mirror of
https://github.com/ocornut/imgui.git
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Merge remote-tracking branch 'origin' into 2015-05-menus
Conflicts: imgui.h
This commit is contained in:
commit
92ded00fd9
@ -26,7 +26,8 @@ static ID3D10Blob * g_pPixelShaderBlob = NULL;
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static ID3D11PixelShader* g_pPixelShader = NULL;
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static ID3D11SamplerState* g_pFontSampler = NULL;
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static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
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static ID3D11BlendState* g_blendState = NULL;
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static ID3D11RasterizerState* g_pRasterizerState = NULL;
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static ID3D11BlendState* g_pBlendState = NULL;
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static int VERTEX_BUFFER_SIZE = 30000; // TODO: Make vertex buffer smaller and grow dynamically as needed.
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struct VERTEX_CONSTANT_BUFFER
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@ -100,7 +101,8 @@ static void ImGui_ImplDX11_RenderDrawLists(ImDrawList** const cmd_lists, int cmd
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// Setup render state
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const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
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g_pd3dDeviceContext->OMSetBlendState(g_blendState, blendFactor, 0xffffffff);
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g_pd3dDeviceContext->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
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g_pd3dDeviceContext->RSSetState(g_pRasterizerState);
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// Render command lists
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int vtx_offset = 0;
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@ -339,19 +341,30 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
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desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
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desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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g_pd3dDevice->CreateBlendState(&desc, &g_blendState);
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g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
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}
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// Create the rasterizer state
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{
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D3D11_RASTERIZER_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.FillMode = D3D11_FILL_SOLID;
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desc.CullMode = D3D11_CULL_NONE;
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desc.ScissorEnable = true;
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desc.DepthClipEnable = true;
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g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
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}
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// Create the vertex buffer
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{
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D3D11_BUFFER_DESC bufferDesc;
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memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
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bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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bufferDesc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert);
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bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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bufferDesc.MiscFlags = 0;
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if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pVB) < 0)
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D3D11_BUFFER_DESC desc;
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memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.ByteWidth = VERTEX_BUFFER_SIZE * sizeof(ImDrawVert);
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desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
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return false;
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}
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@ -369,7 +382,8 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
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if (g_pFontTextureView) { g_pFontTextureView->Release(); ImGui::GetIO().Fonts->TexID = 0; }
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if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
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if (g_blendState) { g_blendState->Release(); g_blendState = NULL; }
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if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
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if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
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if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
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if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
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if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
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134
imgui.h
134
imgui.h
@ -73,75 +73,8 @@ struct ImVec4
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#endif
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};
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namespace ImGui
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{
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// Proxy functions to access the MemAllocFn/MemFreeFn pointers in ImGui::GetIO(). The only reason they exist here is to allow ImVector<> to compile inline.
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IMGUI_API void* MemAlloc(size_t sz);
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IMGUI_API void MemFree(void* ptr);
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}
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// Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
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// Use '#define ImVector std::vector' if you want to use the STL type or your own type.
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// Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code!
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#ifndef ImVector
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template<typename T>
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class ImVector
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{
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protected:
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size_t Size;
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size_t Capacity;
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T* Data;
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public:
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typedef T value_type;
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typedef value_type* iterator;
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typedef const value_type* const_iterator;
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ImVector() { Size = Capacity = 0; Data = NULL; }
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~ImVector() { if (Data) ImGui::MemFree(Data); }
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inline bool empty() const { return Size == 0; }
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inline size_t size() const { return Size; }
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inline size_t capacity() const { return Capacity; }
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inline value_type& at(size_t i) { IM_ASSERT(i < Size); return Data[i]; }
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inline const value_type& at(size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
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inline value_type& operator[](size_t i) { IM_ASSERT(i < Size); return Data[i]; }
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inline const value_type& operator[](size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
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inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
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inline iterator begin() { return Data; }
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inline const_iterator begin() const { return Data; }
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inline iterator end() { return Data + Size; }
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inline const_iterator end() const { return Data + Size; }
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inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
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inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
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inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size-1]; }
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inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size-1]; }
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inline void swap(ImVector<T>& rhs) { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
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inline size_t _grow_capacity(size_t new_size) { size_t new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > new_size ? new_capacity : new_size; }
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inline void resize(size_t new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
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inline void reserve(size_t new_capacity)
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{
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if (new_capacity <= Capacity) return;
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T* new_data = (value_type*)ImGui::MemAlloc(new_capacity * sizeof(value_type));
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memcpy(new_data, Data, Size * sizeof(value_type));
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ImGui::MemFree(Data);
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Data = new_data;
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Capacity = new_capacity;
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}
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inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size+1)); Data[Size++] = v; }
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inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
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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; }
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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; }
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};
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#endif // #ifndef ImVector
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// Helpers at bottom of the file:
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// - class ImVector<> // Lightweight std::vector like class. Use '#define ImVector std::vector' if you want to use the STL type or your own type.
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// - IMGUI_ONCE_UPON_A_FRAME // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)
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// - struct ImGuiTextFilter // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
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// - struct ImGuiTextBuffer // Text buffer for logging/accumulating text
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@ -432,6 +365,10 @@ namespace ImGui
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IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
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IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
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// Proxy functions to access the MemAllocFn/MemFreeFn pointers in ImGui::GetIO()
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IMGUI_API void* MemAlloc(size_t sz);
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IMGUI_API void MemFree(void* ptr);
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// Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself
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IMGUI_API const char* GetVersion();
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IMGUI_API void* GetInternalState();
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@ -741,6 +678,67 @@ struct ImGuiIO
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// Helpers
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//-----------------------------------------------------------------------------
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// Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
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// Use '#define ImVector std::vector' if you want to use the STL type or your own type.
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// Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code!
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#ifndef ImVector
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template<typename T>
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class ImVector
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{
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protected:
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size_t Size;
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size_t Capacity;
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T* Data;
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public:
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typedef T value_type;
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typedef value_type* iterator;
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typedef const value_type* const_iterator;
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ImVector() { Size = Capacity = 0; Data = NULL; }
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~ImVector() { if (Data) ImGui::MemFree(Data); }
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inline bool empty() const { return Size == 0; }
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inline size_t size() const { return Size; }
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inline size_t capacity() const { return Capacity; }
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inline value_type& at(size_t i) { IM_ASSERT(i < Size); return Data[i]; }
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inline const value_type& at(size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
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inline value_type& operator[](size_t i) { IM_ASSERT(i < Size); return Data[i]; }
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inline const value_type& operator[](size_t i) const { IM_ASSERT(i < Size); return Data[i]; }
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inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
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inline iterator begin() { return Data; }
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inline const_iterator begin() const { return Data; }
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inline iterator end() { return Data + Size; }
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inline const_iterator end() const { return Data + Size; }
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inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
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inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
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inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size-1]; }
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inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size-1]; }
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inline void swap(ImVector<T>& rhs) { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
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inline size_t _grow_capacity(size_t new_size) { size_t new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > new_size ? new_capacity : new_size; }
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inline void resize(size_t new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
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inline void reserve(size_t new_capacity)
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{
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if (new_capacity <= Capacity) return;
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T* new_data = (value_type*)ImGui::MemAlloc(new_capacity * sizeof(value_type));
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memcpy(new_data, Data, Size * sizeof(value_type));
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ImGui::MemFree(Data);
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Data = new_data;
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Capacity = new_capacity;
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}
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inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size+1)); Data[Size++] = v; }
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inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
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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; }
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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; }
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};
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#endif // #ifndef ImVector
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// Helper: execute a block of code once a frame only
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// Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
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// Usage:
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