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mirror of https://github.com/ocornut/imgui.git synced 2024-11-12 02:00:58 +01:00

Merge upstream

This commit is contained in:
Mikko Mononen 2015-01-06 19:15:41 +02:00
commit 91684a428b
28 changed files with 2784 additions and 990 deletions

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.gitignore vendored
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@ -1,10 +1,19 @@
## Visual Studio files
examples/Debug/*
examples/Release/*
examples/ipch/*
examples/directx9_example/Debug/*
examples/directx9_example/Release/*
examples/directx9_example/ipch/*
examples/directx11_example/Debug/*
examples/directx11_example/Release/*
examples/directx11_example/ipch/*
examples/opengl_example/Debug/*
examples/opengl_example/Release/*
examples/opengl_example/ipch/*
examples/opengl3_example/Debug/*
examples/opengl3_example/Release/*
examples/opengl3_example/ipch/*
*.opensdf
*.sdf
*.suo

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.travis.yml Normal file
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language: cpp
os:
- linux
compiler:
- gcc
- clang
before_install:
- if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libglew-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi
- if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glew && brew install glfw3; fi
script:
- make -C examples/opengl_example
- make -C examples/opengl3_example

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@ -1,13 +1,21 @@
ImGui
=====
[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies (only 3 files are needed). It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is a bloat-free graphical user interface library for C++. It outputs vertex buffers that you can render in your 3D-pipeline enabled application. It is portable, renderer agnostic and carries minimal amount of dependencies. It is based on an "immediate" graphical user interface paradigm which allows you to build user interfaces with ease.
ImGui is designed to enable fast iteration and allow programmers to create "content creation" or "debug" tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is particularly suited to integration in 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
After ImGui is setup in your engine, you can use it like in this example:
ImGui is self-contained within 4 files that you can easily copy and compile into your application/engine:
- imgui.cpp
- imgui.h
- imconfig.h (empty by default, user-editable)
- stb_textedit.h
Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example:
![screenshot of sample code alongside its output with ImGui](/web/code_sample_01.png?raw=true)
@ -39,9 +47,13 @@ The Immediate Mode GUI paradigm may at first appear unusual to some users. This
Frequently Asked Question
-------------------------
<b>Where are samples?</b>
The bulk of example user code is contained within the ImGui::ShowTestWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output. Ready-to-go example applications covering different versions of OpenGL/DirectX are provided in the examples/ folder.
<b>How do you use ImGui on a platform that may not have a mouse or keyboard?</b>
I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running you can seamlessly use your PC input devices from a video game console or a tablet. ImGui was also designed to function with touch inputs if you increase the padding of widgets to compensate for the lack of precision of touch devices, but it is recommended you use a mouse to allow optimising for screen real-estate.
I recommend using [Synergy](http://synergy-project.org). With the uSynergy.c micro client running on your platform and connecting to your PC, you can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accomodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
<b>I integrated ImGui in my engine and the text or lines are blurry..</b>
@ -75,26 +87,33 @@ ImGui takes advantage of a few C++ features for convenience but nothing in the r
Shall someone wants to use ImGui from another language, it should be possible to wrap ImGui to be used from a raw C API in the future.
Support
-------
<b>Can you develop features xxxx for ImGui?</b>
Please use GitHub 'Issues' facilities to suggest and discuss improvements. Your questions are often helpul to the community of users. If you represent an organization and would like specific non-trivial features to be implemented, I am available for hire to work on or with ImGui.
Donate
------
<b>Can I donate to support the development of ImGui?</b>
If you have the mean to help, I have setup a [**Patreon page**](http://www.patreon.com/imgui) to enable me to spend more time on the development of the library. One-off donations are also greatly appreciated. Thanks!
Yes please! I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui on a commercial project please consider making a small contribution. One-off donations are also greatly appreciated. I am also available for hire to work on or with ImGui. Thanks!
Credits
-------
Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license).
Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks!
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
ImGui is financially supported on [**Patreon**](http://www.patreon.com/imgui).
Special supporters
- Jetha Chan
Supporters
- Michel Courtine
And other supporters; thanks!
License
-------

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<?xml version="1.0" encoding="utf-8"?>
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// ImGui - standalone example application for DirectX 11
#include <windows.h>
#define STB_IMAGE_IMPLEMENTATION
#include "../shared/stb_image.h" // for .png loading
#include "../../imgui.h"
// DirectX 11
#include <d3d11.h>
#include <d3dcompiler.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
static HWND hWnd;
static ID3D11Device* g_pd3dDevice = NULL;
static ID3D11DeviceContext* g_pd3dDeviceImmediateContext = NULL;
static IDXGISwapChain* g_pSwapChain = NULL;
static ID3D11Buffer* g_pVB = NULL;
static ID3D11RenderTargetView* g_mainRenderTargetView;
static ID3D10Blob * g_pVertexShaderBlob = NULL;
static ID3D11VertexShader* g_pVertexShader = NULL;
static ID3D11InputLayout* g_pInputLayout = NULL;
static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
static ID3D10Blob * g_pPixelShaderBlob = NULL;
static ID3D11PixelShader* g_pPixelShader = NULL;
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
static ID3D11SamplerState* g_pFontSampler = NULL;
static ID3D11BlendState* g_blendState = NULL;
struct CUSTOMVERTEX
{
float pos[2];
float uv[2];
unsigned int col;
};
struct VERTEX_CONSTANT_BUFFER
{
float mvp[4][4];
};
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
size_t total_vtx_count = 0;
for (int n = 0; n < cmd_lists_count; n++)
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
if (total_vtx_count == 0)
return;
// Copy and convert all vertices into a single contiguous buffer
D3D11_MAPPED_SUBRESOURCE mappedResource;
if (g_pd3dDeviceImmediateContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
return;
CUSTOMVERTEX* vtx_dst = (CUSTOMVERTEX*)mappedResource.pData;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
vtx_dst->pos[0] = vtx_src->pos.x;
vtx_dst->pos[1] = vtx_src->pos.y;
vtx_dst->uv[0] = vtx_src->uv.x;
vtx_dst->uv[1] = vtx_src->uv.y;
vtx_dst->col = vtx_src->col;
vtx_dst++;
vtx_src++;
}
}
g_pd3dDeviceImmediateContext->Unmap(g_pVB, 0);
// Setup orthographic projection matrix into our constant buffer
{
D3D11_MAPPED_SUBRESOURCE mappedResource;
if (g_pd3dDeviceImmediateContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
return;
VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
const float L = 0.0f;
const float R = ImGui::GetIO().DisplaySize.x;
const float B = ImGui::GetIO().DisplaySize.y;
const float T = 0.0f;
const float mvp[4][4] =
{
{ 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
{ 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
};
memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
g_pd3dDeviceImmediateContext->Unmap(g_pVertexConstantBuffer, 0);
}
// Setup viewport
{
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(D3D11_VIEWPORT));
vp.Width = ImGui::GetIO().DisplaySize.x;
vp.Height = ImGui::GetIO().DisplaySize.y;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pd3dDeviceImmediateContext->RSSetViewports(1, &vp);
}
// Bind shader and vertex buffers
unsigned int stride = sizeof(CUSTOMVERTEX);
unsigned int offset = 0;
g_pd3dDeviceImmediateContext->IASetInputLayout(g_pInputLayout);
g_pd3dDeviceImmediateContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
g_pd3dDeviceImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
g_pd3dDeviceImmediateContext->VSSetShader(g_pVertexShader, NULL, 0);
g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
// Setup render state
const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
g_pd3dDeviceImmediateContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
// Render command lists
int vtx_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
vtx_offset += pcmd->vtx_count;
}
}
// Restore modified state
g_pd3dDeviceImmediateContext->IASetInputLayout(NULL);
g_pd3dDeviceImmediateContext->PSSetShader(NULL, NULL, 0);
g_pd3dDeviceImmediateContext->VSSetShader(NULL, NULL, 0);
}
HRESULT InitDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC sd;
{
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 2;
sd.BufferDesc.Width = (UINT)ImGui::GetIO().DisplaySize.x;
sd.BufferDesc.Height = (UINT)ImGui::GetIO().DisplaySize.y;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
}
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, };
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceImmediateContext) != S_OK)
return E_FAIL;
// Setup rasterizer
{
D3D11_RASTERIZER_DESC RSDesc;
memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
RSDesc.FillMode = D3D11_FILL_SOLID;
RSDesc.CullMode = D3D11_CULL_NONE;
RSDesc.FrontCounterClockwise = FALSE;
RSDesc.DepthBias = 0;
RSDesc.SlopeScaledDepthBias = 0.0f;
RSDesc.DepthBiasClamp = 0;
RSDesc.DepthClipEnable = TRUE;
RSDesc.ScissorEnable = TRUE;
RSDesc.AntialiasedLineEnable = FALSE;
RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
ID3D11RasterizerState* pRState = NULL;
g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
g_pd3dDeviceImmediateContext->RSSetState(pRState);
pRState->Release();
}
// Create the render target
{
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;
render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
g_pd3dDeviceImmediateContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
pBackBuffer->Release();
}
// Create the vertex shader
{
static const char* vertexShader =
"cbuffer vertexBuffer : register(c0) \
{\
float4x4 ProjectionMatrix; \
};\
struct VS_INPUT\
{\
float2 pos : POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
\
PS_INPUT main(VS_INPUT input)\
{\
PS_INPUT output;\
output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
output.col = input.col;\
output.uv = input.uv;\
return output;\
}";
D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_5_0", 0, 0, &g_pVertexShaderBlob, NULL);
if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return E_FAIL;
if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
return E_FAIL;
// Create the input layout
D3D11_INPUT_ELEMENT_DESC localLayout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((CUSTOMVERTEX*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((CUSTOMVERTEX*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
return E_FAIL;
// Create the constant buffer
{
D3D11_BUFFER_DESC cbDesc;
cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cbDesc.MiscFlags = 0;
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
}
}
// Create the pixel shader
{
static const char* pixelShader =
"struct PS_INPUT\
{\
float4 pos : SV_POSITION;\
float4 col : COLOR0;\
float2 uv : TEXCOORD0;\
};\
sampler sampler0;\
Texture2D texture0;\
\
float4 main(PS_INPUT input) : SV_Target\
{\
float4 out_col = texture0.Sample(sampler0, input.uv);\
return input.col * out_col;\
}";
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
return E_FAIL;
if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
return E_FAIL;
}
// Create the blending setup
{
D3D11_BLEND_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.AlphaToCoverageEnable = false;
desc.RenderTarget[0].BlendEnable = true;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
}
return S_OK;
}
void CleanupDevice()
{
if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->ClearState();
// InitImGui
if (g_pFontSampler) g_pFontSampler->Release();
if (g_pFontTextureView) g_pFontTextureView->Release();
if (g_pVB) g_pVB->Release();
// InitDeviceD3D
if (g_blendState) g_blendState->Release();
if (g_pPixelShader) g_pPixelShader->Release();
if (g_pPixelShaderBlob) g_pPixelShaderBlob->Release();
if (g_pVertexConstantBuffer) g_pVertexConstantBuffer->Release();
if (g_pInputLayout) g_pInputLayout->Release();
if (g_pVertexShader) g_pVertexShader->Release();
if (g_pVertexShaderBlob) g_pVertexShaderBlob->Release();
if (g_mainRenderTargetView) g_mainRenderTargetView->Release();
if (g_pSwapChain) g_pSwapChain->Release();
if (g_pd3dDeviceImmediateContext) g_pd3dDeviceImmediateContext->Release();
if (g_pd3dDevice) g_pd3dDevice->Release();
}
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
{
case WM_LBUTTONDOWN:
io.MouseDown[0] = true;
return true;
case WM_LBUTTONUP:
io.MouseDown[0] = false;
return true;
case WM_RBUTTONDOWN:
io.MouseDown[1] = true;
return true;
case WM_RBUTTONUP:
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MousePos.x = (signed short)(lParam);
io.MousePos.y = (signed short)(lParam >> 16);
return true;
case WM_CHAR:
// You can also use ToAscii()+GetKeyboardState() to retrieve characters.
if (wParam > 0 && wParam < 0x10000)
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_DESTROY:
CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
int display_w = (int)(rect.right - rect.left);
int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
io.KeyMap[ImGuiKey_DownArrow] = VK_UP;
io.KeyMap[ImGuiKey_Home] = VK_HOME;
io.KeyMap[ImGuiKey_End] = VK_END;
io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
io.KeyMap[ImGuiKey_A] = 'A';
io.KeyMap[ImGuiKey_C] = 'C';
io.KeyMap[ImGuiKey_V] = 'V';
io.KeyMap[ImGuiKey_X] = 'X';
io.KeyMap[ImGuiKey_Y] = 'Y';
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
// Create the vertex buffer
{
D3D11_BUFFER_DESC bufferDesc;
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.ByteWidth = 10000 * sizeof(CUSTOMVERTEX);
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags = 0;
if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
{
IM_ASSERT(0);
return;
}
}
// Load font texture
// Default font (embedded in code)
const void* png_data;
unsigned int png_size;
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
int tex_x, tex_y, tex_comp;
void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
IM_ASSERT(tex_data != NULL);
{
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = tex_x;
desc.Height = tex_y;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D11Texture2D *pTexture = NULL;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = tex_data;
subResource.SysMemPitch = tex_x * 4;
subResource.SysMemSlicePitch = 0;
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
pTexture->Release();
}
// Create texture sampler
{
D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
desc.MipLODBias = 0.f;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0.f;
desc.MaxLOD = 0.f;
g_pd3dDevice->CreateSamplerState(&desc, &g_pFontSampler);
}
}
INT64 ticks_per_second = 0;
INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
// Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
BYTE keystate[256];
GetKeyboardState(keystate);
for (int i = 0; i < 256; i++)
io.KeysDown[i] = (keystate[i] & 0x80) != 0;
io.KeyCtrl = (keystate[VK_CONTROL] & 0x80) != 0;
io.KeyShift = (keystate[VK_SHIFT] & 0x80) != 0;
// io.MousePos : filled by WM_MOUSEMOVE event
// io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events
// Start the frame
ImGui::NewFrame();
}
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
hWnd = CreateWindow("ImGui Example", "ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, NULL, NULL, wc.hInstance, NULL);
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
// Initialize Direct3D
if (InitDeviceD3D(hWnd) < 0)
{
CleanupDevice();
UnregisterClass("ImGui Example", wc.hInstance);
return 1;
}
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
InitImGui();
// Enter the message loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
continue;
}
UpdateImGui();
static bool show_test_window = true;
static bool show_another_window = false;
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
// Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
const float ms_per_frame_avg = ms_per_frame_accum / 120;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
ImGui::Text("Hello");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::ShowTestWindow(&show_test_window);
}
// Rendering
float clearColor[4] = { 204 / 255.f, 153 / 255.f, 153 / 255.f };
g_pd3dDeviceImmediateContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
ImGui::Render();
g_pSwapChain->Present(0, 0);
}
ImGui::Shutdown();
UnregisterClass("ImGui Example", wc.hInstance);
return 0;
}

View File

@ -1,20 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@ -46,7 +46,7 @@
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib</AdditionalDependencies>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>
</SubSystem>
</Link>
@ -64,7 +64,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;winmm.lib;comctl32.lib;gdi32.lib;imm32.lib;user32.lib</AdditionalDependencies>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;imm32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>
</SubSystem>
</Link>
@ -78,9 +78,6 @@
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\stb_textedit.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\LICENSE" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>

View File

@ -1,13 +1,13 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="imgui">
<UniqueIdentifier>{ac86c4ce-1d96-47a9-9ace-f8970c3bd485}</UniqueIdentifier>
</Filter>
<Filter Include="sources">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="imgui">
<UniqueIdentifier>{a82cba23-9de0-45c2-b1e3-2eb1666702de}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
@ -28,9 +28,4 @@
<Filter>imgui</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\LICENSE">
<Filter>imgui</Filter>
</None>
</ItemGroup>
</Project>

View File

@ -1,23 +1,25 @@
// ImGui - standalone example application for DirectX 9
#include <windows.h>
#include <imm.h>
#include <mmsystem.h>
#include "../../imgui.h"
// DirectX 9
#include <d3dx9.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#include "../../imgui.h"
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strdup
static HWND hWnd;
static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
struct CUSTOMVERTEX
{
D3DXVECTOR3 position;
D3DCOLOR color;
float tu, tv;
D3DXVECTOR3 pos;
D3DCOLOR col;
D3DXVECTOR2 uv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
@ -43,12 +45,12 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
const ImDrawVert* vtx_src = &cmd_list->vtx_buffer[0];
for (size_t i = 0; i < cmd_list->vtx_buffer.size(); i++)
{
vtx_dst->position.x = vtx_src->pos.x;
vtx_dst->position.y = vtx_src->pos.y;
vtx_dst->position.z = 0.0f;
vtx_dst->color = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
vtx_dst->tu = vtx_src->uv.x;
vtx_dst->tv = vtx_src->uv.y;
vtx_dst->pos.x = vtx_src->pos.x;
vtx_dst->pos.y = vtx_src->pos.y;
vtx_dst->pos.z = 0.0f;
vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
vtx_dst->uv.x = vtx_src->uv.x;
vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
@ -92,9 +94,9 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
{
// Render command list
const ImDrawList* cmd_list = cmd_lists[n];
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
@ -103,7 +105,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
}
}
HRESULT InitD3D(HWND hWnd)
HRESULT InitDeviceD3D(HWND hWnd)
{
if (NULL == (g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
@ -124,19 +126,18 @@ HRESULT InitD3D(HWND hWnd)
return S_OK;
}
void Cleanup()
void CleanupDevice()
{
if (g_pTexture != NULL)
g_pTexture->Release();
// InitImGui
if (g_pVB) g_pVB->Release();
if (g_pd3dDevice != NULL)
g_pd3dDevice->Release();
if (g_pD3D != NULL)
g_pD3D->Release();
// InitDeviceD3D
if (g_pTexture) g_pTexture->Release();
if (g_pd3dDevice) g_pd3dDevice->Release();
if (g_pD3D) g_pD3D->Release();
}
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
ImGuiIO& io = ImGui::GetIO();
switch (msg)
@ -154,8 +155,7 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
io.MouseDown[1] = false;
return true;
case WM_MOUSEWHEEL:
// Mouse wheel: -1,0,+1
io.MouseWheel = GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1 : -1;
io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
return true;
case WM_MOUSEMOVE:
// Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
@ -168,36 +168,25 @@ LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
io.AddInputCharacter((unsigned short)wParam);
return true;
case WM_DESTROY:
Cleanup();
CleanupDevice();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
{
if (HIMC himc = ImmGetContext(hWnd))
{
COMPOSITIONFORM cf;
cf.ptCurrentPos.x = x;
cf.ptCurrentPos.y = y;
cf.dwStyle = CFS_FORCE_POSITION;
ImmSetCompositionWindow(himc, &cf);
}
}
void InitImGui()
{
RECT rect;
GetClientRect(hWnd, &rect);
int display_w = (int)(rect.right - rect.left);
int display_h = (int)(rect.bottom - rect.top);
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); // Display size, in pixels. For clamping windows positions.
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
@ -216,7 +205,6 @@ void InitImGui()
io.KeyMap[ImGuiKey_Z] = 'Z';
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
// Create the vertex buffer
if (g_pd3dDevice->CreateVertexBuffer(10000 * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL) < 0)
@ -237,17 +225,17 @@ void InitImGui()
}
INT64 ticks_per_second = 0;
INT64 time = 0;
INT64 last_time = 0;
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
// Setup timestep
// Setup time step
INT64 current_time;
QueryPerformanceCounter((LARGE_INTEGER *)&current_time);
io.DeltaTime = (float)(current_time - time) / ticks_per_second;
time = current_time;
io.DeltaTime = (float)(current_time - last_time) / ticks_per_second;
last_time = current_time;
// Setup inputs
// (we already got mouse position, buttons, wheel from the window message callback)
@ -268,7 +256,7 @@ void UpdateImGui()
int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, L"ImGui Example", NULL };
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(NULL), NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, L"ImGui Example", NULL };
RegisterClassEx(&wc);
// Create the application's window
@ -276,14 +264,13 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
if (!QueryPerformanceFrequency((LARGE_INTEGER *)&ticks_per_second))
return 1;
if (!QueryPerformanceCounter((LARGE_INTEGER *)&time))
if (!QueryPerformanceCounter((LARGE_INTEGER *)&last_time))
return 1;
// Initialize Direct3D
if (InitD3D(hWnd) < 0)
if (InitDeviceD3D(hWnd) < 0)
{
if (g_pVB)
g_pVB->Release();
CleanupDevice();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 1;
}
@ -320,7 +307,7 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
// Calculate and show framerate
// Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@ -343,7 +330,7 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@ -362,9 +349,6 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
ImGui::Shutdown();
if (g_pVB)
g_pVB->Release();
UnregisterClass(L"ImGui Example", wc.hInstance);
return 0;
}

View File

@ -0,0 +1,38 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example\opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx9_example", "directx9_example\directx9_example.vcxproj", "{4165A294-21F2-44CA-9B38-E3F935ABADF5}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "directx11_example", "directx11_example\directx11_example.vcxproj", "{9F316E83-5AE5-4939-A723-305A94F48005}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl3_example", "opengl3_example\opengl3_example.vcxproj", "{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.ActiveCfg = Debug|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Debug|Win32.Build.0 = Debug|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.ActiveCfg = Release|Win32
{4165A294-21F2-44CA-9B38-E3F935ABADF5}.Release|Win32.Build.0 = Release|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.ActiveCfg = Debug|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Debug|Win32.Build.0 = Debug|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.ActiveCfg = Release|Win32
{9F316E83-5AE5-4939-A723-305A94F48005}.Release|Win32.Build.0 = Release|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.ActiveCfg = Debug|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Debug|Win32.Build.0 = Debug|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.ActiveCfg = Release|Win32
{4A1FB5EA-22F5-42A8-AB92-1D2DF5D47FB9}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@ -0,0 +1,52 @@
#
# Cross Platform Make file
#
# Compatible with Ubuntu 14.04.1 and Mac OS X
#
#
# if you using Mac OS X:
# You should install glew via homebrew
# brew install glew
# Also you'll need glfw
# http://www.glfw.org
#
#CXX = g++
OBJS = main.o
OBJS += ../../imgui.o
UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
CXXFLAGS += -Wall
LIBS = `pkg-config --static --libs glfw3` -lGLEW
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
LIBS += -lglew -lglfw3
CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
CXXFLAGS += -Wall
# CXXFLAGS += -D__APPLE__
endif
.cpp.o:
$(CXX) $(CXXFLAGS) -c -o $@ $<
all:imgui_example
@echo Build complete for $(ECHO_MESSAGE)
imgui_example:$(OBJS)
$(CXX) -o imgui_example $(OBJS) $(CXXFLAGS) $(LIBS)
clean:
rm $(OBJS)

View File

@ -0,0 +1,388 @@
// ImGui - standalone example application for OpenGL 3, using programmable pipeline
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#endif
#include "../../imgui.h"
#define STB_IMAGE_IMPLEMENTATION
#include "../shared/stb_image.h" // stb_image.h for PNG loading
// Glfw/Glew
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
static GLFWwindow* window;
static GLuint fontTex;
static bool mousePressed[2] = { false, false };
// Shader variables
static int shader_handle, vert_handle, frag_handle;
static int texture_location, ortho_location;
static int position_location, uv_location, colour_location;
static size_t vbo_max_size = 20000;
static unsigned int vbo_handle, vao_handle;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{
if (cmd_lists_count == 0)
return;
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST);
// Setup texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fontTex);
// Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x;
const float height = ImGui::GetIO().DisplaySize.y;
const float ortho_projection[4][4] =
{
{ 2.0f/width, 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f/-height, 0.0f, 0.0f },
{ 0.0f, 0.0f, -1.0f, 0.0f },
{ -1.0f, 1.0f, 0.0f, 1.0f },
};
glUseProgram(shader_handle);
glUniform1i(texture_location, 0);
glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]);
// Grow our buffer according to what we need
size_t total_vtx_count = 0;
for (int n = 0; n < cmd_lists_count; n++)
total_vtx_count += cmd_lists[n]->vtx_buffer.size();
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
size_t neededBufferSize = total_vtx_count * sizeof(ImDrawVert);
if (neededBufferSize > vbo_max_size)
{
vbo_max_size = neededBufferSize + 5000; // Grow buffer
glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_STREAM_DRAW);
}
// Copy and convert all vertices into a single contiguous buffer
unsigned char* buffer_data = (unsigned char*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
if (!buffer_data)
return;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
memcpy(buffer_data, &cmd_list->vtx_buffer[0], cmd_list->vtx_buffer.size() * sizeof(ImDrawVert));
buffer_data += cmd_list->vtx_buffer.size() * sizeof(ImDrawVert);
}
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(vao_handle);
int cmd_offset = 0;
for (int n = 0; n < cmd_lists_count; n++)
{
const ImDrawList* cmd_list = cmd_lists[n];
int vtx_offset = cmd_offset;
const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
{
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count;
}
cmd_offset = vtx_offset;
}
// Restore modified state
glBindVertexArray(0);
glUseProgram(0);
glDisable(GL_SCISSOR_TEST);
glBindTexture(GL_TEXTURE_2D, 0);
}
static const char* ImImpl_GetClipboardTextFn()
{
return glfwGetClipboardString(window);
}
static void ImImpl_SetClipboardTextFn(const char* text)
{
glfwSetClipboardString(window, text);
}
// GLFW callbacks to get events
static void glfw_error_callback(int error, const char* description)
{
fputs(description, stderr);
}
static void glfw_mouse_button_callback(GLFWwindow* window, int button, int action, int mods)
{
if (action == GLFW_PRESS && button >= 0 && button < 2)
mousePressed[button] = true;
}
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGuiIO& io = ImGui::GetIO();
io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
ImGuiIO& io = ImGui::GetIO();
if (action == GLFW_PRESS)
io.KeysDown[key] = true;
if (action == GLFW_RELEASE)
io.KeysDown[key] = false;
io.KeyCtrl = (mods & GLFW_MOD_CONTROL) != 0;
io.KeyShift = (mods & GLFW_MOD_SHIFT) != 0;
}
static void glfw_char_callback(GLFWwindow* window, unsigned int c)
{
if (c > 0 && c < 0x10000)
ImGui::GetIO().AddInputCharacter((unsigned short)c);
}
// OpenGL code based on http://open.gl tutorials
void InitGL()
{
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit())
exit(1);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, glfw_key_callback);
glfwSetMouseButtonCallback(window, glfw_mouse_button_callback);
glfwSetScrollCallback(window, glfw_scroll_callback);
glfwSetCharCallback(window, glfw_char_callback);
glewExperimental = GL_TRUE;
GLenum err = glewInit();
if (GLEW_OK != err)
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
const GLchar *vertex_shader =
"#version 330\n"
"uniform mat4 ortho;\n"
"in vec2 Position;\n"
"in vec2 UV;\n"
"in vec4 Colour;\n"
"out vec2 Frag_UV;\n"
"out vec4 Frag_Colour;\n"
"void main()\n"
"{\n"
" Frag_UV = UV;\n"
" Frag_Colour = Colour;\n"
" gl_Position = ortho*vec4(Position.xy,0,1);\n"
"}\n";
const GLchar* fragment_shader =
"#version 330\n"
"uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n"
"in vec4 Frag_Colour;\n"
"out vec4 FragColor;\n"
"void main()\n"
"{\n"
" FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n"
"}\n";
shader_handle = glCreateProgram();
vert_handle = glCreateShader(GL_VERTEX_SHADER);
frag_handle = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(vert_handle, 1, &vertex_shader, 0);
glShaderSource(frag_handle, 1, &fragment_shader, 0);
glCompileShader(vert_handle);
glCompileShader(frag_handle);
glAttachShader(shader_handle, vert_handle);
glAttachShader(shader_handle, frag_handle);
glLinkProgram(shader_handle);
texture_location = glGetUniformLocation(shader_handle, "Texture");
ortho_location = glGetUniformLocation(shader_handle, "ortho");
position_location = glGetAttribLocation(shader_handle, "Position");
uv_location = glGetAttribLocation(shader_handle, "UV");
colour_location = glGetAttribLocation(shader_handle, "Colour");
glGenBuffers(1, &vbo_handle);
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
glBufferData(GL_ARRAY_BUFFER, vbo_max_size, NULL, GL_DYNAMIC_DRAW);
glGenVertexArrays(1, &vao_handle);
glBindVertexArray(vao_handle);
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
glEnableVertexAttribArray(position_location);
glEnableVertexAttribArray(uv_location);
glEnableVertexAttribArray(colour_location);
glVertexAttribPointer(position_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, pos));
glVertexAttribPointer(uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, uv));
glVertexAttribPointer(colour_location, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)OFFSETOF(ImDrawVert, col));
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void InitImGui()
{
ImGuiIO& io = ImGui::GetIO();
io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
io.PixelCenterOffset = 0.5f; // Align OpenGL texels
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
// Load font texture
glGenTextures(1, &fontTex);
glBindTexture(GL_TEXTURE_2D, fontTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
const void* png_data;
unsigned int png_size;
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
int tex_x, tex_y, tex_comp;
void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
stbi_image_free(tex_data);
}
void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
// Setup resolution (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(window, &w, &h);
glfwGetFramebufferSize(window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
// Setup time step
static double time = 0.0f;
const double current_time = glfwGetTime();
io.DeltaTime = (float)(current_time - time);
time = current_time;
// Setup inputs
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
mouse_y *= (float)display_h / h;
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_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] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
// Start the frame
ImGui::NewFrame();
}
// Application code
int main(int argc, char** argv)
{
InitGL();
InitImGui();
while (!glfwWindowShouldClose(window))
{
ImGuiIO& io = ImGui::GetIO();
io.MouseWheel = 0;
mousePressed[0] = mousePressed[1] = false;
glfwPollEvents();
UpdateImGui();
static bool show_test_window = true;
static bool show_another_window = false;
// 1. Show a simple window
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug"
{
static float f;
ImGui::Text("Hello, world!");
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
// Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
ms_per_frame_accum -= ms_per_frame[ms_per_frame_idx];
ms_per_frame[ms_per_frame_idx] = ImGui::GetIO().DeltaTime * 1000.0f;
ms_per_frame_accum += ms_per_frame[ms_per_frame_idx];
ms_per_frame_idx = (ms_per_frame_idx + 1) % 120;
const float ms_per_frame_avg = ms_per_frame_accum / 120;
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", ms_per_frame_avg, 1000.0f / ms_per_frame_avg);
}
// 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window, ImVec2(200,100));
ImGui::Text("Hello");
ImGui::End();
}
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
// Rendering
glViewport(0, 0, (int)io.DisplaySize.x, (int)io.DisplaySize.y);
glClearColor(0.8f, 0.6f, 0.6f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui::Render();
glfwSwapBuffers(window);
}
// Cleanup
if (vao_handle) glDeleteVertexArrays(1, &vao_handle);
if (vbo_handle) glDeleteBuffers(1, &vbo_handle);
glDetachShader(shader_handle, vert_handle);
glDetachShader(shader_handle, frag_handle);
glDeleteShader(vert_handle);
glDeleteShader(frag_handle);
glDeleteProgram(shader_handle);
ImGui::Shutdown();
glfwTerminate();
return 0;
}

View File

@ -0,0 +1,82 @@
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<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(ProjectDir)..\opengl_example\glfw\lib-msvc100;$(ProjectDir)..\opengl_example\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>NotSet</SubSystem>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\imgui.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\stb_textedit.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

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@ -0,0 +1,31 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="imgui">
<UniqueIdentifier>{20b90ce4-7fcb-4731-b9a0-075f875de82d}</UniqueIdentifier>
</Filter>
<Filter Include="sources">
<UniqueIdentifier>{f18ab499-84e1-499f-8eff-9754361e0e52}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
<Filter>sources</Filter>
</ClCompile>
<ClCompile Include="..\..\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\imconfig.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\..\stb_textedit.h">
<Filter>imgui</Filter>
</ClInclude>
</ItemGroup>
</Project>

View File

@ -11,7 +11,7 @@
# http://www.glfw.org
#
CXX = g++
#CXX = g++
OBJS = main.o
OBJS += ../../imgui.o
@ -22,6 +22,7 @@ UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
CXXFLAGS = -I../../ `pkg-config --cflags glfw3`
CXXFLAGS += -Wall
LIBS = `pkg-config --static --libs glfw3` -lGLEW
endif
@ -32,11 +33,9 @@ ifeq ($(UNAME_S), Darwin) #APPLE
LIBS += -L/usr/local/Cellar/glew/1.10.0/lib -L/usr/local/lib
LIBS += -lglew -lglfw3
CXXFLAGS = -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
CXXFLAGS += -I../../
CXXFLAGS = -I../../ -I/usr/local/Cellar/glew/1.10.0/include -I/usr/local/include
CXXFLAGS += -Wall
# CXXFLAGS += -D__APPLE__
endif
.cpp.o:

View File

@ -1,26 +1,22 @@
// ImGui - standalone example application for OpenGL 2, using fixed pipeline
#ifdef _MSC_VER
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#include <Windows.h>
#include <Imm.h>
#endif
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h" // for .png loading
#include "../../imgui.h"
// glew & glfw
#include "../../imgui.h"
#define STB_IMAGE_IMPLEMENTATION
#include "../shared/stb_image.h" // stb_image.h for PNG loading
// Glfw/Glew
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#ifdef _MSC_VER
#define GLFW_EXPOSE_NATIVE_WIN32
#define GLFW_EXPOSE_NATIVE_WGL
#include <GLFW/glfw3native.h>
#endif
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
static GLFWwindow* window;
static GLuint fontTex;
static bool mousePressed[2] = { false, false };
static ImVec2 mousePosScale(1.0f, 1.0f);
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
@ -64,24 +60,24 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
{
const ImDrawList* cmd_list = cmd_lists[n];
const unsigned char* vtx_buffer = (const unsigned char*)&cmd_list->vtx_buffer.front();
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + offsetof(ImDrawVert, col)));
glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, pos)));
glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, uv)));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (void*)(vtx_buffer + OFFSETOF(ImDrawVert, col)));
int vtx_offset = 0;
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count;
}
}
// Restore modified state
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
// Restore modified state
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
@ -100,22 +96,6 @@ static void ImImpl_SetClipboardTextFn(const char* text)
glfwSetClipboardString(window, text);
}
#ifdef _MSC_VER
// Notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
static void ImImpl_ImeSetInputScreenPosFn(int x, int y)
{
HWND hwnd = glfwGetWin32Window(window);
if (HIMC himc = ImmGetContext(hwnd))
{
COMPOSITIONFORM cf;
cf.ptCurrentPos.x = x;
cf.ptCurrentPos.y = y;
cf.dwStyle = CFS_FORCE_POSITION;
ImmSetCompositionWindow(himc, &cf);
}
}
#endif
// GLFW callbacks to get events
static void glfw_error_callback(int error, const char* description)
{
@ -131,7 +111,7 @@ static void glfw_mouse_button_callback(GLFWwindow* window, int button, int actio
static void glfw_scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
{
ImGuiIO& io = ImGui::GetIO();
io.MouseWheel = yoffset; // Use fractional mouse wheel, 1.0 unit 3 lines.
io.MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
}
static void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
@ -159,7 +139,6 @@ void InitGL()
if (!glfwInit())
exit(1);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
window = glfwCreateWindow(1280, 720, "ImGui OpenGL example", NULL, NULL);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, glfw_key_callback);
@ -172,18 +151,10 @@ void InitGL()
void InitImGui()
{
int w, h;
int fb_w, fb_h;
glfwGetWindowSize(window, &w, &h);
glfwGetFramebufferSize(window, &fb_w, &fb_h);
mousePosScale.x = (float)fb_w / w; // Some screens e.g. Retina display have framebuffer size != from window size, and mouse inputs are given in window/screen coordinates.
mousePosScale.y = (float)fb_h / h;
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)fb_w, (float)fb_h); // Display size, in pixels. For clamping windows positions.
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
io.PixelCenterOffset = 0.0f; // Align OpenGL texels
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
io.PixelCenterOffset = 0.0f; // Align OpenGL texels
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
@ -204,9 +175,6 @@ void InitImGui()
io.RenderDrawListsFn = ImImpl_RenderDrawLists;
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
#ifdef _MSC_VER
io.ImeSetInputScreenPosFn = ImImpl_ImeSetInputScreenPosFn;
#endif
// Load font texture
glGenTextures(1, &fontTex);
@ -250,7 +218,14 @@ void UpdateImGui()
{
ImGuiIO& io = ImGui::GetIO();
// Setup timestep
// Setup resolution (every frame to accommodate for window resizing)
int w, h;
int display_w, display_h;
glfwGetWindowSize(window, &w, &h);
glfwGetFramebufferSize(window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
// Setup time step
static double time = 0.0f;
const double current_time = glfwGetTime();
io.DeltaTime = (float)(current_time - time);
@ -260,7 +235,9 @@ void UpdateImGui()
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
double mouse_x, mouse_y;
glfwGetCursorPos(window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x * mousePosScale.x, (float)mouse_y * mousePosScale.y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
mouse_x *= (float)display_w / w; // Convert mouse coordinates to pixels
mouse_y *= (float)display_h / h;
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
io.MouseDown[0] = mousePressed[0] || glfwGetMouseButton(window, GLFW_MOUSE_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] = mousePressed[1] || glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) != 0;
@ -278,7 +255,6 @@ int main(int argc, char** argv)
{
ImGuiIO& io = ImGui::GetIO();
mousePressed[0] = mousePressed[1] = false;
io.MouseWheel = 0;
glfwPollEvents();
UpdateImGui();
@ -294,7 +270,7 @@ int main(int argc, char** argv)
show_test_window ^= ImGui::Button("Test Window");
show_another_window ^= ImGui::Button("Another Window");
// Calculate and show framerate
// Calculate and show frame rate
static float ms_per_frame[120] = { 0 };
static int ms_per_frame_idx = 0;
static float ms_per_frame_accum = 0.0f;
@ -317,7 +293,7 @@ int main(int argc, char** argv)
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window)
{
ImGui::SetNewWindowDefaultPos(ImVec2(650, 20)); // Normally user code doesn't need/want to call this, because positions are saved in .ini file. Here we just want to make the demo initial state a bit more friendly!
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCondition_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window);
}
@ -329,7 +305,9 @@ int main(int argc, char** argv)
glfwSwapBuffers(window);
}
// Cleanup
ImGui::Shutdown();
glfwTerminate();
return 0;
}

View File

@ -1,20 +0,0 @@

Microsoft Visual Studio Solution File, Format Version 11.00
# Visual Studio 2010
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "opengl_example", "opengl_example.vcxproj", "{9CDA7840-B7A5-496D-A527-E95571496D18}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.ActiveCfg = Debug|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Debug|Win32.Build.0 = Debug|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.ActiveCfg = Release|Win32
{9CDA7840-B7A5-496D-A527-E95571496D18}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

View File

@ -41,11 +41,11 @@
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SolutionDir)\glfw\include;$(SolutionDir)\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>$(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>NotSet</SubSystem>
</Link>
@ -56,13 +56,13 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir)\glfw\include;$(SolutionDir)\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(ProjectDir)\glfw\include;$(ProjectDir)\glew\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(SolutionDir)\glfw\lib-msvc100;$(SolutionDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalLibraryDirectories>$(ProjectDir)\glfw\lib-msvc100;$(ProjectDir)\glew\lib\Release\Win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>opengl32.lib;imm32.lib;glfw3.lib;glew32s.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>NotSet</SubSystem>
</Link>
@ -75,10 +75,7 @@
<ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\stb_textedit.h" />
<ClInclude Include="stb_image.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\LICENSE" />
<ClInclude Include="..\shared\stb_image.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">

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@ -18,9 +18,6 @@
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="stb_image.h">
<Filter>sources</Filter>
</ClInclude>
<ClInclude Include="..\..\imconfig.h">
<Filter>imgui</Filter>
</ClInclude>
@ -30,10 +27,8 @@
<ClInclude Include="..\..\stb_textedit.h">
<Filter>imgui</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\LICENSE">
<Filter>imgui</Filter>
</None>
<ClInclude Include="..\shared\stb_image.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup>
</Project>

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@ -0,0 +1,3 @@
stb_image.h is used to load the PNG texture data by
opengl_example
directx11_example

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@ -20,6 +20,9 @@
//---- Include imgui_user.inl at the end of imgui.cpp so you can include code that extends ImGui using its private data/functions.
//#define IMGUI_INCLUDE_IMGUI_USER_INL
//---- Include imgui_user.h at the end of imgui.h
//#define IMGUI_INCLUDE_IMGUI_USER_H
//---- Define implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
/*
#define IM_VEC2_CLASS_EXTRA \

1907
imgui.cpp

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186
imgui.h
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@ -1,4 +1,4 @@
// ImGui library v1.17 wip
// ImGui library v1.20 wip
// See .cpp file for commentary.
// See ImGui::ShowTestWindow() for sample code.
// Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
@ -19,6 +19,7 @@ struct ImGuiWindow;
#include <stdarg.h> // va_list
#include <stddef.h> // ptrdiff_t
#include <stdlib.h> // NULL, malloc
#include <string.h> // memset, memmove
#ifndef IM_ASSERT
#include <assert.h>
@ -37,6 +38,7 @@ typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
typedef int ImGuiKey; // enum ImGuiKey_
typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
typedef int ImGuiSetCondition; // enum ImGuiSetCondition_
typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_
struct ImGuiTextEditCallbackData;
@ -77,7 +79,7 @@ namespace ImGui
template<typename T>
class ImVector
{
private:
protected:
size_t Size;
size_t Capacity;
T* Data;
@ -117,7 +119,7 @@ public:
inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
inline iterator erase(const_iterator it) { IM_ASSERT(it >= begin() && it < end()); const ptrdiff_t off = it - begin(); memmove(Data + off, Data + off + 1, (Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
inline void insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= begin() && it <= end()); const ptrdiff_t off = it - begin(); if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, (Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; }
inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= begin() && it <= end()); const ptrdiff_t off = it - begin(); if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, (Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
};
#endif // #ifndef ImVector
@ -127,7 +129,7 @@ public:
// - struct ImGuiTextBuffer // Text buffer for logging/accumulating text
// - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually)
// - struct ImDrawList // Draw command list
// - struct ImBitmapFont // Bitmap font loader
// - struct ImFont // Bitmap font loader
// ImGui End-user API
// In a namespace so that user can add extra functions (e.g. Value() helpers for your vector or common types)
@ -144,16 +146,11 @@ namespace ImGui
IMGUI_API void ShowTestWindow(bool* open = NULL);
// Window
IMGUI_API bool Begin(const char* name = "Debug", bool* open = NULL, ImVec2 size = ImVec2(0,0), float fill_alpha = -1.0f, ImGuiWindowFlags flags = 0); // return false when window is collapsed, so you can early out in your code.
IMGUI_API bool Begin(const char* name = "Debug", bool* p_opened = NULL, ImVec2 size = ImVec2(0,0), float fill_alpha = -1.0f, ImGuiWindowFlags flags = 0);// return false when window is collapsed, so you can early out in your code. passing 'bool* p_opened' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
IMGUI_API void End();
IMGUI_API void BeginChild(const char* str_id, ImVec2 size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). on each axis.
IMGUI_API void EndChild();
IMGUI_API bool GetWindowIsFocused();
IMGUI_API ImVec2 GetWindowSize();
IMGUI_API float GetWindowWidth();
IMGUI_API void SetWindowSize(const ImVec2& size); // set to ImVec2(0,0) to force an auto-fit
IMGUI_API ImVec2 GetWindowPos(); // you should rarely need/care about the window position, but it can be useful if you want to use your own drawing.
IMGUI_API void SetWindowPos(const ImVec2& pos); // set current window pos.
IMGUI_API ImVec2 GetContentRegionMax(); // window or current column boundaries
IMGUI_API ImVec2 GetWindowContentRegionMin(); // window boundaries
IMGUI_API ImVec2 GetWindowContentRegionMax();
@ -161,11 +158,22 @@ namespace ImGui
IMGUI_API ImFont* GetWindowFont();
IMGUI_API float GetWindowFontSize();
IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows.
IMGUI_API ImVec2 GetWindowPos(); // you should rarely need/care about the window position, but it can be useful if you want to do your own drawing.
IMGUI_API ImVec2 GetWindowSize(); // get current window position.
IMGUI_API float GetWindowWidth();
IMGUI_API bool GetWindowCollapsed();
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0); // set current window position - call within Begin()/End().
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCondition cond = 0); // set current window size. set to ImVec2(0,0) to force an auto-fit
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCondition cond = 0); // set current window collapsed state.
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCondition cond = 0); // set next window position - call before Begin().
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCondition cond = 0); // set next window size. set to ImVec2(0,0) to force an auto-fit
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCondition cond = 0); // set next window collapsed state.
IMGUI_API void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position.
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use 'offset' to access sub components of a multiple component widget.
IMGUI_API void SetTreeStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
IMGUI_API ImGuiStorage* GetTreeStateStorage();
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget.
IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
IMGUI_API ImGuiStorage* GetStateStorage();
IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case. default to ~2/3 of windows width.
IMGUI_API void PopItemWidth();
IMGUI_API float GetItemWidth();
@ -204,10 +212,14 @@ namespace ImGui
IMGUI_API float GetTextLineHeight();
// ID scopes
IMGUI_API void PushID(const char* str_id);
// If you are creating repeated widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
// You can also use ## within your widget name to distinguish them from each others (see 'Programmer Guide')
IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the *entire* stack!
IMGUI_API void PushID(const void* ptr_id);
IMGUI_API void PushID(const int int_id);
IMGUI_API void PopID();
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed.
IMGUI_API ImGuiID GetID(const void* ptr_id);
// Widgets
IMGUI_API void Text(const char* fmt, ...);
@ -230,6 +242,9 @@ namespace ImGui
IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderAngle(const char* label, float* v, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f); // *v in radians
IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format = "%.0f");
IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format = "%.0f");
IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format = "%.0f");
IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format = "%.0f");
IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), size_t stride = sizeof(float));
IMGUI_API void PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), size_t stride = sizeof(float));
@ -261,8 +276,7 @@ namespace ImGui
IMGUI_API void TreePop();
IMGUI_API void OpenNextNode(bool open); // force open/close the next TreeNode or CollapsingHeader
// Value helper output "name: value"
// Freely declare your own in the ImGui namespace.
// Value() Helpers: output single value in "name: value" format. Tip: freely declare your own within the ImGui namespace!
IMGUI_API void Value(const char* prefix, bool b);
IMGUI_API void Value(const char* prefix, int v);
IMGUI_API void Value(const char* prefix, unsigned int v);
@ -270,14 +284,15 @@ namespace ImGui
IMGUI_API void Color(const char* prefix, const ImVec4& v);
IMGUI_API void Color(const char* prefix, unsigned int v);
// Logging
IMGUI_API void LogButtons();
IMGUI_API void LogToTTY(int max_depth = -1);
IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL);
IMGUI_API void LogToClipboard(int max_depth = -1);
// Logging: All text output from your interface are redirected to tty/file/clipboard. Tree nodes are automatically opened.
IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty
IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
IMGUI_API void LogFinish(); // stop logging (close file, etc.)
IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
IMGUI_API void LogText(const char* fmt, ...); // pass text data straight to log (without being displayed)
// Utilities
IMGUI_API void SetNewWindowDefaultPos(const ImVec2& pos); // set position of window that do
IMGUI_API bool IsItemHovered(); // was the last item active area hovered by mouse?
IMGUI_API bool IsItemFocused(); // was the last item focused for keyboard input?
IMGUI_API ImVec2 GetItemBoxMin(); // get bounding box of last item
@ -293,9 +308,9 @@ namespace ImGui
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API float GetTime();
IMGUI_API int GetFrameCount();
IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
IMGUI_API const char* GetStyleColName(ImGuiCol idx);
IMGUI_API void GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size);
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_hash = true, float wrap_width = -1.0f);
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
} // namespace ImGui
@ -308,12 +323,14 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_NoResize = 1 << 2,
ImGuiWindowFlags_NoMove = 1 << 3,
ImGuiWindowFlags_NoScrollbar = 1 << 4,
ImGuiWindowFlags_AlwaysAutoResize = 1 << 5,
ImGuiWindowFlags_ChildWindow = 1 << 6, // For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 7, // For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 8, // For internal use by BeginChild()
ImGuiWindowFlags_ComboBox = 1 << 9, // For internal use by ComboBox()
ImGuiWindowFlags_Tooltip = 1 << 10 // For internal use by Render() when using Tooltip
ImGuiWindowFlags_NoScrollWithMouse = 1 << 5,
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6,
ImGuiWindowFlags_NoSavedSettings = 1 << 7, // Never load/save settings in .ini file
ImGuiWindowFlags_ChildWindow = 1 << 8, // For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 9, // For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 10, // For internal use by BeginChild()
ImGuiWindowFlags_ComboBox = 1 << 11, // For internal use by ComboBox()
ImGuiWindowFlags_Tooltip = 1 << 12 // For internal use by Render() when using Tooltip
};
// Flags for ImGui::InputText()
@ -326,7 +343,7 @@ enum ImGuiInputTextFlags_
ImGuiInputTextFlags_EnterReturnsTrue = 1 << 3, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
ImGuiInputTextFlags_CallbackCompletion = 1 << 4, // Call user function on pressing TAB (for completion handling)
ImGuiInputTextFlags_CallbackHistory = 1 << 5, // Call user function on pressing Up/Down arrows (for history handling)
ImGuiInputTextFlags_CallbackAlways = 1 << 6 // Call user function every frame
ImGuiInputTextFlags_CallbackAlways = 1 << 6 // Call user function every time
//ImGuiInputTextFlags_AlignCenter = 1 << 6,
};
@ -370,6 +387,7 @@ enum ImGuiCol_
ImGuiCol_ComboBg,
ImGuiCol_CheckHovered,
ImGuiCol_CheckActive,
ImGuiCol_CheckMark,
ImGuiCol_SliderGrab,
ImGuiCol_SliderGrabActive,
ImGuiCol_Button,
@ -402,11 +420,11 @@ enum ImGuiStyleVar_
{
ImGuiStyleVar_Alpha, // float
ImGuiStyleVar_WindowPadding, // ImVec2
ImGuiStyleVar_WindowRounding, // float
ImGuiStyleVar_FramePadding, // ImVec2
ImGuiStyleVar_ItemSpacing, // ImVec2
ImGuiStyleVar_ItemInnerSpacing, // ImVec2
ImGuiStyleVar_TreeNodeSpacing, // float
ImGuiStyleVar_ColumnsMinSpacing // float
};
// Enumeration for ColorEditMode()
@ -418,18 +436,27 @@ enum ImGuiColorEditMode_
ImGuiColorEditMode_HEX = 2
};
// Condition flags for ImGui::SetWindow***() and SetNextWindow***() functions
// Those functions treat 0 as a shortcut to ImGuiSetCondition_Always
enum ImGuiSetCondition_
{
ImGuiSetCondition_Always = 1 << 0, // Set the variable
ImGuiSetCondition_FirstUseThisSession = 1 << 1, // Only set the variable on the first call for this window (once per session)
ImGuiSetCondition_FirstUseEver = 1 << 2, // Only set the variable if the window doesn't exist in the .ini file
};
struct ImGuiStyle
{
float Alpha; // Global alpha applies to everything in ImGui
ImVec2 WindowPadding; // Padding within a window
ImVec2 WindowMinSize; // Minimum window size
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
ImVec2 TouchExtraPadding; // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!
ImVec2 AutoFitPadding; // Extra space after auto-fit (double-clicking on resize grip)
float WindowFillAlphaDefault; // Default alpha of window background, if not specified in ImGui::Begin()
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
float TreeNodeSpacing; // Horizontal spacing when entering a tree node
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
float ScrollBarWidth; // Width of the vertical scroll bar
@ -448,9 +475,9 @@ struct ImGuiIO
ImVec2 DisplaySize; // <unset> // Display size, in pixels. For clamping windows positions.
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
float IniSavingRate; // = 5.0f // Maximum time between saving .ini file, in seconds. Set to a negative value to disable .ini saving.
const char* IniFilename; // = "imgui.ini" // Absolute path to .ini file.
const char* LogFilename; // = "imgui_log.txt" // Absolute path to .log file.
float IniSavingRate; // = 5.0f // Maximum time between saving .ini file, in seconds.
const char* IniFilename; // = "imgui.ini" // Path to .ini file. NULL to disable .ini saving.
const char* LogFilename; // = "imgui_log.txt" // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
@ -479,7 +506,7 @@ struct ImGuiIO
void* (*MemReallocFn)(void* ptr, size_t sz);
void (*MemFreeFn)(void* ptr);
// Optional: notify OS Input Method Editor of text input position (e.g. when using Japanese/Chinese inputs, otherwise this isn't needed)
// Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese inputs in Windows)
void (*ImeSetInputScreenPosFn)(int x, int y);
//------------------------------------------------------------------
@ -488,7 +515,7 @@ struct ImGuiIO
ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button) but you can use others as storage for convenience.
float MouseWheel; // Mouse wheel: 1 unit scrolls about 3 lines text.
float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift
bool KeysDown[512]; // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data)
@ -537,7 +564,7 @@ struct ImGuiOnceUponAFrame
{
ImGuiOnceUponAFrame() { RefFrame = -1; }
mutable int RefFrame;
operator bool() const { const int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
operator bool() const { const int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
};
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
@ -584,43 +611,60 @@ struct ImGuiTextBuffer
bool empty() { return Buf.empty(); }
void clear() { Buf.clear(); Buf.push_back(0); }
IMGUI_API void append(const char* fmt, ...);
IMGUI_API void appendv(const char* fmt, va_list args);
};
// Helper: Key->value storage
// - Store collapse state for a tree
// - Store color edit options, etc.
// - Store collapse state for a tree (Int 0/1)
// - Store color edit options (Int using values in ImGuiColorEditMode enum).
// - Custom user storage for temporary values.
// Typically you don't have to worry about this since a storage is held within each Window.
// Declare your own storage if you want to manipulate the open/close state of a particular sub-tree in your interface.
// Declare your own storage if:
// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
// - You want to store custom debug data easily without adding or editing structures in your code.
struct ImGuiStorage
{
struct Pair { ImU32 key; int val; };
struct Pair
{
ImGuiID key;
union { int val_i; float val_f; };
Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
};
ImVector<Pair> Data;
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
// - Set***() functions find pair, insertion on demand if missing.
// - Get***Ptr() functions find pair, insertion on demand if missing, return pointer. Useful if you intend to do Get+Set.
// A typical use case where this is very convenient:
// float* pvar = ImGui::GetIntPtr(key); ImGui::SliderInt("var", pvar, 0, 100); some_var += *pvar;
// - Sorted insertion is costly but should amortize. A typical frame shouldn't need to insert any new pair.
IMGUI_API void Clear();
IMGUI_API int GetInt(ImU32 key, int default_val = 0);
IMGUI_API void SetInt(ImU32 key, int val);
IMGUI_API void SetAllInt(int val);
IMGUI_API int* Find(ImU32 key);
IMGUI_API void Insert(ImU32 key, int val);
IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
IMGUI_API void SetInt(ImGuiID key, int val);
IMGUI_API int* GetIntPtr(ImGuiID key, int default_val = 0);
IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
IMGUI_API void SetFloat(ImGuiID key, float val);
IMGUI_API float* GetFloatPtr(ImGuiID key, float default_val = 0);
IMGUI_API void SetAllInt(int val); // Use on your own storage if you know only integer are being stored.
};
// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used.
struct ImGuiTextEditCallbackData
{
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
char* Buf; // Current text // Read-write (pointed data only)
size_t BufSize; // // Read-only
bool BufDirty; // Set if you modify Buf directly // Write
ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
int CursorPos; // // Read-write
int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
int SelectionEnd; // // Read-write
void* UserData; // What user passed to InputText()
ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only
char* Buf; // Current text // Read-write (pointed data only)
size_t BufSize; // // Read-only
bool BufDirty; // Set if you modify Buf directly // Write
ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only
int CursorPos; // // Read-write
int SelectionStart; // // Read-write (== to SelectionEnd when no selection)
int SelectionEnd; // // Read-write
void* UserData; // What user passed to InputText()
// NB: calling those function loses selection.
void DeleteChars(size_t pos, size_t bytes_count);
void InsertChars(size_t pos, const char* text, const char* text_end = NULL);
void DeleteChars(int pos, int bytes_count);
void InsertChars(int pos, const char* text, const char* text_end = NULL);
};
//-----------------------------------------------------------------------------
@ -643,15 +687,15 @@ struct ImDrawVert
ImU32 col;
};
#else
// You can change the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT.
// You can change the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
// The type has to be described by the #define (you can either declare the struct or use a typedef)
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif
// Draw command list
// This is the low-level list of polygon that ImGui:: functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// Each ImGui window contains its own ImDrawList.
// This is the low-level list of polygon that ImGui:: functions are creating. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged.
// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// Note that this only gives you access to rendering polygons. If your intent is to create custom widgets and the publicly exposed functions/data aren't sufficient, you can add code in imgui_user.inl
@ -700,7 +744,7 @@ struct ImDrawList
IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f);
};
// Optional bitmap font data loader & renderer into vertices
// Bitmap font data loader & renderer into vertices
// Using the .fnt format exported by BMFont
// - tool: http://www.angelcode.com/products/bmfont
// - file-format: http://www.angelcode.com/products/bmfont/doc/file_format.html
@ -716,7 +760,7 @@ struct ImFont
// Settings
float Scale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
ImVec2 DisplayOffset; // = (0.0f,0.0f // Offset font rendering by xx pixels
ImVec2 DisplayOffset; // = (0.0f,0.0f) // Offset font rendering by xx pixels
ImVec2 TexUvForWhite; // = (0.0f,0.0f) // Font texture must have a white pixel at this UV coordinate. Adjust if you are using custom texture.
ImWchar FallbackChar; // = '?' // Replacement glyph is one isn't found.
@ -737,12 +781,11 @@ struct ImFont
IMGUI_API ImFont();
IMGUI_API ~ImFont() { Clear(); }
IMGUI_API bool LoadFromMemory(const void* data, size_t data_size);
IMGUI_API bool LoadFromMemory(const void* data, size_t data_size);
IMGUI_API bool LoadFromFile(const char* filename);
IMGUI_API void Clear();
IMGUI_API void BuildLookupTable();
IMGUI_API const FntGlyph* FindGlyph(unsigned short c) const;
IMGUI_API float GetFontSize() const { return (float)Info->FontSize; } // before scale!
IMGUI_API bool IsLoaded() const { return Info != NULL && Common != NULL && Glyphs != NULL; }
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
@ -793,3 +836,10 @@ struct ImFont
};
#pragma pack(pop)
};
//---- Include imgui_user.h at the end of imgui.h
//---- So you can include code that extends ImGui using any of the types declared above.
//---- (also convenient for user to only explicitly include vanilla imgui.h)
#ifdef IMGUI_INCLUDE_IMGUI_USER_H
#include "imgui_user.h"
#endif

View File

@ -1008,13 +1008,13 @@ static void stb_textedit_discard_undo(StbUndoState *state)
int n = state->undo_rec[0].insert_length, i;
// delete n characters from all other records
state->undo_char_point = state->undo_char_point - (short) n; // vsnet05
memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE)));
memmove(state->undo_char, state->undo_char + n, (size_t) ((size_t)state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE)));
for (i=0; i < state->undo_point; ++i)
if (state->undo_rec[i].char_storage >= 0)
state->undo_rec[i].char_storage = state->undo_rec[i].char_storage - (short) n; // vsnet05 // @OPTIMIZE: get rid of char_storage and infer it
}
--state->undo_point;
memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0])));
memmove(state->undo_rec, state->undo_rec+1, (size_t) ((size_t)state->undo_point*sizeof(state->undo_rec[0])));
}
}
@ -1032,13 +1032,13 @@ static void stb_textedit_discard_redo(StbUndoState *state)
int n = state->undo_rec[k].insert_length, i;
// delete n characters from all other records
state->redo_char_point = state->redo_char_point + (short) n; // vsnet05
memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE)));
memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((size_t)(STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE)));
for (i=state->redo_point; i < k; ++i)
if (state->undo_rec[i].char_storage >= 0)
state->undo_rec[i].char_storage = state->undo_rec[i].char_storage + (short) n; // vsnet05
}
++state->redo_point;
memmove(state->undo_rec + state->redo_point-1, state->undo_rec + state->redo_point, (size_t) ((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));
memmove(state->undo_rec + state->redo_point-1, state->undo_rec + state->redo_point, (size_t) ((size_t)(STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point)*sizeof(state->undo_rec[0])));
}
}