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mirror of https://github.com/ocornut/imgui.git synced 2024-11-24 15:50:25 +01:00

Merge branch 'master' into 2016-02-colorpicker

This commit is contained in:
ocornut 2016-03-28 23:17:13 +02:00
commit 326c4e40f8
31 changed files with 250 additions and 182 deletions

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@ -47,7 +47,11 @@ Gallery
See the [Screenshots Thread](https://github.com/ocornut/imgui/issues/123) for some user creations.
![screenshot 1](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/examples_04.png)
![screenshot 1](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_01.png)
![screenshot 2](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/examples_02.png)
[![profiler](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler-880.jpg)](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v148/profiler.png)
![screenshot 2](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_01.png)
![screenshot 3](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_02.png)
![screenshot 4](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/test_window_03.png)

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@ -1,4 +1,6 @@
// ImGui Allegro 5 bindings
// In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
@ -38,14 +40,14 @@ void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
al_get_blender(&op, &src, &dst);
al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
for (int n = 0; n < draw_data->CmdListsCount; n++)
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
// FIXME-OPT: Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats
static ImVector<ImDrawVertAllegro> vertices;
vertices.resize(cmd_list->VtxBuffer.size());
for (int i = 0; i < cmd_list->VtxBuffer.size(); ++i)
for (int i = 0; i < cmd_list->VtxBuffer.size(); ++i)
{
const ImDrawVert &dv = cmd_list->VtxBuffer[i];
ImDrawVertAllegro v;
@ -60,18 +62,18 @@ void ImGui_ImplA5_RenderDrawLists(ImDrawData* draw_data)
// You can also use '#define ImDrawIdx unsigned int' in imconfig.h and request ImGui to output 32-bit indices
static ImVector<int> indices;
indices.resize(cmd_list->IdxBuffer.size());
for (int i = 0; i < cmd_list->IdxBuffer.size(); ++i)
for (int i = 0; i < cmd_list->IdxBuffer.size(); ++i)
indices[i] = (int)cmd_list->IdxBuffer.Data[i];
int idx_offset = 0;
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
if (pcmd->UserCallback)
if (pcmd->UserCallback)
{
pcmd->UserCallback(cmd_list, pcmd);
}
else
else
{
ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->TextureId;
al_set_clipping_rectangle(pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z-pcmd->ClipRect.x, pcmd->ClipRect.w-pcmd->ClipRect.y);
@ -102,11 +104,11 @@ bool Imgui_ImplA5_CreateDeviceObjects()
ALLEGRO_BITMAP* img = al_create_bitmap(width, height);
al_set_new_bitmap_flags(flags);
al_set_new_bitmap_format(fmt);
if (!img)
if (!img)
return false;
ALLEGRO_LOCKED_REGION *locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY);
if (!locked_img)
if (!locked_img)
{
al_destroy_bitmap(img);
return false;
@ -117,7 +119,7 @@ bool Imgui_ImplA5_CreateDeviceObjects()
// Convert software texture to hardware texture.
ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img);
al_destroy_bitmap(img);
if (!cloned_img)
if (!cloned_img)
return false;
// Store our identifier
@ -135,7 +137,7 @@ bool Imgui_ImplA5_CreateDeviceObjects()
void ImGui_ImplA5_InvalidateDeviceObjects()
{
if (g_Texture)
if (g_Texture)
{
al_destroy_bitmap(g_Texture);
ImGui::GetIO().Fonts->TexID = NULL;
@ -151,11 +153,11 @@ void ImGui_ImplA5_InvalidateDeviceObjects()
bool ImGui_ImplA5_Init(ALLEGRO_DISPLAY* display)
{
g_Display = display;
// Create custom vertex declaration.
// Create custom vertex declaration.
// Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats.
// We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion.
ALLEGRO_VERTEX_ELEMENT elems[] =
ALLEGRO_VERTEX_ELEMENT elems[] =
{
{ ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, pos) },
{ ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, OFFSETOF(ImDrawVertAllegro, uv) },
@ -203,13 +205,13 @@ bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
{
ImGuiIO &io = ImGui::GetIO();
switch (ev->type)
switch (ev->type)
{
case ALLEGRO_EVENT_MOUSE_AXES:
io.MouseWheel += ev->mouse.dz;
return true;
case ALLEGRO_EVENT_KEY_CHAR:
if (ev->keyboard.display == g_Display)
if (ev->keyboard.display == g_Display)
if (ev->keyboard.unichar > 0 && ev->keyboard.unichar < 0x10000)
io.AddInputCharacter((unsigned short)ev->keyboard.unichar);
return true;
@ -225,7 +227,7 @@ bool ImGui_ImplA5_ProcessEvent(ALLEGRO_EVENT *ev)
void ImGui_ImplA5_NewFrame()
{
if (!g_Texture)
if (!g_Texture)
Imgui_ImplA5_CreateDeviceObjects();
ImGuiIO &io = ImGui::GetIO();
@ -249,12 +251,12 @@ void ImGui_ImplA5_NewFrame()
io.KeyAlt = al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR);
ALLEGRO_MOUSE_STATE mouse;
if (keys.display == g_Display)
if (keys.display == g_Display)
{
al_get_mouse_state(&mouse);
io.MousePos = ImVec2((float)mouse.x, (float)mouse.y);
}
else
else
{
io.MousePos = ImVec2(-1, -1);
}

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@ -1,4 +1,6 @@
// ImGui Allegro 5 bindings
// In this binding, ImTextureID is used to store a 'ALLEGRO_BITMAP*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.

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@ -9,7 +9,7 @@
int main(int, char**)
{
// Setup Allegro
// Setup Allegro
al_init();
al_install_keyboard();
al_install_mouse();
@ -41,7 +41,7 @@ int main(int, char**)
// Main loop
bool running = true;
while (running)
while (running)
{
ALLEGRO_EVENT ev;
while (al_get_next_event(queue, &ev))
@ -70,7 +70,7 @@ int main(int, char**)
}
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
if (show_another_window)
{
ImGui::SetNextWindowSize(ImVec2(200, 100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window);
@ -79,7 +79,7 @@ int main(int, char**)
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);

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@ -1,4 +1,6 @@
// ImGui Win32 + DirectX10 binding
// In this binding, ImTextureID is used to store a 'ID3D10ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.

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@ -1,4 +1,6 @@
// ImGui Win32 + DirectX10 binding
// In this binding, ImTextureID is used to store a 'ID3D10ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.

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@ -21,7 +21,7 @@ void CreateRenderTarget()
g_pSwapChain->GetDesc(&sd);
// Create the render target
ID3D10Texture2D* pBackBuffer;
ID3D10Texture2D* pBackBuffer;
D3D10_RENDER_TARGET_VIEW_DESC render_target_view_desc;
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
render_target_view_desc.Format = sd.BufferDesc.Format;

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@ -1,4 +1,6 @@
// ImGui Win32 + DirectX11 binding
// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
@ -161,7 +163,7 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
{
const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
g_pd3dDeviceContext->RSSetScissorRects(1, &r);
g_pd3dDeviceContext->RSSetScissorRects(1, &r);
g_pd3dDeviceContext->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
}
idx_offset += pcmd->ElemCount;
@ -290,7 +292,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
// Create the vertex shader
{
static const char* vertexShader =
static const char* vertexShader =
"cbuffer vertexBuffer : register(b0) \
{\
float4x4 ProjectionMatrix; \

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@ -1,4 +1,6 @@
// ImGui Win32 + DirectX11 binding
// In this binding, ImTextureID is used to store a 'ID3D11ShaderResourceView*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.

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@ -21,7 +21,7 @@ void CreateRenderTarget()
g_pSwapChain->GetDesc(&sd);
// Create the render target
ID3D11Texture2D* pBackBuffer;
ID3D11Texture2D* pBackBuffer;
D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
render_target_view_desc.Format = sd.BufferDesc.Format;

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@ -1,4 +1,6 @@
// ImGui Win32 + DirectX9 binding
// In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
@ -95,8 +97,8 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
@ -146,26 +148,26 @@ IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LP
io.MouseDown[0] = true;
return true;
case WM_LBUTTONUP:
io.MouseDown[0] = false;
io.MouseDown[0] = false;
return true;
case WM_RBUTTONDOWN:
io.MouseDown[1] = true;
io.MouseDown[1] = true;
return true;
case WM_RBUTTONUP:
io.MouseDown[1] = false;
io.MouseDown[1] = false;
return true;
case WM_MBUTTONDOWN:
io.MouseDown[2] = true;
io.MouseDown[2] = true;
return true;
case WM_MBUTTONUP:
io.MouseDown[2] = false;
io.MouseDown[2] = false;
return true;
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
io.MousePos.y = (signed short)(lParam >> 16);
return true;
case WM_KEYDOWN:
if (wParam < 256)
@ -189,7 +191,7 @@ bool ImGui_ImplDX9_Init(void* hwnd, IDirect3DDevice9* device)
g_hWnd = (HWND)hwnd;
g_pd3dDevice = device;
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
return false;
if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
return false;
@ -242,7 +244,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8B8G8R8, D3DPOOL_DEFAULT, &g_FontTexture) < 0)
return false;
D3DLOCKED_RECT tex_locked_rect;
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
return false;
for (int y = 0; y < height; y++)
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
@ -299,7 +301,7 @@ void ImGui_ImplDX9_NewFrame()
// Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
g_Time = current_time;

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@ -1,4 +1,6 @@
// ImGui Win32 + DirectX9 binding
// In this binding, ImTextureID is used to store a 'LPDIRECT3DTEXTURE9' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.

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@ -1,9 +1,9 @@
//
// imgui_impl_ios.h
// imguiex
//
// Joel Davis (joeld42@gmail.com)
//
// ImGui iOS+OpenGL+Synergy binding
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
// by Joel Davis (joeld42@gmail.com)
#pragma once

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@ -1,6 +1,7 @@
//
// imgui_impl_ios.cpp
// imguiex
// ImGui iOS+OpenGL+Synergy binding
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// Providing a standalone iOS application with Synergy integration makes this sample more verbose than others. It also hasn't been tested as much.
// Refer to other examples to get an easier understanding of how to integrate ImGui into your existing application.
#import <OpenGLES/ES3/gl.h>
#import <OpenGLES/ES3/glext.h>

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@ -1,4 +1,6 @@
// ImGui Marmalade binding with IwGx
// In this binding, ImTextureID is used to store a 'CIwTexture*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
@ -11,7 +13,7 @@
#include "imgui_impl_marmalade.h"
#include <s3eClipboard.h>
#include <s3ePointer.h>
#include <s3ePointer.h>
#include <s3eKeyboard.h>
#include <IwTexture.h>
#include <IwGx.h>
@ -45,7 +47,7 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
CIwFVec2* pUVStream = IW_GX_ALLOC(CIwFVec2, nVert);
CIwColour* pColStream = IW_GX_ALLOC(CIwColour, nVert);
for( int i=0; i < nVert; i++ )
for( int i=0; i < nVert; i++ )
{
// TODO: optimize multiplication on gpu using vertex shader
pVertStream[i].x = cmd_list->VtxBuffer[i].pos.x * g_scale.x;
@ -90,12 +92,12 @@ void ImGui_Marmalade_RenderDrawLists(ImDrawData* draw_data)
static const char* ImGui_Marmalade_GetClipboardText()
{
if (s3eClipboardAvailable())
if (s3eClipboardAvailable())
{
int size = s3eClipboardGetText(NULL, 0);
if (size > 0)
if (size > 0)
{
if (g_ClipboardText)
if (g_ClipboardText)
{
delete[] g_ClipboardText;
g_ClipboardText = NULL;
@ -122,7 +124,7 @@ int32 ImGui_Marmalade_PointerButtonEventCallback(void* SystemData, void* pUserDa
// S3E_POINTER_BUTTON_SELECT
s3ePointerEvent* pEvent = (s3ePointerEvent*)SystemData;
if (pEvent->m_Pressed == 1)
if (pEvent->m_Pressed == 1)
{
if (pEvent->m_Button == S3E_POINTER_BUTTON_LEFTMOUSE)
g_MousePressed[0] = true;
@ -147,7 +149,7 @@ int32 ImGui_Marmalade_KeyCallback(void* SystemData, void* userData)
io.KeysDown[e->m_Key] = true;
if (e->m_Pressed == 0)
io.KeysDown[e->m_Key] = false;
io.KeyCtrl = s3eKeyboardGetState(s3eKeyLeftControl) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightControl) == S3E_KEY_STATE_DOWN;
io.KeyShift = s3eKeyboardGetState(s3eKeyLeftShift) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightShift) == S3E_KEY_STATE_DOWN;
io.KeyAlt = s3eKeyboardGetState(s3eKeyLeftAlt) == S3E_KEY_STATE_DOWN || s3eKeyboardGetState(s3eKeyRightAlt) == S3E_KEY_STATE_DOWN;
@ -194,7 +196,7 @@ bool ImGui_Marmalade_CreateDeviceObjects()
void ImGui_Marmalade_InvalidateDeviceObjects()
{
if (g_ClipboardText)
if (g_ClipboardText)
{
delete[] g_ClipboardText;
g_ClipboardText = NULL;
@ -276,8 +278,8 @@ void ImGui_Marmalade_NewFrame()
mouse_x = s3ePointerGetX();
mouse_y = s3ePointerGetY();
io.MousePos = ImVec2((float)mouse_x/g_scale.x, (float)mouse_y/g_scale.y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
for (int i = 0; i < 3; i++)
for (int i = 0; i < 3; i++)
{
io.MouseDown[i] = g_MousePressed[i] || s3ePointerGetState((s3ePointerButton)i) != S3E_POINTER_STATE_UP; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
g_MousePressed[i] = false;
@ -294,15 +296,15 @@ void ImGui_Marmalade_NewFrame()
// Show/hide OSD keyboard
if (io.WantTextInput)
{
{
// Some text input widget is active?
if (!g_osdKeyboardEnabled)
if (!g_osdKeyboardEnabled)
{
g_osdKeyboardEnabled = true;
s3eKeyboardSetInt(S3E_KEYBOARD_GET_CHAR, 1); // show OSD keyboard
}
}
else
else
{
// No text input widget is active
if (g_osdKeyboardEnabled)

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@ -1,4 +1,6 @@
// ImGui Marmalade binding with IwGx
// In this binding, ImTextureID is used to store a 'CIwTexture*' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.

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@ -1,4 +1,6 @@
// ImGui GLFW binding with OpenGL3 + shaders
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.

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@ -1,4 +1,6 @@
// ImGui GLFW binding with OpenGL3 + shaders
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.

View File

@ -1,4 +1,6 @@
// ImGui GLFW binding with OpenGL
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
@ -263,7 +265,7 @@ void ImGui_ImplGlfw_NewFrame()
{
io.MousePos = ImVec2(-1,-1);
}
for (int i = 0; i < 3; i++)
{
io.MouseDown[i] = g_MousePressed[i] || glfwGetMouseButton(g_Window, i) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.

View File

@ -1,4 +1,6 @@
// ImGui GLFW binding with OpenGL
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.

View File

@ -1,4 +1,6 @@
// ImGui SDL2 binding with OpenGL3
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
@ -13,7 +15,6 @@
#include <GL/gl3w.h>
// Data
static SDL_Window* g_Window = NULL;
static double g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
static float g_MouseWheel = 0.0f;
@ -294,10 +295,8 @@ void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
}
}
bool ImGui_ImplSdlGL3_Init(SDL_Window *window)
bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
{
g_Window = window;
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
@ -339,7 +338,7 @@ void ImGui_ImplSdlGL3_Shutdown()
ImGui::Shutdown();
}
void ImGui_ImplSdlGL3_NewFrame()
void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
{
if (!g_FontTexture)
ImGui_ImplSdlGL3_CreateDeviceObjects();
@ -348,9 +347,11 @@ void ImGui_ImplSdlGL3_NewFrame()
// Setup display size (every frame to accommodate for window resizing)
int w, h;
SDL_GetWindowSize(g_Window, &w, &h);
int display_w, display_h;
SDL_GetWindowSize(window, &w, &h);
SDL_GL_GetDrawableSize(window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
io.DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
// Setup time step
Uint32 time = SDL_GetTicks();
@ -362,7 +363,7 @@ void ImGui_ImplSdlGL3_NewFrame()
// (we already got mouse wheel, keyboard keys & characters from SDL_PollEvent())
int mx, my;
Uint32 mouseMask = SDL_GetMouseState(&mx, &my);
if (SDL_GetWindowFlags(g_Window) & SDL_WINDOW_MOUSE_FOCUS)
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
else
io.MousePos = ImVec2(-1, -1);

View File

@ -1,4 +1,6 @@
// ImGui SDL2 binding with OpenGL3
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
@ -7,9 +9,9 @@
struct SDL_Window;
typedef union SDL_Event SDL_Event;
IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window *window);
IMGUI_API bool ImGui_ImplSdlGL3_Init(SDL_Window* window);
IMGUI_API void ImGui_ImplSdlGL3_Shutdown();
IMGUI_API void ImGui_ImplSdlGL3_NewFrame();
IMGUI_API void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window);
IMGUI_API bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event);
// Use if you want to reset your rendering device without losing ImGui state.

View File

@ -58,7 +58,7 @@ int main(int, char**)
if (event.type == SDL_QUIT)
done = true;
}
ImGui_ImplSdlGL3_NewFrame();
ImGui_ImplSdlGL3_NewFrame(window);
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
@ -98,7 +98,7 @@ int main(int, char**)
// Cleanup
ImGui_ImplSdlGL3_Shutdown();
SDL_GL_DeleteContext(glcontext);
SDL_GL_DeleteContext(glcontext);
SDL_DestroyWindow(window);
SDL_Quit();

View File

@ -1,4 +1,6 @@
// ImGui SDL2 binding with OpenGL
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
@ -183,7 +185,7 @@ void ImGui_ImplSdl_InvalidateDeviceObjects()
}
}
bool ImGui_ImplSdl_Init(SDL_Window *window)
bool ImGui_ImplSdl_Init(SDL_Window* window)
{
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
@ -205,11 +207,11 @@ bool ImGui_ImplSdl_Init(SDL_Window *window)
io.KeyMap[ImGuiKey_X] = SDLK_x;
io.KeyMap[ImGuiKey_Y] = SDLK_y;
io.KeyMap[ImGuiKey_Z] = SDLK_z;
io.RenderDrawListsFn = ImGui_ImplSdl_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplSdl_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSdl_GetClipboardText;
#ifdef _WIN32
SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
@ -235,8 +237,11 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window)
// Setup display size (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
SDL_GetWindowSize(window, &w, &h);
SDL_GL_GetDrawableSize(window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
// Setup time step
Uint32 time = SDL_GetTicks();
@ -252,7 +257,7 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window)
io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
else
io.MousePos = ImVec2(-1,-1);
io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = g_MousePressed[2] || (mouseMask & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;

View File

@ -1,4 +1,6 @@
// ImGui SDL2 binding with OpenGL
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
@ -7,9 +9,9 @@
struct SDL_Window;
typedef union SDL_Event SDL_Event;
IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window *window);
IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window* window);
IMGUI_API void ImGui_ImplSdl_Shutdown();
IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window *window);
IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window* window);
IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event);
// Use if you want to reset your rendering device without losing ImGui state.

View File

@ -95,7 +95,7 @@ int main(int, char**)
// Cleanup
ImGui_ImplSdl_Shutdown();
SDL_GL_DeleteContext(glcontext);
SDL_GL_DeleteContext(glcontext);
SDL_DestroyWindow(window);
SDL_Quit();

150
imgui.cpp
View File

@ -19,9 +19,10 @@
- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
- How can I help?
- How do I update to a newer version of ImGui?
- What is ImTextureID and how do I display an image?
- Can I have multiple widgets with the same label? Can I have widget without a label? (Yes) / A primer on the use of labels/IDs in ImGui.
- I integrated ImGui in my engine and the text or lines are blurry..
- I integrated ImGui in my engine and some elements are disappearing when I move windows around..
- I integrated ImGui in my engine and some elements are clipping or disappearing when I move windows around..
- How can I load a different font than the default?
- How can I load multiple fonts?
- How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?
@ -78,6 +79,7 @@
- your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention on your side, no state duplication, less sync, less bugs.
- call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
- see examples/ folder for standalone sample applications. Prefer reading examples/opengl_example/ first at it is the simplest.
you may be able to grab and copy a ready made imgui_impl_*** file from the examples/.
- customization: PushStyleColor()/PushStyleVar() or the style editor to tweak the look of the interface (e.g. if you want a more compact UI or a different color scheme).
- getting started:
@ -85,12 +87,13 @@
- init: call io.Fonts->GetTexDataAsRGBA32(...) and load the font texture pixels into graphics memory.
- every frame:
1/ in your mainloop or right after you got your keyboard/mouse info, call ImGui::GetIO() and fill the fields marked 'Input'
2/ call ImGui::NewFrame().
2/ call ImGui::NewFrame() as early as you can!
3/ use any ImGui function you want between NewFrame() and Render()
4/ call ImGui::Render() to render all the accumulated command-lists. it will call your RenderDrawListFn handler that you set in the IO structure.
4/ call ImGui::Render() as late as you can to end the frame and finalize render data. it will call your RenderDrawListFn handler that you set in the IO structure.
(if you don't need to render, you still need to call Render() and ignore the callback, or call EndFrame() instead. if you call neither some aspects of windows focusing/moving will appear broken.)
- all rendering information are stored into command-lists until ImGui::Render() is called.
- ImGui never touches or know about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you must provide.
- effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases.
- ImGui never touches or know about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you provide.
- effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases of your own application.
- refer to the examples applications in the examples/ folder for instruction on how to setup your code.
- a typical application skeleton may be:
@ -107,7 +110,7 @@
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height);
// TODO: At this points you've got a texture pointed to by 'pixels' and you need to upload that your your graphic system
// TODO: At this points you've got a texture pointed to by 'pixels' and you need to upload that your your graphic system
// TODO: Store your texture pointer/identifier (whatever your engine uses) in 'io.Fonts->TexID'
// Application main loop
@ -134,7 +137,7 @@
// 4) render & swap video buffers
ImGui::Render();
// swap video buffer, etc.
SwapBuffers();
}
- after calling ImGui::NewFrame() you can read back flags from the IO structure to tell how ImGui intends to use your inputs.
@ -260,6 +263,18 @@
Check the "API BREAKING CHANGES" sections for a list of occasional API breaking changes. If you have a problem with a function, search for its name
in the code, there will likely be a comment about it. Please report any issue to the GitHub page!
Q: What is ImTextureID and how do I display an image?
A: ImTextureID is a void* used to pass renderer-agnostic texture references around until it hits your render function.
ImGui knows nothing about what those bits represent, it just passes them around. It is up to you to decide what you want the void* to carry!
It could be an identifier to your OpenGL texture (cast GLuint to void*), a pointer to your custom engine material (cast MyMaterial* to void*), etc.
At the end of the chain, your renderer takes this void* to cast it back into whatever it needs to select a current texture to render.
Refer to examples applications, where each renderer (in a imgui_impl_xxxx.cpp file) is treating ImTextureID as a different thing.
(c++ tip: OpenGL uses integers to identify textures. You can safely store an integer into a void*, just cast it to void*, don't take it's address!)
To display a custom image/texture within an ImGui window, you may use ImGui::Image(), ImGui::ImageButton(), ImDrawList::AddImage() functions.
ImGui will generate the geometry and draw calls using the ImTextureID that you passed and which your renderer can use.
It is your responsibility to get textures uploaded to your GPU.
Q: Can I have multiple widgets with the same label? Can I have widget without a label? (Yes)
A: Yes. A primer on the use of labels/IDs in ImGui..
@ -298,7 +313,7 @@
Button("Hello###ID"; // Label = "Hello", ID = hash of "ID"
Button("World###ID"; // Label = "World", ID = hash of "ID" (same as above)
sprintf(buf, "My game (%f FPS)###MyGame");
Begin(buf); // Variable label, ID = hash of "MyGame"
@ -357,8 +372,8 @@
A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension.
Q. I integrated ImGui in my engine and some elements are disappearing when I move windows around..
Most likely you are mishandling the clipping rectangles in your render function. Rectangles provided by ImGui are defined as (x1,y1,x2,y2) and NOT as (x1,y1,width,height).
Q: I integrated ImGui in my engine and some elements are clipping or disappearing when I move windows around..
A: Most likely you are mishandling the clipping rectangles in your render function. Rectangles provided by ImGui are defined as (x1,y1,x2,y2) and NOT as (x1,y1,width,height).
Q: How can I load a different font than the default? (default is an embedded version of ProggyClean.ttf, rendered at size 13)
A: Use the font atlas to load the TTF file you want:
@ -436,7 +451,7 @@
- widgets: clean up widgets internal toward exposing everything.
- widgets: add disabled and read-only modes (#211)
- main: considering adding EndFrame()/Init(). some constructs are awkward in the implementation because of the lack of them.
- main: make it so that a frame with no window registered won't refocus every window on subsequent frames (~bump LastFrameActive of all windows).
- main: make it so that a frame with no window registered won't refocus every window on subsequent frames (~bump LastFrameActive of all windows).
- main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
@ -641,7 +656,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const
static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, const char* display_format, char* buf, int buf_size);
static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, int decimal_precision, char* buf, int buf_size);
static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const void* value2);
static void DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format);
static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format);
//-----------------------------------------------------------------------------
// Platform dependent default implementations
@ -973,7 +988,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char*
if ((*str & 0xf0) == 0xe0)
{
*out_char = 0xFFFD; // will be invalid but not end of string
if (in_text_end && in_text_end - (const char*)str < 3) return 1;
if (in_text_end && in_text_end - (const char*)str < 3) return 1;
if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3;
if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below
c = (unsigned int)((*str++ & 0x0f) << 12);
@ -2377,7 +2392,7 @@ void ImGui::EndFrame()
// Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
if (g.IO.ImeSetInputScreenPosFn && ImLengthSqr(g.OsImePosRequest - g.OsImePosSet) > 0.0001f)
{
g.IO.ImeSetInputScreenPosFn((int)g.OsImePosRequest.x, (int)g.OsImePosRequest.y);
g.IO.ImeSetInputScreenPosFn((int)g.OsImePosRequest.x, (int)g.OsImePosRequest.y);
g.OsImePosSet = g.OsImePosRequest;
}
@ -3130,7 +3145,7 @@ static bool IsPopupOpen(ImGuiID id)
return opened;
}
// Mark popup as open (toggle toward open state).
// Mark popup as open (toggle toward open state).
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
@ -3308,11 +3323,11 @@ void ImGui::EndPopup()
}
// This is a helper to handle the most simple case of associating one named popup to one given widget.
// 1. If you have many possible popups (for different "instances" of a same widget, or for wholly different widgets), you may be better off handling
// 1. If you have many possible popups (for different "instances" of a same widget, or for wholly different widgets), you may be better off handling
// this yourself so you can store data relative to the widget that opened the popup instead of choosing different popup identifiers.
// 2. If you want right-clicking on the same item to reopen the popup at new location, use the same code replacing IsItemHovered() with IsItemHoveredRect()
// and passing true to the OpenPopupEx().
// Because: hovering an item in a window below the popup won't normally trigger is hovering behavior/coloring. The pattern of ignoring the fact that
// Because: hovering an item in a window below the popup won't normally trigger is hovering behavior/coloring. The pattern of ignoring the fact that
// the item isn't interactable (because it is blocked by the active popup) may useful in some situation when e.g. large canvas as one item, content of menu
// driven by click position.
bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button)
@ -3471,7 +3486,7 @@ static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size,
ImGuiWindow* ImGui::FindWindowByName(const char* name)
{
// FIXME-OPT: Store sorted hashes -> pointers so we can do a bissection in a contiguous block
// FIXME-OPT: Store sorted hashes -> pointers so we can do a bissection in a contiguous block
ImGuiState& g = *GImGui;
ImGuiID id = ImHash(name, 0);
for (int i = 0; i < g.Windows.Size; i++)
@ -3604,7 +3619,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
g.CurrentPopupStack.push_back(popup_ref);
window->PopupID = popup_ref.PopupID;
}
const bool window_appearing_after_being_hidden = (window->HiddenFrames == 1);
// Process SetNextWindow***() calls
@ -3752,7 +3767,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
else
{
size_auto_fit = ImClamp(window->SizeContents + window->WindowPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - g.Style.DisplaySafeAreaPadding));
// Handling case of auto fit window not fitting in screen on one axis, we are growing auto fit size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than DisplaySize-WindowPadding.
if (size_auto_fit.x < window->SizeContents.x && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar))
size_auto_fit.y += style.ScrollbarSize;
@ -5625,7 +5640,7 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display
label = str_id;
const bool label_hide_text_after_double_hash = (label == str_id); // Only search and hide text after ## if we have passed label and ID separately, otherwise allow "##" within format string.
const ImGuiID id = window->GetID(str_id);
const ImVec2 label_size = CalcTextSize(label, NULL, label_hide_text_after_double_hash);
const ImVec2 label_size = CalcTextSize(label, NULL, label_hide_text_after_double_hash);
// We vertically grow up to current line height up the typical widget height.
const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset - padding.y); // Latch before ItemSize changes it
@ -5919,7 +5934,7 @@ static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const
}
// User can input math operators (e.g. +100) to edit a numerical values.
static void DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format)
static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format)
{
while (ImCharIsSpace(*buf))
buf++;
@ -5938,41 +5953,47 @@ static void DataTypeApplyOpFromText(const char* buf, const char* initial_value_b
op = 0;
}
if (!buf[0])
return;
return false;
if (data_type == ImGuiDataType_Int)
{
if (!scalar_format)
scalar_format = "%d";
int* v = (int*)data_ptr;
int ref_v = *v;
if (op && sscanf(initial_value_buf, scalar_format, &ref_v) < 1)
return;
const int old_v = *v;
int arg0 = *v;
if (op && sscanf(initial_value_buf, scalar_format, &arg0) < 1)
return false;
// Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision
float op_v = 0.0f;
if (op == '+') { if (sscanf(buf, "%f", &op_v) == 1) *v = (int)(ref_v + op_v); } // Add (use "+-" to subtract)
else if (op == '*') { if (sscanf(buf, "%f", &op_v) == 1) *v = (int)(ref_v * op_v); } // Multiply
else if (op == '/') { if (sscanf(buf, "%f", &op_v) == 1 && op_v != 0.0f) *v = (int)(ref_v / op_v); }// Divide
else { if (sscanf(buf, scalar_format, &ref_v) == 1) *v = ref_v; } // Assign constant
float arg1 = 0.0f;
if (op == '+') { if (sscanf(buf, "%f", &arg1) == 1) *v = (int)(arg0 + arg1); } // Add (use "+-" to subtract)
else if (op == '*') { if (sscanf(buf, "%f", &arg1) == 1) *v = (int)(arg0 * arg1); } // Multiply
else if (op == '/') { if (sscanf(buf, "%f", &arg1) == 1 && arg1 != 0.0f) *v = (int)(arg0 / arg1); }// Divide
else { if (sscanf(buf, scalar_format, &arg0) == 1) *v = arg0; } // Assign constant
return (old_v != *v);
}
else if (data_type == ImGuiDataType_Float)
{
// For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in
scalar_format = "%f";
float* v = (float*)data_ptr;
float ref_v = *v;
if (op && sscanf(initial_value_buf, scalar_format, &ref_v) < 1)
return;
float op_v = 0.0f;
if (sscanf(buf, scalar_format, &op_v) < 1)
return;
const float old_v = *v;
float arg0 = *v;
if (op && sscanf(initial_value_buf, scalar_format, &arg0) < 1)
return false;
if (op == '+') { *v = ref_v + op_v; } // Add (use "+-" to subtract)
else if (op == '*') { *v = ref_v * op_v; } // Multiply
else if (op == '/') { if (op_v != 0.0f) *v = ref_v / op_v; } // Divide
else { *v = op_v; } // Assign constant
float arg1 = 0.0f;
if (sscanf(buf, scalar_format, &arg1) < 1)
return false;
if (op == '+') { *v = arg0 + arg1; } // Add (use "+-" to subtract)
else if (op == '*') { *v = arg0 * arg1; } // Multiply
else if (op == '/') { if (arg1 != 0.0f) *v = arg0 / arg1; } // Divide
else { *v = arg1; } // Assign constant
return (old_v != *v);
}
return false;
}
// Create text input in place of a slider (when CTRL+Clicking on slider)
@ -5988,7 +6009,7 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label
char buf[32];
DataTypeFormatString(data_type, data_ptr, decimal_precision, buf, IM_ARRAYSIZE(buf));
bool value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize(), ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll);
bool text_value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize(), ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll);
if (g.ScalarAsInputTextId == 0)
{
// First frame
@ -6001,9 +6022,9 @@ bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label
// Release
g.ScalarAsInputTextId = 0;
}
if (value_changed)
DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, NULL);
return value_changed;
if (text_value_changed)
return DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, NULL);
return false;
}
// Parse display precision back from the display format string
@ -6853,7 +6874,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over
ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f);
overlay = overlay_buf;
}
ImVec2 overlay_size = CalcTextSize(overlay, NULL);
if (overlay_size.x > 0.0f)
RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImGuiAlign_Left|ImGuiAlign_VCenter, &bb.Min, &bb.Max);
@ -6918,7 +6939,7 @@ bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int f
else
*flags &= ~flags_value;
}
return pressed;
}
@ -7753,7 +7774,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
if (is_editable)
g.OsImePosRequest = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
g.OsImePosRequest = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
}
else
{
@ -7825,10 +7846,7 @@ bool ImGui::InputScalarEx(const char* label, ImGuiDataType data_type, void* data
extra_flags |= ImGuiInputTextFlags_CharsDecimal;
extra_flags |= ImGuiInputTextFlags_AutoSelectAll;
if (ImGui::InputText("", buf, IM_ARRAYSIZE(buf), extra_flags))
{
DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, scalar_format);
value_changed = true;
}
value_changed = DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, scalar_format);
// Step buttons
if (step_ptr)
@ -8033,10 +8051,12 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
const float arrow_size = (g.FontSize + style.FramePadding.x * 2.0f);
const bool hovered = IsHovered(frame_bb, id);
bool popup_opened = IsPopupOpen(id);
bool popup_opened_now = false;
const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f));
RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING
RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32(popup_opened || hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING
RenderCollapseTriangle(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y) + style.FramePadding, true);
if (*current_item >= 0 && *current_item < items_count)
@ -8049,7 +8069,6 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
if (label_size.x > 0)
RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
bool menu_toggled = false;
if (hovered)
{
SetHoveredID(id);
@ -8063,8 +8082,8 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
else
{
FocusWindow(window);
ImGui::OpenPopup(label);
menu_toggled = true;
OpenPopup(label);
popup_opened = popup_opened_now = true;
}
}
}
@ -8077,8 +8096,15 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
height_in_items = 7;
float popup_height = (label_size.y + style.ItemSpacing.y) * ImMin(items_count, height_in_items) + (style.FramePadding.y * 3);
ImRect popup_rect(ImVec2(frame_bb.Min.x, frame_bb.Max.y), ImVec2(frame_bb.Max.x, frame_bb.Max.y + popup_height));
popup_rect.Max.y = ImMin(popup_rect.Max.y, g.IO.DisplaySize.y - style.DisplaySafeAreaPadding.y); // Adhoc height limit for Combo. Ideally should be handled in Begin() along with other popups size, we want to have the possibility of moving the popup above as well.
float popup_y1 = frame_bb.Max.y;
float popup_y2 = ImClamp(popup_y1 + popup_height, popup_y1, g.IO.DisplaySize.y - style.DisplaySafeAreaPadding.y);
if ((popup_y2 - popup_y1) < ImMin(popup_height, frame_bb.Min.y - style.DisplaySafeAreaPadding.y))
{
// Position our combo ABOVE because there's more space to fit! (FIXME: Handle in Begin() or use a shared helper. We have similar code in Begin() for popup placement)
popup_y1 = ImClamp(frame_bb.Min.y - popup_height, style.DisplaySafeAreaPadding.y, frame_bb.Min.y);
popup_y2 = frame_bb.Min.y;
}
ImRect popup_rect(ImVec2(frame_bb.Min.x, popup_y1), ImVec2(frame_bb.Max.x, popup_y2));
ImGui::SetNextWindowPos(popup_rect.Min);
ImGui::SetNextWindowSize(popup_rect.GetSize());
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
@ -8101,7 +8127,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
value_changed = true;
*current_item = i;
}
if (item_selected && menu_toggled)
if (item_selected && popup_opened_now)
ImGui::SetScrollHere();
ImGui::PopID();
}
@ -8903,7 +8929,7 @@ void ImGui::Dummy(const ImVec2& size)
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
ItemSize(bb);
ItemAdd(bb, NULL);
@ -9165,9 +9191,9 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
}
}
// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
// Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget.
// In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer.
ImGui::PushID(0x11223347 + (id ? 0 : columns_count));
ImGui::PushID(0x11223347 + (id ? 0 : columns_count));
window->DC.ColumnsSetID = window->GetID(id ? id : "columns");
ImGui::PopID();

21
imgui.h
View File

@ -58,7 +58,7 @@ struct ImGuiListClipper; // Helper to manually clip large list of ite
// Enumerations (declared as int for compatibility and to not pollute the top of this file)
typedef unsigned int ImU32;
typedef unsigned short ImWchar; // character for keyboard input/display
typedef void* ImTextureID; // user data to refer to a texture (e.g. store your texture handle/id)
typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
typedef ImU32 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_
typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_
@ -103,14 +103,15 @@ namespace ImGui
// Main
IMGUI_API ImGuiIO& GetIO();
IMGUI_API ImGuiStyle& GetStyle();
IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame().
IMGUI_API void NewFrame();
IMGUI_API void Render(); // finalize rendering data, then call your io.RenderDrawListsFn() function if set.
IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render().
IMGUI_API void EndFrame(); // ends the ImGui frame. automatically called by Render()!
IMGUI_API void Render(); // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.
IMGUI_API void Shutdown();
IMGUI_API void ShowUserGuide(); // help block
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block
IMGUI_API void ShowTestWindow(bool* opened = NULL); // test window, demonstrate ImGui features
IMGUI_API void ShowMetricsWindow(bool* opened = NULL); // metrics window for debugging imgui
IMGUI_API void ShowTestWindow(bool* opened = NULL); // test window demonstrating ImGui features
IMGUI_API void ShowMetricsWindow(bool* opened = NULL); // metrics window for debugging ImGui
// Window
IMGUI_API bool Begin(const char* name, bool* p_opened = NULL, ImGuiWindowFlags flags = 0); // see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false).
@ -124,7 +125,7 @@ namespace ImGui
IMGUI_API float GetContentRegionAvailWidth(); //
IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
IMGUI_API float GetWindowContentRegionWidth(); //
IMGUI_API float GetWindowContentRegionWidth(); //
IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList api)
IMGUI_API ImVec2 GetWindowSize(); // get current window size
@ -137,7 +138,7 @@ namespace ImGui
IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. call before Begin()
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()
IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin()
IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin()
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state. call before Begin()
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing
@ -352,7 +353,7 @@ namespace ImGui
IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
// Popups
IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
IMGUI_API bool BeginPopup(const char* str_id); // return true if popup if opened and start outputting to it. only call EndPopup() if BeginPopup() returned true!
IMGUI_API bool BeginPopupModal(const char* name, bool* p_opened = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside)
IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item. read comments in .cpp!
@ -716,7 +717,7 @@ struct ImGuiIO
// User Functions
//------------------------------------------------------------------
// Rendering function, will be called in Render().
// Rendering function, will be called in Render().
// Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer.
// See example applications if you are unsure of how to implement this.
void (*RenderDrawListsFn)(ImDrawData* data);

View File

@ -443,7 +443,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);
ImGui::Text("Password input");
static char bufpass[64] = "password123";
static char bufpass[64] = "password123";
ImGui::InputText("password", bufpass, 64, ImGuiInputTextFlags_Password | ImGuiInputTextFlags_CharsNoBlank);
ImGui::SameLine(); ShowHelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");
ImGui::InputText("password (clear)", bufpass, 64, ImGuiInputTextFlags_CharsNoBlank);
@ -454,7 +454,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
if (ImGui::TreeNode("Multi-line Text Input"))
{
static bool read_only = false;
static char text[1024*16] =
static char text[1024*16] =
"/*\n"
" The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"
" the hexadecimal encoding of one offending instruction,\n"
@ -816,7 +816,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
if (ImGui::TreeNode("Widgets Width"))
{
static float f = 0.0f;
ImGui::Text("PushItemWidth(100)");
ImGui::Text("PushItemWidth(100)");
ImGui::SameLine(); ShowHelpMarker("Fixed width.");
ImGui::PushItemWidth(100);
ImGui::DragFloat("float##1", &f);
@ -996,8 +996,8 @@ void ImGui::ShowTestWindow(bool* p_opened)
// Tree
const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
ImGui::Button("Button##1");
ImGui::SameLine(0.0f, spacing);
ImGui::Button("Button##1");
ImGui::SameLine(0.0f, spacing);
if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
ImGui::AlignFirstTextHeightToWidgets(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit).
@ -1006,8 +1006,8 @@ void ImGui::ShowTestWindow(bool* p_opened)
if (tree_opened) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
// Bullet
ImGui::Button("Button##3");
ImGui::SameLine(0.0f, spacing);
ImGui::Button("Button##3");
ImGui::SameLine(0.0f, spacing);
ImGui::BulletText("Bullet text");
ImGui::AlignFirstTextHeightToWidgets();
@ -1086,7 +1086,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
ImGui::PopStyleVar(2);
float scroll_x_delta = 0.0f;
ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f;
ImGui::SameLine(); ImGui::Text("Scroll from code"); ImGui::SameLine();
ImGui::SameLine(); ImGui::Text("Scroll from code"); ImGui::SameLine();
ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f;
if (scroll_x_delta != 0.0f)
{
@ -1181,7 +1181,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
ImGui::Spacing();
ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");
ImGui::Separator();
// NB: As a quirk in this very specific example, we want to differentiate the parent of this menu from the parent of the various popup menus above.
// NB: As a quirk in this very specific example, we want to differentiate the parent of this menu from the parent of the various popup menus above.
// To do so we are encloding the items in a PushID()/PopID() block to make them two different menusets. If we don't, opening any popup above and hovering our menu here
// would open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, which is the desired behavior for regular menus.
ImGui::PushID("foo");
@ -1396,7 +1396,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
ImGui::SameLine(); ShowHelpMarker("NB: Tree node must be poped before ending the cell.\nThere's no storage of state per-cell.");
if (node_opened)
{
ImGui::Columns(2, "tree items");
ImGui::Columns(2, "tree items");
ImGui::Separator();
if (ImGui::TreeNode("Hello")) { ImGui::BulletText("Sailor"); ImGui::TreePop(); } ImGui::NextColumn();
if (ImGui::TreeNode("Bonjour")) { ImGui::BulletText("Marin"); ImGui::TreePop(); } ImGui::NextColumn();
@ -1513,7 +1513,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
ImGui::Button("Holding me clears the\nthe keyboard capture flag");
if (ImGui::IsItemActive())
ImGui::CaptureKeyboardFromApp(false);
ImGui::TreePop();
}
@ -1797,7 +1797,7 @@ static void ShowExampleAppCustomRendering(bool* opened)
ImGui::Text("Primitives");
static float sz = 36.0f;
static ImVec4 col = ImVec4(1.0f,1.0f,0.4f,1.0f);
ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 72.0f, "%.0f");
ImGui::ColorEdit3("Color", &col.x);
{
const ImVec2 p = ImGui::GetCursorScreenPos();
@ -2304,7 +2304,7 @@ static void ShowExampleAppPropertyEditor(bool* opened)
ImGui::AlignFirstTextHeightToWidgets();
ImGui::Text("my sailor is rich");
ImGui::NextColumn();
if (opened)
if (opened)
{
static float dummy_members[8] = { 0.0f,0.0f,1.0f,3.1416f,100.0f,999.0f };
for (int i = 0; i < 8; i++)
@ -2337,7 +2337,7 @@ static void ShowExampleAppPropertyEditor(bool* opened)
ImGui::TreePop();
}
ImGui::PopID();
}
}
};
// Iterate dummy objects with dummy members (all the same data)

View File

@ -18,7 +18,7 @@
#include "imgui_internal.h"
#include <stdio.h> // vsnprintf, sscanf, printf
#if !defined(alloca) && !defined(__FreeBSD__)
#if !defined(alloca) && !defined(__FreeBSD__) && !defined(__DragonFly__)
#ifdef _WIN32
#include <malloc.h> // alloca
#else
@ -202,7 +202,7 @@ void ImDrawList::UpdateTextureID()
AddDrawCmd();
return;
}
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;
if (prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL)
@ -702,11 +702,11 @@ static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, fl
{
float dx = x4 - x1;
float dy = y4 - y1;
float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
d2 = (d2 >= 0) ? d2 : -d2;
d3 = (d3 >= 0) ? d3 : -d3;
if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy))
if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy))
{
path->push_back(ImVec2(x4, y4));
}
@ -719,8 +719,8 @@ static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, fl
float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f;
float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f;
PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1);
PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1);
PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1);
PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1);
}
}
@ -865,14 +865,14 @@ void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col,
PathFill(col);
}
void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
{
void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
{
if ((col >> 24) == 0)
return;
PathLineTo(pos0);
PathBezierCurveTo(cp0, cp1, pos1, num_segments);
PathStroke(col, false, thickness);
PathLineTo(pos0);
PathBezierCurveTo(cp0, cp1, pos1, num_segments);
PathStroke(col, false, thickness);
}
void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
@ -1135,7 +1135,7 @@ static unsigned int stb_decompress_length(unsigned char *input);
static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length);
static const char* GetDefaultCompressedFontDataTTFBase85();
static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; }
static void Decode85(const unsigned char* src, unsigned char* dst)
static void Decode85(const unsigned char* src, unsigned char* dst)
{
while (*src)
{

View File

@ -682,8 +682,6 @@ namespace ImGui
IMGUI_API void SetHoveredID(ImGuiID id);
IMGUI_API void KeepAliveID(ImGuiID id);
IMGUI_API void EndFrame(); // Automatically called by Render()
IMGUI_API void ItemSize(const ImVec2& size, float text_offset_y = 0.0f);
IMGUI_API void ItemSize(const ImRect& bb, float text_offset_y = 0.0f);
IMGUI_API bool ItemAdd(const ImRect& bb, const ImGuiID* id);
@ -706,7 +704,7 @@ namespace ImGui
IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align = ImGuiAlign_Default, const ImVec2* clip_min = NULL, const ImVec2* clip_max = NULL);
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
IMGUI_API void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col);
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col);
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_existing_clip_rect = true);