mirror of
https://github.com/ocornut/imgui.git
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Merge branch 'master' into navigation
# Conflicts: # imgui.cpp
This commit is contained in:
commit
de5c304b49
@ -140,7 +140,7 @@ Frequently Asked Question (FAQ)
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||||
<b>Where is the documentation?</b>
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||||
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- The documentation is at the top of imgui.cpp + effectively imgui.h.
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- Example code is in imgui_demo.cpp and particularly 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.
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- Example code is in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. It covers most features of ImGui so you can read the code and call the function itself to see its output.
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||||
- Standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder.
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- We obviously needs better documentation! Consider contributing or becoming a [Patron](http://www.patreon.com/imgui) to promote this effort.
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@ -25,6 +25,10 @@ int main(int, char**)
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// Setup ImGui binding
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ImGui_ImplA5_Init(display);
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// Setup style
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ImGui::StyleColorsClassic();
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//ImGui::StyleColorsDark();
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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@ -41,7 +45,7 @@ int main(int, char**)
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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bool show_test_window = true;
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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@ -69,15 +73,17 @@ int main(int, char**)
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ImGui_ImplA5_NewFrame();
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// 1. Show a simple window.
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
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// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
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{
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static float f;
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ImGui::Text("Hello, world!");
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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ImGui::ColorEdit3("clear color", (float*)&clear_color);
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if (ImGui::Button("Test Window")) show_test_window ^= 1;
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if (ImGui::Button("Another Window")) show_another_window ^= 1;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f/ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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static float f = 0.0f;
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ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
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ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
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ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
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if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
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show_demo_window ^= 1;
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if (ImGui::Button("Another Window"))
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show_another_window ^= 1;
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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}
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// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name the window.
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@ -88,11 +94,11 @@ int main(int, char**)
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ImGui::End();
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}
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
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if (show_test_window)
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// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
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if (show_demo_window)
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{
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
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ImGui::ShowTestWindow(&show_test_window);
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui::ShowDemoWindow(&show_demo_window);
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}
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// Rendering
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@ -9,7 +9,7 @@
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void DebugHUD_InitDefaults( DebugHUD *hud )
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{
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hud->show_test_window = true;
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hud->show_demo_window = true;
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hud->show_example_window = true;
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hud->rotation_speed = 15.0f;
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@ -26,10 +26,10 @@ void DebugHUD_InitDefaults( DebugHUD *hud )
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void DebugHUD_DoInterface(DebugHUD *hud)
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{
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if (hud->show_test_window)
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if (hud->show_demo_window)
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{
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
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ImGui::ShowTestWindow(&hud->show_test_window );
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ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui::ShowDemoWindow(&hud->show_demo_window );
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}
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if (hud->show_example_window)
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@ -6,7 +6,7 @@
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typedef struct DebugHUD
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{
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bool show_test_window;
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bool show_demo_window;
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bool show_example_window;
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float rotation_speed;
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float cubeColor1[4];
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@ -125,6 +125,10 @@ int main(int, char**)
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// Setup ImGui binding
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||||
ImGui_ImplDX10_Init(hwnd, g_pd3dDevice);
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||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsClassic();
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||||
//ImGui::StyleColorsDark();
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||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
@ -141,7 +145,7 @@ int main(int, char**)
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||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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bool show_test_window = true;
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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@ -163,14 +167,16 @@ int main(int, char**)
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ImGui_ImplDX10_NewFrame();
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||||
|
||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
{
|
||||
static float f = 0.0f;
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ImGui::Text("Hello, world!");
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||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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ImGui::ColorEdit3("clear color", (float*)&clear_color);
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if (ImGui::Button("Test Window")) show_test_window ^= 1;
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if (ImGui::Button("Another Window")) show_another_window ^= 1;
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||||
ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
|
||||
if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
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show_demo_window ^= 1;
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||||
if (ImGui::Button("Another Window"))
|
||||
show_another_window ^= 1;
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||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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||||
}
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||||
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@ -182,11 +188,11 @@ int main(int, char**)
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||||
ImGui::End();
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||||
}
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||||
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||||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
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||||
if (show_test_window)
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||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
|
||||
if (show_demo_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_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!
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ImGui::ShowTestWindow(&show_test_window);
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||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
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ImGui::ShowDemoWindow(&show_demo_window);
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}
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// Rendering
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||||
|
@ -128,6 +128,10 @@ int main(int, char**)
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||||
// Setup ImGui binding
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||||
ImGui_ImplDX11_Init(hwnd, g_pd3dDevice, g_pd3dDeviceContext);
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||||
|
||||
// Setup style
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||||
ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsDark();
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||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
@ -144,7 +148,7 @@ int main(int, char**)
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != NULL);
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bool show_test_window = true;
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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@ -166,14 +170,16 @@ int main(int, char**)
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||||
ImGui_ImplDX11_NewFrame();
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||||
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||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
{
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
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ImGui::ColorEdit3("clear color", (float*)&clear_color);
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||||
if (ImGui::Button("Test Window")) show_test_window ^= 1;
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if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
||||
ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
|
||||
if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
|
||||
show_demo_window ^= 1;
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if (ImGui::Button("Another Window"))
|
||||
show_another_window ^= 1;
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
}
|
||||
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||||
@ -185,11 +191,11 @@ int main(int, char**)
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
|
||||
if (show_test_window)
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
|
||||
if (show_demo_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_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);
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
}
|
||||
|
||||
// Rendering
|
||||
|
@ -77,6 +77,10 @@ int main(int, char**)
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplDX9_Init(hwnd, g_pd3dDevice);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsDark();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
@ -93,7 +97,7 @@ int main(int, char**)
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
bool show_test_window = true;
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
@ -117,14 +121,16 @@ int main(int, char**)
|
||||
ImGui_ImplDX9_NewFrame();
|
||||
|
||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
{
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color);
|
||||
if (ImGui::Button("Test Window")) show_test_window ^= 1;
|
||||
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
||||
ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
|
||||
if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
|
||||
show_demo_window ^= 1;
|
||||
if (ImGui::Button("Another Window"))
|
||||
show_another_window ^= 1;
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
}
|
||||
|
||||
@ -136,11 +142,11 @@ int main(int, char**)
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
|
||||
if (show_test_window)
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
|
||||
if (show_demo_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
|
||||
ImGui::ShowTestWindow(&show_test_window);
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
}
|
||||
|
||||
// Rendering
|
||||
|
@ -17,6 +17,10 @@ int main(int, char**)
|
||||
// Setup ImGui binding
|
||||
ImGui_Marmalade_Init(true);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsDark();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
@ -33,33 +37,35 @@ int main(int, char**)
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
bool show_test_window = true;
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
// Main loop
|
||||
while (true)
|
||||
{
|
||||
if (s3eDeviceCheckQuitRequest())
|
||||
break;
|
||||
if (s3eDeviceCheckQuitRequest())
|
||||
break;
|
||||
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
s3eKeyboardUpdate();
|
||||
s3ePointerUpdate();
|
||||
ImGui_Marmalade_NewFrame();
|
||||
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
|
||||
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
|
||||
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
|
||||
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
|
||||
s3eKeyboardUpdate();
|
||||
s3ePointerUpdate();
|
||||
ImGui_Marmalade_NewFrame();
|
||||
|
||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
{
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color);
|
||||
if (ImGui::Button("Test Window")) show_test_window ^= 1;
|
||||
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
||||
ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
|
||||
if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
|
||||
show_demo_window ^= 1;
|
||||
if (ImGui::Button("Another Window"))
|
||||
show_another_window ^= 1;
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
}
|
||||
|
||||
@ -71,15 +77,15 @@ int main(int, char**)
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
|
||||
if (show_test_window)
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
|
||||
if (show_demo_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
|
||||
ImGui::ShowTestWindow(&show_test_window);
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
}
|
||||
|
||||
// Rendering
|
||||
IwGxSetColClear(clear_color.x*255,clear_color.y*255,clear_color.z*255,clear_color.w*255) ;
|
||||
IwGxSetColClear(clear_color.x * 255, clear_color.y * 255, clear_color.z * 255, clear_color.w * 255);
|
||||
IwGxClear();
|
||||
ImGui::Render();
|
||||
IwGxSwapBuffers();
|
||||
|
@ -22,7 +22,7 @@ int main(int, char**)
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
|
||||
ImGui::ShowTestWindow(NULL);
|
||||
ImGui::ShowDemoWindow(NULL);
|
||||
|
||||
ImGui::Render();
|
||||
}
|
||||
|
@ -29,6 +29,10 @@ int main(int, char**)
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplGlfwGL2_Init(window, true);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsDark();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
@ -45,7 +49,7 @@ int main(int, char**)
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
bool show_test_window = true;
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
@ -60,14 +64,16 @@ int main(int, char**)
|
||||
ImGui_ImplGlfwGL2_NewFrame();
|
||||
|
||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
{
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color);
|
||||
if (ImGui::Button("Test Window")) show_test_window ^= 1;
|
||||
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
||||
ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
|
||||
if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
|
||||
show_demo_window ^= 1;
|
||||
if (ImGui::Button("Another Window"))
|
||||
show_another_window ^= 1;
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
}
|
||||
|
||||
@ -79,11 +85,11 @@ int main(int, char**)
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
|
||||
if (show_test_window)
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
|
||||
if (show_demo_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
|
||||
ImGui::ShowTestWindow(&show_test_window);
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
}
|
||||
|
||||
// Rendering
|
||||
|
@ -34,6 +34,10 @@ int main(int, char**)
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplGlfwGL3_Init(window, true);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsDark();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
@ -50,7 +54,7 @@ int main(int, char**)
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
bool show_test_window = true;
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
@ -65,14 +69,16 @@ int main(int, char**)
|
||||
ImGui_ImplGlfwGL3_NewFrame();
|
||||
|
||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
{
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color);
|
||||
if (ImGui::Button("Test Window")) show_test_window ^= 1;
|
||||
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
||||
ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
|
||||
if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
|
||||
show_demo_window ^= 1;
|
||||
if (ImGui::Button("Another Window"))
|
||||
show_another_window ^= 1;
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
}
|
||||
|
||||
@ -84,11 +90,11 @@ int main(int, char**)
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
|
||||
if (show_test_window)
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
|
||||
if (show_demo_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
|
||||
ImGui::ShowTestWindow(&show_test_window);
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
}
|
||||
|
||||
// Rendering
|
||||
|
@ -35,6 +35,10 @@ int main(int, char**)
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplSdlGL2_Init(window);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsDark();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
@ -51,7 +55,7 @@ int main(int, char**)
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
bool show_test_window = true;
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
@ -73,14 +77,16 @@ int main(int, char**)
|
||||
ImGui_ImplSdlGL2_NewFrame(window);
|
||||
|
||||
// 1. Show a simple window
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
{
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color);
|
||||
if (ImGui::Button("Test Window")) show_test_window ^= 1;
|
||||
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
||||
ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
|
||||
if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
|
||||
show_demo_window ^= 1;
|
||||
if (ImGui::Button("Another Window"))
|
||||
show_another_window ^= 1;
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
}
|
||||
|
||||
@ -92,11 +98,11 @@ int main(int, char**)
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
|
||||
if (show_test_window)
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
|
||||
if (show_demo_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
|
||||
ImGui::ShowTestWindow(&show_test_window);
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
}
|
||||
|
||||
// Rendering
|
||||
|
@ -35,6 +35,10 @@ int main(int, char**)
|
||||
// Setup ImGui binding
|
||||
ImGui_ImplSdlGL3_Init(window);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsDark();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
@ -51,7 +55,7 @@ int main(int, char**)
|
||||
//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
//IM_ASSERT(font != NULL);
|
||||
|
||||
bool show_test_window = true;
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
@ -73,14 +77,16 @@ int main(int, char**)
|
||||
ImGui_ImplSdlGL3_NewFrame(window);
|
||||
|
||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
{
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color);
|
||||
if (ImGui::Button("Test Window")) show_test_window ^= 1;
|
||||
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
||||
ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
|
||||
if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
|
||||
show_demo_window ^= 1;
|
||||
if (ImGui::Button("Another Window"))
|
||||
show_another_window ^= 1;
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
}
|
||||
|
||||
@ -92,11 +98,11 @@ int main(int, char**)
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
|
||||
if (show_test_window)
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
|
||||
if (show_demo_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
|
||||
ImGui::ShowTestWindow(&show_test_window);
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
}
|
||||
|
||||
// Rendering
|
||||
|
@ -625,6 +625,10 @@ int main(int, char**)
|
||||
init_data.check_vk_result = check_vk_result;
|
||||
ImGui_ImplGlfwVulkan_Init(window, true, &init_data);
|
||||
|
||||
// Setup style
|
||||
ImGui::StyleColorsClassic();
|
||||
//ImGui::StyleColorsDark();
|
||||
|
||||
// Load Fonts
|
||||
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
@ -668,7 +672,7 @@ int main(int, char**)
|
||||
ImGui_ImplGlfwVulkan_InvalidateFontUploadObjects();
|
||||
}
|
||||
|
||||
bool show_test_window = true;
|
||||
bool show_demo_window = true;
|
||||
bool show_another_window = false;
|
||||
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
||||
|
||||
@ -694,14 +698,16 @@ int main(int, char**)
|
||||
ImGui_ImplGlfwVulkan_NewFrame();
|
||||
|
||||
// 1. Show a simple window.
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets appears in a window automatically called "Debug".
|
||||
// Tip: if we don't call ImGui::Begin()/ImGui::End() the widgets automatically appears in a window called "Debug".
|
||||
{
|
||||
static float f = 0.0f;
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color);
|
||||
if (ImGui::Button("Test Window")) show_test_window ^= 1;
|
||||
if (ImGui::Button("Another Window")) show_another_window ^= 1;
|
||||
ImGui::Text("Hello, world!"); // Some text (you can use a format string too)
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float as a slider from 0.0f to 1.0f
|
||||
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats as a color
|
||||
if (ImGui::Button("Demo Window")) // Use buttons to toggle our bools. We could use Checkbox() as well.
|
||||
show_demo_window ^= 1;
|
||||
if (ImGui::Button("Another Window"))
|
||||
show_another_window ^= 1;
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
}
|
||||
|
||||
@ -713,18 +719,14 @@ int main(int, char**)
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow().
|
||||
if (show_test_window)
|
||||
// 3. Show the ImGui demo window. Most of the sample code is in ImGui::ShowDemoWindow().
|
||||
if (show_demo_window)
|
||||
{
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
|
||||
ImGui::ShowTestWindow(&show_test_window);
|
||||
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver); // Normally user code doesn't need/want to call this because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly!
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
}
|
||||
|
||||
g_ClearValue.color.float32[0] = clear_color.x;
|
||||
g_ClearValue.color.float32[1] = clear_color.y;
|
||||
g_ClearValue.color.float32[2] = clear_color.z;
|
||||
g_ClearValue.color.float32[3] = clear_color.w;
|
||||
|
||||
memcpy(&g_ClearValue.color.float32[0], &clear_color, 4 * sizeof(float));
|
||||
frame_begin();
|
||||
ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
|
||||
frame_end();
|
||||
|
@ -23,9 +23,9 @@
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
|
||||
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
|
||||
|
||||
//---- Don't implement test window functionality (ShowTestWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
|
||||
//---- It is very strongly recommended to NOT disable the test windows. Please read the comment at the top of imgui_demo.cpp to learn why.
|
||||
//#define IMGUI_DISABLE_TEST_WINDOWS
|
||||
//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty)
|
||||
//---- It is very strongly recommended to NOT disable the demo windows. Please read the comment at the top of imgui_demo.cpp to learn why.
|
||||
//#define IMGUI_DISABLE_DEMO_WINDOWS
|
||||
|
||||
//---- Don't implement ImFormatString(), ImFormatStringV() so you can reimplement them yourself.
|
||||
//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
|
||||
|
13
imgui.cpp
13
imgui.cpp
@ -4,14 +4,14 @@
|
||||
// ** EXPERIMENTAL GAMEPAD/KEYBOARD NAVIGATION BRANCH
|
||||
// ** Grep for FIXME-NAVIGATION
|
||||
|
||||
// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
|
||||
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
|
||||
// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
|
||||
// Get latest version at https://github.com/ocornut/imgui
|
||||
// Releases change-log at https://github.com/ocornut/imgui/releases
|
||||
// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/1269
|
||||
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
|
||||
// This library is free but I need your support to sustain development and maintenance.
|
||||
// If you work for a company, please consider financial support, e.g: https://www.patreon.com/imgui
|
||||
// If you work for a company, please consider financial support, see Readme. For individuals: https://www.patreon.com/imgui
|
||||
|
||||
/*
|
||||
|
||||
@ -91,7 +91,7 @@
|
||||
- Read the FAQ below this section!
|
||||
- Your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention
|
||||
on your side, no state duplication, less sync, less bugs.
|
||||
- Call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
|
||||
- Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
|
||||
- You can learn about immediate-mode gui principles at http://www.johno.se/book/imgui.html or watch http://mollyrocket.com/861
|
||||
|
||||
HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
|
||||
@ -249,8 +249,9 @@
|
||||
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
|
||||
Also read releases logs https://github.com/ocornut/imgui/releases for more details.
|
||||
|
||||
- 2017/12/21 (1.53) - renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
|
||||
- 2017/12/21 (1.53) - removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags.
|
||||
- 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
|
||||
- 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
|
||||
- 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
|
||||
- 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
|
||||
- 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
|
||||
- 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
|
||||
@ -612,7 +613,7 @@
|
||||
- tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle
|
||||
of a deep nested inner loop in your code.
|
||||
- tip: you can call Render() multiple times (e.g for VR renders).
|
||||
- tip: call and read the ShowTestWindow() code in imgui_demo.cpp for more example of how to use ImGui!
|
||||
- tip: call and read the ShowDemoWindow() code in imgui_demo.cpp for more example of how to use ImGui!
|
||||
|
||||
*/
|
||||
|
||||
|
5
imgui.h
5
imgui.h
@ -2,7 +2,7 @@
|
||||
// (headers)
|
||||
|
||||
// See imgui.cpp file for documentation.
|
||||
// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
|
||||
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
|
||||
// Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase.
|
||||
// Get latest version at https://github.com/ocornut/imgui
|
||||
|
||||
@ -138,7 +138,7 @@ namespace ImGui
|
||||
IMGUI_API void Shutdown();
|
||||
|
||||
// Demo, Debug, Informations
|
||||
IMGUI_API void ShowTestWindow(bool* p_open = NULL); // create demo/test window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
|
||||
IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
|
||||
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
|
||||
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
|
||||
IMGUI_API bool ShowStyleSelector(const char* label);
|
||||
@ -1028,6 +1028,7 @@ struct ImGuiIO
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
namespace ImGui
|
||||
{
|
||||
static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETE 1.53+
|
||||
static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETE 1.53+
|
||||
static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETE 1.53+
|
||||
static inline void SetNextWindowContentWidth(float width) { SetNextWindowContentSize(ImVec2(width, 0.0f)); } // OBSOLETE 1.53+ (nb: original version preserved last Y value set by SetNextWindowContentSize())
|
||||
|
@ -3,20 +3,20 @@
|
||||
|
||||
// Message to the person tempted to delete this file when integrating ImGui into their code base:
|
||||
// Don't do it! Do NOT remove this file from your project! It is useful reference code that you and other users will want to refer to.
|
||||
// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowTestWindow().
|
||||
// During development, you can call ImGui::ShowTestWindow() in your code to learn about various features of ImGui. Have it wired in a debug menu!
|
||||
// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
|
||||
// During development, you can call ImGui::ShowDemoWindow() in your code to learn about various features of ImGui. Have it wired in a debug menu!
|
||||
// Removing this file from your project is hindering access to documentation for everyone in your team, likely leading you to poorer usage of the library.
|
||||
// Note that you can #define IMGUI_DISABLE_TEST_WINDOWS in imconfig.h for the same effect.
|
||||
// If you want to link core ImGui in your public builds but not those test windows, #define IMGUI_DISABLE_TEST_WINDOWS in imconfig.h and those functions will be empty.
|
||||
// For any other case, if you have ImGui available you probably want this to be available for reference and execution.
|
||||
// Note that you can #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h for the same effect.
|
||||
// If you want to link core ImGui in your final builds but not those demo windows, #define IMGUI_DISABLE_DEMO_WINDOWS in imconfig.h and those functions will be empty.
|
||||
// In other situation, when you have ImGui available you probably want this to be available for reference and execution.
|
||||
// Thank you,
|
||||
// -Your beloved friend, imgui_demo.cpp (that you won't delete)
|
||||
|
||||
// Message to beginner C/C++ programmer about the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions.
|
||||
// We do this as a way to gather code and data in the same place, make the demo code faster to read, faster to write, and smaller. A static variable persist across calls,
|
||||
// so it is essentially like a global variable but declared inside the scope of the function.
|
||||
// Message to beginner C/C++ programmers. About the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions.
|
||||
// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code.
|
||||
// A static variable persist across calls, so it is essentially like a global variable but declared inside the scope of the function.
|
||||
// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant or used in threads.
|
||||
// This may be a pattern you want to use in your code (simple is beautiful!), but most of the real data you would be editing is likely to be stored outside your function.
|
||||
// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your function.
|
||||
|
||||
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
@ -52,25 +52,28 @@
|
||||
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
|
||||
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
|
||||
#if (__GNUC__ >= 6)
|
||||
#pragma GCC diagnostic ignored "-Wmisleading-indentation" // warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on github.
|
||||
#pragma GCC diagnostic ignored "-Wmisleading-indentation" // warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub.
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n.
|
||||
// Play it nice with Windows users. Notepad in 2017 still doesn't display text data with Unix-style \n.
|
||||
#ifdef _WIN32
|
||||
#define IM_NEWLINE "\r\n"
|
||||
#else
|
||||
#define IM_NEWLINE "\n"
|
||||
#endif
|
||||
|
||||
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
|
||||
#define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B))
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// DEMO CODE
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#ifndef IMGUI_DISABLE_TEST_WINDOWS
|
||||
#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && defined(IMGUI_DISABLE_TEST_WINDOWS) && !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Obsolete name since 1.53, TEST->DEMO
|
||||
#define IMGUI_DISABLE_DEMO_WINDOWS
|
||||
#endif
|
||||
|
||||
#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)
|
||||
|
||||
static void ShowExampleAppConsole(bool* p_open);
|
||||
static void ShowExampleAppLog(bool* p_open);
|
||||
@ -121,7 +124,7 @@ void ImGui::ShowUserGuide()
|
||||
}
|
||||
|
||||
// Demonstrate most ImGui features (big function!)
|
||||
void ImGui::ShowTestWindow(bool* p_open)
|
||||
void ImGui::ShowDemoWindow(bool* p_open)
|
||||
{
|
||||
// Examples apps
|
||||
static bool show_app_main_menu_bar = false;
|
||||
@ -233,7 +236,7 @@ void ImGui::ShowTestWindow(bool* p_open)
|
||||
ImGui::Spacing();
|
||||
if (ImGui::CollapsingHeader("Help"))
|
||||
{
|
||||
ImGui::TextWrapped("This window is being created by the ShowTestWindow() function. Please refer to the code in imgui_demo.cpp for reference.\n\n");
|
||||
ImGui::TextWrapped("This window is being created by the ShowDemoWindow() function. Please refer to the code in imgui_demo.cpp for reference.\n\n");
|
||||
ImGui::Text("USER GUIDE:");
|
||||
ImGui::ShowUserGuide();
|
||||
}
|
||||
@ -1949,6 +1952,8 @@ void ImGui::ShowTestWindow(bool* p_open)
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
|
||||
// Here we use the simplified Combo() api that packs items into a single literal string. Useful for quick combo boxes where the choices are known locally.
|
||||
bool ImGui::ShowStyleSelector(const char* label)
|
||||
{
|
||||
static int style_idx = 0;
|
||||
@ -1965,6 +1970,8 @@ bool ImGui::ShowStyleSelector(const char* label)
|
||||
return false;
|
||||
}
|
||||
|
||||
// Demo helper function to select among loaded fonts.
|
||||
// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one.
|
||||
void ImGui::ShowFontSelector(const char* label)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
@ -3078,7 +3085,7 @@ static void ShowExampleAppLongText(bool* p_open)
|
||||
// End of Demo code
|
||||
#else
|
||||
|
||||
void ImGui::ShowTestWindow(bool*) {}
|
||||
void ImGui::ShowDemoWindow(bool*) {}
|
||||
void ImGui::ShowUserGuide() {}
|
||||
void ImGui::ShowStyleEditor(ImGuiStyle*) {}
|
||||
|
||||
|
@ -229,6 +229,7 @@ void ImGui::StyleColorsDark(ImGuiStyle* dst)
|
||||
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.12f);
|
||||
}
|
||||
|
||||
// Those light colors are better suited with a thicker font than the default one + FrameBorder
|
||||
void ImGui::StyleColorsLight(ImGuiStyle* dst)
|
||||
{
|
||||
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
|
||||
|
Loading…
Reference in New Issue
Block a user