mirror of
https://github.com/ocornut/imgui.git
synced 2024-11-16 03:53:28 +01:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_sdlrenderer.cpp # backends/imgui_impl_sdlrenderer.h # imgui.cpp # imgui.h
This commit is contained in:
commit
06e4f4e370
@ -10,8 +10,8 @@
|
|||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||||
// Missing features:
|
// Missing features:
|
||||||
// [ ] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices (SDL_RenderGeometryRaw() is missing a vertex offset).
|
|
||||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||||
|
|
||||||
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
// You can copy and use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
|
||||||
@ -19,6 +19,7 @@
|
|||||||
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
// Read online: https://github.com/ocornut/imgui/tree/master/docs
|
||||||
|
|
||||||
// CHANGELOG
|
// CHANGELOG
|
||||||
|
// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||||
// 2021-10-06: Backup and restore modified ClipRect/Viewport.
|
// 2021-10-06: Backup and restore modified ClipRect/Viewport.
|
||||||
// 2021-09-21: Initial version.
|
// 2021-09-21: Initial version.
|
||||||
|
|
||||||
@ -62,6 +63,7 @@ bool ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer)
|
|||||||
ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
|
ImGui_ImplSDLRenderer_Data* bd = IM_NEW(ImGui_ImplSDLRenderer_Data)();
|
||||||
io.BackendRendererUserData = (void*)bd;
|
io.BackendRendererUserData = (void*)bd;
|
||||||
io.BackendRendererName = "imgui_impl_sdlrenderer";
|
io.BackendRendererName = "imgui_impl_sdlrenderer";
|
||||||
|
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
|
||||||
|
|
||||||
bd->SDLRenderer = renderer;
|
bd->SDLRenderer = renderer;
|
||||||
|
|
||||||
@ -128,7 +130,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
|
|||||||
SDL_Rect ClipRect;
|
SDL_Rect ClipRect;
|
||||||
};
|
};
|
||||||
BackupSDLRendererState old = {};
|
BackupSDLRendererState old = {};
|
||||||
old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer);
|
old.ClipEnabled = SDL_RenderIsClipEnabled(bd->SDLRenderer) == SDL_TRUE;
|
||||||
SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
|
SDL_RenderGetViewport(bd->SDLRenderer, &old.Viewport);
|
||||||
SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
|
SDL_RenderGetClipRect(bd->SDLRenderer, &old.ClipRect);
|
||||||
|
|
||||||
@ -171,9 +173,9 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
|
|||||||
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
|
SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) };
|
||||||
SDL_RenderSetClipRect(bd->SDLRenderer, &r);
|
SDL_RenderSetClipRect(bd->SDLRenderer, &r);
|
||||||
|
|
||||||
const float* xy = (const float*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, pos));
|
const float* xy = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, pos));
|
||||||
const float* uv = (const float*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, uv));
|
const float* uv = (const float*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, uv));
|
||||||
const int* color = (const int*)((const char*)vtx_buffer + IM_OFFSETOF(ImDrawVert, col));
|
const int* color = (const int*)((const char*)(vtx_buffer + pcmd->VtxOffset) + IM_OFFSETOF(ImDrawVert, col));
|
||||||
|
|
||||||
// Bind texture, Draw
|
// Bind texture, Draw
|
||||||
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
|
SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID();
|
||||||
@ -181,7 +183,7 @@ void ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data)
|
|||||||
xy, (int)sizeof(ImDrawVert),
|
xy, (int)sizeof(ImDrawVert),
|
||||||
color, (int)sizeof(ImDrawVert),
|
color, (int)sizeof(ImDrawVert),
|
||||||
uv, (int)sizeof(ImDrawVert),
|
uv, (int)sizeof(ImDrawVert),
|
||||||
cmd_list->VtxBuffer.Size,
|
cmd_list->VtxBuffer.Size - pcmd->VtxOffset,
|
||||||
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
|
idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -10,8 +10,8 @@
|
|||||||
|
|
||||||
// Implemented features:
|
// Implemented features:
|
||||||
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!
|
||||||
|
// [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
|
||||||
// Missing features:
|
// Missing features:
|
||||||
// [ ] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices (SDL_RenderGeometryRaw() is missing a vertex offset).
|
|
||||||
// [ ] Renderer: Multi-viewport support (multiple windows).
|
// [ ] Renderer: Multi-viewport support (multiple windows).
|
||||||
|
|
||||||
#pragma once
|
#pragma once
|
||||||
|
@ -110,7 +110,9 @@ Breaking Changes:
|
|||||||
|
|
||||||
Other Changes:
|
Other Changes:
|
||||||
|
|
||||||
- Added IsMouseTripleClicked() function. Tracking multi-click count in IO structure. (#3229) [@kudaba]
|
- Added GetMouseClickedCount() function, returning the number of successive clicks. (#3229) [@kudaba]
|
||||||
|
(so IsMouseDoubleClicked(ImGuiMouseButton_Left) is same as GetMouseClickedCount(ImGuiMouseButton_Left) == 2,
|
||||||
|
but it allows testing for triple clicks and more).
|
||||||
- Modals: fixed issue hovering popups inside a child inside a modal. (#4676, #4527)
|
- Modals: fixed issue hovering popups inside a child inside a modal. (#4676, #4527)
|
||||||
- Fixed IsWindowFocused()/IsWindowHovered() issues with childs inside popups. (#4676)
|
- Fixed IsWindowFocused()/IsWindowHovered() issues with childs inside popups. (#4676)
|
||||||
- Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of using the _NavEnableKeyboard
|
- Nav: Ctrl+tabbing to cycle through windows is now enabled regardless of using the _NavEnableKeyboard
|
||||||
@ -132,7 +134,7 @@ Other Changes:
|
|||||||
- Clipper: currently focused item is automatically included in clipper range.
|
- Clipper: currently focused item is automatically included in clipper range.
|
||||||
Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is
|
Fixes issue where e.g. drag and dropping an item and scrolling ensure the item source location is
|
||||||
still submitted. (#3841, #1725) [@GamingMinds-DanielC, @ocornut]
|
still submitted. (#3841, #1725) [@GamingMinds-DanielC, @ocornut]
|
||||||
- Cliooer: added ForceDisplayRangeByIndices() to force a given item (or several) to be stepped out
|
- Clipper: added ForceDisplayRangeByIndices() to force a given item (or several) to be stepped out
|
||||||
during a clipping operation. (#3841) [@@GamingMinds-DanielC]
|
during a clipping operation. (#3841) [@@GamingMinds-DanielC]
|
||||||
- Clipper: rework so gamepad/keyboard navigation doesn't create spikes in number of items requested
|
- Clipper: rework so gamepad/keyboard navigation doesn't create spikes in number of items requested
|
||||||
by the clipper to display. (#3841)
|
by the clipper to display. (#3841)
|
||||||
@ -143,12 +145,15 @@ Other Changes:
|
|||||||
- Metrics: Added a node showing windows in submission order and showing the Begin() stack.
|
- Metrics: Added a node showing windows in submission order and showing the Begin() stack.
|
||||||
- Misc: Added missing ImGuiMouseCursor_NotAllowed cursor for software rendering (when the
|
- Misc: Added missing ImGuiMouseCursor_NotAllowed cursor for software rendering (when the
|
||||||
io.MouseDrawCursor flag is enabled). (#4713) [@nobody-special666]
|
io.MouseDrawCursor flag is enabled). (#4713) [@nobody-special666]
|
||||||
|
- Misc: Fixed software mouse cursor being rendered multiple times if Render() is called more than once.
|
||||||
- Misc: Fix MinGW DLL build issue (when IMGUI_API is defined). [@rokups]
|
- Misc: Fix MinGW DLL build issue (when IMGUI_API is defined). [@rokups]
|
||||||
- CI: Add MinGW DLL build to test suite. [@rokups]
|
- CI: Add MinGW DLL build to test suite. [@rokups]
|
||||||
- Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce
|
- Backends: Vulkan: Call vkCmdSetScissor() at the end of render with a full-viewport to reduce
|
||||||
likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling
|
likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling
|
||||||
vkCmdSetScissor() explicitly every frame. (#4644)
|
vkCmdSetScissor() explicitly every frame. (#4644)
|
||||||
- Backends: DX12: Fixed DRAW_EMPTY_SCISSOR_RECTANGLE warnings. (#4775)
|
- Backends: DX12: Fixed DRAW_EMPTY_SCISSOR_RECTANGLE warnings. (#4775)
|
||||||
|
- Backends: SDL_Renderer: Added support for large meshes (64k+ vertices) with 16-bit indices,
|
||||||
|
enabling 'ImGuiBackendFlags_RendererHasVtxOffset' in the backend. (#3926) [@rokups]
|
||||||
- Backends: WebGPU: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer() and
|
- Backends: WebGPU: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer() and
|
||||||
wgpuRenderPassEncoderSetIndexBuffer() functions as validation layers appears to not do what the
|
wgpuRenderPassEncoderSetIndexBuffer() functions as validation layers appears to not do what the
|
||||||
in-flux specs says. (#4766) [@meshula]
|
in-flux specs says. (#4766) [@meshula]
|
||||||
|
@ -5101,11 +5101,11 @@ bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
|
|||||||
return g.IO.MouseClickedCount[button] == 2;
|
return g.IO.MouseClickedCount[button] == 2;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool ImGui::IsMouseTripleClicked(ImGuiMouseButton button)
|
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
|
||||||
{
|
{
|
||||||
ImGuiContext& g = *GImGui;
|
ImGuiContext& g = *GImGui;
|
||||||
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
|
||||||
return g.IO.MouseClickedCount[button] == 3;
|
return g.IO.MouseClickedCount[button];
|
||||||
}
|
}
|
||||||
|
|
||||||
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
|
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
|
||||||
|
10
imgui.h
10
imgui.h
@ -65,7 +65,7 @@ Index of this file:
|
|||||||
// Version
|
// Version
|
||||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
|
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
|
||||||
#define IMGUI_VERSION "1.86 WIP"
|
#define IMGUI_VERSION "1.86 WIP"
|
||||||
#define IMGUI_VERSION_NUM 18512
|
#define IMGUI_VERSION_NUM 18514
|
||||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||||
#define IMGUI_HAS_TABLE
|
#define IMGUI_HAS_TABLE
|
||||||
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
|
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
|
||||||
@ -929,10 +929,10 @@ namespace ImGui
|
|||||||
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
|
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
|
||||||
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
|
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
|
||||||
IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
|
IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
|
||||||
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down)
|
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
|
||||||
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
|
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
|
||||||
IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true)
|
IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
|
||||||
IMGUI_API bool IsMouseTripleClicked(ImGuiMouseButton button); // did mouse button triple-clicked? (note that a triple-click will also report IsMouseClicked() == true)
|
IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
|
||||||
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
|
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
|
||||||
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
|
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
|
||||||
IMGUI_API bool IsAnyMouseDown(); // is any mouse button held?
|
IMGUI_API bool IsAnyMouseDown(); // is any mouse button held?
|
||||||
@ -997,7 +997,7 @@ enum ImGuiWindowFlags_
|
|||||||
ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
|
ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
|
||||||
ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
|
ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
|
||||||
ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
|
ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
|
||||||
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as "window menu button" within a docking node.
|
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
|
||||||
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
|
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
|
||||||
ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
|
ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
|
||||||
ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
|
ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
|
||||||
|
@ -5741,14 +5741,9 @@ static void ShowDemoWindowMisc()
|
|||||||
ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
|
ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
|
||||||
|
|
||||||
int count = IM_ARRAYSIZE(io.MouseDown);
|
int count = IM_ARRAYSIZE(io.MouseDown);
|
||||||
ImGui::Text("Mouse down:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
|
ImGui::Text("Mouse down:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
|
||||||
ImGui::Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
|
ImGui::Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, ImGui::GetMouseClickedCount(i)); }
|
||||||
ImGui::Text(" - clicked double:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
|
ImGui::Text("Mouse released:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
|
||||||
ImGui::Text(" - clicked triple:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseTripleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
|
|
||||||
ImGui::Text(" - clicked count:"); for (int i = 0; i < count; i++) if (io.MouseClickedCount[i]) { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, io.MouseClickedCount[i]); }
|
|
||||||
//ImGui::Text(" - last count:"); for (int i = 0; i < count; i++) if (io.MouseClickedLastCount[i]) { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, io.MouseClickedLastCount[i]); }
|
|
||||||
|
|
||||||
ImGui::Text("Mouse released:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); }
|
|
||||||
ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
|
ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
|
||||||
ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
|
ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
|
||||||
ImGui::TreePop();
|
ImGui::TreePop();
|
||||||
|
Loading…
Reference in New Issue
Block a user