IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
|
||||
IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
|
||||
IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type.
|
||||
|
||||
// Disabling [BETA API]
|
||||
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
|
||||
@@ -921,8 +934,6 @@ namespace ImGui
|
||||
IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
|
||||
IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
|
||||
IMGUI_API ImGuiStorage* GetStateStorage();
|
||||
IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
|
||||
IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
|
||||
|
||||
// Text Utilities
|
||||
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
|
||||
@@ -941,6 +952,7 @@ namespace ImGui
|
||||
IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
|
||||
IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
|
||||
IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
|
||||
IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
|
||||
IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
|
||||
IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
|
||||
IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
|
||||
@@ -1030,12 +1042,10 @@ enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
|
||||
ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
|
||||
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
|
||||
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
|
||||
ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
|
||||
ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
|
||||
ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
|
||||
ImGuiWindowFlags_NoDocking = 1 << 21, // Disable docking of this window
|
||||
|
||||
ImGuiWindowFlags_NoNavInputs = 1 << 16, // No gamepad/keyboard navigation within the window
|
||||
ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
|
||||
ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
|
||||
ImGuiWindowFlags_NoDocking = 1 << 19, // Disable docking of this window
|
||||
ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
|
||||
ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
|
||||
ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
|
||||
@@ -1048,6 +1058,33 @@ enum ImGuiWindowFlags_
|
||||
ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
|
||||
ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
|
||||
ImGuiWindowFlags_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame()
|
||||
|
||||
// Obsolete names
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.
|
||||
#endif
|
||||
};
|
||||
|
||||
// Flags for ImGui::BeginChild()
|
||||
// (Legacy: bot 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'.
|
||||
// About using AutoResizeX/AutoResizeY flags:
|
||||
// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
|
||||
// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
|
||||
// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped.
|
||||
// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch.
|
||||
// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
|
||||
// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
|
||||
enum ImGuiChildFlags_
|
||||
{
|
||||
ImGuiChildFlags_None = 0,
|
||||
ImGuiChildFlags_Border = 1 << 0, // Show an outer border and enable WindowPadding. (Important: this is always == 1 == true for legacy reason)
|
||||
ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense)
|
||||
ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
|
||||
ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). "
|
||||
ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
|
||||
ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
|
||||
ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
|
||||
ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
|
||||
};
|
||||
|
||||
// Flags for ImGui::InputText()
|
||||
@@ -1094,11 +1131,12 @@ enum ImGuiTreeNodeFlags_
|
||||
ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
|
||||
ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
|
||||
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
|
||||
ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
|
||||
ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
|
||||
ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
|
||||
ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
|
||||
ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
|
||||
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
|
||||
ImGuiTreeNodeFlags_SpanAllColumns = 1 << 13, // Frame will span all columns of its container table (text will still fit in current column)
|
||||
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 14, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
|
||||
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
|
||||
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
|
||||
|
||||
@@ -1135,7 +1173,7 @@ enum ImGuiSelectableFlags_
|
||||
{
|
||||
ImGuiSelectableFlags_None = 0,
|
||||
ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window
|
||||
ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
|
||||
ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column)
|
||||
ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
|
||||
ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
|
||||
ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
|
||||
@@ -1156,6 +1194,7 @@ enum ImGuiComboFlags_
|
||||
ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
|
||||
ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
|
||||
ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
|
||||
ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents
|
||||
ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
|
||||
};
|
||||
|
||||
@@ -1256,6 +1295,8 @@ enum ImGuiTableFlags_
|
||||
// Sorting
|
||||
ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
|
||||
ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
|
||||
// Miscellaneous
|
||||
ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight)
|
||||
|
||||
// [Internal] Combinations and masks
|
||||
ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
|
||||
@@ -1278,12 +1319,13 @@ enum ImGuiTableColumnFlags_
|
||||
ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
|
||||
ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
|
||||
ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
|
||||
ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu.
|
||||
ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit horizontal label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers.
|
||||
ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width.
|
||||
ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default).
|
||||
ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column.
|
||||
ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0).
|
||||
ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
|
||||
ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.
|
||||
|
||||
// Output status flags, read-only via TableGetColumnFlags()
|
||||
ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
|
||||
@@ -1380,13 +1422,19 @@ enum ImGuiHoveredFlags_
|
||||
enum ImGuiDockNodeFlags_
|
||||
{
|
||||
ImGuiDockNodeFlags_None = 0,
|
||||
ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Shared // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
|
||||
//ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // Shared // Disable Central Node (the node which can stay empty)
|
||||
ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 2, // Shared // Disable docking inside the Central Node, which will be always kept empty.
|
||||
ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // Shared // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details.
|
||||
ImGuiDockNodeFlags_NoSplit = 1 << 4, // Shared/Local // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion). Note: when turned off, existing splits will be preserved.
|
||||
ImGuiDockNodeFlags_NoResize = 1 << 5, // Shared/Local // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
|
||||
ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node.
|
||||
ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
|
||||
//ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // // Disable Central Node (the node which can stay empty)
|
||||
ImGuiDockNodeFlags_NoDockingOverCentralNode = 1 << 2, // // Disable docking over the Central Node, which will be always kept empty.
|
||||
ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details.
|
||||
ImGuiDockNodeFlags_NoDockingSplit = 1 << 4, // // Disable other windows/nodes from splitting this node.
|
||||
ImGuiDockNodeFlags_NoResize = 1 << 5, // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
|
||||
ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // // Tab bar will automatically hide when there is a single window in the dock node.
|
||||
ImGuiDockNodeFlags_NoUndocking = 1 << 7, // // Disable undocking this node.
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
ImGuiDockNodeFlags_NoSplit = ImGuiDockNodeFlags_NoDockingSplit, // Renamed in 1.90
|
||||
ImGuiDockNodeFlags_NoDockingInCentralNode = ImGuiDockNodeFlags_NoDockingOverCentralNode, // Renamed in 1.90
|
||||
#endif
|
||||
};
|
||||
|
||||
// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
|
||||
@@ -1446,6 +1494,11 @@ enum ImGuiSortDirection_
|
||||
ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
|
||||
};
|
||||
|
||||
// Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well.
|
||||
#if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO)
|
||||
#define IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
#endif
|
||||
|
||||
// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
|
||||
// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
|
||||
// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
|
||||
@@ -1479,6 +1532,8 @@ enum ImGuiKey : int
|
||||
ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
|
||||
ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
|
||||
ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
|
||||
ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18,
|
||||
ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24,
|
||||
ImGuiKey_Apostrophe, // '
|
||||
ImGuiKey_Comma, // ,
|
||||
ImGuiKey_Minus, // -
|
||||
@@ -1504,6 +1559,8 @@ enum ImGuiKey : int
|
||||
ImGuiKey_KeypadAdd,
|
||||
ImGuiKey_KeypadEnter,
|
||||
ImGuiKey_KeypadEqual,
|
||||
ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back"
|
||||
ImGuiKey_AppForward,
|
||||
|
||||
// Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
|
||||
// (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
|
||||
@@ -1722,6 +1779,7 @@ enum ImGuiStyleVar_
|
||||
ImGuiStyleVar_GrabMinSize, // float GrabMinSize
|
||||
ImGuiStyleVar_GrabRounding, // float GrabRounding
|
||||
ImGuiStyleVar_TabRounding, // float TabRounding
|
||||
ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
|
||||
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
|
||||
ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
|
||||
ImGuiStyleVar_SeparatorTextBorderSize,// float SeparatorTextBorderSize
|
||||
@@ -1944,6 +2002,7 @@ struct ImVector
|
||||
inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
|
||||
inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
|
||||
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 int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; }
|
||||
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; }
|
||||
@@ -1977,7 +2036,7 @@ struct ImGuiStyle
|
||||
float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
|
||||
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines.
|
||||
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
|
||||
ImVec2 CellPadding; // Padding within a table cell
|
||||
ImVec2 CellPadding; // Padding within a table cell. CellPadding.y may be altered between different rows.
|
||||
ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
|
||||
float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
|
||||
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
|
||||
@@ -1989,6 +2048,8 @@ struct ImGuiStyle
|
||||
float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
|
||||
float TabBorderSize; // Thickness of border around tabs.
|
||||
float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
|
||||
float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
|
||||
float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
|
||||
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
|
||||
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
|
||||
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
|
||||
@@ -2127,11 +2188,9 @@ struct ImGuiIO
|
||||
// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
|
||||
// (default to use native imm32 api on Windows)
|
||||
void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
void* ImeWindowHandle; // = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
|
||||
#else
|
||||
void* _UnusedPadding; // Unused field to keep data structure the same size.
|
||||
#endif
|
||||
|
||||
// Optional: Platform locale
|
||||
ImWchar PlatformLocaleDecimalPoint; // '.' // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Input - Call before calling NewFrame()
|
||||
@@ -2176,7 +2235,6 @@ struct ImGuiIO
|
||||
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
|
||||
int MetricsRenderWindows; // Number of visible windows
|
||||
int MetricsActiveWindows; // Number of active windows
|
||||
int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
|
||||
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
|
||||
|
||||
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
|
||||
@@ -2187,6 +2245,11 @@ struct ImGuiIO
|
||||
bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
|
||||
float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
|
||||
#endif
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
void* ImeWindowHandle; // = NULL // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
|
||||
#else
|
||||
void* _UnusedPadding;
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
|
||||
@@ -2340,7 +2403,7 @@ struct ImGuiTableColumnSortSpecs
|
||||
ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call)
|
||||
ImS16 ColumnIndex; // Index of the column
|
||||
ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
|
||||
ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)
|
||||
ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
|
||||
|
||||
ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
@@ -2441,9 +2504,9 @@ struct ImGuiStorage
|
||||
{
|
||||
ImGuiID key;
|
||||
union { int val_i; float val_f; void* val_p; };
|
||||
ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
|
||||
ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
|
||||
ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
|
||||
ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; }
|
||||
ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; }
|
||||
ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; }
|
||||
};
|
||||
|
||||
ImVector<ImGuiStoragePair> Data;
|
||||
@@ -2470,11 +2533,10 @@ struct ImGuiStorage
|
||||
IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
|
||||
IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
|
||||
|
||||
// Use on your own storage if you know only integer are being stored (open/close all tree nodes)
|
||||
IMGUI_API void SetAllInt(int val);
|
||||
|
||||
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
|
||||
// Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
|
||||
IMGUI_API void BuildSortByKey();
|
||||
// Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
|
||||
IMGUI_API void SetAllInt(int val);
|
||||
};
|
||||
|
||||
// Helper: Manually clip large list of items.
|
||||
@@ -2515,12 +2577,14 @@ struct ImGuiListClipper
|
||||
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
|
||||
IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
|
||||
|
||||
// Call IncludeRangeByIndices() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
|
||||
// Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
|
||||
// (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
|
||||
IMGUI_API void IncludeRangeByIndices(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.
|
||||
inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); }
|
||||
IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeRangeByIndices(item_begin, item_end); } // [renamed in 1.89.6]
|
||||
inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]
|
||||
inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]
|
||||
//inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
|
||||
#endif
|
||||
};
|
||||
@@ -2617,9 +2681,9 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
|
||||
|
||||
// Special Draw callback value to request renderer backend to reset the graphics/render state.
|
||||
// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
|
||||
// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored.
|
||||
// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).
|
||||
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
|
||||
// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
|
||||
// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call).
|
||||
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8)
|
||||
|
||||
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
|
||||
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
|
||||
@@ -2783,6 +2847,8 @@ struct ImDrawList
|
||||
IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
|
||||
IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
|
||||
IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
|
||||
IMGUI_API void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f);
|
||||
IMGUI_API void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0);
|
||||
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
|
||||
IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
|
||||
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
|
||||
@@ -2807,6 +2873,7 @@ struct ImDrawList
|
||||
inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
|
||||
IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
|
||||
IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
|
||||
IMGUI_API void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse
|
||||
IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
|
||||
IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
|
||||
IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
|
||||
@@ -2819,7 +2886,7 @@ struct ImDrawList
|
||||
// Advanced: Channels
|
||||
// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
|
||||
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
|
||||
// - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place!
|
||||
// - This API shouldn't have been in ImDrawList in the first place!
|
||||
// Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
|
||||
// Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
|
||||
inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
|
||||
@@ -2899,7 +2966,8 @@ struct ImFontConfig
|
||||
float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
|
||||
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
|
||||
unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
|
||||
float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
|
||||
float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
|
||||
float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered.
|
||||
ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
|
||||
|
||||
// [Internal]
|
||||
@@ -2983,8 +3051,8 @@ struct ImFontAtlas
|
||||
IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
|
||||
IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
|
||||
IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
|
||||
IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
|
||||
IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
|
||||
IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
|
||||
IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
|
||||
IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
|
||||
IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
|
||||
IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
|
||||
@@ -3350,6 +3418,14 @@ namespace ImGui
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
namespace ImGui
|
||||
{
|
||||
// OBSOLETED in 1.90.0 (from September 2023)
|
||||
static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); }
|
||||
static inline void EndChildFrame() { EndChild(); }
|
||||
//static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border
|
||||
//static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border
|
||||
static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); }
|
||||
IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1);
|
||||
IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1);
|
||||
// OBSOLETED in 1.89.7 (from June 2023)
|
||||
IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item.
|
||||
// OBSOLETED in 1.89.4 (from March 2023)
|
||||
@@ -3362,10 +3438,10 @@ namespace ImGui
|
||||
static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
|
||||
// OBSOLETED in 1.86 (from November 2021)
|
||||
IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper.
|
||||
// OBSOLETED in 1.85 (from August 2021)
|
||||
static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
|
||||
|
||||
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
|
||||
//-- OBSOLETED in 1.85 (from August 2021)
|
||||
//static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
|
||||
//-- OBSOLETED in 1.81 (from February 2021)
|
||||
//static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
|
||||
//static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items
|
||||
@@ -3416,21 +3492,21 @@ namespace ImGui
|
||||
//static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
|
||||
}
|
||||
|
||||
// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
|
||||
typedef ImDrawFlags ImDrawCornerFlags;
|
||||
enum ImDrawCornerFlags_
|
||||
{
|
||||
ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
|
||||
ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
|
||||
ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
|
||||
ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
|
||||
ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
|
||||
ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
|
||||
ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
|
||||
ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
|
||||
ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
|
||||
ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
|
||||
};
|
||||
//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
|
||||
//typedef ImDrawFlags ImDrawCornerFlags;
|
||||
//enum ImDrawCornerFlags_
|
||||
//{
|
||||
// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
|
||||
// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
|
||||
// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82.
|
||||
// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82.
|
||||
// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82.
|
||||
// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82
|
||||
// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
|
||||
// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
|
||||
// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
|
||||
// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
|
||||
//};
|
||||
|
||||
// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
|
||||
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
|
||||
@@ -3439,6 +3515,8 @@ enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl
|
||||
//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
|
||||
//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
|
||||
|
||||
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version)
|
||||
|
||||
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
|
||||
// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
|
||||
|
||||
694
imgui_demo.cpp
694
imgui_demo.cpp
File diff suppressed because it is too large
Load Diff
220
imgui_draw.cpp
220
imgui_draw.cpp
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.89.8
|
||||
// dear imgui, v1.90.0
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
@@ -135,7 +135,7 @@ namespace IMGUI_STB_NAMESPACE
|
||||
#define STBTT_sqrt(x) ImSqrt(x)
|
||||
#define STBTT_pow(x,y) ImPow(x,y)
|
||||
#define STBTT_fabs(x) ImFabs(x)
|
||||
#define STBTT_ifloor(x) ((int)ImFloorSigned(x))
|
||||
#define STBTT_ifloor(x) ((int)ImFloor(x))
|
||||
#define STBTT_iceil(x) ((int)ImCeil(x))
|
||||
#define STBTT_STATIC
|
||||
#define STB_TRUETYPE_IMPLEMENTATION
|
||||
@@ -392,9 +392,9 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
|
||||
void ImDrawList::_ResetForNewFrame()
|
||||
{
|
||||
// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
|
||||
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
|
||||
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
|
||||
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
|
||||
IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0);
|
||||
IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4));
|
||||
IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
|
||||
if (_Splitter._Count > 1)
|
||||
_Splitter.Merge(this);
|
||||
|
||||
@@ -481,7 +481,7 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
|
||||
}
|
||||
|
||||
// Compare ClipRect, TextureId and VtxOffset with a single memcmp()
|
||||
#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
|
||||
#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
|
||||
#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
|
||||
#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
|
||||
#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset)
|
||||
@@ -567,7 +567,7 @@ int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
|
||||
{
|
||||
// Automatic segment count
|
||||
const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy
|
||||
if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
|
||||
if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
|
||||
return _Data->CircleSegmentCounts[radius_idx]; // Use cached value
|
||||
else
|
||||
return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
|
||||
@@ -1197,8 +1197,8 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
|
||||
const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f);
|
||||
const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f);
|
||||
|
||||
const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f);
|
||||
const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f);
|
||||
const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f);
|
||||
const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f);
|
||||
const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0);
|
||||
|
||||
const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
|
||||
@@ -1223,6 +1223,27 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
|
||||
}
|
||||
}
|
||||
|
||||
void ImDrawList::PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments)
|
||||
{
|
||||
if (num_segments <= 0)
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
|
||||
_Path.reserve(_Path.Size + (num_segments + 1));
|
||||
|
||||
const float cos_rot = ImCos(rot);
|
||||
const float sin_rot = ImSin(rot);
|
||||
for (int i = 0; i <= num_segments; i++)
|
||||
{
|
||||
const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
|
||||
ImVec2 point(ImCos(a) * radius_x, ImSin(a) * radius_y);
|
||||
const float rel_x = (point.x * cos_rot) - (point.y * sin_rot);
|
||||
const float rel_y = (point.x * sin_rot) + (point.y * cos_rot);
|
||||
point.x = rel_x + center.x;
|
||||
point.y = rel_y + center.y;
|
||||
_Path.push_back(point);
|
||||
}
|
||||
}
|
||||
|
||||
ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
|
||||
{
|
||||
float u = 1.0f - t;
|
||||
@@ -1318,33 +1339,22 @@ void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3,
|
||||
}
|
||||
}
|
||||
|
||||
IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4));
|
||||
static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags)
|
||||
{
|
||||
/*
|
||||
IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4));
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
// Obsoleted in 1.82 (from February 2021)
|
||||
// Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All)
|
||||
// ~0 --> ImDrawFlags_RoundCornersAll or 0
|
||||
if (flags == ~0)
|
||||
return ImDrawFlags_RoundCornersAll;
|
||||
|
||||
// Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations)
|
||||
// 0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is never valid in this path!)
|
||||
// 0x02 --> ImDrawFlags_RoundCornersTopRight
|
||||
// 0x03 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight
|
||||
// 0x04 --> ImDrawFlags_RoundCornersBotLeft
|
||||
// 0x05 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft
|
||||
// ...
|
||||
// 0x0F --> ImDrawFlags_RoundCornersAll or 0
|
||||
// (See all values in ImDrawCornerFlags_)
|
||||
if (flags >= 0x01 && flags <= 0x0F)
|
||||
return (flags << 4);
|
||||
|
||||
// Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023)
|
||||
// - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All)
|
||||
if (flags == ~0) { return ImDrawFlags_RoundCornersAll; }
|
||||
// - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code.
|
||||
if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); }
|
||||
// We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f'
|
||||
#endif
|
||||
|
||||
// If this triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values.
|
||||
// Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc...
|
||||
*/
|
||||
// If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values.
|
||||
// Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway.
|
||||
// See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section.
|
||||
IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!");
|
||||
|
||||
if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
|
||||
@@ -1355,10 +1365,12 @@ static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags)
|
||||
|
||||
void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags)
|
||||
{
|
||||
flags = FixRectCornerFlags(flags);
|
||||
rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f);
|
||||
rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f);
|
||||
|
||||
if (rounding >= 0.5f)
|
||||
{
|
||||
flags = FixRectCornerFlags(flags);
|
||||
rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f);
|
||||
rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f);
|
||||
}
|
||||
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
|
||||
{
|
||||
PathLineTo(a);
|
||||
@@ -1551,6 +1563,35 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in
|
||||
PathFillConvex(col);
|
||||
}
|
||||
|
||||
// Ellipse
|
||||
void ImDrawList::AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments, float thickness)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
if (num_segments <= 0)
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1);
|
||||
PathStroke(col, true, thickness);
|
||||
}
|
||||
|
||||
void ImDrawList::AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
if (num_segments <= 0)
|
||||
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here.
|
||||
|
||||
// Because we are filling a closed shape we remove 1 from the count of segments/points
|
||||
const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
|
||||
PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1);
|
||||
PathFillConvex(col);
|
||||
}
|
||||
|
||||
// Cubic Bezier takes 4 controls points
|
||||
void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
|
||||
{
|
||||
@@ -1896,15 +1937,9 @@ void ImDrawData::DeIndexAllBuffers()
|
||||
// or if there is a difference between your window resolution and framebuffer resolution.
|
||||
void ImDrawData::ScaleClipRects(const ImVec2& fb_scale)
|
||||
{
|
||||
for (int i = 0; i < CmdListsCount; i++)
|
||||
{
|
||||
ImDrawList* cmd_list = CmdLists[i];
|
||||
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
|
||||
{
|
||||
ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i];
|
||||
cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y);
|
||||
}
|
||||
}
|
||||
for (ImDrawList* draw_list : CmdLists)
|
||||
for (ImDrawCmd& cmd : draw_list->CmdBuffer)
|
||||
cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y);
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -1960,6 +1995,14 @@ void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int ve
|
||||
}
|
||||
}
|
||||
|
||||
void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out)
|
||||
{
|
||||
ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
|
||||
ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
|
||||
for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
|
||||
vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] ImFontConfig
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -1972,6 +2015,7 @@ ImFontConfig::ImFontConfig()
|
||||
OversampleV = 1;
|
||||
GlyphMaxAdvanceX = FLT_MAX;
|
||||
RasterizerMultiply = 1.0f;
|
||||
RasterizerDensity = 1.0f;
|
||||
EllipsisChar = (ImWchar)-1;
|
||||
}
|
||||
|
||||
@@ -2045,19 +2089,19 @@ ImFontAtlas::~ImFontAtlas()
|
||||
void ImFontAtlas::ClearInputData()
|
||||
{
|
||||
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
|
||||
for (int i = 0; i < ConfigData.Size; i++)
|
||||
if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas)
|
||||
for (ImFontConfig& font_cfg : ConfigData)
|
||||
if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas)
|
||||
{
|
||||
IM_FREE(ConfigData[i].FontData);
|
||||
ConfigData[i].FontData = NULL;
|
||||
IM_FREE(font_cfg.FontData);
|
||||
font_cfg.FontData = NULL;
|
||||
}
|
||||
|
||||
// When clearing this we lose access to the font name and other information used to build the font.
|
||||
for (int i = 0; i < Fonts.Size; i++)
|
||||
if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size)
|
||||
for (ImFont* font : Fonts)
|
||||
if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size)
|
||||
{
|
||||
Fonts[i]->ConfigData = NULL;
|
||||
Fonts[i]->ConfigDataCount = 0;
|
||||
font->ConfigData = NULL;
|
||||
font->ConfigDataCount = 0;
|
||||
}
|
||||
ConfigData.clear();
|
||||
CustomRects.clear();
|
||||
@@ -2154,6 +2198,8 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
|
||||
if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1)
|
||||
new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar;
|
||||
|
||||
ImFontAtlasUpdateConfigDataPointers(this);
|
||||
|
||||
// Invalidate texture
|
||||
TexReady = false;
|
||||
ClearTexData();
|
||||
@@ -2190,7 +2236,7 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
|
||||
if (font_cfg.Name[0] == '\0')
|
||||
ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
|
||||
font_cfg.EllipsisChar = (ImWchar)0x0085;
|
||||
font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units
|
||||
font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units
|
||||
|
||||
const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
|
||||
const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
|
||||
@@ -2220,13 +2266,14 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels,
|
||||
}
|
||||
|
||||
// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().
|
||||
ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
|
||||
ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
|
||||
{
|
||||
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
|
||||
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
|
||||
IM_ASSERT(font_cfg.FontData == NULL);
|
||||
font_cfg.FontData = ttf_data;
|
||||
font_cfg.FontDataSize = ttf_size;
|
||||
IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size.
|
||||
font_cfg.FontData = font_data;
|
||||
font_cfg.FontDataSize = font_data_size;
|
||||
font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels;
|
||||
if (glyph_ranges)
|
||||
font_cfg.GlyphRanges = glyph_ranges;
|
||||
@@ -2441,7 +2488,10 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
|
||||
IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found.");
|
||||
if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
|
||||
{
|
||||
IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize.");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Measure highest codepoints
|
||||
ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
|
||||
@@ -2523,7 +2573,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
|
||||
// Convert our ranges in the format stb_truetype wants
|
||||
ImFontConfig& cfg = atlas->ConfigData[src_i];
|
||||
src_tmp.PackRange.font_size = cfg.SizePixels;
|
||||
src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity;
|
||||
src_tmp.PackRange.first_unicode_codepoint_in_range = 0;
|
||||
src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data;
|
||||
src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size;
|
||||
@@ -2532,7 +2582,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV;
|
||||
|
||||
// Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects)
|
||||
const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels);
|
||||
const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity);
|
||||
const int padding = atlas->TexGlyphPadding;
|
||||
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
|
||||
{
|
||||
@@ -2628,12 +2678,14 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
int unscaled_ascent, unscaled_descent, unscaled_line_gap;
|
||||
stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
|
||||
|
||||
const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));
|
||||
const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
|
||||
const float ascent = ImTrunc(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));
|
||||
const float descent = ImTrunc(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 + IM_ROUND(dst_font->Ascent);
|
||||
|
||||
const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity;
|
||||
|
||||
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
|
||||
{
|
||||
// Register glyph
|
||||
@@ -2642,7 +2694,11 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
|
||||
stbtt_aligned_quad q;
|
||||
float unused_x = 0.0f, unused_y = 0.0f;
|
||||
stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0);
|
||||
dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance);
|
||||
float x0 = q.x0 * inv_rasterization_scale + font_off_x;
|
||||
float y0 = q.y0 * inv_rasterization_scale + font_off_y;
|
||||
float x1 = q.x1 * inv_rasterization_scale + font_off_x;
|
||||
float y1 = q.y1 * inv_rasterization_scale + font_off_y;
|
||||
dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2662,19 +2718,31 @@ const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype()
|
||||
|
||||
#endif // IMGUI_ENABLE_STB_TRUETYPE
|
||||
|
||||
void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas)
|
||||
{
|
||||
for (ImFontConfig& font_cfg : atlas->ConfigData)
|
||||
{
|
||||
ImFont* font = font_cfg.DstFont;
|
||||
if (!font_cfg.MergeMode)
|
||||
{
|
||||
font->ConfigData = &font_cfg;
|
||||
font->ConfigDataCount = 0;
|
||||
}
|
||||
font->ConfigDataCount++;
|
||||
}
|
||||
}
|
||||
|
||||
void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)
|
||||
{
|
||||
if (!font_config->MergeMode)
|
||||
{
|
||||
font->ClearOutputData();
|
||||
font->FontSize = font_config->SizePixels;
|
||||
font->ConfigData = font_config;
|
||||
font->ConfigDataCount = 0;
|
||||
IM_ASSERT(font->ConfigData == font_config);
|
||||
font->ContainerAtlas = atlas;
|
||||
font->Ascent = ascent;
|
||||
font->Descent = descent;
|
||||
}
|
||||
font->ConfigDataCount++;
|
||||
}
|
||||
|
||||
void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque)
|
||||
@@ -2821,6 +2889,13 @@ static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)
|
||||
// Note: this is called / shared by both the stb_truetype and the FreeType builder
|
||||
void ImFontAtlasBuildInit(ImFontAtlas* atlas)
|
||||
{
|
||||
// Round font size
|
||||
// - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet.
|
||||
// - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes.
|
||||
// - We may support it better later and remove this rounding.
|
||||
for (ImFontConfig& cfg : atlas->ConfigData)
|
||||
cfg.SizePixels = ImTrunc(cfg.SizePixels);
|
||||
|
||||
// Register texture region for mouse cursors or standard white pixels
|
||||
if (atlas->PackIdMouseCursors < 0)
|
||||
{
|
||||
@@ -2862,9 +2937,9 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
|
||||
}
|
||||
|
||||
// Build all fonts lookup tables
|
||||
for (int i = 0; i < atlas->Fonts.Size; i++)
|
||||
if (atlas->Fonts[i]->DirtyLookupTables)
|
||||
atlas->Fonts[i]->BuildLookupTable();
|
||||
for (ImFont* font : atlas->Fonts)
|
||||
if (font->DirtyLookupTables)
|
||||
font->BuildLookupTable();
|
||||
|
||||
atlas->TexReady = true;
|
||||
}
|
||||
@@ -3229,6 +3304,7 @@ void ImFont::BuildLookupTable()
|
||||
max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
|
||||
|
||||
// Build lookup table
|
||||
IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!");
|
||||
IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
|
||||
IndexAdvanceX.clear();
|
||||
IndexLookup.clear();
|
||||
@@ -3345,7 +3421,7 @@ void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, floa
|
||||
advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX);
|
||||
if (advance_x != advance_x_original)
|
||||
{
|
||||
float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;
|
||||
float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;
|
||||
x0 += char_off_x;
|
||||
x1 += char_off_x;
|
||||
}
|
||||
@@ -3613,8 +3689,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, Im
|
||||
if (glyph->Colored)
|
||||
col |= ~IM_COL32_A_MASK;
|
||||
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
|
||||
float x = IM_FLOOR(pos.x);
|
||||
float y = IM_FLOOR(pos.y);
|
||||
float x = IM_TRUNC(pos.x);
|
||||
float y = IM_TRUNC(pos.y);
|
||||
draw_list->PrimReserve(6, 4);
|
||||
draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
|
||||
}
|
||||
@@ -3626,8 +3702,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im
|
||||
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
|
||||
float x = IM_FLOOR(pos.x);
|
||||
float y = IM_FLOOR(pos.y);
|
||||
float x = IM_TRUNC(pos.x);
|
||||
float y = IM_TRUNC(pos.y);
|
||||
if (y > clip_rect.w)
|
||||
return;
|
||||
|
||||
|
||||
331
imgui_internal.h
331
imgui_internal.h
@@ -1,12 +1,7 @@
|
||||
// dear imgui, v1.89.8
|
||||
// dear imgui, v1.90.0
|
||||
// (internal structures/api)
|
||||
|
||||
// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
|
||||
// To implement maths operators for ImVec2 (disabled by default to not conflict with using IM_VEC2_CLASS_EXTRA with your own math types+operators), use:
|
||||
/*
|
||||
#define IMGUI_DEFINE_MATH_OPERATORS
|
||||
#include "imgui_internal.h"
|
||||
*/
|
||||
|
||||
/*
|
||||
|
||||
@@ -23,6 +18,7 @@ Index of this file:
|
||||
// [SECTION] Inputs support
|
||||
// [SECTION] Clipper support
|
||||
// [SECTION] Navigation support
|
||||
// [SECTION] Typing-select support
|
||||
// [SECTION] Columns support
|
||||
// [SECTION] Multi-select support
|
||||
// [SECTION] Docking support
|
||||
@@ -81,7 +77,7 @@ Index of this file:
|
||||
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx'
|
||||
#endif
|
||||
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
|
||||
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloorSigned()
|
||||
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor()
|
||||
#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
|
||||
#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
|
||||
#pragma clang diagnostic ignored "-Wold-style-cast"
|
||||
@@ -139,6 +135,7 @@ struct ImGuiLastItemData; // Status storage for last submitted items
|
||||
struct ImGuiLocEntry; // A localization entry.
|
||||
struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
|
||||
struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result
|
||||
struct ImGuiNavTreeNodeData; // Temporary storage for last TreeNode() being a Left arrow landing candidate.
|
||||
struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
|
||||
struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
|
||||
struct ImGuiNextItemData; // Storage for SetNextItem** functions
|
||||
@@ -156,6 +153,8 @@ struct ImGuiTableInstanceData; // Storage for one instance of a same table
|
||||
struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables.
|
||||
struct ImGuiTableSettings; // Storage for a table .ini settings
|
||||
struct ImGuiTableColumnsSettings; // Storage for a column .ini settings
|
||||
struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest()
|
||||
struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public)
|
||||
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, in practice we currently keep it for each window)
|
||||
struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
|
||||
@@ -182,6 +181,7 @@ typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // F
|
||||
typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx()
|
||||
typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
|
||||
typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx()
|
||||
typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest()
|
||||
|
||||
typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...);
|
||||
|
||||
@@ -276,10 +276,13 @@ namespace ImStb
|
||||
#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8
|
||||
#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_TRUNC(_VAL) ((float)(int)(_VAL)) // ImTrunc() is not inlined in MSVC debug builds
|
||||
#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) //
|
||||
#define IM_STRINGIFY_HELPER(_X) #_X
|
||||
#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer.
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
#define IM_FLOOR IM_TRUNC
|
||||
#endif
|
||||
|
||||
// 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
|
||||
@@ -314,6 +317,18 @@ namespace ImStb
|
||||
#endif
|
||||
#endif // #ifndef IM_DEBUG_BREAK
|
||||
|
||||
// Format specifiers, printing 64-bit hasn't been decently standardized...
|
||||
// In a real application you should be using PRId64 and PRIu64 from <inttypes.h> (non-windows) and on Windows define them yourself.
|
||||
#if defined(_MSC_VER) && !defined(__clang__)
|
||||
#define IM_PRId64 "I64d"
|
||||
#define IM_PRIu64 "I64u"
|
||||
#define IM_PRIX64 "I64X"
|
||||
#else
|
||||
#define IM_PRId64 "lld"
|
||||
#define IM_PRIu64 "llu"
|
||||
#define IM_PRIX64 "llX"
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Generic helpers
|
||||
// Note that the ImXXX helpers functions are lower-level than ImGui functions.
|
||||
@@ -357,18 +372,18 @@ static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v &
|
||||
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
|
||||
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);
|
||||
IMGUI_API char* ImStrdup(const char* str);
|
||||
IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str);
|
||||
IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c);
|
||||
IMGUI_API int ImStrlenW(const ImWchar* str);
|
||||
IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare.
|
||||
IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count.
|
||||
IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't).
|
||||
IMGUI_API char* ImStrdup(const char* str); // Duplicate a string.
|
||||
IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); // Copy in provided buffer, recreate buffer if needed.
|
||||
IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); // Find first occurrence of 'c' in string range.
|
||||
IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line
|
||||
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 const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); // Find a substring in a string range.
|
||||
IMGUI_API void ImStrTrimBlanks(char* str); // Remove leading and trailing blanks from a buffer.
|
||||
IMGUI_API const char* ImStrSkipBlank(const char* str); // Find first non-blank character.
|
||||
IMGUI_API int ImStrlenW(const ImWchar* str); // Computer string length (ImWchar string)
|
||||
IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line (ImWchar string)
|
||||
IM_MSVC_RUNTIME_CHECKS_OFF
|
||||
static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; }
|
||||
static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
|
||||
@@ -395,6 +410,7 @@ IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, co
|
||||
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
|
||||
IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point.
|
||||
|
||||
// Helpers: File System
|
||||
#ifdef IMGUI_DISABLE_FILE_FUNCTIONS
|
||||
@@ -430,7 +446,6 @@ IM_MSVC_RUNTIME_CHECKS_OFF
|
||||
#define ImAcos(X) acosf(X)
|
||||
#define ImAtan2(Y, X) atan2f((Y), (X))
|
||||
#define ImAtof(STR) atof(STR)
|
||||
//#define ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned()
|
||||
#define ImCeil(X) ceilf(X)
|
||||
static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision
|
||||
static inline double ImPow(double x, double y) { return pow(x, y); }
|
||||
@@ -468,10 +483,10 @@ 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 ImRsqrt(d); return fail_value; }
|
||||
static inline float ImFloor(float f) { return (float)(int)(f); }
|
||||
static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
|
||||
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
|
||||
static inline ImVec2 ImFloorSigned(const ImVec2& v) { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); }
|
||||
static inline float ImTrunc(float f) { return (float)(int)(f); }
|
||||
static inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
|
||||
static inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
|
||||
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(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); }
|
||||
@@ -534,6 +549,7 @@ struct IMGUI_API ImRect
|
||||
ImVec2 GetBR() const { return Max; } // Bottom-right
|
||||
bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
|
||||
bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; }
|
||||
bool ContainsWithPad(const ImVec2& p, const ImVec2& pad) const { return p.x >= Min.x - pad.x && p.y >= Min.y - pad.y && p.x < Max.x + pad.x && p.y < Max.y + pad.y; }
|
||||
bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
|
||||
void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; }
|
||||
void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; }
|
||||
@@ -544,7 +560,7 @@ 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 = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); }
|
||||
void Floor() { Min.x = IM_TRUNC(Min.x); Min.y = IM_TRUNC(Min.y); Max.x = IM_TRUNC(Max.x); Max.y = IM_TRUNC(Max.y); }
|
||||
bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
|
||||
ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); }
|
||||
};
|
||||
@@ -709,7 +725,6 @@ struct ImChunkStream
|
||||
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); }
|
||||
void swap(ImChunkStream<T>& rhs) { rhs.Buf.swap(Buf); }
|
||||
|
||||
};
|
||||
|
||||
// Helper: ImGuiTextIndex<>
|
||||
@@ -810,10 +825,11 @@ enum ImGuiItemFlags_
|
||||
ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
|
||||
ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
|
||||
ImGuiItemFlags_NoWindowHoverableCheck = 1 << 8, // false // Disable hoverable check in ItemHoverable()
|
||||
ImGuiItemflags_AllowOverlap = 1 << 9, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
|
||||
ImGuiItemFlags_AllowOverlap = 1 << 9, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
|
||||
|
||||
// Controlled by widget code
|
||||
ImGuiItemFlags_Inputable = 1 << 10, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
|
||||
ImGuiItemFlags_HasSelectionUserData = 1 << 11, // false // Set by SetNextItemSelectionUserData()
|
||||
};
|
||||
|
||||
// Status flags for an already submitted item
|
||||
@@ -894,7 +910,7 @@ enum ImGuiComboFlagsPrivate_
|
||||
enum ImGuiSliderFlagsPrivate_
|
||||
{
|
||||
ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically?
|
||||
ImGuiSliderFlags_ReadOnly = 1 << 21,
|
||||
ImGuiSliderFlags_ReadOnly = 1 << 21, // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead.
|
||||
};
|
||||
|
||||
// Extend ImGuiSelectableFlags_
|
||||
@@ -1052,6 +1068,7 @@ struct IMGUI_API ImGuiGroupData
|
||||
ImGuiID WindowID;
|
||||
ImVec2 BackupCursorPos;
|
||||
ImVec2 BackupCursorMaxPos;
|
||||
ImVec2 BackupCursorPosPrevLine;
|
||||
ImVec1 BackupIndent;
|
||||
ImVec1 BackupGroupOffset;
|
||||
ImVec2 BackupCurrLineSize;
|
||||
@@ -1059,6 +1076,7 @@ struct IMGUI_API ImGuiGroupData
|
||||
ImGuiID BackupActiveIdIsAlive;
|
||||
bool BackupActiveIdPreviousFrameIsAlive;
|
||||
bool BackupHoveredIdIsAlive;
|
||||
bool BackupIsSameLine;
|
||||
bool EmitItem;
|
||||
};
|
||||
|
||||
@@ -1153,9 +1171,10 @@ enum ImGuiNextWindowDataFlags_
|
||||
ImGuiNextWindowDataFlags_HasFocus = 1 << 5,
|
||||
ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6,
|
||||
ImGuiNextWindowDataFlags_HasScroll = 1 << 7,
|
||||
ImGuiNextWindowDataFlags_HasViewport = 1 << 8,
|
||||
ImGuiNextWindowDataFlags_HasDock = 1 << 9,
|
||||
ImGuiNextWindowDataFlags_HasWindowClass = 1 << 10,
|
||||
ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8,
|
||||
ImGuiNextWindowDataFlags_HasViewport = 1 << 9,
|
||||
ImGuiNextWindowDataFlags_HasDock = 1 << 10,
|
||||
ImGuiNextWindowDataFlags_HasWindowClass = 1 << 11,
|
||||
};
|
||||
|
||||
// Storage for SetNexWindow** functions
|
||||
@@ -1171,6 +1190,7 @@ struct ImGuiNextWindowData
|
||||
ImVec2 SizeVal;
|
||||
ImVec2 ContentSizeVal;
|
||||
ImVec2 ScrollVal;
|
||||
ImGuiChildFlags ChildFlags;
|
||||
bool PosUndock;
|
||||
bool CollapsedVal;
|
||||
ImRect SizeConstraintRect;
|
||||
@@ -1186,6 +1206,10 @@ struct ImGuiNextWindowData
|
||||
inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; }
|
||||
};
|
||||
|
||||
// Multi-Selection item index or identifier when using SetNextItemSelectionUserData()/BeginMultiSelect()
|
||||
// (Most users are likely to use this store an item INDEX but this may be used to store a POINTER as well.)
|
||||
typedef ImS64 ImGuiSelectionUserData;
|
||||
|
||||
enum ImGuiNextItemDataFlags_
|
||||
{
|
||||
ImGuiNextItemDataFlags_None = 0,
|
||||
@@ -1196,13 +1220,14 @@ enum ImGuiNextItemDataFlags_
|
||||
struct ImGuiNextItemData
|
||||
{
|
||||
ImGuiNextItemDataFlags Flags;
|
||||
ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemflags_AllowOverlap.
|
||||
float Width; // Set by SetNextItemWidth()
|
||||
ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging)
|
||||
ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap.
|
||||
// Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
|
||||
float Width; // Set by SetNextItemWidth()
|
||||
ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
|
||||
ImGuiCond OpenCond;
|
||||
bool OpenVal; // Set by SetNextItemOpen()
|
||||
bool OpenVal; // Set by SetNextItemOpen()
|
||||
|
||||
ImGuiNextItemData() { memset(this, 0, sizeof(*this)); }
|
||||
ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; }
|
||||
inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()!
|
||||
};
|
||||
|
||||
@@ -1219,6 +1244,16 @@ struct ImGuiLastItemData
|
||||
ImGuiLastItemData() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// Store data emitted by TreeNode() for usage by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere.
|
||||
// This is the minimum amount of data that we need to perform the equivalent of NavApplyItemToResult() and which we can't infer in TreePop()
|
||||
// Only stored when the node is a potential candidate for landing on a Left arrow jump.
|
||||
struct ImGuiNavTreeNodeData
|
||||
{
|
||||
ImGuiID ID;
|
||||
ImGuiItemFlags InFlags;
|
||||
ImRect NavRect;
|
||||
};
|
||||
|
||||
struct IMGUI_API ImGuiStackSizes
|
||||
{
|
||||
short SizeOfIDStack;
|
||||
@@ -1239,9 +1274,9 @@ struct IMGUI_API ImGuiStackSizes
|
||||
// Data saved for each window pushed into the stack
|
||||
struct ImGuiWindowStackData
|
||||
{
|
||||
ImGuiWindow* Window;
|
||||
ImGuiLastItemData ParentLastItemDataBackup;
|
||||
ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting
|
||||
ImGuiWindow* Window;
|
||||
ImGuiLastItemData ParentLastItemDataBackup;
|
||||
ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting
|
||||
};
|
||||
|
||||
struct ImGuiShrinkWidthItem
|
||||
@@ -1533,12 +1568,50 @@ struct ImGuiNavItemData
|
||||
ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID
|
||||
ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space
|
||||
ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags
|
||||
ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionData() value.
|
||||
float DistBox; // Move // Best candidate box distance to current NavId
|
||||
float DistCenter; // Move // Best candidate center distance to current NavId
|
||||
float DistAxial; // Move // Best candidate axial distance to current NavId
|
||||
|
||||
ImGuiNavItemData() { Clear(); }
|
||||
void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; }
|
||||
void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// [SECTION] Typing-select support
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Flags for GetTypingSelectRequest()
|
||||
enum ImGuiTypingSelectFlags_
|
||||
{
|
||||
ImGuiTypingSelectFlags_None = 0,
|
||||
ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, // Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state)
|
||||
ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, // Allow "single char" search mode which is activated when pressing the same character multiple times.
|
||||
};
|
||||
|
||||
// Returned by GetTypingSelectRequest(), designed to eventually be public.
|
||||
struct IMGUI_API ImGuiTypingSelectRequest
|
||||
{
|
||||
ImGuiTypingSelectFlags Flags; // Flags passed to GetTypingSelectRequest()
|
||||
int SearchBufferLen;
|
||||
const char* SearchBuffer; // Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize).
|
||||
bool SelectRequest; // Set when buffer was modified this frame, requesting a selection.
|
||||
bool SingleCharMode; // Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication.
|
||||
ImS8 SingleCharSize; // Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input.
|
||||
};
|
||||
|
||||
// Storage for GetTypingSelectRequest()
|
||||
struct IMGUI_API ImGuiTypingSelectState
|
||||
{
|
||||
ImGuiTypingSelectRequest Request; // User-facing data
|
||||
char SearchBuffer[64]; // Search buffer: no need to make dynamic as this search is very transient.
|
||||
ImGuiID FocusScope;
|
||||
int LastRequestFrame = 0;
|
||||
float LastRequestTime = 0.0f;
|
||||
bool SingleCharModeLock = false; // After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing.
|
||||
|
||||
ImGuiTypingSelectState() { memset(this, 0, sizeof(*this)); }
|
||||
void Clear() { SearchBuffer[0] = 0; SingleCharModeLock = false; } // We preserve remaining data for easier debugging
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -1601,6 +1674,9 @@ struct ImGuiOldColumns
|
||||
// [SECTION] Multi-select support
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// We always assume that -1 is an invalid value (which works for indices and pointers)
|
||||
#define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1)
|
||||
|
||||
#ifdef IMGUI_HAS_MULTI_SELECT
|
||||
// <this is filled in 'range_select' branch>
|
||||
#endif // #ifdef IMGUI_HAS_MULTI_SELECT
|
||||
@@ -1618,25 +1694,28 @@ struct ImGuiOldColumns
|
||||
enum ImGuiDockNodeFlagsPrivate_
|
||||
{
|
||||
// [Internal]
|
||||
ImGuiDockNodeFlags_DockSpace = 1 << 10, // Local, Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window.
|
||||
ImGuiDockNodeFlags_CentralNode = 1 << 11, // Local, Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor.
|
||||
ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Local, Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back.
|
||||
ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Local, Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar)
|
||||
ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Local, Saved // Disable window/docking menu (that one that appears instead of the collapse button)
|
||||
ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Local, Saved //
|
||||
ImGuiDockNodeFlags_NoDocking = 1 << 16, // Local, Saved // Disable any form of docking in this dockspace or individual node. (On a whole dockspace, this pretty much defeat the purpose of using a dockspace at all). Note: when turned on, existing docked nodes will be preserved.
|
||||
ImGuiDockNodeFlags_NoDockingSplitMe = 1 << 17, // [EXPERIMENTAL] Prevent another window/node from splitting this node.
|
||||
ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 18, // [EXPERIMENTAL] Prevent this node from splitting another window/node.
|
||||
ImGuiDockNodeFlags_NoDockingOverMe = 1 << 19, // [EXPERIMENTAL] Prevent another window/node to be docked over this node.
|
||||
ImGuiDockNodeFlags_NoDockingOverOther = 1 << 20, // [EXPERIMENTAL] Prevent this node to be docked over another window or non-empty node.
|
||||
ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 21, // [EXPERIMENTAL] Prevent this node to be docked over an empty node (e.g. DockSpace with no other windows)
|
||||
ImGuiDockNodeFlags_NoResizeX = 1 << 22, // [EXPERIMENTAL]
|
||||
ImGuiDockNodeFlags_NoResizeY = 1 << 23, // [EXPERIMENTAL]
|
||||
ImGuiDockNodeFlags_DockSpace = 1 << 10, // Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window.
|
||||
ImGuiDockNodeFlags_CentralNode = 1 << 11, // Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor.
|
||||
ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back.
|
||||
ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar)
|
||||
ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Saved // Disable window/docking menu (that one that appears instead of the collapse button)
|
||||
ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Saved // Disable close button
|
||||
ImGuiDockNodeFlags_NoResizeX = 1 << 16, // //
|
||||
ImGuiDockNodeFlags_NoResizeY = 1 << 17, // //
|
||||
// Disable docking/undocking actions in this dockspace or individual node (existing docked nodes will be preserved)
|
||||
// Those are not exposed in public because the desirable sharing/inheriting/copy-flag-on-split behaviors are quite difficult to design and understand.
|
||||
// The two public flags ImGuiDockNodeFlags_NoDockingOverCentralNode/ImGuiDockNodeFlags_NoDockingSplit don't have those issues.
|
||||
ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 19, // // Disable this node from splitting other windows/nodes.
|
||||
ImGuiDockNodeFlags_NoDockingOverMe = 1 << 20, // // Disable other windows/nodes from being docked over this node.
|
||||
ImGuiDockNodeFlags_NoDockingOverOther = 1 << 21, // // Disable this node from being docked over another window or non-empty node.
|
||||
ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 22, // // Disable this node from being docked over an empty node (e.g. DockSpace with no other windows)
|
||||
ImGuiDockNodeFlags_NoDocking = ImGuiDockNodeFlags_NoDockingOverMe | ImGuiDockNodeFlags_NoDockingOverOther | ImGuiDockNodeFlags_NoDockingOverEmpty | ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoDockingSplitOther,
|
||||
// Masks
|
||||
ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0,
|
||||
ImGuiDockNodeFlags_NoResizeFlagsMask_ = ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY,
|
||||
ImGuiDockNodeFlags_LocalFlagsMask_ = ImGuiDockNodeFlags_NoSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking,
|
||||
ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_LocalFlagsMask_ & ~ImGuiDockNodeFlags_DockSpace, // When splitting those flags are moved to the inheriting child, never duplicated
|
||||
ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking
|
||||
// When splitting, those local flags are moved to the inheriting child, never duplicated
|
||||
ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_NoDockingSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton,
|
||||
ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton,
|
||||
};
|
||||
|
||||
// Store the source authority (dock node vs window) of a field
|
||||
@@ -1768,8 +1847,8 @@ struct ImGuiViewportP : public ImGuiViewport
|
||||
float LastAlpha;
|
||||
bool LastFocusedHadNavWindow;// Instead of maintaining a LastFocusedWindow (which may harder to correctly maintain), we merely store weither NavWindow != NULL last time the viewport was focused.
|
||||
short PlatformMonitor;
|
||||
int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
|
||||
ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
|
||||
int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
|
||||
ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
|
||||
ImDrawData DrawDataP;
|
||||
ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData
|
||||
ImVec2 LastPlatformPos;
|
||||
@@ -1780,8 +1859,8 @@ struct ImGuiViewportP : public ImGuiViewport
|
||||
ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f.
|
||||
ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f.
|
||||
|
||||
ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = DrawListsLastFrame[0] = DrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
|
||||
~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }
|
||||
ImGuiViewportP() { Window = NULL; Idx = -1; LastFrameActive = BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = LastFocusedStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; LastFocusedHadNavWindow = false; PlatformMonitor = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
|
||||
~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }
|
||||
void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
|
||||
|
||||
// Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)
|
||||
@@ -1813,6 +1892,7 @@ struct ImGuiWindowSettings
|
||||
ImGuiID ClassId; // ID of window class if specified
|
||||
short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
|
||||
bool Collapsed;
|
||||
bool IsChild;
|
||||
bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
|
||||
bool WantDelete; // Set to invalidate/delete the settings entry
|
||||
|
||||
@@ -1851,6 +1931,8 @@ enum ImGuiLocKey : int
|
||||
ImGuiLocKey_WindowingPopup,
|
||||
ImGuiLocKey_WindowingUntitled,
|
||||
ImGuiLocKey_DockingHideTabBar,
|
||||
ImGuiLocKey_DockingHoldShiftToDock,
|
||||
ImGuiLocKey_DockingDragToUndockOrMoveNode,
|
||||
ImGuiLocKey_COUNT
|
||||
};
|
||||
|
||||
@@ -1880,12 +1962,30 @@ enum ImGuiDebugLogFlags_
|
||||
ImGuiDebugLogFlags_EventViewport = 1 << 8,
|
||||
ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport,
|
||||
ImGuiDebugLogFlags_OutputToTTY = 1 << 10, // Also send output to TTY
|
||||
ImGuiDebugLogFlags_OutputToTestEngine = 1 << 11,// Also send output to Test Engine
|
||||
};
|
||||
|
||||
struct ImGuiDebugAllocEntry
|
||||
{
|
||||
int FrameCount;
|
||||
ImS16 AllocCount;
|
||||
ImS16 FreeCount;
|
||||
};
|
||||
|
||||
struct ImGuiDebugAllocInfo
|
||||
{
|
||||
int TotalAllocCount; // Number of call to MemAlloc().
|
||||
int TotalFreeCount;
|
||||
ImS16 LastEntriesIdx; // Current index in buffer
|
||||
ImGuiDebugAllocEntry LastEntriesBuf[6]; // Track last 6 frames that had allocations
|
||||
|
||||
ImGuiDebugAllocInfo() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
struct ImGuiMetricsConfig
|
||||
{
|
||||
bool ShowDebugLog = false;
|
||||
bool ShowStackTool = false;
|
||||
bool ShowIDStackTool = false;
|
||||
bool ShowWindowsRects = false;
|
||||
bool ShowWindowsBeginOrder = false;
|
||||
bool ShowTablesRects = false;
|
||||
@@ -1908,8 +2008,8 @@ struct ImGuiStackLevelInfo
|
||||
ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); }
|
||||
};
|
||||
|
||||
// State for Stack tool queries
|
||||
struct ImGuiStackTool
|
||||
// State for ID Stack tool queries
|
||||
struct ImGuiIDStackTool
|
||||
{
|
||||
int LastActiveFrame;
|
||||
int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level
|
||||
@@ -1918,7 +2018,7 @@ struct ImGuiStackTool
|
||||
bool CopyToClipboardOnCtrlC;
|
||||
float CopyToClipboardLastTime;
|
||||
|
||||
ImGuiStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; }
|
||||
ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; }
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
@@ -1989,12 +2089,13 @@ struct ImGuiContext
|
||||
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;
|
||||
int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL
|
||||
int WheelingWindowScrolledFrame;
|
||||
float WheelingWindowReleaseTimer;
|
||||
ImVec2 WheelingWindowWheelRemainder;
|
||||
ImVec2 WheelingAxisAvg;
|
||||
|
||||
// Item/widgets state and tracking information
|
||||
ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]
|
||||
ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]
|
||||
ImGuiID HoveredId; // Hovered widget, filled during the frame
|
||||
ImGuiID HoveredIdPreviousFrame;
|
||||
bool HoveredIdAllowOverlap;
|
||||
@@ -2040,16 +2141,19 @@ struct ImGuiContext
|
||||
ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
|
||||
ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd)
|
||||
ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
|
||||
bool DebugShowGroupRects;
|
||||
|
||||
// Shared stacks
|
||||
ImVector<ImGuiColorMod> ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()
|
||||
ImVector<ImGuiStyleMod> StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()
|
||||
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont() - inherited by Begin()
|
||||
ImVector<ImGuiID> FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin()
|
||||
ImVector<ImGuiItemFlags>ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()
|
||||
ImVector<ImGuiGroupData>GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
|
||||
ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
|
||||
ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
|
||||
ImVector<ImGuiColorMod> ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()
|
||||
ImVector<ImGuiStyleMod> StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()
|
||||
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont() - inherited by Begin()
|
||||
ImVector<ImGuiID> FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin()
|
||||
ImVector<ImGuiItemFlags> ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()
|
||||
ImVector<ImGuiGroupData> GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
|
||||
ImVector<ImGuiPopupData> OpenPopupStack; // Which popups are open (persistent)
|
||||
ImVector<ImGuiPopupData> BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
|
||||
ImVector<ImGuiNavTreeNodeData> NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted.
|
||||
|
||||
int BeginMenuCount;
|
||||
|
||||
// Viewports
|
||||
@@ -2079,6 +2183,7 @@ struct ImGuiContext
|
||||
ImGuiActivateFlags NavNextActivateFlags;
|
||||
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse
|
||||
ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
|
||||
ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data.
|
||||
bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
|
||||
bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
|
||||
bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
|
||||
@@ -2186,6 +2291,8 @@ struct ImGuiContext
|
||||
ImU32 ColorEditSavedColor; // RGB value with alpha set to 0.
|
||||
ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker.
|
||||
ImGuiComboPreviewData ComboPreviewData;
|
||||
ImRect WindowResizeBorderExpectedRect; // Expected border rect, switch to relative edit if moving
|
||||
bool WindowResizeRelativeMode;
|
||||
float SliderGrabClickOffset;
|
||||
float SliderCurrentAccum; // Accumulated slider delta when using navigation controls.
|
||||
bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it?
|
||||
@@ -2195,15 +2302,16 @@ struct ImGuiContext
|
||||
float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
|
||||
float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled()
|
||||
short DisabledStackSize;
|
||||
short LockMarkEdited;
|
||||
short TooltipOverrideCount;
|
||||
ImVector<char> ClipboardHandlerData; // If no custom clipboard handler is defined
|
||||
ImVector<ImGuiID> MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once
|
||||
ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest()
|
||||
|
||||
// Platform support
|
||||
ImGuiPlatformImeData PlatformImeData; // Data updated by current frame
|
||||
ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn
|
||||
ImGuiID PlatformImeViewport;
|
||||
char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point
|
||||
|
||||
// Extensions
|
||||
// FIXME: We could provide an API to register one slot in an array held in ImGuiContext?
|
||||
@@ -2247,7 +2355,8 @@ struct ImGuiContext
|
||||
ImU8 DebugItemPickerMouseButton;
|
||||
ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID
|
||||
ImGuiMetricsConfig DebugMetricsConfig;
|
||||
ImGuiStackTool DebugStackTool;
|
||||
ImGuiIDStackTool DebugIDStackTool;
|
||||
ImGuiDebugAllocInfo DebugAllocInfo;
|
||||
ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node.
|
||||
|
||||
// Misc
|
||||
@@ -2288,7 +2397,7 @@ struct ImGuiContext
|
||||
HoveredWindowUnderMovingWindow = NULL;
|
||||
MovingWindow = NULL;
|
||||
WheelingWindow = NULL;
|
||||
WheelingWindowStartFrame = -1;
|
||||
WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1;
|
||||
WheelingWindowReleaseTimer = 0.0f;
|
||||
|
||||
DebugHookIdInfo = 0;
|
||||
@@ -2324,6 +2433,7 @@ struct ImGuiContext
|
||||
|
||||
CurrentFocusScopeId = 0;
|
||||
CurrentItemFlags = ImGuiItemFlags_None;
|
||||
DebugShowGroupRects = false;
|
||||
BeginMenuCount = 0;
|
||||
|
||||
CurrentDpiScale = 0.0f;
|
||||
@@ -2340,6 +2450,7 @@ struct ImGuiContext
|
||||
NavJustMovedToKeyMods = ImGuiMod_None;
|
||||
NavInputSource = ImGuiInputSource_Keyboard;
|
||||
NavLayer = ImGuiNavLayer_Main;
|
||||
NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid;
|
||||
NavIdIsAlive = false;
|
||||
NavMousePosDirty = false;
|
||||
NavDisableHighlight = true;
|
||||
@@ -2395,6 +2506,7 @@ struct ImGuiContext
|
||||
ColorEditCurrentID = ColorEditSavedID = 0;
|
||||
ColorEditSavedHue = ColorEditSavedSat = 0.0f;
|
||||
ColorEditSavedColor = 0;
|
||||
WindowResizeRelativeMode = false;
|
||||
SliderGrabClickOffset = 0.0f;
|
||||
SliderCurrentAccum = 0.0f;
|
||||
SliderCurrentAccumDirty = false;
|
||||
@@ -2404,12 +2516,12 @@ struct ImGuiContext
|
||||
ScrollbarClickDeltaToGrabCenter = 0.0f;
|
||||
DisabledAlphaBackup = 0.0f;
|
||||
DisabledStackSize = 0;
|
||||
LockMarkEdited = 0;
|
||||
TooltipOverrideCount = 0;
|
||||
|
||||
PlatformImeData.InputPos = ImVec2(0.0f, 0.0f);
|
||||
PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission
|
||||
PlatformImeViewport = 0;
|
||||
PlatformLocaleDecimalPoint = '.';
|
||||
|
||||
DockNodeWindowMenuHandler = NULL;
|
||||
|
||||
@@ -2507,6 +2619,7 @@ struct IMGUI_API ImGuiWindow
|
||||
char* Name; // Window name, owned by the window.
|
||||
ImGuiID ID; // == ImHashStr(Name)
|
||||
ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_
|
||||
ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_
|
||||
ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass()
|
||||
ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded.
|
||||
ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive)
|
||||
@@ -2547,6 +2660,7 @@ struct IMGUI_API ImGuiWindow
|
||||
bool IsFallbackWindow; // Set on the "Debug##Default" window.
|
||||
bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked()
|
||||
bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
|
||||
signed char ResizeBorderHovered; // Current border being hovered for resize (-1: none, otherwise 0-3)
|
||||
signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
|
||||
short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
|
||||
short BeginCountPreviousFrame; // Number of Begin() during the previous frame
|
||||
@@ -2555,7 +2669,6 @@ struct IMGUI_API ImGuiWindow
|
||||
short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused.
|
||||
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
|
||||
ImS8 AutoFitFramesX, AutoFitFramesY;
|
||||
ImS8 AutoFitChildAxises;
|
||||
bool AutoFitOnlyGrows;
|
||||
ImGuiDir AutoPosLastDirection;
|
||||
ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames
|
||||
@@ -2664,7 +2777,6 @@ enum ImGuiTabItemFlagsPrivate_
|
||||
ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)
|
||||
ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button
|
||||
ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window.
|
||||
ImGuiTabItemFlags_Preview = 1 << 23, // [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar)
|
||||
};
|
||||
|
||||
// Storage for one active tab item (sizeof() 48 bytes)
|
||||
@@ -2709,6 +2821,8 @@ struct IMGUI_API ImGuiTabBar
|
||||
float ScrollingSpeed;
|
||||
float ScrollingRectMinX;
|
||||
float ScrollingRectMaxX;
|
||||
float SeparatorMinX;
|
||||
float SeparatorMaxX;
|
||||
ImGuiID ReorderRequestTabId;
|
||||
ImS16 ReorderRequestOffset;
|
||||
ImS8 BeginCount;
|
||||
@@ -2806,16 +2920,17 @@ struct ImGuiTableCellData
|
||||
};
|
||||
|
||||
// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?)
|
||||
// sizeof() ~ 24 bytes
|
||||
struct ImGuiTableInstanceData
|
||||
{
|
||||
ImGuiID TableInstanceID;
|
||||
float LastOuterHeight; // Outer height from last frame
|
||||
float LastFirstRowHeight; // Height of first row from last frame (FIXME: this is used as "header height" and may be reworked)
|
||||
float LastTopHeadersRowHeight; // Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set)
|
||||
float LastFrozenHeight; // Height of frozen section from last frame
|
||||
int HoveredRowLast; // Index of row which was hovered last frame.
|
||||
int HoveredRowNext; // Index of row hovered this frame, set after encountering it.
|
||||
|
||||
ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastFirstRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; }
|
||||
ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; }
|
||||
};
|
||||
|
||||
// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs, incoming RowData
|
||||
@@ -2843,6 +2958,7 @@ struct IMGUI_API ImGuiTable
|
||||
float RowPosY1;
|
||||
float RowPosY2;
|
||||
float RowMinHeight; // Height submitted to TableNextRow()
|
||||
float RowCellPaddingY; // Top and bottom padding. Reloaded during row change.
|
||||
float RowTextBaseline;
|
||||
float RowIndentOffsetX;
|
||||
ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_
|
||||
@@ -2856,9 +2972,8 @@ struct IMGUI_API ImGuiTable
|
||||
float HostIndentX;
|
||||
float MinColumnWidth;
|
||||
float OuterPaddingX;
|
||||
float CellPaddingX; // Padding from each borders
|
||||
float CellPaddingY;
|
||||
float CellSpacingX1; // Spacing between non-bordered cells
|
||||
float CellPaddingX; // Padding from each borders. Locked in BeginTable()/Layout.
|
||||
float CellSpacingX1; // Spacing between non-bordered cells. Locked in BeginTable()/Layout.
|
||||
float CellSpacingX2;
|
||||
float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details.
|
||||
float ColumnsGivenWidth; // Sum of current column width
|
||||
@@ -2867,6 +2982,8 @@ struct IMGUI_API ImGuiTable
|
||||
float ResizedColumnNextWidth;
|
||||
float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table.
|
||||
float RefScale; // Reference scale to be able to rescale columns on font/dpi changes.
|
||||
float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout()
|
||||
float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout()
|
||||
ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().
|
||||
ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is
|
||||
ImRect WorkRect;
|
||||
@@ -2889,8 +3006,10 @@ struct IMGUI_API ImGuiTable
|
||||
ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount)
|
||||
ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns (<= ColumnsCount)
|
||||
ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn()
|
||||
ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers
|
||||
ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column!
|
||||
ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing).
|
||||
ImGuiTableColumnIdx HighlightColumnHeader; // Index of column which should be highlighted.
|
||||
ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit.
|
||||
ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0.
|
||||
ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame.
|
||||
@@ -2916,6 +3035,7 @@ struct IMGUI_API ImGuiTable
|
||||
bool IsSortSpecsDirty;
|
||||
bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag.
|
||||
bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted).
|
||||
bool DisableDefaultContextMenu; // Disable default context menu contents. You may submit your own using TableBeginContextMenuPopup()/EndPopup()
|
||||
bool IsSettingsRequestLoad;
|
||||
bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data.
|
||||
bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1)
|
||||
@@ -2923,6 +3043,8 @@ struct IMGUI_API ImGuiTable
|
||||
bool IsResetDisplayOrderRequest;
|
||||
bool IsUnfrozenRows; // Set when we got past the frozen row.
|
||||
bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable()
|
||||
bool IsActiveIdAliveBeforeTable;
|
||||
bool IsActiveIdInTable;
|
||||
bool HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame.
|
||||
bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous.
|
||||
bool MemoryCompacted;
|
||||
@@ -2935,11 +3057,12 @@ struct IMGUI_API ImGuiTable
|
||||
// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table).
|
||||
// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure.
|
||||
// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics.
|
||||
// sizeof() ~ 112 bytes.
|
||||
// sizeof() ~ 120 bytes.
|
||||
struct IMGUI_API ImGuiTableTempData
|
||||
{
|
||||
int TableIndex; // Index in g.Tables.Buf[] pool
|
||||
float LastTimeActive; // Last timestamp this structure was used
|
||||
float AngledheadersExtraWidth; // Used in EndTable()
|
||||
|
||||
ImVec2 UserOuterSize; // outer_size.x passed to BeginTable()
|
||||
ImDrawListSplitter DrawSplitter;
|
||||
@@ -3049,7 +3172,7 @@ namespace ImGui
|
||||
IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs);
|
||||
IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
|
||||
IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
|
||||
IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node);
|
||||
IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock);
|
||||
IMGUI_API void UpdateMouseMovingWindowNewFrame();
|
||||
IMGUI_API void UpdateMouseMovingWindowEndFrame();
|
||||
|
||||
@@ -3142,7 +3265,7 @@ namespace ImGui
|
||||
IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix);
|
||||
|
||||
// Popups, Modals, Tooltips
|
||||
IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags);
|
||||
IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags);
|
||||
IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None);
|
||||
IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);
|
||||
IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);
|
||||
@@ -3150,6 +3273,7 @@ namespace ImGui
|
||||
IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);
|
||||
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
|
||||
IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags);
|
||||
IMGUI_API bool BeginTooltipHidden();
|
||||
IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window);
|
||||
IMGUI_API ImGuiWindow* GetTopMostPopupModal();
|
||||
IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal();
|
||||
@@ -3174,10 +3298,12 @@ namespace ImGui
|
||||
IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
|
||||
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
|
||||
IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result);
|
||||
IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data);
|
||||
IMGUI_API void NavMoveRequestCancel();
|
||||
IMGUI_API void NavMoveRequestApplyResult();
|
||||
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
|
||||
IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis);
|
||||
IMGUI_API void NavRestoreHighlightAfterMove();
|
||||
IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX();
|
||||
IMGUI_API void SetNavWindow(ImGuiWindow* window);
|
||||
IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
|
||||
@@ -3218,6 +3344,7 @@ namespace ImGui
|
||||
IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis);
|
||||
IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
|
||||
IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate);
|
||||
IMGUI_API void TeleportMousePos(const ImVec2& pos);
|
||||
IMGUI_API void SetActiveIdUsingAllKeyboardKeys();
|
||||
inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }
|
||||
|
||||
@@ -3251,6 +3378,7 @@ namespace ImGui
|
||||
IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);
|
||||
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
|
||||
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id);
|
||||
IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id);
|
||||
|
||||
// [EXPERIMENTAL] Shortcut Routing
|
||||
// - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
|
||||
@@ -3262,6 +3390,10 @@ namespace ImGui
|
||||
// - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route.
|
||||
// - Multiple read sites may use the same owner id and will all get the granted route.
|
||||
// - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location.
|
||||
// - TL;DR;
|
||||
// - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect.
|
||||
// - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects.
|
||||
IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0);
|
||||
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
|
||||
IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
|
||||
IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
|
||||
@@ -3341,6 +3473,12 @@ namespace ImGui
|
||||
IMGUI_API bool IsDragDropPayloadBeingAccepted();
|
||||
IMGUI_API void RenderDragDropTargetRect(const ImRect& bb);
|
||||
|
||||
// Typing-Select API
|
||||
IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None);
|
||||
IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx);
|
||||
IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx);
|
||||
IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data);
|
||||
|
||||
// Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)
|
||||
IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect);
|
||||
IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
|
||||
@@ -3360,8 +3498,10 @@ namespace ImGui
|
||||
IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.
|
||||
IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet.
|
||||
IMGUI_API float TableGetHeaderRowHeight();
|
||||
IMGUI_API float TableGetHeaderAngledMaxLabelWidth();
|
||||
IMGUI_API void TablePushBackgroundChannel();
|
||||
IMGUI_API void TablePopBackgroundChannel();
|
||||
IMGUI_API void TableAngledHeadersRowEx(float angle, float label_width = 0.0f);
|
||||
|
||||
// Tables: Internals
|
||||
inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; }
|
||||
@@ -3374,7 +3514,7 @@ namespace ImGui
|
||||
IMGUI_API void TableUpdateBorders(ImGuiTable* table);
|
||||
IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table);
|
||||
IMGUI_API void TableDrawBorders(ImGuiTable* table);
|
||||
IMGUI_API void TableDrawContextMenu(ImGuiTable* table);
|
||||
IMGUI_API void TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display);
|
||||
IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table);
|
||||
IMGUI_API void TableMergeDrawChannels(ImGuiTable* table);
|
||||
inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; }
|
||||
@@ -3410,7 +3550,7 @@ namespace ImGui
|
||||
|
||||
// Tab Bars
|
||||
inline ImGuiTabBar* GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; }
|
||||
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node);
|
||||
IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);
|
||||
IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);
|
||||
IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order);
|
||||
IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar);
|
||||
@@ -3459,7 +3599,7 @@ namespace ImGui
|
||||
IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
|
||||
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0);
|
||||
IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f);
|
||||
IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width);
|
||||
IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value);
|
||||
@@ -3484,6 +3624,7 @@ namespace ImGui
|
||||
IMGUI_API void TreePushOverrideID(ImGuiID id);
|
||||
IMGUI_API void TreeNodeSetOpen(ImGuiID id, bool open);
|
||||
IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging.
|
||||
IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
|
||||
|
||||
// Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
|
||||
// To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
|
||||
@@ -3522,6 +3663,7 @@ namespace ImGui
|
||||
// Shade functions (write over already created vertices)
|
||||
IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
|
||||
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);
|
||||
IMGUI_API void ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out);
|
||||
|
||||
// Garbage collection
|
||||
IMGUI_API void GcCompactTransientMiscBuffers();
|
||||
@@ -3531,15 +3673,18 @@ namespace ImGui
|
||||
// Debug Log
|
||||
IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1);
|
||||
IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
|
||||
IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free
|
||||
|
||||
// Debug Tools
|
||||
IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
|
||||
IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
|
||||
IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
|
||||
IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255));
|
||||
IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255));
|
||||
IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255));
|
||||
IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time!
|
||||
IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time!
|
||||
IMGUI_API void DebugLocateItemResolveWithLastItem();
|
||||
inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); }
|
||||
inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
|
||||
IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas);
|
||||
IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);
|
||||
@@ -3554,6 +3699,7 @@ namespace ImGui
|
||||
IMGUI_API void DebugNodeTable(ImGuiTable* table);
|
||||
IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings);
|
||||
IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state);
|
||||
IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state);
|
||||
IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label);
|
||||
IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings);
|
||||
IMGUI_API void DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);
|
||||
@@ -3596,6 +3742,7 @@ struct ImFontBuilderIO
|
||||
#ifdef IMGUI_ENABLE_STB_TRUETYPE
|
||||
IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype();
|
||||
#endif
|
||||
IMGUI_API void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas);
|
||||
IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas);
|
||||
IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
|
||||
IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque);
|
||||
|
||||
398
imgui_tables.cpp
398
imgui_tables.cpp
@@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.89.8
|
||||
// dear imgui, v1.90.0
|
||||
// (tables and columns code)
|
||||
|
||||
/*
|
||||
@@ -48,7 +48,8 @@ Index of this file:
|
||||
// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow().
|
||||
// | TableSetupDrawChannels() - setup ImDrawList channels
|
||||
// | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission
|
||||
// | TableDrawContextMenu() - draw right-click context menu
|
||||
// | TableBeginContextMenuPopup()
|
||||
// | - TableDrawDefaultContextMenu() - draw right-click context menu contents
|
||||
//-----------------------------------------------------------------------------
|
||||
// - TableHeadersRow() or TableHeader() user submit a headers row (optional)
|
||||
// | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction
|
||||
@@ -82,7 +83,7 @@ Index of this file:
|
||||
// Y with ScrollX/ScrollY disabled: we output table directly in current window
|
||||
// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll.
|
||||
// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set)
|
||||
// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtenY is set)
|
||||
// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtendY is set)
|
||||
// Y with ScrollX/ScrollY enabled: using a child window for scrolling
|
||||
// - outer_size.y < 0.0f -> Bottom-align. Not meaningful if parent window can vertically scroll.
|
||||
// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window.
|
||||
@@ -319,9 +320,10 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
// If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve.
|
||||
const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;
|
||||
const ImVec2 avail_size = GetContentRegionAvail();
|
||||
ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
|
||||
ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
|
||||
if (use_child_window && IsClippedEx(outer_rect, 0))
|
||||
const ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
|
||||
const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
|
||||
const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows!
|
||||
if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size)
|
||||
{
|
||||
ItemSize(outer_rect);
|
||||
return false;
|
||||
@@ -345,7 +347,8 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
flags = TableFixFlags(flags, outer_window);
|
||||
|
||||
// Initialize
|
||||
const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
|
||||
const int previous_frame_active = table->LastFrameActive;
|
||||
const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1;
|
||||
table->ID = id;
|
||||
table->Flags = flags;
|
||||
table->LastFrameActive = g.FrameCount;
|
||||
@@ -404,6 +407,10 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
table->InnerRect = table->InnerWindow->InnerRect;
|
||||
IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f);
|
||||
|
||||
// Allow submitting when host is measuring
|
||||
if (table->InnerWindow->SkipItems && outer_window_is_measuring_size)
|
||||
table->InnerWindow->SkipItems = false;
|
||||
|
||||
// When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned)
|
||||
if (instance_no == 0)
|
||||
{
|
||||
@@ -439,6 +446,18 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size;
|
||||
inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
|
||||
|
||||
// Make left and top borders not overlap our contents by offsetting HostClipRect (#6765)
|
||||
// (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the
|
||||
// limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap
|
||||
// problem only affect scrolling tables in this case we can get away with doing it without extra cost).
|
||||
if (inner_window != outer_window)
|
||||
{
|
||||
if (flags & ImGuiTableFlags_BordersOuterV)
|
||||
table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x);
|
||||
if (flags & ImGuiTableFlags_BordersOuterH)
|
||||
table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y);
|
||||
}
|
||||
|
||||
// Padding and Spacing
|
||||
// - None ........Content..... Pad .....Content........
|
||||
// - PadOuter | Pad ..Content..... Pad .....Content.. Pad |
|
||||
@@ -452,7 +471,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border;
|
||||
table->CellSpacingX2 = inner_spacing_explicit;
|
||||
table->CellPaddingX = inner_padding_explicit;
|
||||
table->CellPaddingY = g.Style.CellPadding.y;
|
||||
|
||||
const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;
|
||||
const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f;
|
||||
@@ -469,10 +487,14 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
|
||||
|
||||
table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow
|
||||
table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow()
|
||||
table->RowCellPaddingY = 0.0f;
|
||||
table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any
|
||||
table->FreezeColumnsRequest = table->FreezeColumnsCount = 0;
|
||||
table->IsUnfrozenRows = true;
|
||||
table->DeclColumnsCount = 0;
|
||||
table->DeclColumnsCount = table->AngledHeadersCount = 0;
|
||||
if (previous_frame_active + 1 < g.FrameCount)
|
||||
table->IsActiveIdInTable = false;
|
||||
temp_data->AngledheadersExtraWidth = 0.0f;
|
||||
|
||||
// Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders()
|
||||
table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong);
|
||||
@@ -846,8 +868,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx;
|
||||
IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0);
|
||||
|
||||
// [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible
|
||||
// to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing).
|
||||
// [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid
|
||||
// the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510.
|
||||
// FIXME-TABLE: for always auto-resizing columns may not want to do that all the time.
|
||||
if (has_auto_fit_request && table->OuterWindow != table->InnerWindow)
|
||||
table->InnerWindow->SkipItems = false;
|
||||
@@ -932,7 +954,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
if (column->Flags & ImGuiTableColumnFlags_WidthStretch)
|
||||
{
|
||||
float weight_ratio = column->StretchWeight / stretch_sum_weights;
|
||||
column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f);
|
||||
column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f);
|
||||
width_remaining_for_stretched_columns -= column->WidthRequest;
|
||||
}
|
||||
|
||||
@@ -942,7 +964,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
column->Flags |= ImGuiTableColumnFlags_NoDirectResize_;
|
||||
|
||||
// Assign final width, record width in case we will need to shrink
|
||||
column->WidthGiven = ImFloor(ImMax(column->WidthRequest, table->MinColumnWidth));
|
||||
column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth));
|
||||
table->ColumnsGivenWidth += column->WidthGiven;
|
||||
}
|
||||
|
||||
@@ -969,17 +991,23 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
|
||||
table_instance->HoveredRowLast = table_instance->HoveredRowNext;
|
||||
table_instance->HoveredRowNext = -1;
|
||||
table->HoveredColumnBody = -1;
|
||||
table->HoveredColumnBorder = -1;
|
||||
table->HoveredColumnBody = table->HoveredColumnBorder = -1;
|
||||
const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight));
|
||||
const ImGuiID backup_active_id = g.ActiveId;
|
||||
g.ActiveId = 0;
|
||||
const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None);
|
||||
g.ActiveId = backup_active_id;
|
||||
|
||||
// Determine skewed MousePos.x to support angled headers.
|
||||
float mouse_skewed_x = g.IO.MousePos.x;
|
||||
if (table->AngledHeadersHeight > 0.0f)
|
||||
if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight)
|
||||
mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope);
|
||||
|
||||
// [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column
|
||||
// Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping.
|
||||
int visible_n = 0;
|
||||
bool has_at_least_one_column_requesting_output = false;
|
||||
bool offset_x_frozen = (table->FreezeColumnsCount > 0);
|
||||
float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1;
|
||||
ImRect host_clip_rect = table->InnerClipRect;
|
||||
@@ -1017,7 +1045,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
}
|
||||
|
||||
// Detect hovered column
|
||||
if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x)
|
||||
if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x)
|
||||
table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n;
|
||||
|
||||
// Lock start position
|
||||
@@ -1036,7 +1064,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
// - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter.
|
||||
column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1;
|
||||
column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max
|
||||
column->ItemWidth = ImFloor(column->WidthGiven * 0.65f);
|
||||
column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f);
|
||||
column->ClipRect.Min.x = column->MinX;
|
||||
column->ClipRect.Min.y = work_rect.Min.y;
|
||||
column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX;
|
||||
@@ -1060,9 +1088,12 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0;
|
||||
|
||||
// Mark column as SkipItems (ignoring all items/layout)
|
||||
// (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2)
|
||||
column->IsSkipItems = !column->IsEnabled || table->HostSkipItems;
|
||||
if (column->IsSkipItems)
|
||||
IM_ASSERT(!is_visible);
|
||||
if (column->IsRequestOutput && !column->IsSkipItems)
|
||||
has_at_least_one_column_requesting_output = true;
|
||||
|
||||
// Update status flags
|
||||
column->Flags |= ImGuiTableColumnFlags_IsEnabled;
|
||||
@@ -1100,18 +1131,26 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
visible_n++;
|
||||
}
|
||||
|
||||
// In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible.
|
||||
// Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar.
|
||||
if (has_at_least_one_column_requesting_output == false)
|
||||
{
|
||||
table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true;
|
||||
table->Columns[table->LeftMostEnabledColumn].IsSkipItems = false;
|
||||
}
|
||||
|
||||
// [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it)
|
||||
// Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either
|
||||
// because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu.
|
||||
const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x);
|
||||
if (is_hovering_table && table->HoveredColumnBody == -1)
|
||||
{
|
||||
if (g.IO.MousePos.x >= unused_x1)
|
||||
if (mouse_skewed_x >= unused_x1)
|
||||
table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount;
|
||||
}
|
||||
if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable))
|
||||
table->Flags &= ~ImGuiTableFlags_Resizable;
|
||||
|
||||
table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0);
|
||||
|
||||
// [Part 8] Lock actual OuterRect/WorkRect right-most position.
|
||||
// This is done late to handle the case of fixed-columns tables not claiming more widths that they need.
|
||||
// Because of this we are careful with uses of WorkRect and InnerClipRect before this point.
|
||||
@@ -1123,8 +1162,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1);
|
||||
}
|
||||
table->InnerWindow->ParentWorkRect = table->WorkRect;
|
||||
table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f);
|
||||
table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f);
|
||||
table->BorderX1 = table->InnerClipRect.Min.x;
|
||||
table->BorderX2 = table->InnerClipRect.Max.x;
|
||||
|
||||
// Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call.
|
||||
float window_content_max_y;
|
||||
@@ -1140,14 +1179,26 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
|
||||
// [Part 10] Hit testing on borders
|
||||
if (table->Flags & ImGuiTableFlags_Resizable)
|
||||
TableUpdateBorders(table);
|
||||
table_instance->LastFirstRowHeight = 0.0f;
|
||||
table_instance->LastTopHeadersRowHeight = 0.0f;
|
||||
table->IsLayoutLocked = true;
|
||||
table->IsUsingHeaders = false;
|
||||
|
||||
// [Part 11] Context menu
|
||||
if (TableBeginContextMenuPopup(table))
|
||||
// Highlight header
|
||||
table->HighlightColumnHeader = -1;
|
||||
if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent)
|
||||
table->HighlightColumnHeader = table->ContextPopupColumn;
|
||||
else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != table->ColumnsCount && table->HoveredColumnBorder == -1)
|
||||
if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive))
|
||||
table->HighlightColumnHeader = table->HoveredColumnBody;
|
||||
|
||||
// [Part 11] Default context menu
|
||||
// - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup().
|
||||
// - To modify or replace this: set table->IsContextPopupNoDefaultContents = true, then call TableBeginContextMenuPopup()/.../EndPopup().
|
||||
// - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu,
|
||||
// e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options.
|
||||
if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table))
|
||||
{
|
||||
TableDrawContextMenu(table);
|
||||
TableDrawDefaultContextMenu(table, table->Flags);
|
||||
EndPopup();
|
||||
}
|
||||
|
||||
@@ -1184,9 +1235,9 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
|
||||
// Actual columns highlight/render will be performed in EndTable() and not be affected.
|
||||
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
|
||||
const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;
|
||||
const float hit_y1 = table->OuterRect.Min.y;
|
||||
const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight;
|
||||
const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight);
|
||||
const float hit_y2_head = hit_y1 + table_instance->LastFirstRowHeight;
|
||||
const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight;
|
||||
|
||||
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
||||
{
|
||||
@@ -1217,7 +1268,7 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
|
||||
{
|
||||
TableSetColumnWidthAutoSingle(table, column_n);
|
||||
ClearActiveID();
|
||||
held = hovered = false;
|
||||
held = false;
|
||||
}
|
||||
if (held)
|
||||
{
|
||||
@@ -1289,7 +1340,7 @@ void ImGui::EndTable()
|
||||
max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border);
|
||||
if (table->ResizedColumn != -1)
|
||||
max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2);
|
||||
table->InnerWindow->DC.CursorMaxPos.x = max_pos_x;
|
||||
table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledheadersExtraWidth;
|
||||
}
|
||||
|
||||
// Pop clipping rect
|
||||
@@ -1361,10 +1412,12 @@ void ImGui::EndTable()
|
||||
{
|
||||
ImGuiTableColumn* column = &table->Columns[table->ResizedColumn];
|
||||
const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS);
|
||||
const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);
|
||||
const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f);
|
||||
table->ResizedColumnNextWidth = new_width;
|
||||
}
|
||||
|
||||
table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false);
|
||||
|
||||
// Pop from id stack
|
||||
IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!");
|
||||
IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!");
|
||||
@@ -1405,7 +1458,7 @@ void ImGui::EndTable()
|
||||
}
|
||||
else if (temp_data->UserOuterSize.x <= 0.0f)
|
||||
{
|
||||
const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f;
|
||||
const float decoration_size = table->TempData->AngledheadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f);
|
||||
outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x);
|
||||
outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth));
|
||||
}
|
||||
@@ -1444,7 +1497,7 @@ void ImGui::EndTable()
|
||||
NavUpdateCurrentWindowIsScrollPushableX();
|
||||
}
|
||||
|
||||
// See "COLUMN SIZING POLICIES" comments at the top of this file
|
||||
// See "COLUMNS SIZING POLICIES" comments at the top of this file
|
||||
// If (init_width_or_weight <= 0.0f) it is ignored
|
||||
void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id)
|
||||
{
|
||||
@@ -1472,6 +1525,11 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo
|
||||
if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f)
|
||||
if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame)
|
||||
flags |= ImGuiTableColumnFlags_WidthFixed;
|
||||
if (flags & ImGuiTableColumnFlags_AngledHeader)
|
||||
{
|
||||
flags |= ImGuiTableColumnFlags_NoHeaderLabel;
|
||||
table->AngledHeadersCount++;
|
||||
}
|
||||
|
||||
TableSetupColumnFlags(table, column, flags);
|
||||
column->UserID = user_id;
|
||||
@@ -1745,19 +1803,20 @@ void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height)
|
||||
|
||||
table->LastRowFlags = table->RowFlags;
|
||||
table->RowFlags = row_flags;
|
||||
table->RowCellPaddingY = g.Style.CellPadding.y;
|
||||
table->RowMinHeight = row_min_height;
|
||||
TableBeginRow(table);
|
||||
|
||||
// We honor min_row_height requested by user, but cannot guarantee per-row maximum height,
|
||||
// because that would essentially require a unique clipping rectangle per-cell.
|
||||
table->RowPosY2 += table->CellPaddingY * 2.0f;
|
||||
table->RowPosY2 += table->RowCellPaddingY * 2.0f;
|
||||
table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height);
|
||||
|
||||
// Disable output until user calls TableNextColumn()
|
||||
table->InnerWindow->SkipItems = true;
|
||||
}
|
||||
|
||||
// [Internal] Called by TableNextRow()
|
||||
// [Internal] Only called by TableNextRow()
|
||||
void ImGui::TableBeginRow(ImGuiTable* table)
|
||||
{
|
||||
ImGuiWindow* window = table->InnerWindow;
|
||||
@@ -1778,8 +1837,10 @@ void ImGui::TableBeginRow(ImGuiTable* table)
|
||||
table->RowPosY1 = table->RowPosY2 = next_y1;
|
||||
table->RowTextBaseline = 0.0f;
|
||||
table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
|
||||
|
||||
window->DC.PrevLineTextBaseOffset = 0.0f;
|
||||
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
|
||||
window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + table->RowCellPaddingY); // This allows users to call SameLine() to share LineSize between columns.
|
||||
window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too.
|
||||
window->DC.IsSameLine = window->DC.IsSetPos = false;
|
||||
window->DC.CursorMaxPos.y = next_y1;
|
||||
|
||||
@@ -1816,15 +1877,16 @@ void ImGui::TableEndRow(ImGuiTable* table)
|
||||
const float bg_y2 = table->RowPosY2;
|
||||
const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount);
|
||||
const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest);
|
||||
if (table->CurrentRow == 0)
|
||||
TableGetInstanceData(table, table->InstanceCurrent)->LastFirstRowHeight = bg_y2 - bg_y1;
|
||||
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
|
||||
if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers)))
|
||||
table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1;
|
||||
|
||||
const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y);
|
||||
if (is_visible)
|
||||
{
|
||||
// Update data for TableGetHoveredRow()
|
||||
if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2)
|
||||
TableGetInstanceData(table, table->InstanceCurrent)->HoveredRowNext = table->CurrentRow;
|
||||
table_instance->HoveredRowNext = table->CurrentRow;
|
||||
|
||||
// Decide of background color for the row
|
||||
ImU32 bg_col0 = 0;
|
||||
@@ -1837,15 +1899,14 @@ void ImGui::TableEndRow(ImGuiTable* table)
|
||||
bg_col1 = table->RowBgColor[1];
|
||||
|
||||
// Decide of top border color
|
||||
ImU32 border_col = 0;
|
||||
ImU32 top_border_col = 0;
|
||||
const float border_size = TABLE_BORDER_SIZE;
|
||||
if (table->CurrentRow > 0 || table->InnerWindow == table->OuterWindow)
|
||||
if (table->Flags & ImGuiTableFlags_BordersInnerH)
|
||||
border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight;
|
||||
if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH))
|
||||
top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight;
|
||||
|
||||
const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0;
|
||||
const bool draw_strong_bottom_border = unfreeze_rows_actual;
|
||||
if ((bg_col0 | bg_col1 | border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color)
|
||||
if ((bg_col0 | bg_col1 | top_border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color)
|
||||
{
|
||||
// In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is
|
||||
// always followed by a change of clipping rectangle we perform the smallest overwrite possible here.
|
||||
@@ -1884,8 +1945,8 @@ void ImGui::TableEndRow(ImGuiTable* table)
|
||||
}
|
||||
|
||||
// Draw top border
|
||||
if (border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y)
|
||||
window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), border_col, border_size);
|
||||
if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y)
|
||||
window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size);
|
||||
|
||||
// Draw bottom border at the row unfreezing mark (always strong)
|
||||
if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y)
|
||||
@@ -1903,7 +1964,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
|
||||
IM_ASSERT(table->IsUnfrozenRows == false);
|
||||
const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
|
||||
table->IsUnfrozenRows = true;
|
||||
TableGetInstanceData(table, table->InstanceCurrent)->LastFrozenHeight = y0 - table->OuterRect.Min.y;
|
||||
table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y;
|
||||
|
||||
// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
|
||||
table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
|
||||
@@ -2013,9 +2074,10 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n)
|
||||
start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row.
|
||||
|
||||
window->DC.CursorPos.x = start_x;
|
||||
window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY;
|
||||
window->DC.CursorPos.y = table->RowPosY1 + table->RowCellPaddingY;
|
||||
window->DC.CursorMaxPos.x = window->DC.CursorPos.x;
|
||||
window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT
|
||||
window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; // PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns.
|
||||
window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;
|
||||
window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent;
|
||||
|
||||
@@ -2070,7 +2132,7 @@ void ImGui::TableEndCell(ImGuiTable* table)
|
||||
p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen;
|
||||
*p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x);
|
||||
if (column->IsEnabled)
|
||||
table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY);
|
||||
table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->RowCellPaddingY);
|
||||
column->ItemWidth = window->DC.ItemWidth;
|
||||
|
||||
// Propagate text baseline for the entire row
|
||||
@@ -2280,6 +2342,7 @@ void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table)
|
||||
// - TablePopBackgroundChannel() [Internal]
|
||||
// - TableSetupDrawChannels() [Internal]
|
||||
// - TableMergeDrawChannels() [Internal]
|
||||
// - TableGetColumnBorderCol() [Internal]
|
||||
// - TableDrawBorders() [Internal]
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
@@ -2563,6 +2626,18 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table)
|
||||
}
|
||||
}
|
||||
|
||||
static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n)
|
||||
{
|
||||
const bool is_hovered = (table->HoveredColumnBorder == column_n);
|
||||
const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent);
|
||||
const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1);
|
||||
if (is_resized || is_hovered)
|
||||
return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered);
|
||||
if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)))
|
||||
return table->BorderColorStrong;
|
||||
return table->BorderColorLight;
|
||||
}
|
||||
|
||||
// FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow)
|
||||
void ImGui::TableDrawBorders(ImGuiTable* table)
|
||||
{
|
||||
@@ -2577,9 +2652,9 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
|
||||
// Draw inner border and resizing feedback
|
||||
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
|
||||
const float border_size = TABLE_BORDER_SIZE;
|
||||
const float draw_y1 = table->InnerRect.Min.y;
|
||||
const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f);
|
||||
const float draw_y2_body = table->InnerRect.Max.y;
|
||||
const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastFirstRowHeight) : draw_y1;
|
||||
const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1;
|
||||
if (table->Flags & ImGuiTableFlags_BordersInnerV)
|
||||
{
|
||||
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
||||
@@ -2605,21 +2680,9 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
|
||||
|
||||
// Draw in outer window so right-most column won't be clipped
|
||||
// Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling.
|
||||
ImU32 col;
|
||||
float draw_y2;
|
||||
if (is_hovered || is_resized || is_frozen_separator)
|
||||
{
|
||||
draw_y2 = draw_y2_body;
|
||||
col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong;
|
||||
}
|
||||
else
|
||||
{
|
||||
draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body;
|
||||
col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight;
|
||||
}
|
||||
|
||||
float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head;
|
||||
if (draw_y2 > draw_y1)
|
||||
inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size);
|
||||
inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2636,7 +2699,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
|
||||
const ImU32 outer_col = table->BorderColorStrong;
|
||||
if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter)
|
||||
{
|
||||
inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size);
|
||||
inner_drawlist->AddRect(outer_border.Min, outer_border.Max + ImVec2(1, 1), outer_col, 0.0f, 0, border_size);
|
||||
}
|
||||
else if (table->Flags & ImGuiTableFlags_BordersOuterV)
|
||||
{
|
||||
@@ -2651,7 +2714,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
|
||||
}
|
||||
if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y)
|
||||
{
|
||||
// Draw bottom-most row border
|
||||
// Draw bottom-most row border between it is above outer border.
|
||||
const float border_y = table->RowPosY2;
|
||||
if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y)
|
||||
inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size);
|
||||
@@ -2672,8 +2735,9 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
// Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set)
|
||||
// You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since
|
||||
// last call, or the first time.
|
||||
// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
|
||||
// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
|
||||
// else you may wastefully sort your data every frame!
|
||||
// Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()!
|
||||
ImGuiTableSortSpecs* ImGui::TableGetSortSpecs()
|
||||
{
|
||||
@@ -2861,6 +2925,8 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table)
|
||||
// - TableGetHeaderRowHeight() [Internal]
|
||||
// - TableHeadersRow()
|
||||
// - TableHeader()
|
||||
// - TableAngledHeadersRow()
|
||||
// - TableAngledHeadersRowEx() [Internal]
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
float ImGui::TableGetHeaderRowHeight()
|
||||
@@ -2869,16 +2935,26 @@ float ImGui::TableGetHeaderRowHeight()
|
||||
// Calculate row height, for the unlikely case that some labels may be taller than others.
|
||||
// If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height.
|
||||
// In your custom header row you may omit this all together and just call TableNextRow() without a height...
|
||||
float row_height = GetTextLineHeight();
|
||||
int columns_count = TableGetColumnCount();
|
||||
for (int column_n = 0; column_n < columns_count; column_n++)
|
||||
{
|
||||
ImGuiTableColumnFlags flags = TableGetColumnFlags(column_n);
|
||||
if ((flags & ImGuiTableColumnFlags_IsEnabled) && !(flags & ImGuiTableColumnFlags_NoHeaderLabel))
|
||||
row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y);
|
||||
}
|
||||
row_height += GetStyle().CellPadding.y * 2.0f;
|
||||
return row_height;
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
float row_height = g.FontSize;
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
|
||||
if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0)
|
||||
row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y);
|
||||
return row_height + g.Style.CellPadding.y * 2.0f;
|
||||
}
|
||||
|
||||
float ImGui::TableGetHeaderAngledMaxLabelWidth()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
float width = 0.0f;
|
||||
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
|
||||
if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))
|
||||
if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader)
|
||||
width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x);
|
||||
return width + g.Style.CellPadding.x * 2.0f;
|
||||
}
|
||||
|
||||
// [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn().
|
||||
@@ -2898,9 +2974,9 @@ void ImGui::TableHeadersRow()
|
||||
TableUpdateLayout(table);
|
||||
|
||||
// Open row
|
||||
const float row_y1 = GetCursorScreenPos().y;
|
||||
const float row_height = TableGetHeaderRowHeight();
|
||||
TableNextRow(ImGuiTableRowFlags_Headers, row_height);
|
||||
const float row_y1 = GetCursorScreenPos().y;
|
||||
if (table->HostSkipItems) // Merely an optimization, you may skip in your own code.
|
||||
return;
|
||||
|
||||
@@ -2922,7 +2998,7 @@ void ImGui::TableHeadersRow()
|
||||
ImVec2 mouse_pos = ImGui::GetMousePos();
|
||||
if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count)
|
||||
if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height)
|
||||
TableOpenContextMenu(-1); // Will open a non-column-specific popup.
|
||||
TableOpenContextMenu(columns_count); // Will open a non-column-specific popup.
|
||||
}
|
||||
|
||||
// Emit a column header (text + optional sort order)
|
||||
@@ -2951,16 +3027,19 @@ void ImGui::TableHeader(const char* label)
|
||||
// If we already got a row height, there's use that.
|
||||
// FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect?
|
||||
ImRect cell_r = TableGetCellBgRect(table, column_n);
|
||||
float label_height = ImMax(label_size.y, table->RowMinHeight - table->CellPaddingY * 2.0f);
|
||||
float label_height = ImMax(label_size.y, table->RowMinHeight - table->RowCellPaddingY * 2.0f);
|
||||
|
||||
// Calculate ideal size for sort order arrow
|
||||
float w_arrow = 0.0f;
|
||||
float w_sort_text = 0.0f;
|
||||
bool sort_arrow = false;
|
||||
char sort_order_suf[4] = "";
|
||||
const float ARROW_SCALE = 0.65f;
|
||||
if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))
|
||||
{
|
||||
w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);
|
||||
w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x);
|
||||
if (column->SortOrder != -1)
|
||||
sort_arrow = true;
|
||||
if (column->SortOrder > 0)
|
||||
{
|
||||
ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1);
|
||||
@@ -2968,13 +3047,12 @@ void ImGui::TableHeader(const char* label)
|
||||
}
|
||||
}
|
||||
|
||||
// We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging.
|
||||
// We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging.
|
||||
float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow;
|
||||
column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX);
|
||||
column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x));
|
||||
column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x);
|
||||
|
||||
// Keep header highlighted when context menu is open.
|
||||
const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent);
|
||||
ImGuiID id = window->GetID(label);
|
||||
ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f));
|
||||
ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal
|
||||
@@ -2985,9 +3063,10 @@ void ImGui::TableHeader(const char* label)
|
||||
//GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]
|
||||
|
||||
// Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items.
|
||||
const bool highlight = (table->HighlightColumnHeader == column_n);
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap);
|
||||
if (held || hovered || selected)
|
||||
if (held || hovered || highlight)
|
||||
{
|
||||
const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
|
||||
//RenderFrame(bb.Min, bb.Max, col, false, 0.0f);
|
||||
@@ -3065,11 +3144,126 @@ void ImGui::TableHeader(const char* label)
|
||||
TableOpenContextMenu(column_n);
|
||||
}
|
||||
|
||||
// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets.
|
||||
// FIXME: highlight without ImGuiTableFlags_HighlightHoveredColumn
|
||||
// FIXME: No hit-testing/button on the angled header.
|
||||
void ImGui::TableAngledHeadersRow()
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
TableAngledHeadersRowEx(g.Style.TableAngledHeadersAngle, 0.0f);
|
||||
}
|
||||
|
||||
void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiTable* table = g.CurrentTable;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
ImDrawList* draw_list = window->DrawList;
|
||||
IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!");
|
||||
IM_ASSERT(table->CurrentRow == -1 && "Must be first row");
|
||||
|
||||
if (max_label_width == 0.0f)
|
||||
max_label_width = TableGetHeaderAngledMaxLabelWidth();
|
||||
|
||||
// Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user.
|
||||
const bool flip_label = (angle < 0.0f);
|
||||
angle -= IM_PI * 0.5f;
|
||||
const float cos_a = ImCos(angle);
|
||||
const float sin_a = ImSin(angle);
|
||||
const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a;
|
||||
const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a;
|
||||
const ImVec2 unit_right = ImVec2(cos_a, sin_a);
|
||||
|
||||
// Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow()
|
||||
// FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other.
|
||||
const float header_height = table->RowCellPaddingY * 2.0f + g.FontSize;
|
||||
const float row_height = ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y);
|
||||
const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a);
|
||||
table->AngledHeadersHeight = row_height;
|
||||
table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f;
|
||||
|
||||
// Declare row, override and draw our own background
|
||||
TableNextRow(ImGuiTableRowFlags_Headers, row_height);
|
||||
TableNextColumn();
|
||||
table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0);
|
||||
float clip_rect_min_x = table->BgClipRect.Min.x;
|
||||
if (table->FreezeColumnsCount > 0)
|
||||
clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX);
|
||||
TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel
|
||||
PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns
|
||||
draw_list->AddRectFilled(table->BgClipRect.Min, table->BgClipRect.Max, GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color.
|
||||
PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns
|
||||
|
||||
const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, window->DC.CursorPos.y + row_height);
|
||||
const ImGuiID row_id = GetID("##AngledHeaders");
|
||||
ButtonBehavior(row_r, row_id, NULL, NULL);
|
||||
KeepAliveID(row_id);
|
||||
|
||||
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
|
||||
int highlight_column_n = table->HighlightColumnHeader;
|
||||
if (highlight_column_n == -1 && table->HoveredColumnBody != -1)
|
||||
if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive)))
|
||||
highlight_column_n = table->HoveredColumnBody;
|
||||
|
||||
float max_x = 0.0f;
|
||||
for (int pass = 0; pass < 2; pass++)
|
||||
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
|
||||
{
|
||||
if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))
|
||||
continue;
|
||||
const int column_n = table->DisplayOrderToIndex[order_n];
|
||||
ImGuiTableColumn* column = &table->Columns[column_n];
|
||||
if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here.
|
||||
continue;
|
||||
|
||||
ImVec2 bg_shape[4];
|
||||
bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y);
|
||||
bg_shape[1] = ImVec2(column->MinX, row_r.Max.y);
|
||||
bg_shape[2] = bg_shape[1] + header_angled_vector;
|
||||
bg_shape[3] = bg_shape[0] + header_angled_vector;
|
||||
if (pass == 0)
|
||||
{
|
||||
// Draw shape
|
||||
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableHeaderBg));
|
||||
if (column_n == highlight_column_n)
|
||||
draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_Header)); // Highlight on hover
|
||||
//draw_list->AddQuad(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableBorderLight), 1.0f);
|
||||
max_x = ImMax(max_x, bg_shape[3].x);
|
||||
|
||||
// Draw label (first draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset)
|
||||
// FIXME: May be worth tidying up all those operations to make them easier to understand.
|
||||
const char* label_name = TableGetColumnName(table, column_n);
|
||||
const float clip_width = max_label_width - (sin_a * table->RowCellPaddingY);
|
||||
ImRect label_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width + (flip_label ? 0.0f : table->CellPaddingX), header_height + table->RowCellPaddingY));
|
||||
ImVec2 label_size = CalcTextSize(label_name, NULL, true);
|
||||
ImVec2 label_off = ImVec2(flip_label ? ImMax(0.0f, max_label_width - label_size.x - table->CellPaddingX) : table->CellPaddingX, table->RowCellPaddingY);
|
||||
int vtx_idx_begin = draw_list->_VtxCurrentIdx;
|
||||
RenderTextEllipsis(draw_list, label_r.Min + label_off, label_r.Max, label_r.Max.x, label_r.Max.x, label_name, NULL, &label_size);
|
||||
//if (g.IO.KeyShift) { draw_list->AddRect(label_r.Min, label_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 2.0f); }
|
||||
int vtx_idx_end = draw_list->_VtxCurrentIdx;
|
||||
|
||||
// Rotate and offset label
|
||||
ImVec2 pivot_in = label_r.GetBL();
|
||||
ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y) + (flip_label ? (unit_right * clip_width) : ImVec2(header_height, 0.0f));
|
||||
ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset
|
||||
}
|
||||
if (pass == 1)
|
||||
{
|
||||
// Draw border
|
||||
draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n));
|
||||
}
|
||||
}
|
||||
PopClipRect();
|
||||
PopClipRect();
|
||||
table->TempData->AngledheadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX);
|
||||
}
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// [SECTION] Tables: Context Menu
|
||||
//-------------------------------------------------------------------------
|
||||
// - TableOpenContextMenu() [Internal]
|
||||
// - TableDrawContextMenu() [Internal]
|
||||
// - TableBeginContextMenuPopup() [Internal]
|
||||
// - TableDrawDefaultContextMenu() [Internal]
|
||||
//-------------------------------------------------------------------------
|
||||
|
||||
// Use -1 to open menu not specific to a given column.
|
||||
@@ -3105,7 +3299,13 @@ bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table)
|
||||
|
||||
// Output context menu into current window (generally a popup)
|
||||
// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?
|
||||
void ImGui::TableDrawContextMenu(ImGuiTable* table)
|
||||
// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags.
|
||||
// - ImGuiTableFlags_Resizable -> display Sizing menu items
|
||||
// - ImGuiTableFlags_Reorderable -> display "Reset Order"
|
||||
////- ImGuiTableFlags_Sortable -> display sorting options (disabled)
|
||||
// - ImGuiTableFlags_Hideable -> display columns visibility menu items
|
||||
// It means if you have a custom context menus you can call this section and omit some sections, and add your own.
|
||||
void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = g.CurrentWindow;
|
||||
@@ -3117,7 +3317,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table)
|
||||
ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL;
|
||||
|
||||
// Sizing
|
||||
if (table->Flags & ImGuiTableFlags_Resizable)
|
||||
if (flags_for_section_to_display & ImGuiTableFlags_Resizable)
|
||||
{
|
||||
if (column != NULL)
|
||||
{
|
||||
@@ -3137,7 +3337,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table)
|
||||
}
|
||||
|
||||
// Ordering
|
||||
if (table->Flags & ImGuiTableFlags_Reorderable)
|
||||
if (flags_for_section_to_display & ImGuiTableFlags_Reorderable)
|
||||
{
|
||||
if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder))
|
||||
table->IsResetDisplayOrderRequest = true;
|
||||
@@ -3151,7 +3351,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table)
|
||||
// Sorting
|
||||
// (modify TableOpenContextMenu() to add _Sortable flag if enabling this)
|
||||
#if 0
|
||||
if ((table->Flags & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0)
|
||||
if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0)
|
||||
{
|
||||
if (want_separator)
|
||||
Separator();
|
||||
@@ -3166,7 +3366,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table)
|
||||
#endif
|
||||
|
||||
// Hiding / Visibility
|
||||
if (table->Flags & ImGuiTableFlags_Hideable)
|
||||
if (flags_for_section_to_display & ImGuiTableFlags_Hideable)
|
||||
{
|
||||
if (want_separator)
|
||||
Separator();
|
||||
@@ -3934,7 +4134,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl
|
||||
// Set state for first column
|
||||
// We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect
|
||||
const float column_padding = g.Style.ItemSpacing.x;
|
||||
const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
|
||||
const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize));
|
||||
const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f);
|
||||
const float max_2 = window->WorkRect.Max.x + half_clip_extend_x;
|
||||
columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f);
|
||||
@@ -3981,7 +4181,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl
|
||||
float width = offset_1 - offset_0;
|
||||
PushItemWidth(width * 0.65f);
|
||||
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;
|
||||
window->WorkRect.Max.y = window->ContentRegionRect.Max.y;
|
||||
}
|
||||
@@ -3997,7 +4197,7 @@ void ImGui::NextColumn()
|
||||
|
||||
if (columns->Count == 1)
|
||||
{
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
IM_ASSERT(columns->Current == 0);
|
||||
return;
|
||||
}
|
||||
@@ -4029,7 +4229,7 @@ void ImGui::NextColumn()
|
||||
window->DC.IsSameLine = false;
|
||||
columns->LineMinY = columns->LineMaxY;
|
||||
}
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.y = columns->LineMinY;
|
||||
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
|
||||
window->DC.CurrLineTextBaseOffset = 0.0f;
|
||||
@@ -4093,7 +4293,7 @@ void ImGui::EndColumns()
|
||||
|
||||
// Draw column
|
||||
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
|
||||
const float xi = IM_FLOOR(x);
|
||||
const float xi = IM_TRUNC(x);
|
||||
window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
|
||||
}
|
||||
|
||||
@@ -4114,7 +4314,7 @@ void ImGui::EndColumns()
|
||||
window->ParentWorkRect = columns->HostBackupParentWorkRect;
|
||||
window->DC.CurrentColumns = NULL;
|
||||
window->DC.ColumnsOffset.x = 0.0f;
|
||||
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
|
||||
NavUpdateCurrentWindowIsScrollPushableX();
|
||||
}
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -2,7 +2,7 @@
|
||||
// This is a slightly modified version of stb_textedit.h 1.14.
|
||||
// Those changes would need to be pushed into nothings/stb:
|
||||
// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
|
||||
// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000)
|
||||
// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783)
|
||||
// Grep for [DEAR IMGUI] to find the changes.
|
||||
|
||||
// stb_textedit.h - v1.14 - public domain - Sean Barrett
|
||||
@@ -549,7 +549,10 @@ static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *s
|
||||
i += r.num_chars;
|
||||
find->y += r.baseline_y_delta;
|
||||
if (i == z) // [DEAR IMGUI]
|
||||
{
|
||||
r.num_chars = 0; // [DEAR IMGUI]
|
||||
break; // [DEAR IMGUI]
|
||||
}
|
||||
}
|
||||
|
||||
find->first_char = first = i;
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2023/11/13: added support for ImFontConfig::RasterizationDensity field for scaling render density without scaling metrics.
|
||||
// 2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG' (#6591)
|
||||
// 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly.
|
||||
// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.
|
||||
@@ -63,8 +64,10 @@
|
||||
#pragma GCC diagnostic push
|
||||
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
|
||||
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
|
||||
#ifndef __clang__
|
||||
#pragma GCC diagnostic ignored "-Wsubobject-linkage" // warning: 'xxxx' has a field 'xxxx' whose type uses the anonymous namespace
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
// Data
|
||||
@@ -164,6 +167,8 @@ namespace
|
||||
unsigned int UserFlags; // = ImFontConfig::RasterizerFlags
|
||||
FT_Int32 LoadFlags;
|
||||
FT_Render_Mode RenderMode;
|
||||
float RasterizationDensity;
|
||||
float InvRasterizationDensity;
|
||||
};
|
||||
|
||||
// From SDL_ttf: Handy routines for converting from fixed point
|
||||
@@ -206,6 +211,9 @@ namespace
|
||||
if (UserFlags & ImGuiFreeTypeBuilderFlags_LoadColor)
|
||||
LoadFlags |= FT_LOAD_COLOR;
|
||||
|
||||
RasterizationDensity = cfg.RasterizerDensity;
|
||||
InvRasterizationDensity = 1.0f / RasterizationDensity;
|
||||
|
||||
memset(&Info, 0, sizeof(Info));
|
||||
SetPixelHeight((uint32_t)cfg.SizePixels);
|
||||
|
||||
@@ -229,19 +237,19 @@ namespace
|
||||
FT_Size_RequestRec req;
|
||||
req.type = (UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) ? FT_SIZE_REQUEST_TYPE_NOMINAL : FT_SIZE_REQUEST_TYPE_REAL_DIM;
|
||||
req.width = 0;
|
||||
req.height = (uint32_t)pixel_height * 64;
|
||||
req.height = (uint32_t)(pixel_height * 64 * RasterizationDensity);
|
||||
req.horiResolution = 0;
|
||||
req.vertResolution = 0;
|
||||
FT_Request_Size(Face, &req);
|
||||
|
||||
// Update font info
|
||||
FT_Size_Metrics metrics = Face->size->metrics;
|
||||
Info.PixelHeight = (uint32_t)pixel_height;
|
||||
Info.Ascender = (float)FT_CEIL(metrics.ascender);
|
||||
Info.Descender = (float)FT_CEIL(metrics.descender);
|
||||
Info.LineSpacing = (float)FT_CEIL(metrics.height);
|
||||
Info.LineGap = (float)FT_CEIL(metrics.height - metrics.ascender + metrics.descender);
|
||||
Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance);
|
||||
Info.PixelHeight = (uint32_t)(pixel_height * InvRasterizationDensity);
|
||||
Info.Ascender = (float)FT_CEIL(metrics.ascender) * InvRasterizationDensity;
|
||||
Info.Descender = (float)FT_CEIL(metrics.descender) * InvRasterizationDensity;
|
||||
Info.LineSpacing = (float)FT_CEIL(metrics.height) * InvRasterizationDensity;
|
||||
Info.LineGap = (float)FT_CEIL(metrics.height - metrics.ascender + metrics.descender) * InvRasterizationDensity;
|
||||
Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance) * InvRasterizationDensity;
|
||||
}
|
||||
|
||||
const FT_Glyph_Metrics* FreeTypeFont::LoadGlyph(uint32_t codepoint)
|
||||
@@ -693,15 +701,15 @@ bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, u
|
||||
const int ty = pack_rect.y + padding;
|
||||
|
||||
// Register glyph
|
||||
float x0 = info.OffsetX + font_off_x;
|
||||
float y0 = info.OffsetY + font_off_y;
|
||||
float x1 = x0 + info.Width;
|
||||
float y1 = y0 + info.Height;
|
||||
float x0 = info.OffsetX * src_tmp.Font.InvRasterizationDensity + font_off_x;
|
||||
float y0 = info.OffsetY * src_tmp.Font.InvRasterizationDensity + font_off_y;
|
||||
float x1 = x0 + info.Width * src_tmp.Font.InvRasterizationDensity;
|
||||
float y1 = y0 + info.Height * src_tmp.Font.InvRasterizationDensity;
|
||||
float u0 = (tx) / (float)atlas->TexWidth;
|
||||
float v0 = (ty) / (float)atlas->TexHeight;
|
||||
float u1 = (tx + info.Width) / (float)atlas->TexWidth;
|
||||
float v1 = (ty + info.Height) / (float)atlas->TexHeight;
|
||||
dst_font->AddGlyph(&cfg, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX);
|
||||
dst_font->AddGlyph(&cfg, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX * src_tmp.Font.InvRasterizationDensity);
|
||||
|
||||
ImFontGlyph* dst_glyph = &dst_font->Glyphs.back();
|
||||
IM_ASSERT(dst_glyph->Codepoint == src_glyph.Codepoint);
|
||||
@@ -840,7 +848,7 @@ static FT_Error ImGuiLunasvgPortInit(FT_Pointer* _state)
|
||||
|
||||
static void ImGuiLunasvgPortFree(FT_Pointer* _state)
|
||||
{
|
||||
IM_DELETE(*_state);
|
||||
IM_DELETE(*(LunasvgPortState**)_state);
|
||||
}
|
||||
|
||||
static FT_Error ImGuiLunasvgPortRender(FT_GlyphSlot slot, FT_Pointer* _state)
|
||||
|
||||
Reference in New Issue
Block a user