build: Restructure ImGui dependencies, added Readmes and licenses
This commit is contained in:
parent
7a1efa8b9a
commit
60b640d9f5
@ -482,7 +482,6 @@ macro(addBundledLibraries)
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set(BUILD_SHARED_LIBS OFF)
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add_subdirectory(${THIRD_PARTY_LIBS_FOLDER}/imgui)
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set_target_properties(imgui PROPERTIES POSITION_INDEPENDENT_CODE ON)
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add_subdirectory(${THIRD_PARTY_LIBS_FOLDER}/microtar EXCLUDE_FROM_ALL)
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set_target_properties(microtar PROPERTIES POSITION_INDEPENDENT_CODE ON)
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@ -92,7 +92,7 @@ elseif (APPLE)
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endif ()
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target_link_libraries(libimhex PRIVATE ${FMT_LIBRARIES})
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target_link_libraries(libimhex PUBLIC dl imgui ${NFD_LIBRARIES} magic ${CAPSTONE_LIBRARIES} LLVMDemangle microtar ${NLOHMANN_JSON_LIBRARIES} ${YARA_LIBRARIES} ${MBEDTLS_LIBRARIES} ${LIBBACKTRACE_LIBRARIES} plcli libpl libpl-gen ${MINIAUDIO_LIBRARIES} ${JTHREAD_LIBRARIES} libwolv-utils libwolv-io libwolv-hash libwolv-net libwolv-containers)
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target_link_libraries(libimhex PUBLIC dl ${IMGUI_LIBRARIES} ${NFD_LIBRARIES} magic ${CAPSTONE_LIBRARIES} LLVMDemangle microtar ${NLOHMANN_JSON_LIBRARIES} ${YARA_LIBRARIES} ${MBEDTLS_LIBRARIES} ${LIBBACKTRACE_LIBRARIES} plcli libpl libpl-gen ${MINIAUDIO_LIBRARIES} ${JTHREAD_LIBRARIES} libwolv-utils libwolv-io libwolv-hash libwolv-net libwolv-containers)
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set_property(TARGET libimhex PROPERTY INTERPROCEDURAL_OPTIMIZATION FALSE)
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41
lib/third_party/imgui/CMakeLists.txt
vendored
41
lib/third_party/imgui/CMakeLists.txt
vendored
@ -3,38 +3,11 @@ project(imgui)
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set(CMAKE_CXX_STANDARD 17)
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find_package(PkgConfig REQUIRED)
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find_package(Freetype REQUIRED)
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find_package(OpenGL REQUIRED)
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pkg_search_module(GLFW REQUIRED glfw3)
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add_subdirectory(imgui)
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add_subdirectory(implot)
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add_subdirectory(imnodes)
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add_subdirectory(custom)
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add_subdirectory(fonts)
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add_subdirectory(ColorTextEditor)
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add_library(imgui OBJECT
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source/imgui.cpp
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source/imgui_demo.cpp
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source/imgui_draw.cpp
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include/misc/freetype/imgui_freetype.cpp # TODO move source and includes in the same directory
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source/imgui_impl_glfw.cpp
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source/imgui_impl_opengl3.cpp
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source/imgui_tables.cpp
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source/imgui_widgets.cpp
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source/TextEditor.cpp
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source/imnodes.cpp
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source/implot.cpp
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source/implot_items.cpp
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source/implot_demo.cpp
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source/fonts/fontawesome_font.c
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source/fonts/codicons_font.c
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source/fonts/unifont_font.c
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)
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target_compile_definitions(imgui PUBLIC IMGUI_IMPL_OPENGL_LOADER_GLAD)
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target_compile_definitions(imgui PUBLIC IMGUI_USER_CONFIG="imgui_config.h")
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target_compile_options(imgui PRIVATE -Wno-unknown-warning-option)
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target_include_directories(imgui PUBLIC include ${FREETYPE_INCLUDE_DIRS} ${GLFW_INCLUDE_DIRS} ${OpenGL_INCLUDE_DIRS})
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target_link_directories(imgui PUBLIC ${GLFW_LIBRARY_DIRS} ${OpenGL_LIBRARY_DIRS})
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target_link_libraries(imgui PUBLIC Freetype::Freetype ${FREETYPE_LIBRARIES} ${GLFW_LIBRARIES} ${OPENGL_LIBRARIES})
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set(IMGUI_LIBRARIES imgui_imgui imgui_implot imgui_imnodes imgui_custom imgui_fonts imgui_color_text_editor PARENT_SCOPE)
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16
lib/third_party/imgui/ColorTextEditor/CMakeLists.txt
vendored
Normal file
16
lib/third_party/imgui/ColorTextEditor/CMakeLists.txt
vendored
Normal file
@ -0,0 +1,16 @@
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cmake_minimum_required(VERSION 3.16)
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# https://github.com/BalazsJako/ImGuiColorTextEdit
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project(imgui_color_text_editor)
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set(CMAKE_CXX_STANDARD 17)
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add_library(imgui_color_text_editor OBJECT
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source/TextEditor.cpp
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)
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target_include_directories(imgui_color_text_editor PUBLIC
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include
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)
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target_link_libraries(imgui_color_text_editor PRIVATE imgui_includes)
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set_property(TARGET imgui_color_text_editor PROPERTY POSITION_INDEPENDENT_CODE ON)
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21
lib/third_party/imgui/ColorTextEditor/LICENSE.txt
vendored
Normal file
21
lib/third_party/imgui/ColorTextEditor/LICENSE.txt
vendored
Normal file
@ -0,0 +1,21 @@
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MIT License
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Copyright (c) 2017 BalazsJako
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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33
lib/third_party/imgui/ColorTextEditor/README.md
vendored
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lib/third_party/imgui/ColorTextEditor/README.md
vendored
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@ -0,0 +1,33 @@
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# ImGuiColorTextEdit
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Syntax highlighting text editor for ImGui
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![Screenshot](https://github.com/BalazsJako/ImGuiColorTextEdit/wiki/ImGuiTextEdit.png "Screenshot")
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Demo project: https://github.com/BalazsJako/ColorTextEditorDemo
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This started as my attempt to write a relatively simple widget which provides text editing functionality with syntax highlighting. Now there are other contributors who provide valuable additions.
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While it relies on Omar Cornut's https://github.com/ocornut/imgui, it does not follow the "pure" one widget - one function approach. Since the editor has to maintain a relatively complex and large internal state, it did not seem to be practical to try and enforce fully immediate mode. It stores its internal state in an object instance which is reused across frames.
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The code is (still) work in progress, please report if you find any issues.
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# Main features
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- approximates typical code editor look and feel (essential mouse/keyboard commands work - I mean, the commands _I_ normally use :))
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- undo/redo
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- UTF-8 support
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- works with both fixed and variable-width fonts
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- extensible syntax highlighting for multiple languages
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- identifier declarations: a small piece of description can be associated with an identifier. The editor displays it in a tooltip when the mouse cursor is hovered over the identifier
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- error markers: the user can specify a list of error messages together the line of occurence, the editor will highligh the lines with red backround and display error message in a tooltip when the mouse cursor is hovered over the line
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- large files: there is no explicit limit set on file size or number of lines (below 2GB, performance is not affected when large files are loaded (except syntax coloring, see below)
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- color palette support: you can switch between different color palettes, or even define your own
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- whitespace indicators (TAB, space)
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# Known issues
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- syntax highligthing of most languages - except C/C++ - is based on std::regex, which is diasppointingly slow. Because of that, the highlighting process is amortized between multiple frames. C/C++ has a hand-written tokenizer which is much faster.
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Please post your screenshots if you find this little piece of software useful. :)
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# Contribute
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If you want to contribute, please refer to CONTRIBUTE file.
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17
lib/third_party/imgui/custom/CMakeLists.txt
vendored
Normal file
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lib/third_party/imgui/custom/CMakeLists.txt
vendored
Normal file
@ -0,0 +1,17 @@
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cmake_minimum_required(VERSION 3.16)
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# https://github.com/ocornut/imgui with custom modifications made to the OpenGL 3 and GLFW backends
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project(imgui_custom)
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set(CMAKE_CXX_STANDARD 17)
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add_library(imgui_custom OBJECT
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source/imgui_impl_opengl3.cpp
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source/imgui_impl_glfw.cpp
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)
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target_include_directories(imgui_custom PUBLIC
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include
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)
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target_link_libraries(imgui_custom PRIVATE imgui_includes)
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set_property(TARGET imgui_custom PROPERTY POSITION_INDEPENDENT_CODE ON)
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20
lib/third_party/imgui/fonts/CMakeLists.txt
vendored
Normal file
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lib/third_party/imgui/fonts/CMakeLists.txt
vendored
Normal file
@ -0,0 +1,20 @@
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cmake_minimum_required(VERSION 3.16)
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# https://unifoundry.com/unifont/index.html
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# https://github.com/microsoft/vscode-codicons
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# https://github.com/FortAwesome/Font-Awesome
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project(imgui_fonts)
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set(CMAKE_CXX_STANDARD 17)
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add_library(imgui_fonts OBJECT
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source/unifont_font.c
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source/codicons_font.c
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source/fontawesome_font.c
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)
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target_include_directories(imgui_fonts PUBLIC
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include
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)
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target_link_libraries(imgui_fonts PRIVATE imgui_includes)
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set_property(TARGET imgui_fonts PROPERTY POSITION_INDEPENDENT_CODE ON)
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165
lib/third_party/imgui/fonts/FONTAWESOME_LICENSE.txt
vendored
Normal file
165
lib/third_party/imgui/fonts/FONTAWESOME_LICENSE.txt
vendored
Normal file
@ -0,0 +1,165 @@
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Fonticons, Inc. (https://fontawesome.com)
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--------------------------------------------------------------------------------
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Font Awesome Free License
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Font Awesome Free is free, open source, and GPL friendly. You can use it for
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commercial projects, open source projects, or really almost whatever you want.
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Full Font Awesome Free license: https://fontawesome.com/license/free.
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--------------------------------------------------------------------------------
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# Icons: CC BY 4.0 License (https://creativecommons.org/licenses/by/4.0/)
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The Font Awesome Free download is licensed under a Creative Commons
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Attribution 4.0 International License and applies to all icons packaged
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as SVG and JS file types.
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--------------------------------------------------------------------------------
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# Fonts: SIL OFL 1.1 License
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In the Font Awesome Free download, the SIL OFL license applies to all icons
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packaged as web and desktop font files.
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Copyright (c) 2023 Fonticons, Inc. (https://fontawesome.com)
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with Reserved Font Name: "Font Awesome".
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at:
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http://scripts.sil.org/OFL
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SIL OPEN FONT LICENSE
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||||
Version 1.1 - 26 February 2007
|
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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||||
development of collaborative font projects, to support the font creation
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||||
efforts of academic and linguistic communities, and to provide a free and
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||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
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||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
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||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting — in part or in whole — any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
# Code: MIT License (https://opensource.org/licenses/MIT)
|
||||
|
||||
In the Font Awesome Free download, the MIT license applies to all non-font and
|
||||
non-icon files.
|
||||
|
||||
Copyright 2023 Fonticons, Inc.
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in the
|
||||
Software without restriction, including without limitation the rights to use, copy,
|
||||
modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
and to permit persons to whom the Software is furnished to do so, subject to the
|
||||
following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
|
||||
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
||||
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
# Attribution
|
||||
|
||||
Attribution is required by MIT, SIL OFL, and CC BY licenses. Downloaded Font
|
||||
Awesome Free files already contain embedded comments with sufficient
|
||||
attribution, so you shouldn't need to do anything additional when using these
|
||||
files normally.
|
||||
|
||||
We've kept attribution comments terse, so we ask that you do not actively work
|
||||
to remove them from files, especially code. They're a great way for folks to
|
||||
learn about Font Awesome.
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
# Brand Icons
|
||||
|
||||
All brand icons are trademarks of their respective owners. The use of these
|
||||
trademarks does not indicate endorsement of the trademark holder by Font
|
||||
Awesome, nor vice versa. **Please do not use brand logos for any purpose except
|
||||
to represent the company, product, or service to which they refer.**
|
90
lib/third_party/imgui/fonts/UNIFONT_LICENSE.txt
vendored
Normal file
90
lib/third_party/imgui/fonts/UNIFONT_LICENSE.txt
vendored
Normal file
@ -0,0 +1,90 @@
|
||||
The SIL Open Font License version 1.1 is copied below, and is also
|
||||
available with a FAQ at http://scripts.sil.org/OFL.
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
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DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
395
lib/third_party/imgui/fonts/VSCODICONS_LICENSE.txt
vendored
Normal file
395
lib/third_party/imgui/fonts/VSCODICONS_LICENSE.txt
vendored
Normal file
@ -0,0 +1,395 @@
|
||||
Attribution 4.0 International
|
||||
|
||||
=======================================================================
|
||||
|
||||
Creative Commons Corporation ("Creative Commons") is not a law firm and
|
||||
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|
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|
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|
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|
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|
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|
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Using Creative Commons Public Licenses
|
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|
||||
Creative Commons public licenses provide a standard set of terms and
|
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|
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|
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|
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|
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|
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|
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Considerations for licensors: Our public licenses are
|
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|
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|
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|
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|
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Licensors should also secure all rights necessary before
|
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|
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|
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wiki.creativecommons.org/Considerations_for_licensors
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Considerations for the public: By using one of our public
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|
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Although not required by our licenses, you are encouraged to
|
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|
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for the public:
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wiki.creativecommons.org/Considerations_for_licensees
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|
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=======================================================================
|
||||
|
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Creative Commons Attribution 4.0 International Public License
|
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|
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By exercising the Licensed Rights (defined below), You accept and agree
|
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to be bound by the terms and conditions of this Creative Commons
|
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|
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Section 1 -- Definitions.
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|
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Adapted Material is always produced where the Licensed Material is
|
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b. Adapter's License means the license You apply to Your Copyright
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|
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|
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|
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d. Effective Technological Measures means those measures that, in the
|
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e. Exceptions and Limitations means fair use, fair dealing, and/or
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f. Licensed Material means the artistic or literary work, database,
|
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|
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g. Licensed Rights means the rights granted to You subject to the
|
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all Copyright and Similar Rights that apply to Your use of the
|
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|
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|
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h. Licensor means the individual(s) or entity(ies) granting rights
|
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|
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i. Share means to provide material to the public by any means or
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|
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|
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available to the public including in ways that members of the
|
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public may access the material from a place and at a time
|
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|
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|
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j. Sui Generis Database Rights means rights other than copyright
|
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|
||||
the Council of 11 March 1996 on the legal protection of databases,
|
||||
as amended and/or succeeded, as well as other essentially
|
||||
equivalent rights anywhere in the world.
|
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|
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k. You means the individual or entity exercising the Licensed Rights
|
||||
under this Public License. Your has a corresponding meaning.
|
||||
|
||||
|
||||
Section 2 -- Scope.
|
||||
|
||||
a. License grant.
|
||||
|
||||
1. Subject to the terms and conditions of this Public License,
|
||||
the Licensor hereby grants You a worldwide, royalty-free,
|
||||
non-sublicensable, non-exclusive, irrevocable license to
|
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exercise the Licensed Rights in the Licensed Material to:
|
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|
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a. reproduce and Share the Licensed Material, in whole or
|
||||
in part; and
|
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|
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b. produce, reproduce, and Share Adapted Material.
|
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|
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2. Exceptions and Limitations. For the avoidance of doubt, where
|
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Exceptions and Limitations apply to Your use, this Public
|
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License does not apply, and You do not need to comply with
|
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its terms and conditions.
|
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|
||||
3. Term. The term of this Public License is specified in Section
|
||||
6(a).
|
||||
|
||||
4. Media and formats; technical modifications allowed. The
|
||||
Licensor authorizes You to exercise the Licensed Rights in
|
||||
all media and formats whether now known or hereafter created,
|
||||
and to make technical modifications necessary to do so. The
|
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Licensor waives and/or agrees not to assert any right or
|
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authority to forbid You from making technical modifications
|
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necessary to exercise the Licensed Rights, including
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technical modifications necessary to circumvent Effective
|
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Technological Measures. For purposes of this Public License,
|
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simply making modifications authorized by this Section 2(a)
|
||||
(4) never produces Adapted Material.
|
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|
||||
5. Downstream recipients.
|
||||
|
||||
a. Offer from the Licensor -- Licensed Material. Every
|
||||
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|
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receives an offer from the Licensor to exercise the
|
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|
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|
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|
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6. No endorsement. Nothing in this Public License constitutes or
|
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|
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|
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with, or sponsored, endorsed, or granted official status by,
|
||||
the Licensor or others designated to receive attribution as
|
||||
provided in Section 3(a)(1)(A)(i).
|
||||
|
||||
b. Other rights.
|
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|
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1. Moral rights, such as the right of integrity, are not
|
||||
licensed under this Public License, nor are publicity,
|
||||
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|
||||
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|
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|
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|
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|
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|
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2. Patent and trademark rights are not licensed under this
|
||||
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|
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|
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3. To the extent possible, the Licensor waives any right to
|
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collect royalties from You for the exercise of the Licensed
|
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|
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|
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reserves any right to collect such royalties.
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|
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Section 3 -- License Conditions.
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|
||||
Your exercise of the Licensed Rights is expressly made subject to the
|
||||
following conditions.
|
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|
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a. Attribution.
|
||||
|
||||
1. If You Share the Licensed Material (including in modified
|
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form), You must:
|
||||
|
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a. retain the following if it is supplied by the Licensor
|
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with the Licensed Material:
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|
||||
i. identification of the creator(s) of the Licensed
|
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Material and any others designated to receive
|
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attribution, in any reasonable manner requested by
|
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the Licensor (including by pseudonym if
|
||||
designated);
|
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|
||||
ii. a copyright notice;
|
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|
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iii. a notice that refers to this Public License;
|
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|
||||
iv. a notice that refers to the disclaimer of
|
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warranties;
|
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|
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v. a URI or hyperlink to the Licensed Material to the
|
||||
extent reasonably practicable;
|
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|
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b. indicate if You modified the Licensed Material and
|
||||
retain an indication of any previous modifications; and
|
||||
|
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c. indicate the Licensed Material is licensed under this
|
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Public License, and include the text of, or the URI or
|
||||
hyperlink to, this Public License.
|
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|
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2. You may satisfy the conditions in Section 3(a)(1) in any
|
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reasonable manner based on the medium, means, and context in
|
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which You Share the Licensed Material. For example, it may be
|
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reasonable to satisfy the conditions by providing a URI or
|
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hyperlink to a resource that includes the required
|
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information.
|
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|
||||
3. If requested by the Licensor, You must remove any of the
|
||||
information required by Section 3(a)(1)(A) to the extent
|
||||
reasonably practicable.
|
||||
|
||||
4. If You Share Adapted Material You produce, the Adapter's
|
||||
License You apply must not prevent recipients of the Adapted
|
||||
Material from complying with this Public License.
|
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|
||||
|
||||
Section 4 -- Sui Generis Database Rights.
|
||||
|
||||
Where the Licensed Rights include Sui Generis Database Rights that
|
||||
apply to Your use of the Licensed Material:
|
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|
||||
a. for the avoidance of doubt, Section 2(a)(1) grants You the right
|
||||
to extract, reuse, reproduce, and Share all or a substantial
|
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portion of the contents of the database;
|
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|
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b. if You include all or a substantial portion of the database
|
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contents in a database in which You have Sui Generis Database
|
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|
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Rights (but not its individual contents) is Adapted Material; and
|
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|
||||
c. You must comply with the conditions in Section 3(a) if You Share
|
||||
all or a substantial portion of the contents of the database.
|
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|
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For the avoidance of doubt, this Section 4 supplements and does not
|
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replace Your obligations under this Public License where the Licensed
|
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Rights include other Copyright and Similar Rights.
|
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|
||||
|
||||
Section 5 -- Disclaimer of Warranties and Limitation of Liability.
|
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|
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a. UNLESS OTHERWISE SEPARATELY UNDERTAKEN BY THE LICENSOR, TO THE
|
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EXTENT POSSIBLE, THE LICENSOR OFFERS THE LICENSED MATERIAL AS-IS
|
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AND AS-AVAILABLE, AND MAKES NO REPRESENTATIONS OR WARRANTIES OF
|
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|
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|
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|
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|
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KNOWN OR DISCOVERABLE. WHERE DISCLAIMERS OF WARRANTIES ARE NOT
|
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ALLOWED IN FULL OR IN PART, THIS DISCLAIMER MAY NOT APPLY TO YOU.
|
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|
||||
b. TO THE EXTENT POSSIBLE, IN NO EVENT WILL THE LICENSOR BE LIABLE
|
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TO YOU ON ANY LEGAL THEORY (INCLUDING, WITHOUT LIMITATION,
|
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|
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|
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|
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|
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|
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DAMAGES. WHERE A LIMITATION OF LIABILITY IS NOT ALLOWED IN FULL OR
|
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IN PART, THIS LIMITATION MAY NOT APPLY TO YOU.
|
||||
|
||||
c. The disclaimer of warranties and limitation of liability provided
|
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above shall be interpreted in a manner that, to the extent
|
||||
possible, most closely approximates an absolute disclaimer and
|
||||
waiver of all liability.
|
||||
|
||||
|
||||
Section 6 -- Term and Termination.
|
||||
|
||||
a. This Public License applies for the term of the Copyright and
|
||||
Similar Rights licensed here. However, if You fail to comply with
|
||||
this Public License, then Your rights under this Public License
|
||||
terminate automatically.
|
||||
|
||||
b. Where Your right to use the Licensed Material has terminated under
|
||||
Section 6(a), it reinstates:
|
||||
|
||||
1. automatically as of the date the violation is cured, provided
|
||||
it is cured within 30 days of Your discovery of the
|
||||
violation; or
|
||||
|
||||
2. upon express reinstatement by the Licensor.
|
||||
|
||||
For the avoidance of doubt, this Section 6(b) does not affect any
|
||||
right the Licensor may have to seek remedies for Your violations
|
||||
of this Public License.
|
||||
|
||||
c. For the avoidance of doubt, the Licensor may also offer the
|
||||
Licensed Material under separate terms or conditions or stop
|
||||
distributing the Licensed Material at any time; however, doing so
|
||||
will not terminate this Public License.
|
||||
|
||||
d. Sections 1, 5, 6, 7, and 8 survive termination of this Public
|
||||
License.
|
||||
|
||||
|
||||
Section 7 -- Other Terms and Conditions.
|
||||
|
||||
a. The Licensor shall not be bound by any additional or different
|
||||
terms or conditions communicated by You unless expressly agreed.
|
||||
|
||||
b. Any arrangements, understandings, or agreements regarding the
|
||||
Licensed Material not stated herein are separate from and
|
||||
independent of the terms and conditions of this Public License.
|
||||
|
||||
|
||||
Section 8 -- Interpretation.
|
||||
|
||||
a. For the avoidance of doubt, this Public License does not, and
|
||||
shall not be interpreted to, reduce, limit, restrict, or impose
|
||||
conditions on any use of the Licensed Material that could lawfully
|
||||
be made without permission under this Public License.
|
||||
|
||||
b. To the extent possible, if any provision of this Public License is
|
||||
deemed unenforceable, it shall be automatically reformed to the
|
||||
minimum extent necessary to make it enforceable. If the provision
|
||||
cannot be reformed, it shall be severed from this Public License
|
||||
without affecting the enforceability of the remaining terms and
|
||||
conditions.
|
||||
|
||||
c. No term or condition of this Public License will be waived and no
|
||||
failure to comply consented to unless expressly agreed to by the
|
||||
Licensor.
|
||||
|
||||
d. Nothing in this Public License constitutes or may be interpreted
|
||||
as a limitation upon, or waiver of, any privileges and immunities
|
||||
that apply to the Licensor or You, including from the legal
|
||||
processes of any jurisdiction or authority.
|
||||
|
||||
|
||||
=======================================================================
|
||||
|
||||
Creative Commons is not a party to its public
|
||||
licenses. Notwithstanding, Creative Commons may elect to apply one of
|
||||
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|
||||
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|
||||
public licenses is dedicated to the public domain under the CC0 Public
|
||||
Domain Dedication. Except for the limited purpose of indicating that
|
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|
||||
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|
||||
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|
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use of the trademark "Creative Commons" or any other trademark or logo
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|
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|
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|
||||
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|
||||
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|
||||
|
||||
Creative Commons may be contacted at creativecommons.org.
|
36
lib/third_party/imgui/imgui/CMakeLists.txt
vendored
Normal file
36
lib/third_party/imgui/imgui/CMakeLists.txt
vendored
Normal file
@ -0,0 +1,36 @@
|
||||
cmake_minimum_required(VERSION 3.16)
|
||||
# https://github.com/ocornut/imgui
|
||||
project(imgui_imgui)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 17)
|
||||
|
||||
add_library(imgui_imgui OBJECT
|
||||
source/imgui.cpp
|
||||
source/imgui_demo.cpp
|
||||
source/imgui_draw.cpp
|
||||
source/imgui_tables.cpp
|
||||
source/imgui_widgets.cpp
|
||||
|
||||
source/misc/freetype/imgui_freetype.cpp
|
||||
)
|
||||
|
||||
target_include_directories(imgui_imgui PUBLIC
|
||||
include
|
||||
include/misc/freetype
|
||||
)
|
||||
|
||||
add_library(imgui_includes INTERFACE)
|
||||
target_include_directories(imgui_includes INTERFACE include)
|
||||
|
||||
target_compile_definitions(imgui_imgui PUBLIC IMGUI_IMPL_OPENGL_LOADER_GLAD)
|
||||
target_compile_options(imgui_imgui PRIVATE -Wno-unknown-warning-option)
|
||||
set_property(TARGET imgui_imgui PROPERTY POSITION_INDEPENDENT_CODE ON)
|
||||
|
||||
find_package(PkgConfig REQUIRED)
|
||||
find_package(Freetype REQUIRED)
|
||||
find_package(OpenGL REQUIRED)
|
||||
pkg_search_module(GLFW REQUIRED glfw3)
|
||||
|
||||
target_include_directories(imgui_imgui PUBLIC ${FREETYPE_INCLUDE_DIRS} ${GLFW_INCLUDE_DIRS} ${OpenGL_INCLUDE_DIRS})
|
||||
target_link_directories(imgui_imgui PUBLIC ${GLFW_LIBRARY_DIRS} ${OpenGL_LIBRARY_DIRS})
|
||||
target_link_libraries(imgui_imgui PUBLIC Freetype::Freetype ${FREETYPE_LIBRARIES} ${GLFW_LIBRARIES} ${OPENGL_LIBRARIES})
|
21
lib/third_party/imgui/imgui/LICENSE.txt
vendored
Normal file
21
lib/third_party/imgui/imgui/LICENSE.txt
vendored
Normal file
@ -0,0 +1,21 @@
|
||||
The MIT License (MIT)
|
||||
|
||||
Copyright (c) 2014-2023 Omar Cornut
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
218
lib/third_party/imgui/imgui/README.md
vendored
Normal file
218
lib/third_party/imgui/imgui/README.md
vendored
Normal file
@ -0,0 +1,218 @@
|
||||
Dear ImGui
|
||||
=====
|
||||
|
||||
<center><b><i>"Give someone state and they'll have a bug one day, but teach them how to represent state in two separate locations that have to be kept in sync and they'll have bugs for a lifetime."</i></b></center> <a href="https://twitter.com/rygorous/status/1507178315886444544">-ryg</a>
|
||||
|
||||
----
|
||||
|
||||
[![Build Status](https://github.com/ocornut/imgui/workflows/build/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=build) [![Static Analysis Status](https://github.com/ocornut/imgui/workflows/static-analysis/badge.svg)](https://github.com/ocornut/imgui/actions?workflow=static-analysis) [![Tests Status](https://github.com/ocornut/imgui_test_engine/workflows/tests/badge.svg)](https://github.com/ocornut/imgui_test_engine/actions?workflow=tests)
|
||||
|
||||
<sub>(This library is available under a free and permissive license, but needs financial support to sustain its continued improvements. In addition to maintenance and stability there are many desirable features yet to be added. If your company is using Dear ImGui, please consider reaching out.)</sub>
|
||||
|
||||
Businesses: support continued development and maintenance via invoiced sponsoring/support contracts:
|
||||
<br> _E-mail: contact @ dearimgui dot com_
|
||||
<br>Individuals: support continued development and maintenance [here](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=WGHNC6MBFLZ2S). Also see [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page.
|
||||
|
||||
| [The Pitch](#the-pitch) - [Usage](#usage) - [How it works](#how-it-works) - [Releases & Changelogs](#releases--changelogs) - [Demo](#demo) - [Integration](#integration) |
|
||||
:----------------------------------------------------------: |
|
||||
| [Gallery](#gallery) - [Support, FAQ](#support-frequently-asked-questions-faq) - [How to help](#how-to-help) - [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) - [Credits](#credits) - [License](#license) |
|
||||
| [Wiki](https://github.com/ocornut/imgui/wiki) - [Languages & frameworks backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) - [Software using Dear ImGui](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui) - [User quotes](https://github.com/ocornut/imgui/wiki/Quotes) |
|
||||
|
||||
### The Pitch
|
||||
|
||||
Dear ImGui is a **bloat-free graphical user interface library for C++**. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline-enabled application. It is fast, portable, renderer agnostic, and self-contained (no external dependencies).
|
||||
|
||||
Dear ImGui is designed to **enable fast iterations** and to **empower programmers** to create **content creation tools and visualization / debug tools** (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal and lacks certain features commonly found in more high-level libraries.
|
||||
|
||||
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 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.
|
||||
- Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
|
||||
- Easy to hack and improve.
|
||||
- Portable, minimize dependencies, run on target (consoles, phones, etc.).
|
||||
- Efficient runtime and memory consumption.
|
||||
- Battle-tested, used by [many major actors in the game industry](https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui).
|
||||
|
||||
### 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.
|
||||
|
||||
**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
|
||||
ImGui::Text("Hello, world %d", 123);
|
||||
if (ImGui::Button("Save"))
|
||||
MySaveFunction();
|
||||
ImGui::InputText("string", buf, IM_ARRAYSIZE(buf));
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
```
|
||||
![sample code output (dark, segoeui font, freetype)](https://user-images.githubusercontent.com/8225057/191050833-b7ecf528-bfae-4a9f-ac1b-f3d83437a2f4.png)
|
||||
![sample code output (light, segoeui font, freetype)](https://user-images.githubusercontent.com/8225057/191050838-8742efd4-504d-4334-a9a2-e756d15bc2ab.png)
|
||||
|
||||
```cpp
|
||||
// Create a window called "My First Tool", with a menu bar.
|
||||
ImGui::Begin("My First Tool", &my_tool_active, ImGuiWindowFlags_MenuBar);
|
||||
if (ImGui::BeginMenuBar())
|
||||
{
|
||||
if (ImGui::BeginMenu("File"))
|
||||
{
|
||||
if (ImGui::MenuItem("Open..", "Ctrl+O")) { /* Do stuff */ }
|
||||
if (ImGui::MenuItem("Save", "Ctrl+S")) { /* Do stuff */ }
|
||||
if (ImGui::MenuItem("Close", "Ctrl+W")) { my_tool_active = false; }
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
ImGui::EndMenuBar();
|
||||
}
|
||||
|
||||
// Edit a color stored as 4 floats
|
||||
ImGui::ColorEdit4("Color", my_color);
|
||||
|
||||
// Generate samples and plot them
|
||||
float samples[100];
|
||||
for (int n = 0; n < 100; n++)
|
||||
samples[n] = sinf(n * 0.2f + ImGui::GetTime() * 1.5f);
|
||||
ImGui::PlotLines("Samples", samples, 100);
|
||||
|
||||
// Display contents in a scrolling region
|
||||
ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
|
||||
ImGui::BeginChild("Scrolling");
|
||||
for (int n = 0; n < 50; n++)
|
||||
ImGui::Text("%04d: Some text", n);
|
||||
ImGui::EndChild();
|
||||
ImGui::End();
|
||||
```
|
||||
![my_first_tool_v188](https://user-images.githubusercontent.com/8225057/191055698-690a5651-458f-4856-b5a9-e8cc95c543e2.gif)
|
||||
|
||||
Dear ImGui allows you to **create elaborate tools** as well as very short-lived ones. On the extreme side of short-livedness: using the Edit&Continue (hot code reload) feature of modern compilers you can add a few widgets to tweak variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game-making editor/framework, etc.
|
||||
|
||||
### How it works
|
||||
|
||||
The IMGUI paradigm through its API tries to minimize superfluous state duplication, state synchronization, and state retention from the user's point of view. It is less error-prone (less code and fewer bugs) than traditional retained-mode interfaces, and lends itself to creating dynamic user interfaces. Check out the Wiki's [About the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) section for more details.
|
||||
|
||||
Dear ImGui outputs vertex buffers and command lists that you can easily render in your application. The number of draw calls and state changes required to render them is fairly small. Because Dear ImGui doesn't know or touch graphics state directly, you can call its functions anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate Dear ImGui with your existing codebase.
|
||||
|
||||
_A common misunderstanding is to mistake immediate mode GUI for immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes as the GUI functions are called. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
|
||||
|
||||
### Releases & Changelogs
|
||||
|
||||
See [Releases](https://github.com/ocornut/imgui/releases) page for decorated Changelogs.
|
||||
Reading the changelogs is a good way to keep up to date with the things Dear ImGui has to offer, and maybe will give you ideas of some features that you've been ignoring until now!
|
||||
|
||||
### Demo
|
||||
|
||||
Calling the `ImGui::ShowDemoWindow()` function will create a demo window showcasing a variety of features and examples. The code is always available for reference in `imgui_demo.cpp`. [Here's how the demo looks](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v167/v167-misc.png).
|
||||
|
||||
You should be able to build the examples from sources. If you don't, let us know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
|
||||
- [imgui-demo-binaries-20230704.zip](https://www.dearimgui.com/binaries/imgui-demo-binaries-20230704.zip) (Windows, 1.89.7, built 2023/07/04, master) or [older binaries](https://www.dearimgui.com/binaries).
|
||||
|
||||
The demo applications are not DPI aware so expect some blurriness on a 4K screen. For DPI awareness in your application, you can load/reload your font at a different scale and scale your style with `style.ScaleAllSizes()` (see [FAQ](https://www.dearimgui.com/faq)).
|
||||
|
||||
### 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.
|
||||
|
||||
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.
|
||||
- Platforms: GLFW, SDL2/SDL3, Win32, Glut, OSX, Android.
|
||||
- Frameworks: Allegro5, Emscripten.
|
||||
|
||||
[Third-party backends/bindings](https://github.com/ocornut/imgui/wiki/Bindings) wiki page:
|
||||
- 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. 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/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.
|
||||
|
||||
| | |
|
||||
|--|--|
|
||||
| Custom engine [erhe](https://github.com/tksuoran/erhe) (docking branch)<BR>[![erhe](https://user-images.githubusercontent.com/8225057/190203358-6988b846-0686-480e-8663-1311fbd18abd.jpg)](https://user-images.githubusercontent.com/994606/147875067-a848991e-2ad2-4fd3-bf71-4aeb8a547bcf.png) | Custom engine for [Wonder Boy: The Dragon's Trap](http://www.TheDragonsTrap.com) (2017)<BR>[![the dragon's trap](https://user-images.githubusercontent.com/8225057/190203379-57fcb80e-4aec-4fec-959e-17ddd3cd71e5.jpg)](https://cloud.githubusercontent.com/assets/8225057/20628927/33e14cac-b329-11e6-80f6-9524e93b048a.png) |
|
||||
| Custom engine (untitled)<BR>[![editor white](https://user-images.githubusercontent.com/8225057/190203393-c5ac9f22-b900-4d1e-bfeb-6027c63e3d92.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v160/editor_white.png) | Tracy Profiler ([github](https://github.com/wolfpld/tracy))<BR>[![tracy profiler](https://user-images.githubusercontent.com/8225057/190203401-7b595f6e-607c-44d3-97ea-4c2673244dfb.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v176/tracy_profiler.png) |
|
||||
|
||||
### Support, Frequently Asked Questions (FAQ)
|
||||
|
||||
See: [Frequently Asked Questions (FAQ)](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md) where common questions are answered.
|
||||
|
||||
See: [Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) and [Wiki](https://github.com/ocornut/imgui/wiki) for many links, references, articles.
|
||||
|
||||
See: [Articles about the IMGUI paradigm](https://github.com/ocornut/imgui/wiki#about-the-imgui-paradigm) to read/learn about the Immediate Mode GUI paradigm.
|
||||
|
||||
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 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_).
|
||||
|
||||
**Which version should I get?**
|
||||
|
||||
We occasionally tag [Releases](https://github.com/ocornut/imgui/releases) (with nice releases notes) but it is generally safe and recommended to sync to latest `master` or `docking` branch. The library is fairly stable and regressions tend to be fixed fast when reported. Advanced users may want to use the `docking` branch with [Multi-Viewport](https://github.com/ocornut/imgui/issues/1542) and [Docking](https://github.com/ocornut/imgui/issues/2109) features. This branch is kept in sync with master regularly.
|
||||
|
||||
**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/6897)!
|
||||
|
||||
How to help
|
||||
-----------
|
||||
|
||||
**How can I help?**
|
||||
|
||||
- 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.
|
||||
- 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
|
||||
--------
|
||||
|
||||
Ongoing Dear ImGui development is and has been financially supported by users and private sponsors.
|
||||
<BR>Please see the **[detailed list of current and past Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors)** for details.
|
||||
<BR>From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations.
|
||||
|
||||
**THANK YOU to all past and present supporters for helping to keep this project alive and thriving!**
|
||||
|
||||
Dear ImGui is using software and services provided free of charge for open source projects:
|
||||
- [PVS-Studio](https://www.viva64.com/en/b/0570/) for static analysis.
|
||||
- [GitHub actions](https://github.com/features/actions) for continuous integration systems.
|
||||
- [OpenCppCoverage](https://github.com/OpenCppCoverage/OpenCppCoverage) for code coverage analysis.
|
||||
|
||||
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 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, 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."
|
||||
|
||||
Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
|
||||
<br>Embeds [stb_textedit.h, stb_truetype.h, stb_rect_pack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
|
||||
|
||||
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Also thank you to everyone posting feedback, questions and patches on GitHub.
|
||||
|
||||
License
|
||||
-------
|
||||
|
||||
Dear ImGui is licensed under the MIT License, see [LICENSE.txt](https://github.com/ocornut/imgui/blob/master/LICENSE.txt) for more information.
|
@ -132,4 +132,11 @@ namespace ImGui
|
||||
#define IMPLOT_CUSTOM_NUMERIC_TYPES (ImS8)(ImU8)(ImS16)(ImU16)(ImS32)(ImU32)(ImS64)(ImU64)(float)(double)(long double)
|
||||
|
||||
#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER)
|
||||
#define IM_FLOOR IM_TRUNC
|
||||
#define IM_FLOOR IM_TRUNC
|
||||
|
||||
#define IMGUI_DEFINE_MATH_OPERATORS
|
||||
#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
#define IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
#define IMGUI_ENABLE_FREETYPE
|
||||
#define ImDrawIdx unsigned int
|
||||
#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
|
16
lib/third_party/imgui/imnodes/CMakeLists.txt
vendored
Normal file
16
lib/third_party/imgui/imnodes/CMakeLists.txt
vendored
Normal file
@ -0,0 +1,16 @@
|
||||
cmake_minimum_required(VERSION 3.16)
|
||||
# https://github.com/Nelarius/imnodes
|
||||
project(imgui_imnodes)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 17)
|
||||
|
||||
add_library(imgui_imnodes OBJECT
|
||||
source/imnodes.cpp
|
||||
)
|
||||
|
||||
target_include_directories(imgui_imnodes PUBLIC
|
||||
include
|
||||
)
|
||||
|
||||
target_link_libraries(imgui_imnodes PRIVATE imgui_includes)
|
||||
set_property(TARGET imgui_imnodes PROPERTY POSITION_INDEPENDENT_CODE ON)
|
21
lib/third_party/imgui/imnodes/LICENSE.md
vendored
Normal file
21
lib/third_party/imgui/imnodes/LICENSE.md
vendored
Normal file
@ -0,0 +1,21 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2019 Johann Muszynski
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
264
lib/third_party/imgui/imnodes/README.md
vendored
Normal file
264
lib/third_party/imgui/imnodes/README.md
vendored
Normal file
@ -0,0 +1,264 @@
|
||||
<h1 align="center">imnodes</h1>
|
||||
|
||||
<p align="center">A small, dependency-free node editor extension for <a href="https://github.com/ocornut/imgui">dear imgui</a>.</p>
|
||||
|
||||
<p align="center">
|
||||
<img src="https://raw.githubusercontent.com/Nelarius/imnodes/master/img/imnodes.gif?token=ADH_jEpqbBrw0nH-BUmOip490dyO2CnRks5cVZllwA%3D%3D">
|
||||
</p>
|
||||
|
||||
[![Build Status](https://github.com/nelarius/imnodes/workflows/Build/badge.svg)](https://github.com/nelarius/imnodes/actions?workflow=Build)
|
||||
|
||||
Imnodes aims to provide a simple, immediate-mode interface for creating a node editor within an ImGui window. Imnodes provides simple, customizable building blocks that a user needs to build their node editor.
|
||||
|
||||
Features:
|
||||
|
||||
* Create nodes, links, and pins in an immediate-mode style. The user controls all the state.
|
||||
* Nest ImGui widgets inside nodes
|
||||
* Simple distribution, just copy-paste `imnodes.h`, `imnodes_internal.h`, and `imnodes.cpp` into your project along side ImGui.
|
||||
|
||||
## Examples
|
||||
|
||||
This repository includes a few example files, under `example/`. They are intended as simple examples giving you an idea of what you can build with imnodes.
|
||||
|
||||
If you need to build the examples, you can use the provided CMake script to do so.
|
||||
|
||||
```bash
|
||||
# Initialize the vcpkg submodule
|
||||
$ git submodule update --init
|
||||
# Run the generation step and build
|
||||
$ cmake -B build-release/ -S . -DCMAKE_BUILD_TYPE=Release -DCMAKE_TOOLCHAIN_FILE=vcpkg/scripts/buildsystems/vcpkg.cmake
|
||||
$ cmake --build build-release -- -j
|
||||
```
|
||||
|
||||
Note that this has not been tested on Linux and is likely to fail on the platform.
|
||||
|
||||
## A brief tour
|
||||
|
||||
Here is a small overview of how the extension is used. For more information on example usage, scroll to the bottom of the README.
|
||||
|
||||
Before anything can be done, the library must be initialized. This can be done at the same time as `dear imgui` initialization.
|
||||
|
||||
```cpp
|
||||
ImGui::CreateContext();
|
||||
ImNodes::CreateContext();
|
||||
|
||||
// elsewhere in the code...
|
||||
ImNodes::DestroyContext();
|
||||
ImGui::DestroyContext();
|
||||
```
|
||||
|
||||
The node editor is a workspace which contains nodes. The node editor must be instantiated within a window, like any other UI element.
|
||||
|
||||
```cpp
|
||||
ImGui::Begin("node editor");
|
||||
|
||||
ImNodes::BeginNodeEditor();
|
||||
ImNodes::EndNodeEditor();
|
||||
|
||||
ImGui::End();
|
||||
```
|
||||
|
||||
Now you should have a workspace with a grid visible in the window. An empty node can now be instantiated:
|
||||
|
||||
```cpp
|
||||
const int hardcoded_node_id = 1;
|
||||
|
||||
ImNodes::BeginNodeEditor();
|
||||
|
||||
ImNodes::BeginNode(hardcoded_node_id);
|
||||
ImGui::Dummy(ImVec2(80.0f, 45.0f));
|
||||
ImNodes::EndNode();
|
||||
|
||||
ImNodes::EndNodeEditor();
|
||||
```
|
||||
|
||||
Nodes, like windows in `dear imgui` must be uniquely identified. But we can't use the node titles for identification, because it should be possible to have many nodes of the same name in the workspace. Instead, you just use integers for identification.
|
||||
|
||||
Attributes are the UI content of the node. An attribute will have a pin (the little circle) on either side of the node. There are two types of attributes: input, and output attributes. Input attribute pins are on the left side of the node, and output attribute pins are on the right. Like nodes, pins must be uniquely identified.
|
||||
|
||||
```cpp
|
||||
ImNodes::BeginNode(hardcoded_node_id);
|
||||
|
||||
const int output_attr_id = 2;
|
||||
ImNodes::BeginOutputAttribute(output_attr_id);
|
||||
// in between Begin|EndAttribute calls, you can call ImGui
|
||||
// UI functions
|
||||
ImGui::Text("output pin");
|
||||
ImNodes::EndOutputAttribute();
|
||||
|
||||
ImNodes::EndNode();
|
||||
```
|
||||
|
||||
The extension doesn't really care what is in the attribute. It just renders the pin for the attribute, and allows the user to create links between pins.
|
||||
|
||||
A title bar can be added to the node using `BeginNodeTitleBar` and `EndNodeTitleBar`. Like attributes, you place your title bar's content between the function calls. Note that these functions have to be called before adding attributes or other `dear imgui` UI elements to the node, since the node's layout is built in order, top-to-bottom.
|
||||
|
||||
```cpp
|
||||
ImNodes::BeginNode(hardcoded_node_id);
|
||||
|
||||
ImNodes::BeginNodeTitleBar();
|
||||
ImGui::TextUnformatted("output node");
|
||||
ImNodes::EndNodeTitleBar();
|
||||
|
||||
// pins and other node UI content omitted...
|
||||
|
||||
ImNodes::EndNode();
|
||||
```
|
||||
|
||||
The user has to render their own links between nodes as well. A link is a curve which connects two attributes. A link is just a pair of attribute ids. And like nodes and attributes, links too have to be identified by unique integer values:
|
||||
|
||||
```cpp
|
||||
std::vector<std::pair<int, int>> links;
|
||||
// elsewhere in the code...
|
||||
for (int i = 0; i < links.size(); ++i)
|
||||
{
|
||||
const std::pair<int, int> p = links[i];
|
||||
// in this case, we just use the array index of the link
|
||||
// as the unique identifier
|
||||
ImNodes::Link(i, p.first, p.second);
|
||||
}
|
||||
```
|
||||
|
||||
After `EndNodeEditor` has been called, you can check if a link was created during the frame with the function call `IsLinkCreated`:
|
||||
|
||||
```cpp
|
||||
int start_attr, end_attr;
|
||||
if (ImNodes::IsLinkCreated(&start_attr, &end_attr))
|
||||
{
|
||||
links.push_back(std::make_pair(start_attr, end_attr));
|
||||
}
|
||||
```
|
||||
|
||||
In addition to checking for new links, you can also check whether UI elements are being hovered over by the mouse cursor:
|
||||
|
||||
```cpp
|
||||
int node_id;
|
||||
if (ImNodes::IsNodeHovered(&node_id))
|
||||
{
|
||||
node_hovered = node_id;
|
||||
}
|
||||
```
|
||||
|
||||
You can also check to see if any node has been selected. Nodes can be clicked on, or they can be selected by clicking and dragging the box selector over them.
|
||||
|
||||
```cpp
|
||||
// Note that since many nodes can be selected at once, we first need to query the number of
|
||||
// selected nodes before getting them.
|
||||
const int num_selected_nodes = ImNodes::NumSelectedNodes();
|
||||
if (num_selected_nodes > 0)
|
||||
{
|
||||
std::vector<int> selected_nodes;
|
||||
selected_nodes.resize(num_selected_nodes);
|
||||
ImNodes::GetSelectedNodes(selected_nodes.data());
|
||||
}
|
||||
```
|
||||
|
||||
See `imnodes.h` for more UI event-related functions.
|
||||
|
||||
Like `dear imgui`, the style of the UI can be changed. You can set the color style of individual nodes, pins, and links mid-frame by calling `ImNodes::PushColorStyle` and `ImNodes::PopColorStyle`.
|
||||
|
||||
```cpp
|
||||
// set the titlebar color of an individual node
|
||||
ImNodes::PushColorStyle(
|
||||
ImNodesCol_TitleBar, IM_COL32(11, 109, 191, 255));
|
||||
ImNodes::PushColorStyle(
|
||||
ImNodesCol_TitleBarSelected, IM_COL32(81, 148, 204, 255));
|
||||
|
||||
ImNodes::BeginNode(hardcoded_node_id);
|
||||
// node internals here...
|
||||
ImNodes::EndNode();
|
||||
|
||||
ImNodes::PopColorStyle();
|
||||
ImNodes::PopColorStyle();
|
||||
```
|
||||
|
||||
If the style is not being set mid-frame, `ImNodes::GetStyle` can be called instead, and the values can be set into the style array directly.
|
||||
|
||||
```cpp
|
||||
// set the titlebar color for all nodes
|
||||
ImNodesStyle& style = ImNodes::GetStyle();
|
||||
style.colors[ImNodesCol_TitleBar] = IM_COL32(232, 27, 86, 255);
|
||||
style.colors[ImNodesCol_TitleBarSelected] = IM_COL32(241, 108, 146, 255);
|
||||
```
|
||||
|
||||
To handle quicker navigation of large graphs you can use an interactive mini-map overlay. The mini-map can be zoomed and scrolled. Editor nodes will track the panning of the mini-map accordingly.
|
||||
|
||||
```cpp
|
||||
ImGui::Begin("node editor");
|
||||
|
||||
ImNodes::BeginNodeEditor();
|
||||
|
||||
// add nodes...
|
||||
|
||||
// must be called right before EndNodeEditor
|
||||
ImNodes::MiniMap();
|
||||
ImNodes::EndNodeEditor();
|
||||
|
||||
ImGui::End();
|
||||
```
|
||||
|
||||
The relative sizing and corner location of the mini-map in the editor space can be specified like so:
|
||||
|
||||
```cpp
|
||||
// MiniMap is a square region with a side length that is 20% the largest editor canvas dimension
|
||||
// See ImNodesMiniMapLocation_ for other corner locations
|
||||
ImNodes::MiniMap(0.2f, ImNodesMiniMapLocation_TopRight);
|
||||
```
|
||||
|
||||
The mini-map also supports limited node hovering customization through a user-defined callback.
|
||||
```cpp
|
||||
// User callback
|
||||
void mini_map_node_hovering_callback(int node_id, void* user_data)
|
||||
{
|
||||
ImGui::SetTooltip("This is node %d", node_id);
|
||||
}
|
||||
|
||||
// Later on...
|
||||
ImNodes::MiniMap(0.2f, ImNodesMiniMapLocation_TopRight, mini_map_node_hovering_callback, custom_user_data);
|
||||
|
||||
// 'custom_user_data' can be used to supply extra information needed for drawing within the callback
|
||||
```
|
||||
|
||||
## Customizing ImNodes
|
||||
|
||||
ImNodes can be customized by providing an `imnodes_config.h` header and specifying defining `IMNODES_USER_CONFIG=imnodes_config.h` when compiling.
|
||||
|
||||
It is currently possible to override the type of the minimap hovering callback function. This is useful when generating bindings for another language.
|
||||
|
||||
Here's an example imnodes_config.h, which generates a pybind wrapper for the callback.
|
||||
```cpp
|
||||
#pragma once
|
||||
|
||||
#include <pybind11/functional.h>
|
||||
|
||||
namespace pybind11 {
|
||||
|
||||
inline bool PyWrapper_Check(PyObject *o) { return true; }
|
||||
|
||||
class wrapper : public object {
|
||||
public:
|
||||
PYBIND11_OBJECT_DEFAULT(wrapper, object, PyWrapper_Check)
|
||||
wrapper(void* x) { m_ptr = (PyObject*)x; }
|
||||
explicit operator bool() const { return m_ptr != nullptr && m_ptr != Py_None; }
|
||||
};
|
||||
|
||||
} //namespace pybind11
|
||||
|
||||
namespace py = pybind11;
|
||||
|
||||
#define ImNodesMiniMapNodeHoveringCallback py::wrapper
|
||||
|
||||
#define ImNodesMiniMapNodeHoveringCallbackUserData py::wrapper
|
||||
```
|
||||
|
||||
## Known issues
|
||||
|
||||
* `ImGui::Separator()` spans the current window span. As a result, using a separator inside a node will result in the separator spilling out of the node into the node editor grid.
|
||||
|
||||
## Further information
|
||||
|
||||
See the `examples/` directory to see library usage in greater detail.
|
||||
|
||||
* simple.cpp is a simple hello-world style program which displays two nodes
|
||||
* save_load.cpp is enables you to add and remove nodes and links, and serializes/deserializes them, so that the program state is retained between restarting the program
|
||||
* color_node_editor.cpp is a more complete example, which shows how a simple node editor is implemented with a graph.
|
18
lib/third_party/imgui/implot/CMakeLists.txt
vendored
Normal file
18
lib/third_party/imgui/implot/CMakeLists.txt
vendored
Normal file
@ -0,0 +1,18 @@
|
||||
cmake_minimum_required(VERSION 3.16)
|
||||
# https://github.com/epezent/implot
|
||||
project(imgui_implot)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 17)
|
||||
|
||||
add_library(imgui_implot OBJECT
|
||||
source/implot.cpp
|
||||
source/implot_items.cpp
|
||||
source/implot_demo.cpp
|
||||
)
|
||||
|
||||
target_include_directories(imgui_implot PUBLIC
|
||||
include
|
||||
)
|
||||
|
||||
target_link_libraries(imgui_implot PRIVATE imgui_includes)
|
||||
set_property(TARGET imgui_implot PROPERTY POSITION_INDEPENDENT_CODE ON)
|
21
lib/third_party/imgui/implot/LICENSE.txt
vendored
Normal file
21
lib/third_party/imgui/implot/LICENSE.txt
vendored
Normal file
@ -0,0 +1,21 @@
|
||||
MIT License
|
||||
|
||||
Copyright (c) 2020 Evan Pezent
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
178
lib/third_party/imgui/implot/README.md
vendored
Normal file
178
lib/third_party/imgui/implot/README.md
vendored
Normal file
@ -0,0 +1,178 @@
|
||||
# ImPlot
|
||||
ImPlot is an immediate mode, GPU accelerated plotting library for [Dear ImGui](https://github.com/ocornut/imgui). It aims to provide a first-class API that ImGui fans will love. ImPlot is well suited for visualizing program data in real-time or creating interactive plots, and requires minimal code to integrate. Just like ImGui, it does not burden the end user with GUI state management, avoids STL containers and C++ headers, and has no external dependencies except for ImGui itself.
|
||||
|
||||
<img src="https://raw.githubusercontent.com/wiki/epezent/implot/screenshots3/controls.gif" width="270"> <img src="https://raw.githubusercontent.com/wiki/epezent/implot/screenshots3/dnd.gif" width="270"> <img src="https://raw.githubusercontent.com/wiki/epezent/implot/screenshots3/pie.gif" width="270">
|
||||
|
||||
<img src="https://raw.githubusercontent.com/wiki/epezent/implot/screenshots3/query.gif" width="270"> <img src="https://raw.githubusercontent.com/wiki/epezent/implot/screenshots3/bars.gif" width="270">
|
||||
<img src="https://raw.githubusercontent.com/wiki/epezent/implot/screenshots3/rt.gif" width="270">
|
||||
|
||||
<img src="https://raw.githubusercontent.com/wiki/epezent/implot/screenshots3/stem.gif" width="270"> <img src="https://raw.githubusercontent.com/wiki/epezent/implot/screenshots3/markers.gif" width="270">
|
||||
<img src="https://raw.githubusercontent.com/wiki/epezent/implot/screenshots3/shaded.gif" width="270">
|
||||
|
||||
<img src="https://raw.githubusercontent.com/wiki/epezent/implot/screenshots3/candle.gif" width="270"> <img src="https://raw.githubusercontent.com/wiki/epezent/implot/screenshots3/heat.gif" width="270">
|
||||
<img src="https://raw.githubusercontent.com/wiki/epezent/implot/screenshots3/tables.gif" width="270">
|
||||
|
||||
## Features
|
||||
|
||||
- GPU accelerated rendering
|
||||
- multiple plot types:
|
||||
- line plots
|
||||
- shaded plots
|
||||
- scatter plots
|
||||
- vertical/horizontal/stacked bars graphs
|
||||
- vertical/horizontal error bars
|
||||
- stem plots
|
||||
- stair plots
|
||||
- pie charts
|
||||
- heatmap charts
|
||||
- 1D/2D histograms
|
||||
- images
|
||||
- and more likely to come
|
||||
- mix/match multiple plot items on a single plot
|
||||
- configurable axes ranges and scaling (linear/log)
|
||||
- subplots
|
||||
- time formatted x-axes (US formatted or ISO 8601)
|
||||
- reversible and lockable axes
|
||||
- multiple x-axes and y-axes
|
||||
- controls for zooming, panning, box selection, and auto-fitting data
|
||||
- controls for creating persistent query ranges (see demo)
|
||||
- several plot styling options: 10 marker types, adjustable marker sizes, line weights, outline colors, fill colors, etc.
|
||||
- 16 built-in colormaps and support for and user-added colormaps
|
||||
- optional plot titles, axis labels, and grid labels
|
||||
- optional and configurable legends with toggle buttons to quickly show/hide plot items
|
||||
- default styling based on current ImGui theme, or completely custom plot styles
|
||||
- customizable data getters and data striding (just like ImGui:PlotLine)
|
||||
- accepts data as float, double, and 8, 16, 32, and 64-bit signed/unsigned integral types
|
||||
- and more! (see Announcements [2022](https://github.com/epezent/implot/discussions/370)/[2021](https://github.com/epezent/implot/issues/168)/[2020](https://github.com/epezent/implot/issues/48))
|
||||
|
||||
## Usage
|
||||
|
||||
The API is used just like any other ImGui `BeginX`/`EndX` pair. First, start a new plot with `ImPlot::BeginPlot()`. Next, plot as many items as you want with the provided `PlotX` functions (e.g. `PlotLine()`, `PlotBars()`, `PlotScatter()`, etc). Finally, wrap things up with a call to `ImPlot::EndPlot()`. That's it!
|
||||
|
||||
```cpp
|
||||
int bar_data[11] = ...;
|
||||
float x_data[1000] = ...;
|
||||
float y_data[1000] = ...;
|
||||
|
||||
ImGui::Begin("My Window");
|
||||
if (ImPlot::BeginPlot("My Plot")) {
|
||||
ImPlot::PlotBars("My Bar Plot", bar_data, 11);
|
||||
ImPlot::PlotLine("My Line Plot", x_data, y_data, 1000);
|
||||
...
|
||||
ImPlot::EndPlot();
|
||||
}
|
||||
ImGui::End();
|
||||
```
|
||||
|
||||
![Usage](https://raw.githubusercontent.com/wiki/epezent/implot/screenshots3/example.PNG)
|
||||
|
||||
|
||||
Of course, there's much more you can do with ImPlot...
|
||||
|
||||
## Demos
|
||||
|
||||
A comprehensive example of ImPlot's features can be found in `implot_demo.cpp`. Add this file to your sources and call `ImPlot::ShowDemoWindow()` somewhere in your update loop. You are encouraged to use this file as a reference when needing to implement various plot types. The demo is always updated to show new plot types and features as they are added, so check back with each release!
|
||||
|
||||
An online version of the demo is hosted [here](https://traineq.org/implot_demo/src/implot_demo.html). You can view the plots and the source code that generated them. Note that this demo may not always be up to date and is not as performant as a desktop implementation, but it should give you a general taste of what's possible with ImPlot. Special thanks to [pthom](https://github.com/pthom) for creating and hosting this!
|
||||
|
||||
More sophisticated demos requiring lengthier code and/or third-party libraries can be found in a separate repository: [implot_demos](https://github.com/epezent/implot_demos). Here, you will find advanced signal processing and ImPlot usage in action. Please read the `Contributing` section of that repository if you have an idea for a new demo!
|
||||
|
||||
## Integration
|
||||
|
||||
0) Set up an [ImGui](https://github.com/ocornut/imgui) environment if you don't already have one.
|
||||
1) Add `implot.h`, `implot_internal.h`, `implot.cpp`, `implot_items.cpp` and optionally `implot_demo.cpp` to your sources. Alternatively, you can get ImPlot using [vcpkg](https://github.com/microsoft/vcpkg/tree/master/ports/implot).
|
||||
2) Create and destroy an `ImPlotContext` wherever you do so for your `ImGuiContext`:
|
||||
|
||||
```cpp
|
||||
ImGui::CreateContext();
|
||||
ImPlot::CreateContext();
|
||||
...
|
||||
ImPlot::DestroyContext();
|
||||
ImGui::DestroyContext();
|
||||
```
|
||||
|
||||
You should be good to go!
|
||||
|
||||
## Installing ImPlot using vcpkg
|
||||
|
||||
You can download and install ImPlot using the [vcpkg](https://github.com/Microsoft/vcpkg) dependency manager:
|
||||
|
||||
```bash
|
||||
git clone https://github.com/Microsoft/vcpkg.git
|
||||
cd vcpkg
|
||||
./bootstrap-vcpkg.sh
|
||||
./vcpkg integrate install
|
||||
./vcpkg install implot
|
||||
```
|
||||
|
||||
The ImPlot port in vcpkg is kept up to date by Microsoft team members and community contributors. If the version is out of date, please [create an issue or pull request](https://github.com/Microsoft/vcpkg) on the vcpkg repository.
|
||||
|
||||
## Extremely Important Note
|
||||
|
||||
Dear ImGui uses **16-bit indexing by default**, so high-density ImPlot widgets like `ImPlot::PlotHeatmap()` may produce too many vertices into `ImDrawList`, which causes an assertion failure and will result in data truncation and/or visual glitches. Therefore, it is **HIGHLY** recommended that you EITHER:
|
||||
|
||||
- **Option 1:** Enable 32-bit indices by uncommenting `#define ImDrawIdx unsigned int` in your ImGui [`imconfig.h`](https://github.com/ocornut/imgui/blob/master/imconfig.h#L89) file.
|
||||
- **Option 2:** Handle the `ImGuiBackendFlags_RendererHasVtxOffset` flag in your renderer if you must use 16-bit indices. Many of the default ImGui rendering backends already support `ImGuiBackendFlags_RendererHasVtxOffset`. Refer to [this issue](https://github.com/ocornut/imgui/issues/2591) for more information.
|
||||
|
||||
## FAQ
|
||||
|
||||
**Q: Why?**
|
||||
|
||||
A: ImGui is an incredibly powerful tool for rapid prototyping and development, but provides only limited mechanisms for data visualization. Two dimensional plots are ubiquitous and useful to almost any application. Being able to visualize your data in real-time will give you insight and better understanding of your application.
|
||||
|
||||
**Q: Is ImPlot the right plotting library for me?**
|
||||
|
||||
A: If you're looking to generate publication quality plots and/or export plots to a file, ImPlot is NOT the library for you! ImPlot is geared toward plotting application data at realtime speeds with high levels of interactivity. ImPlot does its best to create pretty plots (indeed, there are quite a few styling options available), but it will always favor function over form.
|
||||
|
||||
**Q: Where is the documentation?**
|
||||
|
||||
A: The API is thoroughly commented in `implot.h`, and the demo in `implot_demo.cpp` should be more than enough to get you started. Also take a look at the [implot_demos](https://github.com/epezent/implot_demos) repository.
|
||||
|
||||
**Q: Is ImPlot suitable for plotting large datasets?**
|
||||
|
||||
A: Yes, within reason. You can plot tens to hundreds of thousands of points without issue, but don't expect millions to be a buttery smooth experience. That said, you can always downsample extremely large datasets by telling ImPlot to stride your data at larger intervals if needed. Also try the experimental `backends` branch which aims to provide GPU acceleration support.
|
||||
|
||||
**Q: What data types can I plot?**
|
||||
|
||||
A: ImPlot plotting functions accept most scalar types:
|
||||
`float`, `double`, `int8`, `uint8`, `int16`, `uint16`, `int32`, `uint32`, `int64`, `uint64`. Arrays of custom structs or classes (e.g. `Vector2f` or similar) are easily passed to ImPlot functions using the built-in striding features (see `implot.h` for documentation), and many plotters provide a "getter" overload which accepts data generating callbacks. You can fully customize the list of accepted types by defining `IMPLOT_CUSTOM_NUMERIC_TYPES` at compile time: see doc in `implot_items.cpp`.
|
||||
|
||||
**Q: Can plot styles be modified?**
|
||||
|
||||
A: Yes. Data colormaps and various styling colors and variables can be pushed/popped or modified permanently on startup. Three default styles are available, as well as an automatic style that attempts to match you ImGui style.
|
||||
|
||||
**Q: Does ImPlot support logarithmic scaling or time formatting?**
|
||||
|
||||
A: Yep! Both logscale and timescale are supported.
|
||||
|
||||
**Q: Does ImPlot support multiple y-axes? x-axes?**
|
||||
|
||||
A: Yes. Up to three x-axes and three y-axes can be enabled.
|
||||
|
||||
**Q: Does ImPlot support [insert plot type]?**
|
||||
|
||||
A: Maybe. Check the demo, gallery, or Announcements ([2020](https://github.com/epezent/implot/issues/48)/[2021](https://github.com/epezent/implot/issues/168))to see if your desired plot type is shown. If not, consider submitting an issue or better yet, a PR!
|
||||
|
||||
**Q: Does ImPlot support 3D plots?**
|
||||
|
||||
A: No, and likely never will since ImGui only deals in 2D rendering.
|
||||
|
||||
**Q: Does ImPlot provide analytic tools?**
|
||||
|
||||
A: Not exactly, but it does give you the ability to query plot sub-ranges, with which you can process your data however you like.
|
||||
|
||||
**Q: Can plots be exported/saved to image?**
|
||||
|
||||
A: Not currently. Use your OS's screen capturing mechanisms if you need to capture a plot. ImPlot is not suitable for rendering publication quality plots; it is only intended to be used as a visualization tool. Post-process your data with MATLAB or matplotlib for these purposes.
|
||||
|
||||
**Q: Why are my plot lines showing aliasing?**
|
||||
|
||||
A: You probably need to enable `ImGuiStyle::AntiAliasedLinesUseTex` (or possibly `ImGuiStyle:AntiAliasedLines`). If those settings are already enabled, then you must ensure your backend supports texture based anti-aliasing (i.e. uses bilinear sampling). Most of the default ImGui backends support this feature out of the box. Learn more [here](https://github.com/ocornut/imgui/issues/3245). Alternatively, you can enable MSAA at the application level if your hardware supports it (4x should do).
|
||||
|
||||
**Q: Can I compile ImPlot as a dynamic library?**
|
||||
|
||||
A: Like ImGui, it is recommended that you compile and link ImPlot as a *static* library or directly as a part of your sources. However, if you must and are compiling ImPlot and ImGui as separate DLLs, make sure you set the current *ImGui* context with `ImPlot::SetImGuiContext(ImGuiContext* ctx)`. This ensures that global ImGui variables are correctly shared across the DLL boundary.
|
||||
|
||||
**Q: Can ImPlot be used with other languages/bindings?**
|
||||
|
||||
A: Yes, you can use the generated C binding, [cimplot](https://github.com/cimgui/cimplot) with most high level languages. [DearPyGui](https://github.com/hoffstadt/DearPyGui) provides a Python wrapper, among other things. [DearImGui/DearImPlot](https://github.com/aybe/DearImGui) provides bindings for .NET. [imgui-java](https://github.com/SpaiR/imgui-java) provides bindings for Java. [ImPlot.jl](https://github.com/wsphillips/ImPlot.jl) provides bindings for Julia. A Rust binding, [implot-rs](https://github.com/4bb4/implot-rs), is currently in the works. An example using Emscripten can be found [here](https://github.com/pthom/implot_demo).
|
9
lib/third_party/imgui/include/imgui_config.h
vendored
9
lib/third_party/imgui/include/imgui_config.h
vendored
@ -1,9 +0,0 @@
|
||||
// ImGui config (check imconfig.h for more information about these definitions)
|
||||
#pragma once
|
||||
|
||||
#define IMGUI_DEFINE_MATH_OPERATORS
|
||||
#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
#define IMGUI_DISABLE_OBSOLETE_KEYIO
|
||||
#define IMGUI_ENABLE_FREETYPE
|
||||
#define ImDrawIdx unsigned int
|
||||
#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
|
Loading…
x
Reference in New Issue
Block a user