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mirror of https://github.com/ocornut/imgui.git synced 2024-11-15 11:33:29 +01:00

Merge branch 'master' into viewport

# Conflicts:
#	examples/imgui_impl_dx9.cpp
#	examples/imgui_impl_opengl2.cpp
#	examples/imgui_impl_opengl3.cpp
#	examples/imgui_impl_vulkan.cpp
This commit is contained in:
omar 2018-09-14 11:32:55 +02:00
commit b85f345369
52 changed files with 99 additions and 100 deletions

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@ -45,6 +45,7 @@ Other Changes:
erroneously wrapped the value to one of the min/max edge. (#2024, #708, #320, #2075).
- DragFloat: Disabled using power curve when one edge is FLT_MAX (broken in 1.61). (#2024)
- DragFloat: Disabled setting a default drag speed when one edge is FLT_MAX. (#2024)
- BeginMenu(): Fixed menu popup horizontal offset being off the item in the menu bar when WindowPadding=0.0f.
-----------------------------------------------------------------------

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@ -45,7 +45,7 @@ You can find binaries of some of those example applications at:
- Dear ImGui has 0 to 1 frame of lag for most behaviors, at 60 FPS your experience should be pleasant.
However, consider that OS mouse cursors are typically drawn through a specific hardware accelerated path
and will feel smoother than common GPU rendered contents (including Dear ImGui windows).
You may experiment with the io.MouseDrawCursor flag to request ImGui to draw a mouse cursor itself,
You may experiment with the io.MouseDrawCursor flag to request Dear ImGui to draw a mouse cursor itself,
to visualize the lag between a hardware cursor and a software cursor. However, rendering a mouse cursor
at 60 FPS will feel slow. It might be beneficial to the user experience to switch to a software rendered
cursor only when an interactive drag is in progress.
@ -186,7 +186,7 @@ example_glfw_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
GLFW + OpenGL2 example (legacy, fixed pipeline).
This code is mostly provided as a reference to learn about ImGui integration, because it is shorter.
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.
@ -207,7 +207,7 @@ example_sdl_opengl2/
**DO NOT USE OPENGL2 CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**
**Prefer using OPENGL3 code (with gl3w/glew/glad, you can replace the OpenGL function loader)**
SDL2 (Win32, Mac, Linux etc.) + OpenGL example (legacy, fixed pipeline).
This code is mostly provided as a reference to learn about ImGui integration, because it is shorter.
This code is mostly provided as a reference to learn about Dear ImGui integration, because it is shorter.
If your code is using GL3+ context or any semi modern OpenGL calls, using this renderer is likely to
make things more complicated, will require your code to reset many OpenGL attributes to their initial
state, and might confuse your GPU driver. One star, not recommended.

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@ -1,5 +1,5 @@
// ImGui - standalone example application for Allegro 5
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for Allegro 5
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
#include <stdint.h>
#include <allegro5/allegro.h>

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@ -45,9 +45,9 @@
// If we want to receive key events, we either need to be in the responder chain of the key view,
// or else we can install a local monitor. The consequence of this heavy-handed approach is that
// we receive events for all controls, not just ImGui widgets. If we had native controls in our
// window, we'd want to be much more careful than just ingesting the complete event stream, though
// we do make an effort to be good citizens by passing along events when ImGui doesn't want to capture.
// we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our
// window, we'd want to be much more careful than just ingesting the complete event stream, though we
// do make an effort to be good citizens by passing along events when Dear ImGui doesn't want to capture.
NSEventMask eventMask = NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged | NSEventTypeScrollWheel;
[NSEvent addLocalMonitorForEventsMatchingMask:eventMask handler:^NSEvent * _Nullable(NSEvent *event) {
BOOL wantsCapture = ImGui_ImplOSX_HandleEvent(event, self.view);

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@ -1,5 +1,5 @@
// ImGui - standalone example application for OSX + OpenGL2, using legacy fixed pipeline
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for OSX + OpenGL2, using legacy fixed pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
#include "imgui.h"
#include "../imgui_impl_osx.h"

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@ -1,5 +1,5 @@
// ImGui - standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for FreeGLUT + OpenGL2, using legacy fixed pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (Using GLUT or FreeGLUT is not recommended unless you really miss the 90's)
#include "imgui.h"
@ -57,7 +57,7 @@ void my_display_code()
void glut_display_func()
{
// Start the ImGui frame
// Start the Dear ImGui frame
ImGui_ImplOpenGL2_NewFrame();
ImGui_ImplFreeGLUT_NewFrame();
@ -95,7 +95,7 @@ int main(int argc, char** argv)
// otherwise it is possible to install our own functions and call the imgui_impl_freeglut.h functions ourselves.
glutDisplayFunc(glut_display_func);
// Setup ImGui binding
// Setup Dear ImGui binding
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls

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@ -1,5 +1,5 @@
// ImGui - standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for GLFW + OpenGL2, using legacy fixed pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**

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@ -1,5 +1,5 @@
// ImGui - standalone example application for GLFW + OpenGL 3, using programmable pipeline
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for GLFW + OpenGL 3, using programmable pipeline
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
#include "imgui.h"

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@ -1,5 +1,5 @@
// ImGui - standalone example application for Glfw + Vulkan
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for Glfw + Vulkan
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
#include "imgui.h"
#include "imgui_impl_glfw.h"

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@ -1,8 +1,8 @@
// ImGui - standalone example application for Marmalade
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for Marmalade
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// Copyright (C) 2015 by Giovanni Zito
// This file is part of ImGui
// This file is part of Dear ImGui
#include "imgui.h"
#include "imgui_impl_marmalade.h"

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@ -1,4 +1,4 @@
// ImGui - null/dummy example application (compile and link imgui with no inputs, no outputs)
// dear imgui: null/dummy example application (compile and link imgui with no inputs, no outputs)
#include "imgui.h"
#include <stdio.h>

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@ -1,5 +1,5 @@
// ImGui - standalone example application for SDL2 + OpenGL
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for SDL2 + OpenGL
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)**

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@ -1,5 +1,5 @@
// ImGui - standalone example application for SDL2 + OpenGL
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for SDL2 + OpenGL
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (GL3W is a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc.)

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@ -1,5 +1,5 @@
// ImGui - standalone example application for SDL2 + Vulkan
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for SDL2 + Vulkan
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
#include "imgui.h"
#include "imgui_impl_sdl.h"
@ -332,7 +332,7 @@ int main(int, char**)
ImGui_ImplVulkanH_WindowData* wd = &g_WindowData;
SetupVulkanWindowData(wd, surface, w, h);
// Setup ImGui binding
// Setup Dear ImGui binding
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;

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@ -1,5 +1,5 @@
// ImGui - standalone example application for DirectX 10
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for DirectX 10
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
#include "imgui.h"
#include "imgui_impl_win32.h"

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@ -1,5 +1,5 @@
// ImGui - standalone example application for DirectX 11
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui - standalone example application for DirectX 11
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
#include "imgui.h"
#include "imgui_impl_win32.h"

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@ -1,5 +1,5 @@
// ImGui - standalone example application for DirectX 12
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for DirectX 12
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
// FIXME: 64-bit only for now! (Because sizeof(ImTextureId) == sizeof(void*))
#include "imgui.h"

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@ -1,5 +1,5 @@
// ImGui - standalone example application for DirectX 9
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
// dear imgui: standalone example application for DirectX 9
// If you are new to dear imgui, see examples/README.txt and documentation at the top of imgui.cpp.
#include "imgui.h"
#include "imgui_impl_dx9.h"

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@ -1,4 +1,4 @@
// ImGui Renderer + Platform Binding for: Allegro 5
// dear imgui: Renderer + Platform Binding for Allegro 5
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// Implemented features:
@ -74,7 +74,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
al_set_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA);
// Setup orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
// Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
{
float L = draw_data->DisplayPos.x;
float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
@ -108,7 +108,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data)
const int* indices = NULL;
if (sizeof(ImDrawIdx) == 2)
{
// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request ImGui to output 32-bit indices.
// FIXME-OPT: Unfortunately Allegro doesn't support 16-bit indices.. You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices.
// Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful.
static ImVector<int> indices_converted;
indices_converted.resize(cmd_list->IdxBuffer.Size);

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@ -1,4 +1,4 @@
// ImGui Renderer + Platform Binding for: Allegro 5
// dear imgui: Renderer + Platform Binding for Allegro 5
// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.)
// Implemented features:

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@ -1,4 +1,4 @@
// ImGui Renderer for: DirectX10
// dear imgui: Renderer for DirectX10
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:

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@ -1,4 +1,4 @@
// ImGui Renderer for: DirectX10
// dear imgui: Renderer for DirectX10
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:

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@ -1,4 +1,4 @@
// ImGui Renderer for: DirectX11
// dear imgui: Renderer for DirectX11
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:

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@ -1,4 +1,4 @@
// ImGui Renderer for: DirectX11
// dear imgui: Renderer for DirectX11
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:

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@ -1,4 +1,4 @@
// ImGui Renderer for: DirectX12
// dear imgui: Renderer for DirectX12
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:

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@ -1,4 +1,4 @@
// ImGui Renderer for: DirectX12
// dear imgui: Renderer for DirectX12
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:

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@ -1,4 +1,4 @@
// ImGui Renderer for: DirectX9
// dear imgui: Renderer for DirectX9
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:

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@ -1,4 +1,4 @@
// ImGui Renderer for: DirectX9
// dear imgui: Renderer for DirectX9
// This needs to be used along with a Platform Binding (e.g. Win32)
// Implemented features:

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@ -1,4 +1,4 @@
// ImGui Platform Binding for: FreeGLUT
// dear imgui: Platform Binding for FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
// Issues:
@ -97,7 +97,7 @@ void ImGui_ImplFreeGLUT_KeyboardFunc(unsigned char c, int x, int y)
//printf("char_down_func %d '%c'\n", c, c);
ImGuiIO& io = ImGui::GetIO();
if (c >= 32)
io.AddInputCharacter(c);
io.AddInputCharacter((unsigned short)c);
// Store letters in KeysDown[] array as both uppercase and lowercase + Handle GLUT translating CTRL+A..CTRL+Z as 1..26.
// This is a hacky mess but GLUT is unable to distinguish e.g. a TAB key from CTRL+I so this is probably the best we can do here.

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@ -1,4 +1,4 @@
// ImGui Platform Binding for: FreeGLUT
// dear imgui: Platform Binding for FreeGLUT
// This needs to be used along with a Renderer (e.g. OpenGL2)
// Issues:

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@ -1,4 +1,4 @@
// ImGui Platform Binding for: GLFW
// dear imgui: Platform Binding for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)

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@ -1,4 +1,4 @@
// ImGui Platform Binding for: GLFW
// dear imgui: Platform Binding for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)

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@ -1,5 +1,5 @@
// ImGui Renderer + Platform Binding for: Marmalade + IwGx
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of ImGui)
// dear imgui: Renderer + Platform Binding for Marmalade + IwGx
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
// Implemented features:
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.

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@ -1,4 +1,5 @@
// ImGui Renderer + Platform Binding for: Marmalade + IwGx
// dear imgui: Renderer + Platform Binding for Marmalade + IwGx
// Marmalade code: Copyright (C) 2015 by Giovanni Zito (this file is part of Dear ImGui)
// Implemented features:
// [X] Renderer: User texture binding. Use 'CIwTexture*' as ImTextureID. Read the FAQ about ImTextureID in imgui.cpp.
@ -7,9 +8,6 @@
// If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp.
// https://github.com/ocornut/imgui
// Copyright (C) 2015 by Giovanni Zito
// This file is part of ImGui
IMGUI_IMPL_API bool ImGui_Marmalade_Init(bool install_callbacks);
IMGUI_IMPL_API void ImGui_Marmalade_Shutdown();
IMGUI_IMPL_API void ImGui_Marmalade_NewFrame();

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@ -1,4 +1,4 @@
// ImGui Renderer for: Metal
// dear imgui: Renderer for Metal
// This needs to be used along with a Platform Binding (e.g. OSX)
// Implemented features:

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@ -1,4 +1,4 @@
// ImGui Renderer for: Metal
// dear imgui: Renderer for Metal
// This needs to be used along with a Platform Binding (e.g. OSX)
// Implemented features:
@ -410,7 +410,7 @@ void ImGui_ImplMetal_DestroyDeviceObjects()
[commandEncoder setDepthStencilState:g_sharedMetalContext.depthStencilState];
// Setup viewport, orthographic projection matrix
// Our visible imgui space lies from draw_data->DisplayPps (top left) to
// Our visible imgui space lies from draw_data->DisplayPos (top left) to
// draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps.
MTLViewport viewport =
{

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@ -1,4 +1,4 @@
// ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:

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@ -1,4 +1,4 @@
// ImGui Renderer for: OpenGL2 (legacy OpenGL, fixed pipeline)
// dear imgui: Renderer for OpenGL2 (legacy OpenGL, fixed pipeline)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:

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@ -1,4 +1,4 @@
// ImGui Renderer for: OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)

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@ -1,4 +1,4 @@
// ImGui Renderer for: OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline)
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..)

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@ -1,4 +1,4 @@
// ImGui Platform Binding for: OSX / Cocoa
// dear imgui: Platform Binding for OSX / Cocoa
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac.

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@ -1,4 +1,4 @@
// ImGui Platform Binding for: OSX / Cocoa
// dear imgui: Platform Binding for OSX / Cocoa
// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)
// [BETA] Beta bindings, not well tested. If you want a portable application, prefer using the Glfw or SDL platform bindings on Mac.
@ -189,7 +189,7 @@ bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view)
{
int c = [str characterAtIndex:i];
if (c < 0xF700 && !io.KeyCtrl)
io.AddInputCharacter(c);
io.AddInputCharacter((unsigned short)c);
// We must reset in case we're pressing a sequence of special keys while keeping the command pressed
int key = mapCharacterToKey(c);

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@ -1,4 +1,4 @@
// ImGui Platform Binding for: SDL2
// dear imgui: Platform Binding for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)

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@ -1,4 +1,4 @@
// ImGui Platform Binding for: SDL2
// dear imgui: Platform Binding for SDL2
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)

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@ -1,4 +1,4 @@
// ImGui Renderer for: Vulkan
// dear imgui: Renderer for Vulkan
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Missing features:

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@ -1,4 +1,4 @@
// ImGui Renderer for: Vulkan
// dear imgui: Renderer for Vulkan
// This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..)
// Missing features:

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@ -1,4 +1,4 @@
// ImGui Platform Binding for: Windows (standard windows API for 32 and 64 bits applications)
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:

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@ -1,4 +1,4 @@
// ImGui Platform Binding for: Windows (standard windows API for 32 and 64 bits applications)
// dear imgui: Platform Binding for Windows (standard windows API for 32 and 64 bits applications)
// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
// Implemented features:

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@ -1944,7 +1944,7 @@ struct ImFont
ImVec2 DisplayOffset; // = (0.f,0.f) // Offset font rendering by xx pixels
ImVector<ImFontGlyph> Glyphs; // // All glyphs.
ImVector<float> IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
ImVector<unsigned short> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
ImVector<ImWchar> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
const ImFontGlyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
float FallbackAdvanceX; // == FallbackGlyph->AdvanceX
ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
@ -1973,7 +1973,7 @@ struct ImFont
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const;
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
// [Internal]

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@ -1894,7 +1894,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
continue;
const int codepoint = range.first_unicode_codepoint_in_range + char_idx;
if (cfg.MergeMode && dst_font->FindGlyphNoFallback((unsigned short)codepoint))
if (cfg.MergeMode && dst_font->FindGlyphNoFallback((ImWchar)codepoint))
continue;
float char_advance_x_org = pc.xadvance;
@ -2316,21 +2316,21 @@ void ImFont::BuildLookupTable()
{
int codepoint = (int)Glyphs[i].Codepoint;
IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX;
IndexLookup[codepoint] = (unsigned short)i;
IndexLookup[codepoint] = (ImWchar)i;
}
// Create a glyph to handle TAB
// FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
if (FindGlyph((unsigned short)' '))
if (FindGlyph((ImWchar)' '))
{
if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times
Glyphs.resize(Glyphs.Size + 1);
ImFontGlyph& tab_glyph = Glyphs.back();
tab_glyph = *FindGlyph((unsigned short)' ');
tab_glyph = *FindGlyph((ImWchar)' ');
tab_glyph.Codepoint = '\t';
tab_glyph.AdvanceX *= 4;
IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX;
IndexLookup[(int)tab_glyph.Codepoint] = (unsigned short)(Glyphs.Size-1);
IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size-1);
}
FallbackGlyph = FindGlyphNoFallback(FallbackChar);
@ -2352,7 +2352,7 @@ void ImFont::GrowIndex(int new_size)
if (new_size <= IndexLookup.Size)
return;
IndexAdvanceX.resize(new_size, -1.0f);
IndexLookup.resize(new_size, (unsigned short)-1);
IndexLookup.resize(new_size, (ImWchar)-1);
}
// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.
@ -2385,13 +2385,13 @@ void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
int index_size = IndexLookup.Size;
if (dst < index_size && IndexLookup.Data[dst] == (unsigned short)-1 && !overwrite_dst) // 'dst' already exists
if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists
return;
if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op
return;
GrowIndex(dst + 1);
IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (unsigned short)-1;
IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1;
IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f;
}
@ -2399,8 +2399,8 @@ const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const
{
if (c >= IndexLookup.Size)
return FallbackGlyph;
const unsigned short i = IndexLookup[c];
if (i == (unsigned short)-1)
const ImWchar i = IndexLookup[c];
if (i == (ImWchar)-1)
return FallbackGlyph;
return &Glyphs.Data[i];
}
@ -2409,8 +2409,8 @@ const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
{
if (c >= IndexLookup.Size)
return NULL;
const unsigned short i = IndexLookup[c];
if (i == (unsigned short)-1)
const ImWchar i = IndexLookup[c];
if (i == (ImWchar)-1)
return NULL;
return &Glyphs.Data[i];
}
@ -2608,7 +2608,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
return text_size;
}
void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const
void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const
{
if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded.
return;
@ -2733,7 +2733,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
}
float char_width = 0.0f;
if (const ImFontGlyph* glyph = FindGlyph((unsigned short)c))
if (const ImFontGlyph* glyph = FindGlyph((ImWchar)c))
{
char_width = glyph->AdvanceX * scale;

View File

@ -838,7 +838,7 @@ bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const I
// Default to using texture ID as ID. User can still push string/integer prefixes.
// We could hash the size/uv to create a unique ID but that would prevent the user from animating UV.
PushID((void*)user_texture_id);
PushID((void*)(intptr_t)user_texture_id);
const ImGuiID id = window->GetID("#image");
PopID();
@ -2842,7 +2842,7 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t
if (c == '\r')
continue;
const float char_width = font->GetCharAdvance((unsigned short)c) * scale;
const float char_width = font->GetCharAdvance((ImWchar)c) * scale;
line_width += char_width;
}
@ -3695,7 +3695,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
else
{
ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true);
if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((unsigned short)' ') * 0.50f); // So we can see selected empty lines
if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines
ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn));
rect.ClipWith(clip_rect);
if (rect.Overlaps(clip_rect))
@ -3923,7 +3923,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
if (label != label_display_end)
{
TextUnformatted(label, label_display_end);
Separator();
Spacing();
}
ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;
ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;
@ -5549,7 +5549,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
// Menu inside an horizontal menu bar
// Selectable extend their highlight by half ItemSpacing in each direction.
// For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight());
popup_pos = ImVec2(pos.x - 1.0f - (float)(int)(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight());
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
float w = label_size.x;

View File

@ -337,7 +337,7 @@ bool ImGuiFreeType::BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags)
{
for (uint32_t codepoint = in_range[0]; codepoint <= in_range[1]; ++codepoint)
{
if (cfg.MergeMode && dst_font->FindGlyphNoFallback((unsigned short)codepoint))
if (cfg.MergeMode && dst_font->FindGlyphNoFallback((ImWchar)codepoint))
continue;
FT_Glyph ft_glyph = NULL;