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Jefferson Montgomery 2017-09-24 14:22:25 -07:00 committed by Jefferson Montgomery
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@ -9,10 +9,10 @@ compiler:
- clang - clang
before_install: before_install:
- if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libxrandr-dev libxi-dev libxxf86vm-dev; fi - if [ $TRAVIS_OS_NAME == linux ]; then sudo add-apt-repository -y ppa:pyglfw/pyglfw && sudo apt-add-repository --yes ppa:zoogie/sdl2-snapshots && sudo apt-get update -qq && sudo apt-get install -y --no-install-recommends libglfw3-dev libxrandr-dev libxi-dev libxxf86vm-dev libsdl2-dev; fi
- if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glfw3; fi - if [ $TRAVIS_OS_NAME == osx ]; then brew update && brew install glfw3 && brew install sdl2; fi
script: script:
- make -C examples/opengl2_example - make -C examples/opengl2_example
- make -C examples/opengl3_example - make -C examples/opengl3_example
- make -C examples/sdl_opengl3_example

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@ -1,6 +1,6 @@
The MIT License (MIT) The MIT License (MIT)
Copyright (c) 2014-2015 Omar Cornut and ImGui contributors Copyright (c) 2014-2017 Omar Cornut and ImGui contributors
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal

110
README.md
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@ -3,17 +3,21 @@ dear imgui,
[![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui) [![Build Status](https://travis-ci.org/ocornut/imgui.svg?branch=master)](https://travis-ci.org/ocornut/imgui)
[![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720) [![Coverity Status](https://scan.coverity.com/projects/4720/badge.svg)](https://scan.coverity.com/projects/4720)
(This library is free and will stay free, but needs your support to sustain its development. There are lots of desirable new features and maintenance to do. If you work for a company using ImGui or have the means to do so, please consider financial support) (This library is free but needs your support to sustain its development. There are lots of desirable new features and maintenance to do. If you are an individual using dear imgui, please consider donating via Patreon or PayPal. If your company is using dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development). I can invoice for private support, custom development etc. E-mail: omarcornut at gmail.)
[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U) Monthly donations via Patreon:
<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
dear imgui (AKA ImGui), is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies). One-off donations via PayPal:
<br>[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
ImGui is designed to enable fast iteration and empower programmers to create content creation tools and visualization/ debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries. Dear ImGui is a bloat-free graphical user interface library for C++. It outputs optimized vertex buffers that you can render anytime in your 3D-pipeline enabled application. It is fast, portable, renderer agnostic and self-contained (no external dependencies).
ImGui is particularly suited to integration in realtime 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard. Dear ImGui is designed to enable fast iteration and empower programmers to create content creation tools and visualization/ debug tools (as opposed to UI for the average end-user). It favors simplicity and productivity toward this goal, and thus lacks certain features normally found in more high-level libraries.
ImGui is self-contained within a few files that you can easily copy and compile into your application/engine: Dear ImGui is particularly suited to integration in realtime 3D applications, fullscreen applications, embedded applications, games, or any applications on consoles platforms where operating system features are non-standard.
Dear ImGui is self-contained within a few files that you can easily copy and compile into your application/engine:
- imgui.cpp - imgui.cpp
- imgui.h - imgui.h
@ -27,37 +31,39 @@ ImGui is self-contained within a few files that you can easily copy and compile
No specific build process is required. You can add the .cpp files to your project or #include them from an existing file. No specific build process is required. You can add the .cpp files to your project or #include them from an existing file.
Your code passes mouse/keyboard inputs and settings to ImGui (see example applications for more details). After ImGui is setup, you can use it like in this example: Your code passes mouse/keyboard inputs and settings to Dear ImGui (see example applications for more details). After Dear ImGui is setup, you can use it like in this example:
![screenshot of sample code alongside its output with ImGui](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png) ![screenshot of sample code alongside its output with dear imgui](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/code_sample_01.png)
ImGui outputs vertex buffers and simple command-lists that you can render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate ImGui with your existing codebase. Dear ImGui outputs vertex buffers and simple command-lists that you can render in your application. The number of draw calls and state changes is typically very small. Because it doesn't know or touch graphics state directly, you can call ImGui commands anywhere in your code (e.g. in the middle of a running algorithm, or in the middle of your own rendering process). Refer to the sample applications in the examples/ folder for instructions on how to integrate dear imgui with your existing codebase.
_A common misunderstanding is to think that immediate mode gui == immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes, as the gui functions as called by the user. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._ _A common misunderstanding is to think that immediate mode gui == immediate mode rendering, which usually implies hammering your driver/GPU with a bunch of inefficient draw calls and state changes, as the gui functions are called by the user. This is NOT what Dear ImGui does. Dear ImGui outputs vertex buffers and a small list of draw calls batches. It never touches your GPU directly. The draw call batches are decently optimal and you can render them later, in your app or even remotely._
ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, etc. Dear ImGui allows you create elaborate tools as well as very short-lived ones. On the extreme side of short-liveness: using the Edit&Continue feature of modern compilers you can add a few widgets to tweaks variables while your application is running, and remove the code a minute later! Dear ImGui is not just for tweaking values. You can use it to trace a running algorithm by just emitting text commands. You can use it along with your own reflection data to browse your dataset live. You can use it to expose the internals of a subsystem in your engine, to create a logger, an inspection tool, a profiler, a debugger, an entire game making editor/framework, etc.
Binaries/Demo Binaries/Demo
------------- -------------
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at the features of ImGui, you can download Windows binaries of the demo app here. You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at some Dear ImGui features, you can download Windows binaries of the demo app here:
- [imgui-demo-binaries-20161113.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20161113.zip) (Windows binaries, ImGui 1.49+ 2016/11/13, 5 executables, 588 KB) - [imgui-demo-binaries-20170723.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20170723.zip) (Windows binaries, Dear ImGui 1.51+ 2017/07/23, 5 executables, 808 KB)
Bindings Bindings
-------- --------
_NB: those third-party bindings may be more or less maintained, more or less close to the spirit of original API and therefore I cannot give much guarantee about them. People who create language bindings sometimes haven't used the C++ API themselves (for the good reason that they aren't C++ users). ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_ _NB: those third-party bindings may be more or less maintained, more or less close to the spirit of original API and therefore I cannot give much guarantee about them. People who create language bindings sometimes haven't used the C++ API themselves (for the good reason that they aren't C++ users). Dear ImGui was designed with C++ in mind and some of the subtleties may be lost in translation with other languages. If your language supports it, I would suggest replicating the function overloading and default parameters used in the original, else the API may be harder to use. In doubt, please check the original C++ version first!_
_Integrating Dear ImGui within your custom engine is a matter of wiring mouse/keyboard inputs and providing a render function that can bind a texture and render simple textured triangles. The examples/ folder is populated with applications doing just that. If you are an experienced programmer it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation!_ _Integrating Dear ImGui within your custom engine is a matter of wiring mouse/keyboard inputs and providing a render function that can bind a texture and render simple textured triangles. The examples/ folder is populated with applications doing just that. If you are an experienced programmer it should take you less than an hour to integrate Dear ImGui in your custom engine, but make sure to spend time reading the FAQ, the comments and other documentation!_
Languages: Languages:
- cimgui: thin c-api wrapper for ImGui https://github.com/Extrawurst/cimgui - C - cimgui: thin c-api wrapper for ImGui https://github.com/Extrawurst/cimgui
- ImGui.NET: An ImGui wrapper for .NET Core https://github.com/mellinoe/ImGui.NET - C#/.Net - ImGui.NET: An ImGui wrapper for .NET Core https://github.com/mellinoe/ImGui.NET
- imgui-rs: Rust bindings for dear imgui https://github.com/Gekkio/imgui-rs - D - DerelictImgui: Dynamic bindings for the D programming language: https://github.com/Extrawurst/DerelictImgui
- DerelictImgui: Dynamic bindings for the D programming language: https://github.com/Extrawurst/DerelictImgui - Go - go-imgui https://github.com/Armored-Dragon/go-imgui
- CyImGui: Python bindings for dear imgui using Cython: https://github.com/chromy/cyimgui - Lua - https://github.com/patrickriordan/imgui_lua_bindings
- pyimgui: Another Python bindings for dear imgui: https://github.com/swistakm/pyimgui - Pascal - imgui-pas https://github.com/dpethes/imgui-pas
- LUA: https://github.com/patrickriordan/imgui_lua_bindings - Python - CyImGui: Python bindings for dear imgui using Cython: https://github.com/chromy/cyimgui
- Python - pyimgui: Another Python bindings for dear imgui: https://github.com/swistakm/pyimgui
- Rust - imgui-rs: Rust bindings for dear imgui https://github.com/Gekkio/imgui-rs
Frameworks: Frameworks:
- Main ImGui repository include examples for DirectX9, DirectX10, DirectX11, OpenGL2/3, Vulkan, Allegro 5, SDL+GL2/3, iOS and Marmalade: https://github.com/ocornut/imgui/tree/master/examples - Main ImGui repository include examples for DirectX9, DirectX10, DirectX11, OpenGL2/3, Vulkan, Allegro 5, SDL+GL2/3, iOS and Marmalade: https://github.com/ocornut/imgui/tree/master/examples
@ -69,6 +75,7 @@ Frameworks:
- Cinder backend for dear imgui https://github.com/simongeilfus/Cinder-ImGui - Cinder backend for dear imgui https://github.com/simongeilfus/Cinder-ImGui
- FlexGUI: Flexium/SFML backend for dear imgui https://github.com/DXsmiley/FlexGUI - FlexGUI: Flexium/SFML backend for dear imgui https://github.com/DXsmiley/FlexGUI
- IrrIMGUI: Irrlicht backend for dear imgui https://github.com/ZahlGraf/IrrIMGUI - IrrIMGUI: Irrlicht backend for dear imgui https://github.com/ZahlGraf/IrrIMGUI
- UnrealEngine_ImGui: Unreal Engine 4 backend for dear imgui https://github.com/sronsse/UnrealEngine_ImGui
- LÖVE backend for dear imgui https://github.com/slages/love-imgui - LÖVE backend for dear imgui https://github.com/slages/love-imgui
- Ogre backend for dear imgui https://bitbucket.org/LMCrashy/ogreimgui/src - Ogre backend for dear imgui https://bitbucket.org/LMCrashy/ogreimgui/src
- ofxImGui: openFrameworks backend for dear imgui https://github.com/jvcleave/ofxImGui - ofxImGui: openFrameworks backend for dear imgui https://github.com/jvcleave/ofxImGui
@ -97,7 +104,7 @@ See the [Screenshots Thread](https://github.com/ocornut/imgui/issues/123) for so
![screenshot 6](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/skinning_sample_02.png) ![screenshot 6](https://raw.githubusercontent.com/wiki/ocornut/imgui/web/v143/skinning_sample_02.png)
![screenshot 7](https://cloud.githubusercontent.com/assets/8225057/7903336/96f0fb7c-07d0-11e5-95d6-41c6a1595e5a.png) ![screenshot 7](https://cloud.githubusercontent.com/assets/8225057/7903336/96f0fb7c-07d0-11e5-95d6-41c6a1595e5a.png)
ImGui can load TTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with: Dear ImGui can load TTF/OTF fonts. UTF-8 is supported for text display and input. Here using Arial Unicode font to display Japanese. Initialize custom font with:
``` ```
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese()); io.Fonts->AddFontFromFileTTF("ArialUni.ttf", 18.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
@ -115,6 +122,8 @@ The Immediate Mode GUI paradigm may at first appear unusual to some users. This
- [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf). - [A presentation by Rickard Gustafsson and Johannes Algelind](http://www.cse.chalmers.se/edu/year/2011/course/TDA361/Advanced%20Computer%20Graphics/IMGUI.pdf).
- [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/). - [Jari Komppa's tutorial on building an ImGui library](http://iki.fi/sol/imgui/).
- [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861). - [Casey Muratori's original video that popularized the concept](https://mollyrocket.com/861).
- [Nicolas Guillemot's CppCon'16 flashtalk about Dear ImGui](https://www.youtube.com/watch?v=LSRJ1jZq90k).
- [Thierry Excoffier's Zero Memory Widget](http://perso.univ-lyon1.fr/thierry.excoffier/ZMW/).
See the [Links page](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to different languages and frameworks. See the [Links page](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to different languages and frameworks.
@ -132,33 +141,33 @@ Frequently Asked Question (FAQ)
The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations. The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
<b>How do I update to a newer version of ImGui?</b>
<br><b>What is ImTextureID and how do I display an image?</b> <br><b>What is ImTextureID and how do I display an image?</b>
<br><b>I integrated ImGui in my engine and the text or lines are blurry..</b> <br><b>I integrated Dear ImGui in my engine and the text or lines are blurry..</b>
<br><b>I integrated ImGui in my engine and some elements are disappearing when I move windows around..</b> <br><b>I integrated Dear ImGui in my engine and some elements are disappearing when I move windows around..</b>
<br><b>How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs.</b> <br><b>How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on labels/IDs.</b>
<br><b>How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application?</b> <br><b>How can I tell when Dear ImGui wants my mouse/keyboard inputs VS when I can pass them to my application?</b>
<br><b>How can I load a different font than the default?</b> <br><b>How can I load a different font than the default?</b>
<br><b>How can I easily use icons in my application?</b> <br><b>How can I easily use icons in my application?</b>
<br><b>How can I load multiple fonts?</b> <br><b>How can I load multiple fonts?</b>
<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b> <br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
<br><b>How can I use the drawing facilities without an ImGui window? (using ImDrawList API)</b> <br><b>How can I preserve my Dear ImGui context across reloading a DLL? (loss of the global/static variables)</b>
<br><b>How can I use the drawing facilities without an Dear ImGui window? (using ImDrawList API)</b>
See the FAQ in imgui.cpp for answers. See the FAQ in imgui.cpp for answers.
<b>How do you use ImGui on a platform that may not have a mouse or keyboard?</b> <b>How do you use Dear ImGui on a platform that may not have a mouse or keyboard?</b>
I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/symless/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate. I recommend using [Synergy](http://synergy-project.org) ([sources](https://github.com/symless/synergy)). In particular, the _src/micro/uSynergy.c_ file contains a small client that you can use on any platform to connect to your host PC. You can seamlessly use your PC input devices from a video game console or a tablet. Dear ImGui allows to increase the hit box of widgets (via the _TouchPadding_ setting) to accommodate a little for the lack of precision of touch inputs, but it is recommended you use a mouse to allow optimising for screen real-estate.
<b>Can you create elaborate/serious tools with ImGui?</b> <b>Can you create elaborate/serious tools with Dear ImGui?</b>
Yes. I have written data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools). Yes. I have written data browsers, debuggers, profilers and all sort of non-trivial tools with the library. In my experience the simplicity of the API is very empowering. Your UI runs close to your live data. Make the tools always-on and everybody in the team will be inclined to create new tools (as opposed to more "offline" UI toolkits where only a fraction of your team effectively creates tools).
ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Many programmers have unfortunately been taught by their environment to make unnecessarily complicated things. ImGui is about making things that are simple, efficient and powerful. Dear ImGui is very programmer centric and the immediate-mode GUI paradigm might requires you to readjust some habits before you can realize its full potential. Many programmers have unfortunately been taught by their environment to make unnecessarily complicated things. Dear ImGui is about making things that are simple, efficient and powerful.
<b>Is ImGui fast?</b> <b>Is Dear ImGui fast?</b>
Probably fast enough for most uses. Down to the foundation of its visual design, ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but ImGui aims to minimize it. Probably fast enough for most uses. Down to the foundation of its visual design, Dear ImGui is engineered to be fairly performant both in term of CPU and GPU usage. Running elaborate code and creating elaborate UI will of course have a cost but Dear ImGui aims to minimize it.
Mileage may vary but the following screenshot can give you a rough idea of the cost of running and rendering UI code (In the case of a trivial demo application like this one, your driver/os setup are likely to be the bottleneck. Testing performance as part of a real application is recommended). Mileage may vary but the following screenshot can give you a rough idea of the cost of running and rendering UI code (In the case of a trivial demo application like this one, your driver/os setup are likely to be the bottleneck. Testing performance as part of a real application is recommended).
@ -166,11 +175,11 @@ Mileage may vary but the following screenshot can give you a rough idea of the c
This is showing framerate for the full application loop on my 2011 iMac running Windows 7, OpenGL, AMD Radeon HD 6700M with an optimized executable. In contrast, librairies featuring higher-quality rendering and layouting techniques may have a higher resources footprint. This is showing framerate for the full application loop on my 2011 iMac running Windows 7, OpenGL, AMD Radeon HD 6700M with an optimized executable. In contrast, librairies featuring higher-quality rendering and layouting techniques may have a higher resources footprint.
If you intend to display large lists of items (say, 1000+) it can be beneficial for your code to perform clipping manually - one way is using helpers such as ImGuiListClipper - in order to avoid submitting them to ImGui in the first place. Even though ImGui will discard your clipped items it still needs to calculate their size and that overhead will add up if you have thousands of items. If you can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem. If you intend to display large lists of items (say, 1000+) it can be beneficial for your code to perform clipping manually - one way is using helpers such as ImGuiListClipper - in order to avoid submitting them to Dear ImGui in the first place. Even though ImGui will discard your clipped items it still needs to calculate their size and that overhead will add up if you have thousands of items. If you can handle clipping and height positionning yourself then browsing a list with millions of items isn't a problem.
<b>Can you reskin the look of ImGui?</b> <b>Can you reskin the look of Dear ImGui?</b>
You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as ImGui is designed and optimised to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface. You can alter the look of the interface to some degree: changing colors, sizes, padding, rounding, fonts. However, as Dear ImGui is designed and optimised to create debug tools, the amount of skinning you can apply is limited. There is only so much you can stray away from the default look and feel of the interface.
This is [LumixEngine](https://github.com/nem0/LumixEngine) with a minor skinning hack + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged). This is [LumixEngine](https://github.com/nem0/LumixEngine) with a minor skinning hack + a docking/tabs extension (both of which you can find in the Issues section and will eventually be merged).
@ -178,18 +187,24 @@ This is [LumixEngine](https://github.com/nem0/LumixEngine) with a minor skinning
<b>Why using C++ (as opposed to C)?</b> <b>Why using C++ (as opposed to C)?</b>
ImGui takes advantage of a few C++ features for convenience but nothing anywhere Boost-insanity/quagmire. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience but could be removed. Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost-insanity/quagmire. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
There is an unofficial but reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly. I would suggest using your target language functionality to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. It was really designed with C++ in mind and may not make the same amount of sense with another language. Also see [Links](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to other languages. There is an unofficial but reasonably maintained [c-api for ImGui](https://github.com/Extrawurst/cimgui) by Stephan Dilly. I would suggest using your target language functionality to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. It was really designed with C++ in mind and may not make the same amount of sense with another language. Also see [Links](https://github.com/ocornut/imgui/wiki/Links) for third-party bindings to other languages.
Donate Support dear imgui
------ ------------------
<b>Can I donate to support the development of ImGui?</b> <b>How can I help financing further development of Dear ImGui?</b>
[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui) [![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U) Your contributions are keeping the library alive. If you are an individual using dear imgui, please consider donating to enable me to spend more time improving the library.
I'm currently an independent developer and your contributions are useful. I have setup an [**ImGui Patreon page**](http://www.patreon.com/imgui) if you want to donate and enable me to spend more time improving the library. If your company uses ImGui please consider making a contribution. One-off donations are also greatly appreciated. I am available for hire to work on or with ImGui. Thanks! Monthly donations via Patreon:
<br>[![Patreon](https://cloud.githubusercontent.com/assets/8225057/5990484/70413560-a9ab-11e4-8942-1a63607c0b00.png)](http://www.patreon.com/imgui)
One-off donations via PayPal:
<br>[![PayPal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=5Q73FPZ9C526U)
If your company uses dear imgui, please consider financial support (e.g. sponsoring a few weeks/months of development). I can invoice for private support, custom development etc. E-mail: omarcornut at gmail. Thanks!
Credits Credits
------- -------
@ -204,21 +219,24 @@ Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothi
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub. Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.
Ongoing ImGui development is financially supported on [**Patreon**](http://www.patreon.com/imgui). Ongoing dear imgui development is financially supported on [**Patreon**](http://www.patreon.com/imgui).
Double-chocolate sponsors: Double-chocolate sponsors:
- Media Molecule - Media Molecule
- Mobigame - Mobigame
- Insomniac Games (sponsored the gamepad/keyboard navigation branch) - Insomniac Games (sponsored the gamepad/keyboard navigation branch)
- Aras Pranckevičius - Aras Pranckevičius
- Lizardcube
- Greggman
Salty caramel supporters: Salty caramel supporters:
- Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko. - Jetha Chan, Wild Sheep Studio, Pastagames, Mārtiņš Možeiko, Daniel Collin, Recognition Robotics, Chris Genova, ikrima, Glenn Fiedler, Geoffrey Evans, Dakko Dakko, Mercury Labs, Singularity Demo Group, Mischa Alff, Sebastien Ronsse.
Caramel supporters: Caramel supporters:
- Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, [Kit framework](http://svkonsult.se/kit), Josh Faust, Martin Donlon, Quinton, Felix. - Michel Courtine, César Leblic, Dale Kim, Alex Evans, Rui Figueira, Paul Patrashcu, Jerome Lanquetot, Ctrl Alt Ninja, Paul Fleming, Neil Henning, Stephan Dilly, Neil Blakey-Milner, Aleksei, NeiloGD, Justin Paver, FiniteSol, Vincent Pancaldi, James Billot, Robin Hübner, furrtek, Eric, Simon Barratt, Game Atelier, Julian Bosch, Simon Lundmark, Vincent Hamm, Farhan Wali, Jeff Roberts, Matt Reyer, Colin Riley, Victor Martins, Josh Simmons, Garrett Hoofman, Sergio Gonzales, Andrew Berridge, Roy Eltham, Game Preservation Society, Kit framework, Josh Faust, Martin Donlon, Quinton, Felix, Andrew Belt, Codecat, Cort Stratton, Claudio Canepa, Doug McNabb, Emmanuel Julien, Guillaume Chereau, Jeffrey Slutter, Jeremiah Deckard, r-lyeh, Roger Clark, Nekith, Joshua Fisher, Malte Hoffmann, Mustafa Karaalioglu, Merlyn Morgan-Graham, Per Vognsen, Fabian Giesen, Jan Staubach, Matt Hargett, John Shearer, Jesse Chounard, kingcoopa, Miloš Tošić.
And other supporters; thanks! And other supporters; thanks!
(Please contact me or PR if you would like to be added or removed from this list)
License License
------- -------

244
TODO.txt Normal file
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@ -0,0 +1,244 @@
dear imgui
ISSUES & TODO LIST
Issue numbers (#) refer to github issues listed at https://github.com/ocornut/imgui/issues/XXXX
The list below consist mostly of ideas noted down before they are requested/discussed by users (at which point they usually exist on the github issue tracker).
It's mostly a bunch of personal notes, probably incomplete. Feel free to query if you have any questions.
- doc/test: add a proper documentation+regression testing system (#435)
- doc/test: checklist app to verify binding/integration of imgui (test inputs, rendering, callback, etc.).
- project: folder or separate repository with maintained helpers (e.g. imgui_memory_editor.h, imgui_stl.h, maybe imgui_dock would be there?)
- window: calling SetNextWindowSize() every frame with <= 0 doesn't do anything, may be useful to allow (particularly when used for a single axis). (#690)
- window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list. perhaps a lightweight explicit cleanup pass.
- window: auto-fit feedback loop when user relies on any dynamic layout (window width multiplier, column) appears weird to end-user. clarify.
- window: allow resizing of child windows (possibly given min/max for each axis?.)
- window: background options for child windows, border option (disable rounding).
- window: resizing from any sides? + mouse cursor directives for app. (#822)
!- window: begin with *p_open == false should return false.
- window: get size/pos helpers given names (see discussion in #249)
- window: a collapsed window can be stuck behind the main menu bar?
- window: when window is very small, prioritize resize button over close button.
- window: detect extra End() call that pop the "Debug" window out and assert at End() call site instead of at end of frame.
- window/tooltip: allow to set the width of a tooltip to allow TextWrapped() etc. while keeping the height automatic.
- window: increase minimum size of a window with menus or fix the menu rendering so that it doesn't look odd.
- window: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
- window: expose contents size. (#1045)
- window: GetWindowSize() returns (0,0) when not calculated? (#1045)
!- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
- drawlist: move Font, FontSize, FontTexUvWhitePixel inside ImDrawList and make it self-contained (apart from drawing settings?)
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
- drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack.
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
- drawlist: avoid passing null (-9999,+9999) rectangle to end-user, instead perhaps pass rectangle based on io.DisplaySize?
- drawlist: primtiives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
- main: considering adding an Init() function? some constructs are awkward in the implementation because of the lack of them.
- main: find a way to preserve relative orders of multiple reappearing windows (so an app toggling between "modes" e.g. fullscreen vs all tools) won't lose relative ordering.
- main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
- main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
- main: rename the main "Debug" window to avoid ID collision with user who may want to use "Debug" with specific flags.
- widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc. (#395)
- widgets: clean up widgets internal toward exposing everything and stabilizing imgui_internals.h.
- widgets: add disabled and read-only modes (#211)
- widgets: add always-allow-overlap mode.
- widgets: alignment options in style (e.g. center Selectable, Right-Align within Button, etc.) #1260
- widgets: activate by identifier (trigger button, focus given id)
- input text: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now and super fragile.
- input text: reorganize event handling, allow CharFilter to modify buffers, allow multiple events? (#541)
- input text: expose CursorPos in char filter event (#816)
- input text: access public fields via a non-callback API e.g. InputTextGetState("xxx") that may return NULL if not active.
- input text: flag to disable live update of the user buffer (also applies to float/int text input) (#701)
- input text: way to dynamically grow the buffer without forcing the user to initially allocate for worse case, e.g. more natural std::string (follow up on #200)
- input text: hover tooltip could show unclamped text
- input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
- input text: easier ways to update buffer (from source char*) while owned. preserve some sort of cursor position for multi-line text.
- input text: add discard flag (e.g. ImGuiInputTextFlags_DiscardActiveBuffer) or make it easier to clear active focus for text replacement during edition (#725)
- input text: display bug when clicking a drag/slider after an input text in a different window has all-selected text (order dependant). actually a very old bug but no one appears to have noticed it.
- input text multi-line: don't directly call AddText() which does an unnecessary vertex reserve for character count prior to clipping. and/or more line-based clipping to AddText(). and/or reorganize TextUnformatted/RenderText for more efficiency for large text (e.g TextUnformatted could clip and log separately, etc).
- input text multi-line: line numbers? status bar? (follow up on #200)
- input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
- input text multi-line: better horizontal scrolling support (#383, #1224)
- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
- input number: optional range min/max for Input*() functions
- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
- input number: use mouse wheel to step up/down
- input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
- layout: helper or a way to express ImGui::SameLine(ImGui::GetCursorStartPos().x + ImGui::CalcItemWidth() + ImGui::GetStyle().ItemInnerSpacing.x); in a simpler manner.
- layout: generalization of the above: a concept equivalent to word processor ruler tab stop ~ mini columns (position in X, no clipping implied) (vaguely relate to #267, #395, also what is used internally for menu items)
- layout: horizontal layout helper (#97)
- layout: horizontal flow until no space left (#404)
- layout: more generic alignment state (left/right/centered) for single items?
- layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
- layout: BeginGroup() needs a border option.
- layout: vertical alignement of mixed height items (e.g. buttons) within a same line (#1284)
- columns: sizing policy (e.g. for each column: fixed size, %, fill, distribute default size among fills) (#513, #125)
- columns: add a conditional parameter to SetColumnOffset() (#513, #125)
- columns: headers. with sort op/button. reorderable. (#513, #125)
- columns: allow columns to recurse.
- columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
- columns: flag to add horizontal separator above/below?
- columns/layout: setup minimum line height (equivalent of automatically calling AlignFirstTextHeightToWidgets)
!- color: the color conversion helpers/types are a mess and needs sorting out.
- color: (api breaking) ImGui::ColorConvertXXX functions should be loose ImColorConvertXX to match imgui_internals.h
- coloredit: it is still somehow awkward to copy colors around (unless going through Hex mode).
- plot: full featured plot/graph api w/ scrolling, zooming etc. all bell & whistle. why not!
- plot: PlotLines() should use the polygon-stroke facilities, less verticles (currently issues with averaging normals)
- plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
- plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value)
- plot: option/feature: draw the zero line
- plot: option/feature: draw grid, vertical markers
- plot: option/feature: draw unit
- plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
- clipper: ability to force display 1 item in the list would be convenient.
- clipper: ability to run without knowing full count in advance.
- splitter/separator: formalize the splitter idiom into an official api (we want to handle n-way split) (#319)
- dock: docking extension
- dock: dock out from a collapsing header? would work nicely but need emitting window to keep submitting the code.
- tabs: re-ordering, close buttons, context menu, persistent order (#261, #351)
- ext: stl-ish friendly extension (imgui_stl.h) that has wrapped for std::string, std::vector etc.
- button: provide a button that looks framed.
- image/image button: misalignment on padded/bordered button?
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
- image button: not taking an explicit id is odd.
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar).
- slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
- slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
- slider: precision dragging
- slider: step option (#1183)
- knob: rotating knob widget (#942)
- slider & drag: int data passing through a float
- drag float: up/down axis
- drag float: added leeway on edge (e.g. a few invisible steps past the clamp limits)
- combo: sparse combo boxes (via function call?) / iterators
- combo: active item type could be anything else e.g. void*
- combo: use clipper
- combo: contents should extends to fit label if combo widget is small
- combo: option for ComboEx to not return true when unchanged (#1182)
- combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keyboard for custom listbox (pr #203)
- listbox: multiple selection.
- listbox: unselect (#1208)
- listbox: make it easier/more natural to implement range-select (need some sort of info/ref about the last clicked/focused item that user can translate to an index?)
- listbox: user may want to initial scroll to focus on the one selected value?
- listbox: expose hovered item for a basic ListBox
- listbox: keyboard navigation.
- listbox: scrolling should track modified selection.
!- popups/menus: clarify usage of popups id, how MenuItem/Selectable closing parent popups affects the ID, etc. this is quite fishy needs improvement! (#331, #402)
- popups/nav: esc/enter default behavior for popups.
- popups: reopening context menu at new position should be the behavior by default? (equivalent to internal OpenPopupEx() with reopen_existing=true)
- popups: if the popup functions took explicit ImGuiID it would allow the user to manage the scope of those ID. (#331)
- popups: clicking outside (to close popup) and holding shouldn't drag window below.
- popups: add variant using global identifier similar to Begin/End (#402)
- popups: border options. richer api like BeginChild() perhaps? (#197)
- tooltip: tooltip that doesn't fit in entire screen seems to lose their "last preferred direction" and may teleport when moving mouse.
- menus: calling BeginMenu() twice with a same name doesn't append as Begin() does for regular windows (#1207)
- statusbar: add a per-window status bar helper similar to what menubar does.
- shortcuts: local-style shortcut api, e.g. parse "&Save"
- shortcuts,menus: global-style shortcut api e.g. "Save (CTRL+S)" -> explicit flag for recursing into closed menu
- shortcuts: programmatically access shortcuts "Focus("&Save"))
- menus: menubars: main menu-bar could affect clamping of windows position (~ akin to modifying DisplayMin)
- text: proper alignment options in imgui_internal.h
- text wrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (#249)
- text: it's currently impossible to have a window title with "##". perhaps an official workaround would be nice. \ style inhibitor? non-visible ascii code to insert between #?
- tree node / optimization: avoid formatting when clipped.
- tree node: tree-node/header right-most side doesn't take account of horizontal scrolling.
- tree node: add treenode/treepush int variants? not there because (void*) cast from int warns on some platforms/settings?
- tree node: try to apply scrolling at time of TreePop() if node was just opened and end of node is past scrolling limits?
- tree node / selectable render mismatch which is visible if you use them both next to each other (e.g. cf. property viewer)
- tree node: tweak color scheme to distinguish headers from selected tree node (#581)
!- settings: expose enough to save/load .ini from RAM instead of fopen
- settings: write more decent code to allow saving/loading new fields
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
- stb: add defines to disable stb implementations
!- style: better default styles.
!- style: move border to style structure, remove _ShowBorder flag.
- style: border types: out-screen, in-screen, etc. (#447)
- style/optimization: store rounded corners in texture to use 1 quad per corner (filled and wireframe) to lower the cost of rounding.
- style: add window shadow (fading away from the window. Paint-style calculation of vertices alpha after drawlist would be easier)
- style: color-box not always square?
- style: a concept of "compact style" that the end-user can easily rely on (e.g. PushStyleCompact()?) that maps to other settings? avoid implementing duplicate helpers such as SmallCheckbox(), etc.
- style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation).
- style: global scale setting.
- style: WindowPadding needs to be EVEN as the 0.5 multiplier used on this value probably have a subtle effect on clip rectangle
- style: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438, #707, #1223)
- style: gradients fill (#1223) ~ 2 bg colors for each fill? tricky with rounded shapes and using textures for corners.
- style editor: color child window height expressed in multiple of line height.
- log: LogButtons() options for specifying depth and/or hiding depth slider
- log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
- log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
- log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
- filters: set a current filter that tree node can automatically query to hide themselves
- filters: handle wildcards (with implicit leading/trailing *), regexps
- filters: fuzzy matches (may use code at blog.forrestthewoods.com/4cffeed33fdb)
- drag'n drop, dragging helpers, demo (carry dragging info, visualize drag source before clicking, drop target, etc.) (#143, #479)
- node/graph editor (#306)
- pie menus patterns (#434)
- markup: simple markup language for color change?
!- font: better CalcTextSizeA() API, at least for simple use cases. current one is horrible (perhaps have simple vs extended versions).
- font: enforce monospace through ImFontConfig (for icons?)
- font: finish CustomRectRegister() to allow mapping unicode codepoint to custom texture data
- font: PushFontSize API (#1018)
- font/atlas: incremental updates
- font/atlas: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
- font/atlas: allow user to submit its own primitive to be rectpacked, and allow to map them on a Unicode point.
- font: MemoryTTF taking ownership confusing/not obvious, maybe default should be opposite?
- font/text: vertical and/or rotated text renderer (#705) - vertical is easier clipping wise
- font: imgui_freetype.h alternative renderer (#618)
- font: optimization: for monospace font (like the default one) we can trim IndexXAdvance as long as trailing value is == FallbackXAdvance (need to make sure TAB is still correct).
- font: add support for kerning, probably optional. A) perhaps default to (32..128)^2 matrix ~ 9K entries = 36KB, then hash for non-ascii?. B) or sparse lookup into per-char list?
- font: add a simpler CalcTextSizeA() api? current one ok but not welcome if user needs to call it directly (without going through ImGui::CalcTextSize)
- font: fix AddRemapChar() to work before font has been built.
- font: (api breaking) removed "TTF" from symbol names. also because it now supports OTF.
!- keyboard: tooltip & combo boxes are messing up / not honoring keyboard tabbing.
- keyboard: full keyboard navigation and focus. (#323)
- focus: preserve ActiveId/focus stack state, e.g. when opening a menu and close it, previously selected InputText() focus gets restored (#622)
- focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
- focus: unable to use SetKeyboardFocusHere() on clipped widgets. (#343)
- inputs: rework IO system to be able to pass actual ordered/timestamped events. use an event queue? (~#335, #71)
- inputs: allow to decide and pass explicit double-clicks (e.g. for windows by the CS_DBLCLKS style).
- inputs: support track pad style scrolling & slider edit.
- misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
- misc: provide HoveredTime and ActivatedTime to ease the creation of animations.
- misc: fix for compilation settings where stdcall isn't the default (e.g. vectorcall) (#1230)
- remote: make a system like RemoteImGui first-class citizen/project (#75)
- demo: demo: add a virtual scrolling example?
- examples: directx9: save/restore device state more thoroughly.
- examples: window minimize, maximize (#583)
- examples: provide a zero-framerate/idle example.
- examples: document WantCaptureKeyboard, WantCaptureMouse in example apps. (#446)
- examples: glfw: could go idle when minimized? if (glfwGetWindowAttrib(window, GLFW_ICONIFIED)) { glfwWaitEvents(); continue; } // the problem is that DeltaTime will be super high on resume, perhaps provide a way to let impl know (#440)
- optimization: replace vsnprintf with stb_printf? or enable the defines/infrastructure to allow it (#1038)
- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
- optimization: use another hash function than crc32, e.g. FNV1a
- optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
- optimization: turn some the various stack vectors into statically-sized arrays

10
examples/.gitignore vendored
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@ -25,6 +25,14 @@ opengl3_example/Release/*
opengl3_example/ipch/* opengl3_example/ipch/*
opengl3_example/x64/* opengl3_example/x64/*
opengl3_example/opengl3_example opengl3_example/opengl3_example
sdl_opengl2_example/Debug/*
sdl_opengl2_example/Release/*
sdl_opengl2_example/ipch/*
sdl_opengl2_example/x64/*
sdl_opengl3_example/Debug/*
sdl_opengl3_example/Release/*
sdl_opengl3_example/ipch/*
sdl_opengl3_example/x64/*
*.opensdf *.opensdf
*.sdf *.sdf
*.suo *.suo
@ -34,6 +42,8 @@ opengl3_example/opengl3_example
*.exe *.exe
*.pdb *.pdb
*.ilk *.ilk
*.VC.db
*.VC.VC.opendb
## Ini files ## Ini files
imgui.ini imgui.ini

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@ -8,10 +8,11 @@ Third party languages and frameworks bindings: https://github.com/ocornut/imgui/
TL;DR; TL;DR;
- Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase. - Newcomers, read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup ImGui in your codebase.
- Refer to 'opengl2_example' to LEARN how the library is setup, it is the simplest one. - To LEARN how the library is setup, you may refer to 'opengl2_example' because is the simplest one.
The other examples requires more boilerplate and are harder to read. The other examples requires more boilerplate and are harder to read.
- If you are using OpenGL in your application, probably use an opengl3_xxx backend. However, USE 'opengl3_example' in your application if you are using any modern OpenGL3+ calls.
Mixing old fixed pipeline OpenGL2 and programmable pipeline OpenGL3+ isn't well supported by drivers. Mixing old fixed pipeline OpenGL2 and programmable pipeline OpenGL3+ isn't well supported by some drivers.
If you are not sure, in doubt, use 'opengl3_example'.
- If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files - If you are using of the backend provided here, so you can copy the imgui_impl_xxx.cpp/h files
to your project and use them unmodified. to your project and use them unmodified.
- If you have your own engine, you probably want to start from one of the OpenGL example and adapt it to - If you have your own engine, you probably want to start from one of the OpenGL example and adapt it to
@ -44,14 +45,17 @@ Also note that some setup or GPU drivers may be causing extra lag (possibly by e
leaving you with no option but sadness/anger (Intel GPU drivers were reported as such). leaving you with no option but sadness/anger (Intel GPU drivers were reported as such).
opengl2_example/ opengl2_example/
GLFW + OpenGL example (old fixed pipeline). GLFW + OpenGL example (old, fixed graphic pipeline).
This is simple to read. Prefer following this example to learn how ImGui works! This is only provided as a reference to learn how ImGui integration works, because it is easier to read.
However, if your code is using GL3+ context, using this may confuse your driver. Please use the GL3 example below.
(You might be able to use this code in a GL3/GL4 context but make sure you disable the programmable (You might be able to use this code in a GL3/GL4 context but make sure you disable the programmable
pipeline by calling "glUseProgram(0)" before ImGui::Render.) pipeline by calling "glUseProgram(0)" before ImGui::Render. It appears that many librairies and drivers
are having issues mixing GL2 calls and newer GL3/GL4 calls. So it isn't recommended that you use that.)
opengl3_example/ opengl3_example/
GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W). GLFW + OpenGL example (programmable pipeline, binding modern functions with GL3W).
This uses more modern OpenGL calls and custom shaders. It's more messy. This uses more modern OpenGL calls and custom shaders.
Prefer using that if you are using modern OpenGL3/4 in your application.
directx9_example/ directx9_example/
DirectX9 example, Windows only. DirectX9 example, Windows only.
@ -89,3 +93,4 @@ vulkan_example/
Vulkan example. Vulkan example.
This is quite long and tedious, because: Vulkan. This is quite long and tedious, because: Vulkan.
TODO: Apple, SDL GL/GL3, Allegro, Marmalade, Vulkan examples do not honor the io.WantMoveMouse flag.

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@ -262,7 +262,7 @@ void ImGui_ImplA5_NewFrame()
} }
else else
{ {
io.MousePos = ImVec2(-1, -1); io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
} }
al_get_mouse_state(&mouse); al_get_mouse_state(&mouse);

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@ -72,16 +72,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair // 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window) if (show_another_window)
{ {
ImGui::SetNextWindowSize(ImVec2(200, 100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window); ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello"); ImGui::Text("Hello from another window!");
ImGui::End(); ImGui::End();
} }
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window) if (show_test_window)
{ {
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window); ImGui::ShowTestWindow(&show_test_window);
} }

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@ -28,15 +28,14 @@ void DebugHUD_DoInterface( DebugHUD *hud )
{ {
if (hud->show_test_window) if (hud->show_test_window)
{ {
ImGui::SetNextWindowPos( ImVec2( 400, 20 ), ImGuiSetCond_FirstUseEver ); ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&hud->show_test_window ); ImGui::ShowTestWindow(&hud->show_test_window );
} }
if (hud->show_example_window) if (hud->show_example_window)
{ {
ImGui::SetNextWindowPos( ImVec2( 20, 20 ), ImGuiSetCond_FirstUseEver );
ImGui::SetNextWindowSize( ImVec2( 350, 200 ), ImGuiSetCond_FirstUseEver );
ImGui::Begin("Another Window", &hud->show_example_window); ImGui::Begin("Another Window", &hud->show_example_window);
ImGui::Text("Hello from another window!");
ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1); ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2); ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f); ImGui::SliderFloat("Rotation Speed", &hud->rotation_speed, 0.0f, 200.0f);

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@ -617,6 +617,7 @@ void ImGui_ClipboardCallback(uSynergyCookie cookie, enum uSynergyClipboardFormat
static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data) static void ImGui_ImplIOS_RenderDrawLists (ImDrawData *draw_data)
{ {
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
// FIXME: Backport changes from imgui_impl_glfw_gl3.cpp
GLint last_program, last_texture; GLint last_program, last_texture;
glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);

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@ -484,7 +484,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
return; return;
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; } if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
@ -572,6 +572,14 @@ void ImGui_ImplDX10_NewFrame()
// io.MouseDown : filled by WM_*BUTTON* events // io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events // io.MouseWheel : filled by WM_MOUSEWHEEL events
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
if (io.WantMoveMouse)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
ClientToScreen(g_hWnd, &pos);
SetCursorPos(pos.x, pos.y);
}
// Hide OS mouse cursor if ImGui is drawing it // Hide OS mouse cursor if ImGui is drawing it
if (io.MouseDrawCursor) if (io.MouseDrawCursor)
SetCursor(NULL); SetCursor(NULL);

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@ -167,23 +167,24 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair // 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window) if (show_another_window)
{ {
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window); ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello"); ImGui::Text("Hello from another window!");
ImGui::End(); ImGui::End();
} }
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window) if (show_test_window)
{ {
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! ImGui::SetNextWindowPos(ImVec2(650, 20), 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::ShowTestWindow(&show_test_window);
} }
// Rendering // Rendering
g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col); g_pd3dDevice->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
ImGui::Render(); ImGui::Render();
g_pSwapChain->Present(0, 0);
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
} }
ImGui_ImplDX10_Shutdown(); ImGui_ImplDX10_Shutdown();

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@ -485,7 +485,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
return; return;
if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; } if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; } if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
@ -575,6 +575,14 @@ void ImGui_ImplDX11_NewFrame()
// io.MouseDown : filled by WM_*BUTTON* events // io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events // io.MouseWheel : filled by WM_MOUSEWHEEL events
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
if (io.WantMoveMouse)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
ClientToScreen(g_hWnd, &pos);
SetCursorPos(pos.x, pos.y);
}
// Hide OS mouse cursor if ImGui is drawing it // Hide OS mouse cursor if ImGui is drawing it
if (io.MouseDrawCursor) if (io.MouseDrawCursor)
SetCursor(NULL); SetCursor(NULL);

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@ -60,8 +60,8 @@ HRESULT CreateDeviceD3D(HWND hWnd)
UINT createDeviceFlags = 0; UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; //createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevel; D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[1] = { D3D_FEATURE_LEVEL_11_0, }; const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK) if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
return E_FAIL; return E_FAIL;
CreateRenderTarget(); CreateRenderTarget();
@ -170,23 +170,24 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair // 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window) if (show_another_window)
{ {
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window); ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello"); ImGui::Text("Hello from another window!");
ImGui::End(); ImGui::End();
} }
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window) if (show_test_window)
{ {
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! ImGui::SetNextWindowPos(ImVec2(650, 20), 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::ShowTestWindow(&show_test_window);
} }
// Rendering // Rendering
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col); g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, (float*)&clear_col);
ImGui::Render(); ImGui::Render();
g_pSwapChain->Present(0, 0);
g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
} }
ImGui_ImplDX11_Shutdown(); ImGui_ImplDX11_Shutdown();

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@ -620,13 +620,12 @@ void ImGui_ImplDX12_InvalidateDeviceObjects()
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; } if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; } if (g_pRootSignature) { g_pRootSignature->Release(); g_pRootSignature = NULL; }
if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; } if (g_pPipelineState) { g_pPipelineState->Release(); g_pPipelineState = NULL; }
if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; } if (g_pFontTextureResource) { g_pFontTextureResource->Release(); g_pFontTextureResource = NULL; ImGui::GetIO().Fonts->TexID = NULL; } // We copied g_pFontTextureView to io.Fonts->TexID so let's clear that as well.
for (UINT i = 0; i < g_numFramesInFlight; ++i) for (UINT i = 0; i < g_numFramesInFlight; ++i)
{ {
if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; } if (g_pFrameResources[i].IB) { g_pFrameResources[i].IB->Release(); g_pFrameResources[i].IB = NULL; }
if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; } if (g_pFrameResources[i].VB) { g_pFrameResources[i].VB->Release(); g_pFrameResources[i].VB = NULL; }
} }
ImGui::GetIO().Fonts->TexID = 0;
} }
bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight, bool ImGui_ImplDX12_Init(void* hwnd, int num_frames_in_flight,
@ -726,6 +725,14 @@ void ImGui_ImplDX12_NewFrame()
// io.MouseDown : filled by WM_*BUTTON* events // io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events // io.MouseWheel : filled by WM_MOUSEWHEEL events
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
if (io.WantMoveMouse)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
ClientToScreen(g_hWnd, &pos);
SetCursorPos(pos.x, pos.y);
}
// Hide OS mouse cursor if ImGui is drawing it // Hide OS mouse cursor if ImGui is drawing it
if (io.MouseDrawCursor) if (io.MouseDrawCursor)
SetCursor(NULL); SetCursor(NULL);

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@ -346,16 +346,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair // 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window) if (show_another_window)
{ {
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window); ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello"); ImGui::Text("Hello from another window!");
ImGui::End(); ImGui::End();
} }
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window) if (show_test_window)
{ {
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); // Normally user code doesn't need/want to call it because positions are saved in .ini file anyway. Here we just want to make the demo initial state a bit more friendly! ImGui::SetNextWindowPos(ImVec2(650, 20), 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::ShowTestWindow(&show_test_window);
} }
@ -385,7 +384,8 @@ int main(int, char**)
g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &g_pd3dCommandList); g_pd3dCommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*) &g_pd3dCommandList);
g_pSwapChain->Present(1, 0); g_pSwapChain->Present(1, 0); // Present with vsync
//g_pSwapChain->Present(0, 0); // Present without vsync
auto fenceValue = g_fenceLastSignalledValue + 1; auto fenceValue = g_fenceLastSignalledValue + 1;
g_pd3dCommandQueue->Signal(g_fence, fenceValue); g_pd3dCommandQueue->Signal(g_fence, fenceValue);

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@ -311,12 +311,14 @@ void ImGui_ImplDX9_InvalidateDeviceObjects()
g_pIB->Release(); g_pIB->Release();
g_pIB = NULL; g_pIB = NULL;
} }
if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
{ // At this point note that we set ImGui::GetIO().Fonts->TexID to be == g_FontTexture, so clear both.
tex->Release(); ImGuiIO& io = ImGui::GetIO();
ImGui::GetIO().Fonts->TexID = 0; IM_ASSERT(g_FontTexture == io.Fonts->TexID);
} if (g_FontTexture)
g_FontTexture->Release();
g_FontTexture = NULL; g_FontTexture = NULL;
io.Fonts->TexID = NULL;
} }
void ImGui_ImplDX9_NewFrame() void ImGui_ImplDX9_NewFrame()
@ -347,6 +349,14 @@ void ImGui_ImplDX9_NewFrame()
// io.MouseDown : filled by WM_*BUTTON* events // io.MouseDown : filled by WM_*BUTTON* events
// io.MouseWheel : filled by WM_MOUSEWHEEL events // io.MouseWheel : filled by WM_MOUSEWHEEL events
// Set OS mouse position if requested last frame by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
if (io.WantMoveMouse)
{
POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y };
ClientToScreen(g_hWnd, &pos);
SetCursorPos(pos.x, pos.y);
}
// Hide OS mouse cursor if ImGui is drawing it // Hide OS mouse cursor if ImGui is drawing it
if (io.MouseDrawCursor) if (io.MouseDrawCursor)
SetCursor(NULL); SetCursor(NULL);

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@ -63,7 +63,8 @@ int main(int, char**)
g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; g_d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
g_d3dpp.EnableAutoDepthStencil = TRUE; g_d3dpp.EnableAutoDepthStencil = TRUE;
g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16; g_d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; // Present with vsync
//g_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync, maximum unthrottled framerate
// Create the D3DDevice // Create the D3DDevice
if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0) if (pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &g_d3dpp, &g_pd3dDevice) < 0)
@ -120,16 +121,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair // 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window) if (show_another_window)
{ {
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window); ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello"); ImGui::Text("Hello from another window!");
ImGui::End(); ImGui::End();
} }
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window) if (show_test_window)
{ {
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window); ImGui::ShowTestWindow(&show_test_window);
} }

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@ -56,16 +56,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair // 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window) if (show_another_window)
{ {
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window); ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello"); ImGui::Text("Hello from another window!");
ImGui::End(); ImGui::End();
} }
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window) if (show_test_window)
{ {
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window); ImGui::ShowTestWindow(&show_test_window);
} }

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@ -1,6 +1,6 @@
# #
# Cross Platform Makefile # Cross Platform Makefile
# Compatible with Ubuntu 14.04.1 and Mac OS X # Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
# #
# #
# if you using Mac OS X: # if you using Mac OS X:
@ -37,7 +37,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif
ifeq ($(UNAME_S), MINGW64_NT-6.3) ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows" ECHO_MESSAGE = "Windows"
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32 LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32

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@ -1,9 +1,10 @@
// ImGui GLFW binding with OpenGL // ImGui GLFW binding with OpenGL
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// If your context is GL3/GL3 then prefer using the code in opengl3_example. // If your context or own usage of OpenGL involve anything GL3/GL4, prefer using the code in opengl3_example.
// If you are not sure what that means, prefer using the code in opengl3_example.
// You *might* use this code with a GL3/GL4 context but make sure you disable the programmable pipeline by calling "glUseProgram(0)" before ImGui::Render(). // You *might* use this code with a GL3/GL4 context but make sure you disable the programmable pipeline by calling "glUseProgram(0)" before ImGui::Render().
// We cannot do that from GL2 code because the function doesn't exist. // We cannot do that from GL2 code because the function doesn't exist. Mixing GL2 calls and GL3/GL4 calls is giving trouble to many librairies/drivers.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
@ -30,9 +31,9 @@ static float g_MouseWheel = 0.0f;
static GLuint g_FontTexture = 0; static GLuint g_FontTexture = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine: void ImGui_ImplGlfwGL2_RenderDrawLists(ImDrawData* draw_data)
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data) // If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
{ {
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -43,8 +44,9 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
draw_data->ScaleClipRects(io.DisplayFramebufferScale); draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// We are using the OpenGL fixed pipeline to make the example code simpler to read! // We are using the OpenGL fixed pipeline to make the example code simpler to read!
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
@ -57,7 +59,8 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// Setup viewport, orthographic projection matrix // Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
@ -108,32 +111,33 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glPopMatrix(); glPopMatrix();
glPopAttrib(); glPopAttrib();
glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
} }
static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) static const char* ImGui_ImplGlfwGL2_GetClipboardText(void* user_data)
{ {
return glfwGetClipboardString((GLFWwindow*)user_data); return glfwGetClipboardString((GLFWwindow*)user_data);
} }
static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) static void ImGui_ImplGlfwGL2_SetClipboardText(void* user_data, const char* text)
{ {
glfwSetClipboardString((GLFWwindow*)user_data, text); glfwSetClipboardString((GLFWwindow*)user_data, text);
} }
void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/) void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow*, int button, int action, int /*mods*/)
{ {
if (action == GLFW_PRESS && button >= 0 && button < 3) if (action == GLFW_PRESS && button >= 0 && button < 3)
g_MousePressed[button] = true; g_MousePressed[button] = true;
} }
void ImGui_ImplGlfw_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset) void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow*, double /*xoffset*/, double yoffset)
{ {
g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines. g_MouseWheel += (float)yoffset; // Use fractional mouse wheel, 1.0 unit 5 lines.
} }
void ImGui_ImplGlFw_KeyCallback(GLFWwindow*, int key, int, int action, int mods) void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
if (action == GLFW_PRESS) if (action == GLFW_PRESS)
@ -148,14 +152,14 @@ void ImGui_ImplGlFw_KeyCallback(GLFWwindow*, int key, int, int action, int mods)
io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER];
} }
void ImGui_ImplGlfw_CharCallback(GLFWwindow*, unsigned int c) void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow*, unsigned int c)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
if (c > 0 && c < 0x10000) if (c > 0 && c < 0x10000)
io.AddInputCharacter((unsigned short)c); io.AddInputCharacter((unsigned short)c);
} }
bool ImGui_ImplGlfw_CreateDeviceObjects() bool ImGui_ImplGlfwGL2_CreateDeviceObjects()
{ {
// Build texture atlas // Build texture atlas
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -181,7 +185,7 @@ bool ImGui_ImplGlfw_CreateDeviceObjects()
return true; return true;
} }
void ImGui_ImplGlfw_InvalidateDeviceObjects() void ImGui_ImplGlfwGL2_InvalidateDeviceObjects()
{ {
if (g_FontTexture) if (g_FontTexture)
{ {
@ -191,7 +195,7 @@ void ImGui_ImplGlfw_InvalidateDeviceObjects()
} }
} }
bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks) bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks)
{ {
g_Window = window; g_Window = window;
@ -216,9 +220,9 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
io.RenderDrawListsFn = ImGui_ImplGlfw_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer. io.RenderDrawListsFn = ImGui_ImplGlfwGL2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; io.SetClipboardTextFn = ImGui_ImplGlfwGL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfwGL2_GetClipboardText;
io.ClipboardUserData = g_Window; io.ClipboardUserData = g_Window;
#ifdef _WIN32 #ifdef _WIN32
io.ImeWindowHandle = glfwGetWin32Window(g_Window); io.ImeWindowHandle = glfwGetWin32Window(g_Window);
@ -226,25 +230,25 @@ bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks)
if (install_callbacks) if (install_callbacks)
{ {
glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); glfwSetMouseButtonCallback(window, ImGui_ImplGlfwGL2_MouseButtonCallback);
glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); glfwSetScrollCallback(window, ImGui_ImplGlfwGL2_ScrollCallback);
glfwSetKeyCallback(window, ImGui_ImplGlFw_KeyCallback); glfwSetKeyCallback(window, ImGui_ImplGlfwGL2_KeyCallback);
glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); glfwSetCharCallback(window, ImGui_ImplGlfwGL2_CharCallback);
} }
return true; return true;
} }
void ImGui_ImplGlfw_Shutdown() void ImGui_ImplGlfwGL2_Shutdown()
{ {
ImGui_ImplGlfw_InvalidateDeviceObjects(); ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
ImGui::Shutdown(); ImGui::Shutdown();
} }
void ImGui_ImplGlfw_NewFrame() void ImGui_ImplGlfwGL2_NewFrame()
{ {
if (!g_FontTexture) if (!g_FontTexture)
ImGui_ImplGlfw_CreateDeviceObjects(); ImGui_ImplGlfwGL2_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -265,13 +269,20 @@ void ImGui_ImplGlfw_NewFrame()
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
{ {
double mouse_x, mouse_y; if (io.WantMoveMouse)
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); {
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.) glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
} }
else else
{ {
io.MousePos = ImVec2(-1,-1); double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Get mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
}
}
else
{
io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
} }
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)

View File

@ -12,18 +12,17 @@
struct GLFWwindow; struct GLFWwindow;
IMGUI_API bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks); IMGUI_API bool ImGui_ImplGlfwGL2_Init(GLFWwindow* window, bool install_callbacks);
IMGUI_API void ImGui_ImplGlfw_Shutdown(); IMGUI_API void ImGui_ImplGlfwGL2_Shutdown();
IMGUI_API void ImGui_ImplGlfw_NewFrame(); IMGUI_API void ImGui_ImplGlfwGL2_NewFrame();
// Use if you want to reset your rendering device without losing ImGui state. // Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplGlfw_InvalidateDeviceObjects(); IMGUI_API void ImGui_ImplGlfwGL2_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplGlfw_CreateDeviceObjects(); IMGUI_API bool ImGui_ImplGlfwGL2_CreateDeviceObjects();
// GLFW callbacks (installed by default if you enable 'install_callbacks' during initialization) // GLFW callbacks (registered by default to GLFW if you enable 'install_callbacks' during initialization)
// Provided here if you want to chain callbacks. // Provided here if you want to chain callbacks yourself. You may also handle inputs yourself and use those as a reference.
// You can also handle inputs yourself and use those as a reference. IMGUI_API void ImGui_ImplGlfwGL2_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); IMGUI_API void ImGui_ImplGlfwGL2_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); IMGUI_API void ImGui_ImplGlfwGL2_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_API void ImGui_ImplGlFw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); IMGUI_API void ImGui_ImplGlfwGL2_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);

View File

@ -19,9 +19,10 @@ int main(int, char**)
return 1; return 1;
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL); GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL2 example", NULL, NULL);
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
// Setup ImGui binding // Setup ImGui binding
ImGui_ImplGlfw_Init(window, true); ImGui_ImplGlfwGL2_Init(window, true);
// Load Fonts // Load Fonts
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details) // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
@ -41,7 +42,7 @@ int main(int, char**)
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
{ {
glfwPollEvents(); glfwPollEvents();
ImGui_ImplGlfw_NewFrame(); ImGui_ImplGlfwGL2_NewFrame();
// 1. Show a simple 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 appears in a window automatically called "Debug"
@ -58,16 +59,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair // 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window) if (show_another_window)
{ {
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window); ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello"); ImGui::Text("Hello from another window!");
ImGui::End(); ImGui::End();
} }
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window) if (show_test_window)
{ {
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window); ImGui::ShowTestWindow(&show_test_window);
} }
@ -77,12 +77,13 @@ int main(int, char**)
glViewport(0, 0, display_w, display_h); glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
ImGui::Render(); ImGui::Render();
glfwSwapBuffers(window); glfwSwapBuffers(window);
} }
// Cleanup // Cleanup
ImGui_ImplGlfw_Shutdown(); ImGui_ImplGlfwGL2_Shutdown();
glfwTerminate(); glfwTerminate();
return 0; return 0;

View File

@ -1,12 +1,13 @@
# #
# Cross Platform Makefile # Cross Platform Makefile
# Compatible with Ubuntu 14.04.1 and Mac OS X # Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
# #
# #
# You will need GLFW (http://www.glfw.org) # You will need GLFW (http://www.glfw.org)
# #
# apt-get install libglfw-dev # Linux # apt-get install libglfw-dev # Linux
# brew install glfw # Mac OS X # brew install glfw # Mac OS X
# pacman -S --noconfirm --needed mingw-w64-x86_64-toolchain mingw-w64-x86_64-glfw # MSYS2
# #
#CXX = g++ #CXX = g++
@ -39,7 +40,7 @@ ifeq ($(UNAME_S), Darwin) #APPLE
CFLAGS = $(CXXFLAGS) CFLAGS = $(CXXFLAGS)
endif endif
ifeq ($(UNAME_S), MINGW64_NT-6.3) ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows" ECHO_MESSAGE = "Windows"
LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32 LIBS = -lglfw3 -lgdi32 -lopengl32 -limm32

View File

@ -31,8 +31,8 @@ static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_Attr
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine: // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) // If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data) void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
{ {
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@ -44,31 +44,36 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
draw_data->ScaleClipRects(io.DisplayFramebufferScale); draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Backup GL state // Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture); GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src); GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND); GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD); glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);
glActiveTexture(GL_TEXTURE0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// Setup viewport, orthographic projection matrix // Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
@ -83,6 +88,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
glUniform1i(g_AttribLocationTex, 0); glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindVertexArray(g_VaoHandle); glBindVertexArray(g_VaoHandle);
glBindSampler(0, 0); // Rely on combined texture/sampler state.
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
@ -114,17 +120,19 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
// Restore modified GL state // Restore modified GL state
glUseProgram(last_program); glUseProgram(last_program);
glActiveTexture(last_active_texture);
glBindTexture(GL_TEXTURE_2D, last_texture); glBindTexture(GL_TEXTURE_2D, last_texture);
glBindSampler(0, last_sampler);
glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array); glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFunc(last_blend_src, last_blend_dst); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
} }
@ -375,13 +383,20 @@ void ImGui_ImplGlfwGL3_NewFrame()
// (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents()) // (we already got mouse wheel, keyboard keys & characters from glfw callbacks polled in glfwPollEvents())
if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED)) if (glfwGetWindowAttrib(g_Window, GLFW_FOCUSED))
{ {
double mouse_x, mouse_y; if (io.WantMoveMouse)
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y); {
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.) glfwSetCursorPos(g_Window, (double)io.MousePos.x, (double)io.MousePos.y); // Set mouse position if requested by io.WantMoveMouse flag (used when io.NavMovesTrue is enabled by user and using directional navigation)
} }
else else
{ {
io.MousePos = ImVec2(-1,-1); double mouse_x, mouse_y;
glfwGetCursorPos(g_Window, &mouse_x, &mouse_y);
io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); // Get mouse position in screen coordinates (set to -1,-1 if no mouse / on another screen, etc.)
}
}
else
{
io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
} }
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)

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@ -26,6 +26,7 @@ int main(int, char**)
#endif #endif
GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL); GLFWwindow* window = glfwCreateWindow(1280, 720, "ImGui OpenGL3 example", NULL, NULL);
glfwMakeContextCurrent(window); glfwMakeContextCurrent(window);
glfwSwapInterval(1); // Enable vsync
gl3wInit(); gl3wInit();
// Setup ImGui binding // Setup ImGui binding
@ -66,16 +67,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair // 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window) if (show_another_window)
{ {
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window); ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello"); ImGui::Text("Hello from another window!");
ImGui::End(); ImGui::End();
} }
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window) if (show_test_window)
{ {
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window); ImGui::ShowTestWindow(&show_test_window);
} }

View File

@ -0,0 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL_DIR%\include main.cpp imgui_impl_sdl.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/sdl_opengl2_example.exe /FoDebug/ /link /libpath:%SDL_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console

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@ -1,6 +1,9 @@
// ImGui SDL2 binding with OpenGL // ImGui SDL2 binding with OpenGL
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp. // In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// If your context or own usage of OpenGL involve anything GL3/GL4, prefer using the code in sdl_opengl3_example.
// If you are not sure what that means, prefer using the code in sdl_opengl3_example.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown(). // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp. // If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.
@ -19,8 +22,8 @@ static float g_MouseWheel = 0.0f;
static GLuint g_FontTexture = 0; static GLuint g_FontTexture = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine: // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) // If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data) void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
{ {
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@ -32,8 +35,9 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
draw_data->ScaleClipRects(io.DisplayFramebufferScale); draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// We are using the OpenGL fixed pipeline to make the example code simpler to read! // We are using the OpenGL fixed pipeline to make the example code simpler to read!
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers. // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill.
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT);
@ -46,7 +50,8 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
// Setup viewport, orthographic projection matrix // Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
@ -97,6 +102,7 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glPopMatrix(); glPopMatrix();
glPopAttrib(); glPopAttrib();
glPolygonMode(GL_FRONT, last_polygon_mode[0]); glPolygonMode(GL_BACK, last_polygon_mode[1]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
} }
@ -111,7 +117,7 @@ static void ImGui_ImplSdl_SetClipboardText(void*, const char* text)
SDL_SetClipboardText(text); SDL_SetClipboardText(text);
} }
bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event) bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
switch (event->type) switch (event->type)
@ -151,7 +157,7 @@ bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event)
return false; return false;
} }
bool ImGui_ImplSdl_CreateDeviceObjects() bool ImGui_ImplSdlGL2_CreateDeviceObjects()
{ {
// Build texture atlas // Build texture atlas
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -178,7 +184,7 @@ bool ImGui_ImplSdl_CreateDeviceObjects()
return true; return true;
} }
void ImGui_ImplSdl_InvalidateDeviceObjects() void ImGui_ImplSdlGL2_InvalidateDeviceObjects()
{ {
if (g_FontTexture) if (g_FontTexture)
{ {
@ -188,7 +194,7 @@ void ImGui_ImplSdl_InvalidateDeviceObjects()
} }
} }
bool ImGui_ImplSdl_Init(SDL_Window* window) bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
@ -228,16 +234,16 @@ bool ImGui_ImplSdl_Init(SDL_Window* window)
return true; return true;
} }
void ImGui_ImplSdl_Shutdown() void ImGui_ImplSdlGL2_Shutdown()
{ {
ImGui_ImplSdl_InvalidateDeviceObjects(); ImGui_ImplSdlGL2_InvalidateDeviceObjects();
ImGui::Shutdown(); ImGui::Shutdown();
} }
void ImGui_ImplSdl_NewFrame(SDL_Window *window) void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
{ {
if (!g_FontTexture) if (!g_FontTexture)
ImGui_ImplSdl_CreateDeviceObjects(); ImGui_ImplSdlGL2_CreateDeviceObjects();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
@ -262,7 +268,7 @@ void ImGui_ImplSdl_NewFrame(SDL_Window *window)
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
else else
io.MousePos = ImVec2(-1,-1); io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;

View File

@ -9,11 +9,11 @@
struct SDL_Window; struct SDL_Window;
typedef union SDL_Event SDL_Event; typedef union SDL_Event SDL_Event;
IMGUI_API bool ImGui_ImplSdl_Init(SDL_Window* window); IMGUI_API bool ImGui_ImplSdlGL2_Init(SDL_Window* window);
IMGUI_API void ImGui_ImplSdl_Shutdown(); IMGUI_API void ImGui_ImplSdlGL2_Shutdown();
IMGUI_API void ImGui_ImplSdl_NewFrame(SDL_Window* window); IMGUI_API void ImGui_ImplSdlGL2_NewFrame(SDL_Window* window);
IMGUI_API bool ImGui_ImplSdl_ProcessEvent(SDL_Event* event); IMGUI_API bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event);
// Use if you want to reset your rendering device without losing ImGui state. // Use if you want to reset your rendering device without losing ImGui state.
IMGUI_API void ImGui_ImplSdl_InvalidateDeviceObjects(); IMGUI_API void ImGui_ImplSdlGL2_InvalidateDeviceObjects();
IMGUI_API bool ImGui_ImplSdl_CreateDeviceObjects(); IMGUI_API bool ImGui_ImplSdlGL2_CreateDeviceObjects();

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@ -28,7 +28,7 @@ int main(int, char**)
SDL_GLContext glcontext = SDL_GL_CreateContext(window); SDL_GLContext glcontext = SDL_GL_CreateContext(window);
// Setup ImGui binding // Setup ImGui binding
ImGui_ImplSdl_Init(window); ImGui_ImplSdlGL2_Init(window);
// Load Fonts // Load Fonts
// (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details) // (there is a default font, this is only if you want to change it. see extra_fonts/README.txt for more details)
@ -51,11 +51,11 @@ int main(int, char**)
SDL_Event event; SDL_Event event;
while (SDL_PollEvent(&event)) while (SDL_PollEvent(&event))
{ {
ImGui_ImplSdl_ProcessEvent(&event); ImGui_ImplSdlGL2_ProcessEvent(&event);
if (event.type == SDL_QUIT) if (event.type == SDL_QUIT)
done = true; done = true;
} }
ImGui_ImplSdl_NewFrame(window); ImGui_ImplSdlGL2_NewFrame(window);
// 1. Show a simple 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 appears in a window automatically called "Debug"
@ -72,16 +72,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair // 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window) if (show_another_window)
{ {
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window); ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello"); ImGui::Text("Hello from another window!");
ImGui::End(); ImGui::End();
} }
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window) if (show_test_window)
{ {
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window); ImGui::ShowTestWindow(&show_test_window);
} }
@ -89,12 +88,13 @@ int main(int, char**)
glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y); glViewport(0, 0, (int)ImGui::GetIO().DisplaySize.x, (int)ImGui::GetIO().DisplaySize.y);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
//glUseProgram(0); // You may want this if using this code in an OpenGL 3+ context where shaders may be bound
ImGui::Render(); ImGui::Render();
SDL_GL_SwapWindow(window); SDL_GL_SwapWindow(window);
} }
// Cleanup // Cleanup
ImGui_ImplSdl_Shutdown(); ImGui_ImplSdlGL2_Shutdown();
SDL_GL_DeleteContext(glcontext); SDL_GL_DeleteContext(glcontext);
SDL_DestroyWindow(window); SDL_DestroyWindow(window);
SDL_Quit(); SDL_Quit();

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@ -0,0 +1,61 @@
#
# Cross Platform Makefile
# Compatible with MSYS2/MINGW, Ubuntu 14.04.1 and Mac OS X
#
#
# You will need SDL2 (http://www.libsdl.org)
#
# apt-get install libsdl2-dev # Linux
# brew install sdl2 # Mac OS X
# pacman -S mingw-w64-i686-SDL # MSYS2
#
#CXX = g++
EXE = sdl_opengl3_example
OBJS = main.o imgui_impl_sdl_gl3.o
OBJS += ../../imgui.o ../../imgui_demo.o ../../imgui_draw.o
OBJS += ../libs/gl3w/GL/gl3w.o
UNAME_S := $(shell uname -s)
ifeq ($(UNAME_S), Linux) #LINUX
ECHO_MESSAGE = "Linux"
LIBS = -lGL -ldl `sdl2-config --libs`
CXXFLAGS = -I../../ -I../libs/gl3w `sdl2-config --cflags`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(UNAME_S), Darwin) #APPLE
ECHO_MESSAGE = "Mac OS X"
LIBS = -framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo `sdl2-config --libs`
CXXFLAGS = -I../../ -I../libs/gl3w -I/usr/local/include `sdl2-config --cflags`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
endif
ifeq ($(findstring MINGW,$(UNAME_S)),MINGW)
ECHO_MESSAGE = "Windows"
LIBS = -lgdi32 -lopengl32 -limm32 `pkg-config --static --libs sdl2`
CXXFLAGS = -I../../ -I../libs/gl3w `pkg-config --cflags sdl2`
CXXFLAGS += -Wall -Wformat
CFLAGS = $(CXXFLAGS)
endif
.cpp.o:
$(CXX) $(CXXFLAGS) -c -o $@ $<
all: $(EXE)
@echo Build complete for $(ECHO_MESSAGE)
$(EXE): $(OBJS)
$(CXX) -o $(EXE) $(OBJS) $(CXXFLAGS) $(LIBS)
clean:
rm $(EXE) $(OBJS)

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@ -0,0 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\gl3w /I %SDL_DIR%\include main.cpp imgui_impl_sdl_gl3.cpp ..\..\imgui*.cpp ..\libs\gl3w\GL\gl3w.c /FeDebug/sdl_opengl3_example.exe /FoDebug/ /link /libpath:%SDL_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console

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@ -25,8 +25,8 @@ static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_Attr
static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0; static unsigned int g_VboHandle = 0, g_VaoHandle = 0, g_ElementsHandle = 0;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine: // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so.
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) // If text or lines are blurry when integrating ImGui in your engine: in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data) void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
{ {
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
@ -38,33 +38,38 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
draw_data->ScaleClipRects(io.DisplayFramebufferScale); draw_data->ScaleClipRects(io.DisplayFramebufferScale);
// Backup GL state // Backup GL state
GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture);
glActiveTexture(GL_TEXTURE0);
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture); GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler);
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
GLint last_blend_src; glGetIntegerv(GL_BLEND_SRC, &last_blend_src); GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode);
GLint last_blend_dst; glGetIntegerv(GL_BLEND_DST, &last_blend_dst);
GLint last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, &last_blend_equation_rgb);
GLint last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, &last_blend_equation_alpha);
GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport);
GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box);
GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb);
GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb);
GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha);
GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha);
GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb);
GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha);
GLboolean last_enable_blend = glIsEnabled(GL_BLEND); GLboolean last_enable_blend = glIsEnabled(GL_BLEND);
GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE);
GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST);
GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
// Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD); glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);
glActiveTexture(GL_TEXTURE0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// Setup orthographic projection matrix // Setup viewport, orthographic projection matrix
glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);
const float ortho_projection[4][4] = const float ortho_projection[4][4] =
{ {
@ -77,6 +82,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
glUniform1i(g_AttribLocationTex, 0); glUniform1i(g_AttribLocationTex, 0);
glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);
glBindVertexArray(g_VaoHandle); glBindVertexArray(g_VaoHandle);
glBindSampler(0, 0); // Rely on combined texture/sampler state.
for (int n = 0; n < draw_data->CmdListsCount; n++) for (int n = 0; n < draw_data->CmdListsCount; n++)
{ {
@ -84,10 +90,10 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
const ImDrawIdx* idx_buffer_offset = 0; const ImDrawIdx* idx_buffer_offset = 0;
glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle);
glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
{ {
@ -108,17 +114,19 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
// Restore modified GL state // Restore modified GL state
glUseProgram(last_program); glUseProgram(last_program);
glActiveTexture(last_active_texture);
glBindTexture(GL_TEXTURE_2D, last_texture); glBindTexture(GL_TEXTURE_2D, last_texture);
glBindSampler(0, last_sampler);
glActiveTexture(last_active_texture);
glBindVertexArray(last_vertex_array); glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer);
glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha);
glBlendFunc(last_blend_src, last_blend_dst); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha);
if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND);
if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE);
if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST);
if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST);
glPolygonMode(GL_FRONT_AND_BACK, last_polygon_mode[0]);
glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);
glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);
} }
@ -375,7 +383,7 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS) if (SDL_GetWindowFlags(window) & SDL_WINDOW_MOUSE_FOCUS)
io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) io.MousePos = ImVec2((float)mx, (float)my); // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
else else
io.MousePos = ImVec2(-1, -1); io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame. io.MouseDown[0] = g_MousePressed[0] || (mouseMask & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0; io.MouseDown[1] = g_MousePressed[1] || (mouseMask & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;

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@ -75,16 +75,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair // 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window) if (show_another_window)
{ {
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window); ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello"); ImGui::Text("Hello from another window!");
ImGui::End(); ImGui::End();
} }
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window) if (show_test_window)
{ {
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window); ImGui::ShowTestWindow(&show_test_window);
} }

View File

@ -1,4 +1,7 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeDebug/vulkan_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\bin32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeDebug/vulkan_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
mkdir Release
cl /nologo /Zi /MD /Ox /Oi /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeRelease/vulkan_example.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib

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@ -0,0 +1,7 @@
@REM Build for Visual Studio compiler. Run your copy of amd64/vcvars32.bat to setup 64-bit command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeDebug/vulkan_example.exe /FoDebug/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib
mkdir Release
cl /nologo /Zi /MD /Ox /Oi /I ..\.. /I ..\libs\glfw\include /I %VULKAN_SDK%\include *.cpp ..\..\*.cpp /FeRelease/vulkan_example.exe /FoRelease/ /link /LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib

View File

@ -236,10 +236,10 @@ void ImGui_ImplGlfwVulkan_RenderDrawLists(ImDrawData* draw_data)
VkMappedMemoryRange range[2] = {}; VkMappedMemoryRange range[2] = {};
range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
range[0].memory = g_VertexBufferMemory[g_FrameIndex]; range[0].memory = g_VertexBufferMemory[g_FrameIndex];
range[0].size = vertex_size; range[0].size = VK_WHOLE_SIZE;
range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
range[1].memory = g_IndexBufferMemory[g_FrameIndex]; range[1].memory = g_IndexBufferMemory[g_FrameIndex];
range[1].size = index_size; range[1].size = VK_WHOLE_SIZE;
err = vkFlushMappedMemoryRanges(g_Device, 2, range); err = vkFlushMappedMemoryRanges(g_Device, 2, range);
ImGui_ImplGlfwVulkan_VkResult(err); ImGui_ImplGlfwVulkan_VkResult(err);
vkUnmapMemory(g_Device, g_VertexBufferMemory[g_FrameIndex]); vkUnmapMemory(g_Device, g_VertexBufferMemory[g_FrameIndex]);
@ -301,10 +301,10 @@ void ImGui_ImplGlfwVulkan_RenderDrawLists(ImDrawData* draw_data)
else else
{ {
VkRect2D scissor; VkRect2D scissor;
scissor.offset.x = (int32_t)(pcmd->ClipRect.x); scissor.offset.x = (int32_t)(pcmd->ClipRect.x) > 0 ? (int32_t)(pcmd->ClipRect.x) : 0;
scissor.offset.y = (int32_t)(pcmd->ClipRect.y); scissor.offset.y = (int32_t)(pcmd->ClipRect.y) > 0 ? (int32_t)(pcmd->ClipRect.y) : 0;
scissor.extent.width = (uint32_t)(pcmd->ClipRect.z - pcmd->ClipRect.x); scissor.extent.width = (uint32_t)(pcmd->ClipRect.z - pcmd->ClipRect.x);
scissor.extent.height = (uint32_t)(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // TODO: + 1?????? scissor.extent.height = (uint32_t)(pcmd->ClipRect.w - pcmd->ClipRect.y + 1); // FIXME: Why +1 here?
vkCmdSetScissor(g_CommandBuffer, 0, 1, &scissor); vkCmdSetScissor(g_CommandBuffer, 0, 1, &scissor);
vkCmdDrawIndexed(g_CommandBuffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0); vkCmdDrawIndexed(g_CommandBuffer, pcmd->ElemCount, 1, idx_offset, vtx_offset, 0);
} }
@ -483,6 +483,7 @@ bool ImGui_ImplGlfwVulkan_CreateFontsTexture(VkCommandBuffer command_buffer)
region.imageSubresource.layerCount = 1; region.imageSubresource.layerCount = 1;
region.imageExtent.width = width; region.imageExtent.width = width;
region.imageExtent.height = height; region.imageExtent.height = height;
region.imageExtent.depth = 1;
vkCmdCopyBufferToImage(command_buffer, g_UploadBuffer, g_FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region); vkCmdCopyBufferToImage(command_buffer, g_UploadBuffer, g_FontImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
VkImageMemoryBarrier use_barrier[1] = {}; VkImageMemoryBarrier use_barrier[1] = {};
@ -540,6 +541,7 @@ bool ImGui_ImplGlfwVulkan_CreateDeviceObjects()
info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT; info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
info.minLod = -1000; info.minLod = -1000;
info.maxLod = 1000; info.maxLod = 1000;
info.maxAnisotropy = 1.0f;
err = vkCreateSampler(g_Device, &info, g_Allocator, &g_FontSampler); err = vkCreateSampler(g_Device, &info, g_Allocator, &g_FontSampler);
ImGui_ImplGlfwVulkan_VkResult(err); ImGui_ImplGlfwVulkan_VkResult(err);
} }
@ -813,7 +815,7 @@ void ImGui_ImplGlfwVulkan_NewFrame()
} }
else else
{ {
io.MousePos = ImVec2(-1,-1); io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX);
} }
for (int i = 0; i < 3; i++) for (int i = 0; i < 3; i++)

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@ -12,6 +12,10 @@
#include "imgui_impl_glfw_vulkan.h" #include "imgui_impl_glfw_vulkan.h"
#define IMGUI_MAX_POSSIBLE_BACK_BUFFERS 16 #define IMGUI_MAX_POSSIBLE_BACK_BUFFERS 16
#define IMGUI_UNLIMITED_FRAME_RATE
//#ifdef _DEBUG
//#define IMGUI_VULKAN_DEBUG_REPORT
//#endif
static VkAllocationCallbacks* g_Allocator = NULL; static VkAllocationCallbacks* g_Allocator = NULL;
static VkInstance g_Instance = VK_NULL_HANDLE; static VkInstance g_Instance = VK_NULL_HANDLE;
@ -22,17 +26,17 @@ static VkSwapchainKHR g_Swapchain = VK_NULL_HANDLE;
static VkRenderPass g_RenderPass = VK_NULL_HANDLE; static VkRenderPass g_RenderPass = VK_NULL_HANDLE;
static uint32_t g_QueueFamily = 0; static uint32_t g_QueueFamily = 0;
static VkQueue g_Queue = VK_NULL_HANDLE; static VkQueue g_Queue = VK_NULL_HANDLE;
static VkDebugReportCallbackEXT g_Debug_Report = VK_NULL_HANDLE;
static VkFormat g_ImageFormat = VK_FORMAT_B8G8R8A8_UNORM; static VkSurfaceFormatKHR g_SurfaceFormat;
static VkFormat g_ViewFormat = VK_FORMAT_B8G8R8A8_UNORM;
static VkColorSpaceKHR g_ColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
static VkImageSubresourceRange g_ImageRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1}; static VkImageSubresourceRange g_ImageRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
static VkPresentModeKHR g_PresentMode;
static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE; static VkPipelineCache g_PipelineCache = VK_NULL_HANDLE;
static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE; static VkDescriptorPool g_DescriptorPool = VK_NULL_HANDLE;
static int fb_width, fb_height; static int fb_width, fb_height;
static uint32_t g_BackBufferIndex = 0; static uint32_t g_BackbufferIndices[IMGUI_VK_QUEUED_FRAMES]; // keep track of recently rendered swapchain frame indices
static uint32_t g_BackBufferCount = 0; static uint32_t g_BackBufferCount = 0;
static VkImage g_BackBuffer[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {}; static VkImage g_BackBuffer[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {};
static VkImageView g_BackBufferView[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {}; static VkImageView g_BackBufferView[IMGUI_MAX_POSSIBLE_BACK_BUFFERS] = {};
@ -42,7 +46,8 @@ static uint32_t g_FrameIndex = 0;
static VkCommandPool g_CommandPool[IMGUI_VK_QUEUED_FRAMES]; static VkCommandPool g_CommandPool[IMGUI_VK_QUEUED_FRAMES];
static VkCommandBuffer g_CommandBuffer[IMGUI_VK_QUEUED_FRAMES]; static VkCommandBuffer g_CommandBuffer[IMGUI_VK_QUEUED_FRAMES];
static VkFence g_Fence[IMGUI_VK_QUEUED_FRAMES]; static VkFence g_Fence[IMGUI_VK_QUEUED_FRAMES];
static VkSemaphore g_Semaphore[IMGUI_VK_QUEUED_FRAMES]; static VkSemaphore g_PresentCompleteSemaphore[IMGUI_VK_QUEUED_FRAMES];
static VkSemaphore g_RenderCompleteSemaphore[IMGUI_VK_QUEUED_FRAMES];
static VkClearValue g_ClearValue = {}; static VkClearValue g_ClearValue = {};
@ -76,14 +81,14 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h)
VkSwapchainCreateInfoKHR info = {}; VkSwapchainCreateInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR; info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR;
info.surface = g_Surface; info.surface = g_Surface;
info.imageFormat = g_ImageFormat; info.imageFormat = g_SurfaceFormat.format;
info.imageColorSpace = g_ColorSpace; info.imageColorSpace = g_SurfaceFormat.colorSpace;
info.imageArrayLayers = 1; info.imageArrayLayers = 1;
info.imageUsage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT; info.imageUsage |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE;
info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR; info.preTransform = VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR;
info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR; info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
info.presentMode = VK_PRESENT_MODE_FIFO_KHR; info.presentMode = g_PresentMode;
info.clipped = VK_TRUE; info.clipped = VK_TRUE;
info.oldSwapchain = old_swapchain; info.oldSwapchain = old_swapchain;
VkSurfaceCapabilitiesKHR cap; VkSurfaceCapabilitiesKHR cap;
@ -93,6 +98,7 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h)
info.minImageCount = (cap.minImageCount + 2 < cap.maxImageCount) ? (cap.minImageCount + 2) : cap.maxImageCount; info.minImageCount = (cap.minImageCount + 2 < cap.maxImageCount) ? (cap.minImageCount + 2) : cap.maxImageCount;
else else
info.minImageCount = cap.minImageCount + 2; info.minImageCount = cap.minImageCount + 2;
if (cap.currentExtent.width == 0xffffffff) if (cap.currentExtent.width == 0xffffffff)
{ {
fb_width = w; fb_width = w;
@ -120,14 +126,14 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h)
// Create the Render Pass: // Create the Render Pass:
{ {
VkAttachmentDescription attachment = {}; VkAttachmentDescription attachment = {};
attachment.format = g_ViewFormat; attachment.format = g_SurfaceFormat.format;
attachment.samples = VK_SAMPLE_COUNT_1_BIT; attachment.samples = VK_SAMPLE_COUNT_1_BIT;
attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; attachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
attachment.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
VkAttachmentReference color_attachment = {}; VkAttachmentReference color_attachment = {};
color_attachment.attachment = 0; color_attachment.attachment = 0;
color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
@ -150,7 +156,7 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h)
VkImageViewCreateInfo info = {}; VkImageViewCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
info.viewType = VK_IMAGE_VIEW_TYPE_2D; info.viewType = VK_IMAGE_VIEW_TYPE_2D;
info.format = g_ViewFormat; info.format = g_SurfaceFormat.format;
info.components.r = VK_COMPONENT_SWIZZLE_R; info.components.r = VK_COMPONENT_SWIZZLE_R;
info.components.g = VK_COMPONENT_SWIZZLE_G; info.components.g = VK_COMPONENT_SWIZZLE_G;
info.components.b = VK_COMPONENT_SWIZZLE_B; info.components.b = VK_COMPONENT_SWIZZLE_B;
@ -184,20 +190,64 @@ static void resize_vulkan(GLFWwindow* /*window*/, int w, int h)
} }
} }
#ifdef IMGUI_VULKAN_DEBUG_REPORT
static VKAPI_ATTR VkBool32 VKAPI_CALL debug_report(
VkDebugReportFlagsEXT flags, VkDebugReportObjectTypeEXT objectType, uint64_t object, size_t location, int32_t messageCode, const char* pLayerPrefix, const char* pMessage, void* pUserData)
{
printf("[vulkan] ObjectType: %i\nMessage: %s\n\n", objectType, pMessage );
return VK_FALSE;
}
#endif // IMGUI_VULKAN_DEBUG_REPORT
static void setup_vulkan(GLFWwindow* window) static void setup_vulkan(GLFWwindow* window)
{ {
VkResult err; VkResult err;
// Create Vulkan Instance // Create Vulkan Instance
{ {
uint32_t glfw_extensions_count; uint32_t extensions_count;
const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&glfw_extensions_count); const char** glfw_extensions = glfwGetRequiredInstanceExtensions(&extensions_count);
VkInstanceCreateInfo create_info = {}; VkInstanceCreateInfo create_info = {};
create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO; create_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
create_info.enabledExtensionCount = glfw_extensions_count; create_info.enabledExtensionCount = extensions_count;
create_info.ppEnabledExtensionNames = glfw_extensions; create_info.ppEnabledExtensionNames = glfw_extensions;
#ifdef IMGUI_VULKAN_DEBUG_REPORT
// enabling multiple validation layers grouped as lunarg standard validation
const char* layers[] = {"VK_LAYER_LUNARG_standard_validation"};
create_info.enabledLayerCount = 1;
create_info.ppEnabledLayerNames = layers;
// need additional storage for char pointer to debug report extension
const char** extensions = (const char**)malloc(sizeof(const char*) * (extensions_count + 1));
for (size_t i = 0; i < extensions_count; i++)
extensions[i] = glfw_extensions[i];
extensions[ extensions_count ] = "VK_EXT_debug_report";
create_info.enabledExtensionCount = extensions_count+1;
create_info.ppEnabledExtensionNames = extensions;
#endif // IMGUI_VULKAN_DEBUG_REPORT
err = vkCreateInstance(&create_info, g_Allocator, &g_Instance); err = vkCreateInstance(&create_info, g_Allocator, &g_Instance);
check_vk_result(err); check_vk_result(err);
#ifdef IMGUI_VULKAN_DEBUG_REPORT
free(extensions);
// create the debug report callback
VkDebugReportCallbackCreateInfoEXT debug_report_ci ={};
debug_report_ci.sType = VK_STRUCTURE_TYPE_DEBUG_REPORT_CALLBACK_CREATE_INFO_EXT;
debug_report_ci.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT | VK_DEBUG_REPORT_WARNING_BIT_EXT | VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
debug_report_ci.pfnCallback = debug_report;
debug_report_ci.pUserData = NULL;
// get the proc address of the function pointer, required for used extensions
PFN_vkCreateDebugReportCallbackEXT vkCreateDebugReportCallbackEXT =
(PFN_vkCreateDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkCreateDebugReportCallbackEXT");
err = vkCreateDebugReportCallbackEXT( g_Instance, &debug_report_ci, g_Allocator, &g_Debug_Report );
check_vk_result(err);
#endif // IMGUI_VULKAN_DEBUG_REPORT
} }
// Create Window Surface // Create Window Surface
@ -206,11 +256,21 @@ static void setup_vulkan(GLFWwindow* window)
check_vk_result(err); check_vk_result(err);
} }
// Get GPU (WARNING here we assume the first gpu is one we can use) // Get GPU
{ {
uint32_t count = 1; uint32_t gpu_count;
err = vkEnumeratePhysicalDevices(g_Instance, &count, &g_Gpu); err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, NULL);
check_vk_result(err); check_vk_result(err);
VkPhysicalDevice* gpus = (VkPhysicalDevice*)malloc(sizeof(VkPhysicalDevice) * gpu_count);
err = vkEnumeratePhysicalDevices(g_Instance, &gpu_count, gpus);
check_vk_result(err);
// If a number >1 of GPUs got reported, you should find the best fit GPU for your purpose
// e.g. VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU if available, or with the greatest memory available, etc.
// for sake of simplicity we'll just take the first one, assuming it has a graphics queue family.
g_Gpu = gpus[0];
free(gpus);
} }
// Get queue // Get queue
@ -243,26 +303,83 @@ static void setup_vulkan(GLFWwindow* window)
// Get Surface Format // Get Surface Format
{ {
VkFormat image_view_format[][2] = {{VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_B8G8R8A8_UNORM}, {VK_FORMAT_B8G8R8A8_SRGB, VK_FORMAT_B8G8R8A8_UNORM}}; // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation
// Assuming that the default behavior is without setting this bit, there is no need for separate Spawchain image and image view format
// additionally several new color spaces were introduced with Vulkan Spec v1.0.40
// hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used
uint32_t count; uint32_t count;
vkGetPhysicalDeviceSurfaceFormatsKHR(g_Gpu, g_Surface, &count, NULL); vkGetPhysicalDeviceSurfaceFormatsKHR(g_Gpu, g_Surface, &count, NULL);
VkSurfaceFormatKHR *formats = (VkSurfaceFormatKHR*)malloc(sizeof(VkSurfaceFormatKHR) * count); VkSurfaceFormatKHR *formats = (VkSurfaceFormatKHR*)malloc(sizeof(VkSurfaceFormatKHR) * count);
vkGetPhysicalDeviceSurfaceFormatsKHR(g_Gpu, g_Surface, &count, formats); vkGetPhysicalDeviceSurfaceFormatsKHR(g_Gpu, g_Surface, &count, formats);
for (size_t i = 0; i < sizeof(image_view_format) / sizeof(image_view_format[0]); i++)
// first check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available
if (count == 1)
{ {
if( formats[0].format == VK_FORMAT_UNDEFINED )
{
g_SurfaceFormat.format = VK_FORMAT_B8G8R8A8_UNORM;
g_SurfaceFormat.colorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
}
else
{ // no point in searching another format
g_SurfaceFormat = formats[0];
}
}
else
{
// request several formats, the first found will be used
VkFormat requestSurfaceImageFormat[] = {VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM};
VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR;
bool requestedFound = false;
for (size_t i = 0; i < sizeof(requestSurfaceImageFormat) / sizeof(requestSurfaceImageFormat[0]); i++)
{
if( requestedFound ) {
break;
}
for (uint32_t j = 0; j < count; j++) for (uint32_t j = 0; j < count; j++)
{ {
if (formats[j].format == image_view_format[i][0]) if (formats[j].format == requestSurfaceImageFormat[i] && formats[j].colorSpace == requestSurfaceColorSpace)
{ {
g_ImageFormat = image_view_format[i][0]; g_SurfaceFormat = formats[j];
g_ViewFormat = image_view_format[i][1]; requestedFound = true;
g_ColorSpace = formats[j].colorSpace;
} }
} }
} }
// if none of the requested image formats could be found, use the first available
if (!requestedFound)
g_SurfaceFormat = formats[0];
}
free(formats); free(formats);
} }
// Get Present Mode
{
// Requst a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory
#ifdef IMGUI_UNLIMITED_FRAME_RATE
g_PresentMode = VK_PRESENT_MODE_IMMEDIATE_KHR;
#else
g_PresentMode = VK_PRESENT_MODE_FIFO_KHR;
#endif
uint32_t count = 0;
vkGetPhysicalDeviceSurfacePresentModesKHR(g_Gpu, g_Surface, &count, nullptr);
VkPresentModeKHR* presentModes = (VkPresentModeKHR*)malloc(sizeof(VkQueueFamilyProperties) * count);
vkGetPhysicalDeviceSurfacePresentModesKHR(g_Gpu, g_Surface, &count, presentModes);
bool presentModeAvailable = false;
for (size_t i = 0; i < count; i++)
{
if (presentModes[i] == g_PresentMode)
{
presentModeAvailable = true;
break;
}
}
if( !presentModeAvailable )
g_PresentMode = VK_PRESENT_MODE_FIFO_KHR; // always available
}
// Create Logical Device // Create Logical Device
{ {
int device_extension_count = 1; int device_extension_count = 1;
@ -324,7 +441,9 @@ static void setup_vulkan(GLFWwindow* window)
{ {
VkSemaphoreCreateInfo info = {}; VkSemaphoreCreateInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO;
err = vkCreateSemaphore(g_Device, &info, g_Allocator, &g_Semaphore[i]); err = vkCreateSemaphore(g_Device, &info, g_Allocator, &g_PresentCompleteSemaphore[i]);
check_vk_result(err);
err = vkCreateSemaphore(g_Device, &info, g_Allocator, &g_RenderCompleteSemaphore[i]);
check_vk_result(err); check_vk_result(err);
} }
} }
@ -364,7 +483,8 @@ static void cleanup_vulkan()
vkDestroyFence(g_Device, g_Fence[i], g_Allocator); vkDestroyFence(g_Device, g_Fence[i], g_Allocator);
vkFreeCommandBuffers(g_Device, g_CommandPool[i], 1, &g_CommandBuffer[i]); vkFreeCommandBuffers(g_Device, g_CommandPool[i], 1, &g_CommandBuffer[i]);
vkDestroyCommandPool(g_Device, g_CommandPool[i], g_Allocator); vkDestroyCommandPool(g_Device, g_CommandPool[i], g_Allocator);
vkDestroySemaphore(g_Device, g_Semaphore[i], g_Allocator); vkDestroySemaphore(g_Device, g_PresentCompleteSemaphore[i], g_Allocator);
vkDestroySemaphore(g_Device, g_RenderCompleteSemaphore[i], g_Allocator);
} }
for (uint32_t i = 0; i < g_BackBufferCount; i++) for (uint32_t i = 0; i < g_BackBufferCount; i++)
{ {
@ -374,6 +494,13 @@ static void cleanup_vulkan()
vkDestroyRenderPass(g_Device, g_RenderPass, g_Allocator); vkDestroyRenderPass(g_Device, g_RenderPass, g_Allocator);
vkDestroySwapchainKHR(g_Device, g_Swapchain, g_Allocator); vkDestroySwapchainKHR(g_Device, g_Swapchain, g_Allocator);
vkDestroySurfaceKHR(g_Instance, g_Surface, g_Allocator); vkDestroySurfaceKHR(g_Instance, g_Surface, g_Allocator);
#ifdef IMGUI_VULKAN_DEBUG_REPORT
// get the proc address of the function pointer, required for used extensions
auto vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)vkGetInstanceProcAddr(g_Instance, "vkDestroyDebugReportCallbackEXT");
vkDestroyDebugReportCallbackEXT(g_Instance, g_Debug_Report, g_Allocator);
#endif // IMGUI_VULKAN_DEBUG_REPORT
vkDestroyDevice(g_Device, g_Allocator); vkDestroyDevice(g_Device, g_Allocator);
vkDestroyInstance(g_Instance, g_Allocator); vkDestroyInstance(g_Instance, g_Allocator);
} }
@ -389,7 +516,7 @@ static void frame_begin()
check_vk_result(err); check_vk_result(err);
} }
{ {
err = vkAcquireNextImageKHR(g_Device, g_Swapchain, UINT64_MAX, g_Semaphore[g_FrameIndex], VK_NULL_HANDLE, &g_BackBufferIndex); err = vkAcquireNextImageKHR(g_Device, g_Swapchain, UINT64_MAX, g_PresentCompleteSemaphore[g_FrameIndex], VK_NULL_HANDLE, &g_BackbufferIndices[g_FrameIndex]);
check_vk_result(err); check_vk_result(err);
} }
{ {
@ -405,7 +532,7 @@ static void frame_begin()
VkRenderPassBeginInfo info = {}; VkRenderPassBeginInfo info = {};
info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO;
info.renderPass = g_RenderPass; info.renderPass = g_RenderPass;
info.framebuffer = g_Framebuffer[g_BackBufferIndex]; info.framebuffer = g_Framebuffer[g_BackbufferIndices[g_FrameIndex]];
info.renderArea.extent.width = fb_width; info.renderArea.extent.width = fb_width;
info.renderArea.extent.height = fb_height; info.renderArea.extent.height = fb_height;
info.clearValueCount = 1; info.clearValueCount = 1;
@ -418,28 +545,17 @@ static void frame_end()
{ {
VkResult err; VkResult err;
vkCmdEndRenderPass(g_CommandBuffer[g_FrameIndex]); vkCmdEndRenderPass(g_CommandBuffer[g_FrameIndex]);
{
VkImageMemoryBarrier barrier = {};
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
barrier.dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
barrier.image = g_BackBuffer[g_BackBufferIndex];
barrier.subresourceRange = g_ImageRange;
vkCmdPipelineBarrier(g_CommandBuffer[g_FrameIndex], VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, NULL, 0, NULL, 1, &barrier);
}
{ {
VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
VkSubmitInfo info = {}; VkSubmitInfo info = {};
info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO;
info.waitSemaphoreCount = 1; info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &g_Semaphore[g_FrameIndex]; info.pWaitSemaphores = &g_PresentCompleteSemaphore[g_FrameIndex];
info.pWaitDstStageMask = &wait_stage; info.pWaitDstStageMask = &wait_stage;
info.commandBufferCount = 1; info.commandBufferCount = 1;
info.pCommandBuffers = &g_CommandBuffer[g_FrameIndex]; info.pCommandBuffers = &g_CommandBuffer[g_FrameIndex];
info.signalSemaphoreCount = 1;
info.pSignalSemaphores = &g_RenderCompleteSemaphore[g_FrameIndex];
err = vkEndCommandBuffer(g_CommandBuffer[g_FrameIndex]); err = vkEndCommandBuffer(g_CommandBuffer[g_FrameIndex]);
check_vk_result(err); check_vk_result(err);
@ -448,21 +564,31 @@ static void frame_end()
err = vkQueueSubmit(g_Queue, 1, &info, g_Fence[g_FrameIndex]); err = vkQueueSubmit(g_Queue, 1, &info, g_Fence[g_FrameIndex]);
check_vk_result(err); check_vk_result(err);
} }
}
static void frame_present()
{ {
VkResult res; VkResult err;
// If IMGUI_UNLIMITED_FRAME_RATE is defined we present the latest but one frame. Otherwise we present the latest rendered frame
#ifdef IMGUI_UNLIMITED_FRAME_RATE
uint32_t PresentIndex = (g_FrameIndex + IMGUI_VK_QUEUED_FRAMES - 1) % IMGUI_VK_QUEUED_FRAMES;
#else
uint32_t PresentIndex = g_FrameIndex;
#endif // IMGUI_UNLIMITED_FRAME_RATE
VkSwapchainKHR swapchains[1] = {g_Swapchain}; VkSwapchainKHR swapchains[1] = {g_Swapchain};
uint32_t indices[1] = {g_BackBufferIndex}; uint32_t indices[1] = {g_BackbufferIndices[PresentIndex]};
VkPresentInfoKHR info = {}; VkPresentInfoKHR info = {};
info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR;
info.waitSemaphoreCount = 1;
info.pWaitSemaphores = &g_RenderCompleteSemaphore[PresentIndex];
info.swapchainCount = 1; info.swapchainCount = 1;
info.pSwapchains = swapchains; info.pSwapchains = swapchains;
info.pImageIndices = indices; info.pImageIndices = indices;
info.pResults = &res;
err = vkQueuePresentKHR(g_Queue, &info); err = vkQueuePresentKHR(g_Queue, &info);
check_vk_result(err); check_vk_result(err);
check_vk_result(res);
} g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
g_FrameIndex = (g_FrameIndex) % IMGUI_VK_QUEUED_FRAMES;
} }
static void error_callback(int error, const char* description) static void error_callback(int error, const char* description)
@ -540,6 +666,17 @@ int main(int, char**)
bool show_another_window = false; bool show_another_window = false;
ImVec4 clear_color = ImColor(114, 144, 154); ImVec4 clear_color = ImColor(114, 144, 154);
// When IMGUI_UNLIMITED_FRAME_RATE is defined we render into latest image acquired from the swapchain but we display the image which was rendered before.
// Hence we must render once and increase the g_FrameIndex without presenting, which we do before entering the render loop.
// This is also the reason why frame_end() is split into frame_end() and frame_present(), the later one not being called here.
#ifdef IMGUI_UNLIMITED_FRAME_RATE
ImGui_ImplGlfwVulkan_NewFrame();
frame_begin();
ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
frame_end();
g_FrameIndex = (g_FrameIndex + 1) % IMGUI_VK_QUEUED_FRAMES;
#endif // IMGUI_UNLIMITED_FRAME_RATE
// Main loop // Main loop
while (!glfwWindowShouldClose(window)) while (!glfwWindowShouldClose(window))
{ {
@ -561,16 +698,15 @@ int main(int, char**)
// 2. Show another simple window, this time using an explicit Begin/End pair // 2. Show another simple window, this time using an explicit Begin/End pair
if (show_another_window) if (show_another_window)
{ {
ImGui::SetNextWindowSize(ImVec2(200,100), ImGuiSetCond_FirstUseEver);
ImGui::Begin("Another Window", &show_another_window); ImGui::Begin("Another Window", &show_another_window);
ImGui::Text("Hello"); ImGui::Text("Hello from another window!");
ImGui::End(); ImGui::End();
} }
// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow() // 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowTestWindow()
if (show_test_window) if (show_test_window)
{ {
ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiSetCond_FirstUseEver); ImGui::SetNextWindowPos(ImVec2(650, 20), ImGuiCond_FirstUseEver);
ImGui::ShowTestWindow(&show_test_window); ImGui::ShowTestWindow(&show_test_window);
} }
@ -582,6 +718,7 @@ int main(int, char**)
frame_begin(); frame_begin();
ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]); ImGui_ImplGlfwVulkan_Render(g_CommandBuffer[g_FrameIndex]);
frame_end(); frame_end();
frame_present();
} }
// Cleanup // Cleanup

View File

@ -1,6 +1,7 @@
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' that you can use without any external files. The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' that you can use without any external files.
The files in this folder are only provided as a convenience, you can use any of your own .TTF files. The files in this folder are only provided as a convenience, you can use any .TTF/.OTF.
(Note: .OTF support in stb_truetype.h currently doesn't appear to load every font)
Fonts are rasterized in a single texture at the time of calling either of io.Fonts.GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build(). Fonts are rasterized in a single texture at the time of calling either of io.Fonts.GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
@ -18,11 +19,13 @@
io.Fonts->AddFontDefault(); io.Fonts->AddFontDefault();
ImFontConfig config; ImFontConfig config;
config.MergeMode = true; config.MergeMode = true;
const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 }; static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges); io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
// Usage, e.g. // Usage, e.g.
ImGui::Text("%s Search", ICON_FA_SEARCH); ImGui::Text("%s Search", ICON_FA_SEARCH);
--------------------------------- ---------------------------------
FONTS LOADING INSTRUCTIONS FONTS LOADING INSTRUCTIONS
--------------------------------- ---------------------------------
@ -32,7 +35,7 @@
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault(); io.Fonts->AddFontDefault();
Load .TTF file with: Load .TTF/.OTF file with:
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
@ -83,11 +86,27 @@
font->DisplayOffset.y += 1; // Render 1 pixel down font->DisplayOffset.y += 1; // Render 1 pixel down
---------------------------------
BUILDING CUSTOM GLYPH RANGES
---------------------------------
You can use the ImFontAtlas::GlyphRangesBuilder helper to create glyph ranges based on text input.
For exemple: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
ImVector<ImWchar> ranges;
ImFontAtlas::GlyphRangesBuilder builder;
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
--------------------------------- ---------------------------------
REMAPPING CODEPOINTS REMAPPING CODEPOINTS
--------------------------------- ---------------------------------
All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese CP-1251 for Cyrillic) will not work. All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese CP-1251 for Cyrillic) will NOT work!
In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8. In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
You can also try to remap your local codepage characters to their Unicode codepoint using font->AddRemapChar(), but international users may have problems reading/editing your source code. You can also try to remap your local codepage characters to their Unicode codepoint using font->AddRemapChar(), but international users may have problems reading/editing your source code.
@ -96,7 +115,9 @@
EMBEDDING FONT IN SOURCE CODE EMBEDDING FONT IN SOURCE CODE
--------------------------------- ---------------------------------
Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array. Then load the font with: Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array.
See the documentation in binary_to_compressed_c.cpp for instruction on how to use the tool.
Then load the font with:
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...); ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
@ -151,6 +172,9 @@
https://github.com/SamBrishes/kenney-icon-font https://github.com/SamBrishes/kenney-icon-font
https://design.google.com/icons/ https://design.google.com/icons/
IcoMoon - Custom Icon font builder
https://icomoon.io/app
Typefaces for source code beautification Typefaces for source code beautification
https://github.com/chrissimpkins/codeface https://github.com/chrissimpkins/codeface
@ -163,6 +187,9 @@
Inconsolata Inconsolata
http://www.levien.com/type/myfonts/inconsolata.html http://www.levien.com/type/myfonts/inconsolata.html
Google Noto Fonts (worldwide languages)
https://www.google.com/get/noto/
Adobe Source Code Pro: Monospaced font family for user interface and coding environments Adobe Source Code Pro: Monospaced font family for user interface and coding environments
https://github.com/adobe-fonts/source-code-pro https://github.com/adobe-fonts/source-code-pro

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@ -7,12 +7,17 @@
// Note that even with compression, the output array is likely to be bigger than the binary file.. // Note that even with compression, the output array is likely to be bigger than the binary file..
// Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF() // Load compressed TTF fonts with ImGui::GetIO().Fonts->AddFontFromMemoryCompressedTTF()
// Single file application, build with: // Build with, e.g:
// # cl.exe binary_to_compressed_c.cpp // # cl.exe binary_to_compressed_c.cpp
// # gcc binary_to_compressed_c.cpp // # gcc binary_to_compressed_c.cpp
// etc.
// You can also find a precompiled Windows binary in the binary/demo package available from https://github.com/ocornut/imgui // You can also find a precompiled Windows binary in the binary/demo package available from https://github.com/ocornut/imgui
// Usage:
// binary_to_compressed_c.exe [-base85] [-nocompress] <inputfile> <symbolname>
// Usage example:
// # binary_to_compressed_c.exe myfont.ttf MyFont > myfont.cpp
// # binary_to_compressed_c.exe -base85 myfont.ttf MyFont > myfont.cpp
#define _CRT_SECURE_NO_WARNINGS #define _CRT_SECURE_NO_WARNINGS
#include <stdio.h> #include <stdio.h>
#include <string.h> #include <string.h>

View File

@ -20,10 +20,11 @@
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS
//---- Don't implement help and test window functionality (ShowUserGuide()/ShowStyleEditor()/ShowTestWindow() methods will be empty) //---- 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 //#define IMGUI_DISABLE_TEST_WINDOWS
//---- Don't define obsolete functions names //---- Don't define obsolete functions names. Consider enabling from time to time or when updating to reduce like hood of using already obsolete function/names
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Pack colors to BGRA instead of RGBA (remove need to post process vertex buffer in back ends) //---- Pack colors to BGRA instead of RGBA (remove need to post process vertex buffer in back ends)
@ -43,6 +44,9 @@
operator MyVec4() const { return MyVec4(x,y,z,w); } operator MyVec4() const { return MyVec4(x,y,z,w); }
*/ */
//---- Use 32-bit vertex indices (instead of default: 16-bit) to allow meshes with more than 64K vertices
//#define ImDrawIdx unsigned int
//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. //---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
//---- e.g. create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers. //---- e.g. create variants of the ImGui::Value() helper for your low-level math types, or your own widgets/helpers.
/* /*

2766
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452
imgui.h
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@ -1,4 +1,4 @@
// dear imgui, v1.50 WIP // dear imgui, v1.52 WIP
// (headers) // (headers)
// See imgui.cpp file for documentation. // See imgui.cpp file for documentation.
@ -16,7 +16,7 @@
#include <stddef.h> // ptrdiff_t, NULL #include <stddef.h> // ptrdiff_t, NULL
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp #include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
#define IMGUI_VERSION "1.50 WIP" #define IMGUI_VERSION "1.52 WIP"
// Define attributes of all API symbols declarations, e.g. for DLL under Windows. // Define attributes of all API symbols declarations, e.g. for DLL under Windows.
#ifndef IMGUI_API #ifndef IMGUI_API
@ -31,9 +31,11 @@
// Some compilers support applying printf-style warnings to user functions. // Some compilers support applying printf-style warnings to user functions.
#if defined(__clang__) || defined(__GNUC__) #if defined(__clang__) || defined(__GNUC__)
#define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1)))) #define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1)))
#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0)))
#else #else
#define IM_PRINTFARGS(FMT) #define IM_FMTARGS(FMT)
#define IM_FMTLIST(FMT)
#endif #endif
#if defined(__clang__) #if defined(__clang__)
@ -48,7 +50,7 @@ struct ImDrawData; // All draw command lists required to render
struct ImDrawList; // A single draw command list (generally one per window) struct ImDrawList; // A single draw command list (generally one per window)
struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
struct ImFont; // Runtime data for a single font within a parent ImFontAtlas struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF font loader struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
struct ImFontConfig; // Configuration data when adding a font or merging fonts struct ImFontConfig; // Configuration data when adding a font or merging fonts
struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4
struct ImGuiIO; // Main configuration and I/O between your application and ImGui struct ImGuiIO; // Main configuration and I/O between your application and ImGui
@ -70,15 +72,21 @@ typedef void* ImTextureID; // user data to identify a texture (this is
typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_ typedef int ImGuiCol; // a color identifier for styling // enum ImGuiCol_
typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_ typedef int ImGuiStyleVar; // a variable identifier for styling // enum ImGuiStyleVar_
typedef int ImGuiKey; // a key identifier (ImGui-side enum) // enum ImGuiKey_ typedef int ImGuiKey; // a key identifier (ImGui-side enum) // enum ImGuiKey_
typedef int ImGuiColorEditMode; // color edit mode for ColorEdit*() // enum ImGuiColorEditMode_ typedef int ImGuiColorEditFlags; // color edit flags for Color*() // enum ImGuiColorEditFlags_
typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_ typedef int ImGuiMouseCursor; // a mouse cursor identifier // enum ImGuiMouseCursor_
typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_ typedef int ImGuiWindowFlags; // window flags for Begin*() // enum ImGuiWindowFlags_
typedef int ImGuiSetCond; // condition flags for Set*() // enum ImGuiSetCond_ typedef int ImGuiCond; // condition flags for Set*() // enum ImGuiCond_
typedef int ImGuiColumnsFlags; // flags for *Columns*() // enum ImGuiColumnsFlags_
typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_ typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_
typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_ typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_
typedef int ImGuiTreeNodeFlags; // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_ typedef int ImGuiTreeNodeFlags; // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_
typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data); typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
typedef void (*ImGuiSizeConstraintCallback)(ImGuiSizeConstraintCallbackData* data); typedef void (*ImGuiSizeConstraintCallback)(ImGuiSizeConstraintCallbackData* data);
#ifdef _MSC_VER
typedef unsigned __int64 ImU64; // 64-bit unsigned integer
#else
typedef unsigned long long ImU64; // 64-bit unsigned integer
#endif
// Others helpers at bottom of the file: // Others helpers at bottom of the file:
// class ImVector<> // Lightweight std::vector like class. // class ImVector<> // Lightweight std::vector like class.
@ -115,10 +123,12 @@ namespace ImGui
IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render(). IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render().
IMGUI_API void Render(); // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set. IMGUI_API void Render(); // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.
IMGUI_API void Shutdown(); IMGUI_API void Shutdown();
IMGUI_API void ShowUserGuide(); // help block
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block. you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) // Demo/Debug/Info
IMGUI_API void ShowTestWindow(bool* p_open = NULL); // test window demonstrating ImGui features 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 ShowMetricsWindow(bool* p_open = NULL); // metrics window for debugging ImGui (browse draw commands, individual vertices, window list, etc.) IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display ImGui internals: browse window list, draw commands, individual vertices, 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 void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
// Window // Window
IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false). IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false).
@ -139,23 +149,24 @@ namespace ImGui
IMGUI_API float GetWindowWidth(); IMGUI_API float GetWindowWidth();
IMGUI_API float GetWindowHeight(); IMGUI_API float GetWindowHeight();
IMGUI_API bool IsWindowCollapsed(); IMGUI_API bool IsWindowCollapsed();
IMGUI_API bool IsWindowAppearing();
IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows IMGUI_API void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position. call before Begin() IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // set next window position. call before Begin()
IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. call before Begin() IMGUI_API void SetNextWindowPosCenter(ImGuiCond cond = 0); // set next window position to be centered on screen. call before Begin()
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeConstraintCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints. IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeConstraintCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin() IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()
IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin() IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin()
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state. call before Begin() IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin() IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus(). IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position. IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus. IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / front-most. use NULL to remove focus.
IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
@ -173,16 +184,19 @@ namespace ImGui
// Parameters stacks (shared) // Parameters stacks (shared)
IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
IMGUI_API void PopFont(); IMGUI_API void PopFont();
IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col);
IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
IMGUI_API void PopStyleColor(int count = 1); IMGUI_API void PopStyleColor(int count = 1);
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
IMGUI_API void PopStyleVar(int count = 1); IMGUI_API void PopStyleVar(int count = 1);
IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwhise use GetColorU32() to get style color + style alpha.
IMGUI_API ImFont* GetFont(); // get current font IMGUI_API ImFont* GetFont(); // get current font
IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier
IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied
IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied
// Parameters stacks (current window) // Parameters stacks (current window)
IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
@ -190,9 +204,9 @@ namespace ImGui
IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
IMGUI_API void PopTextWrapPos(); IMGUI_API void PopTextWrapPos();
IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
IMGUI_API void PopAllowKeyboardFocus(); IMGUI_API void PopAllowKeyboardFocus();
IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (uses io.KeyRepeatDelay/io.KeyRepeatRate for now). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
IMGUI_API void PopButtonRepeat(); IMGUI_API void PopButtonRepeat();
// Cursor / Layout // Cursor / Layout
@ -220,44 +234,47 @@ namespace ImGui
IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y
// Columns // Columns
// You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress and rather lacking. // You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking.
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1). IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
IMGUI_API void NextColumn(); // next column IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
IMGUI_API int GetColumnIndex(); // get current column index IMGUI_API int GetColumnIndex(); // get current column index
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
IMGUI_API float GetColumnWidth(int column_index = -1); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset()) IMGUI_API int GetColumnsCount();
IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns())
// ID scopes // ID scopes
// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them. // If you are creating widgets in a loop you most likely want to push a unique identifier (e.g. object pointer, loop index) so ImGui can differentiate them.
// You can also use the "##foobar" syntax within widget label to distinguish them from each others. Read "A primer on the use of labels/IDs" in the FAQ for more details. // You can also use the "##foobar" syntax within widget label to distinguish them from each others. Read "A primer on the use of labels/IDs" in the FAQ for more details.
IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the *entire* stack! IMGUI_API void PushID(const char* str_id); // push identifier into the ID stack. IDs are hash of the entire stack!
IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end);
IMGUI_API void PushID(const void* ptr_id); IMGUI_API void PushID(const void* ptr_id);
IMGUI_API void PushID(int int_id); IMGUI_API void PushID(int int_id);
IMGUI_API void PopID(); IMGUI_API void PopID();
IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
IMGUI_API ImGuiID GetID(const void* ptr_id); IMGUI_API ImGuiID GetID(const void* ptr_id);
// Widgets // Widgets: Text
IMGUI_API void Text(const char* fmt, ...) IM_PRINTFARGS(1); IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done, no limits, recommended for long chunks of text
IMGUI_API void TextV(const char* fmt, va_list args); IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // simple formatted text
IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_PRINTFARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args); IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
IMGUI_API void TextDisabled(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API void TextDisabledV(const char* fmt, va_list args); IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
IMGUI_API void TextWrapped(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void TextWrappedV(const char* fmt, va_list args); IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_PRINTFARGS(2); // display text+label aligned the same way as value+label widgets IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args); IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
IMGUI_API void BulletText(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for Bullet()+Text()
IMGUI_API void BulletTextV(const char* fmt, va_list args); // Widgets: Main
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size); IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
@ -268,10 +285,6 @@ namespace ImGui
IMGUI_API bool Combo(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1); IMGUI_API bool Combo(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1);
IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1); // separate items with \0, end item-list with \0\0 IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1); // separate items with \0, end item-list with \0\0
IMGUI_API bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); IMGUI_API bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
IMGUI_API bool ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true);
IMGUI_API bool ColorEdit3(const char* label, float col[3]); // Hint: 'float col[3]' function argument is same as 'float* col'. You can pass address of first element out of a contiguous set, e.g. &myvector.x
IMGUI_API bool ColorEdit4(const char* label, float col[4], bool show_alpha = true); // "
IMGUI_API void ColorEditMode(ImGuiColorEditMode mode); // FIXME-OBSOLETE: This is inconsistent with most of the API and will be obsoleted/replaced.
IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float)); IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));
IMGUI_API void PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0)); IMGUI_API void PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float)); IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));
@ -279,7 +292,7 @@ namespace ImGui
IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL); IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
// Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds) // Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)
// For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, remember than a 'float v[3]' function argument is the same as 'float* v'. You can pass address of your first element out of a contiguous set, e.g. &myvector.x // For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
@ -304,7 +317,7 @@ namespace ImGui
IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0); IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);
// Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds) // Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for logarithmic sliders
IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
@ -316,23 +329,32 @@ namespace ImGui
IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f"); IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
// Note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0)); // display a colored square/button, hover for details, return true when pressed.
IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
// Widgets: Trees // Widgets: Trees
IMGUI_API bool TreeNode(const char* label); // if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop(). IMGUI_API bool TreeNode(const char* label); // if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop().
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_PRINTFARGS(2); // read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_PRINTFARGS(2); // " IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args); // " IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args); // " IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3); IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3); IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args); IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args); IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API void TreePush(const char* str_id = NULL); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose IMGUI_API void TreePush(const char* str_id = NULL); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose
IMGUI_API void TreePush(const void* ptr_id = NULL); // " IMGUI_API void TreePush(const void* ptr_id = NULL); // "
IMGUI_API void TreePop(); // ~ Unindent()+PopId() IMGUI_API void TreePop(); // ~ Unindent()+PopId()
IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing() IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiSetCond cond = 0); // set next TreeNode/CollapsingHeader open state. IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
@ -350,13 +372,11 @@ namespace ImGui
IMGUI_API void Value(const char* prefix, int v); IMGUI_API void Value(const char* prefix, int v);
IMGUI_API void Value(const char* prefix, unsigned int v); IMGUI_API void Value(const char* prefix, unsigned int v);
IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
IMGUI_API void ValueColor(const char* prefix, const ImVec4& v);
IMGUI_API void ValueColor(const char* prefix, ImU32 v);
// Tooltips // Tooltips
IMGUI_API void SetTooltip(const char* fmt, ...) IM_PRINTFARGS(1); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set text tooltip under mouse-cursor, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
IMGUI_API void SetTooltipV(const char* fmt, va_list args); IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);
IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of contents).
IMGUI_API void EndTooltip(); IMGUI_API void EndTooltip();
// Menus // Menus
@ -370,13 +390,14 @@ namespace ImGui
IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
// Popups // Popups
IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). IMGUI_API void OpenPopup(const char* str_id); // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
IMGUI_API bool BeginPopup(const char* str_id); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returned true! IMGUI_API bool BeginPopup(const char* str_id); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returned true!
IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (block interactions behind the modal window, can't close the modal window by clicking outside) IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (block interactions behind the modal window, can't close the modal window by clicking outside)
IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item. read comments in .cpp! IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item. read comments in .cpp!
IMGUI_API bool BeginPopupContextWindow(bool also_over_items = true, const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on current window. IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true); // helper to open and begin popup when clicked on current window.
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (no window). IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (no window).
IMGUI_API void EndPopup(); IMGUI_API void EndPopup();
IMGUI_API bool IsPopupOpen(const char* str_id); // return true if the popup is open
IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup. IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
// Logging: all text output from interface is redirected to tty/file/clipboard. By default, tree nodes are automatically opened during logging. // Logging: all text output from interface is redirected to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
@ -385,35 +406,39 @@ namespace ImGui
IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
IMGUI_API void LogFinish(); // stop logging (close file, etc.) IMGUI_API void LogFinish(); // stop logging (close file, etc.)
IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
IMGUI_API void LogText(const char* fmt, ...) IM_PRINTFARGS(1); // pass text data straight to log (without being displayed) IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
// Clipping // Clipping
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
IMGUI_API void PopClipRect(); IMGUI_API void PopClipRect();
// Styles
IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL);
// Utilities // Utilities
IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse? IMGUI_API bool IsItemHovered(); // is the last item hovered by mouse (and usable)?
IMGUI_API bool IsItemHoveredRect(); // was the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this IMGUI_API bool IsItemRectHovered(); // is the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false) IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_API bool IsItemClicked(int mouse_button = 0); // was the last item clicked? (e.g. button/node just clicked on) IMGUI_API bool IsItemClicked(int mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on)
IMGUI_API bool IsItemVisible(); // was the last item visible? (aka not out of sight due to clipping/scrolling.) IMGUI_API bool IsItemVisible(); // is the last item visible? (aka not out of sight due to clipping/scrolling.)
IMGUI_API bool IsAnyItemHovered(); IMGUI_API bool IsAnyItemHovered();
IMGUI_API bool IsAnyItemActive(); IMGUI_API bool IsAnyItemActive();
IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space
IMGUI_API ImVec2 GetItemRectMax(); // " IMGUI_API ImVec2 GetItemRectMax(); // "
IMGUI_API ImVec2 GetItemRectSize(); // " IMGUI_API ImVec2 GetItemRectSize(); // "
IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
IMGUI_API bool IsWindowHovered(); // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
IMGUI_API bool IsWindowFocused(); // is current window focused IMGUI_API bool IsWindowFocused(); // is current window focused
IMGUI_API bool IsWindowHovered(); // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
IMGUI_API bool IsWindowRectHovered(); // is current window rectangle hovered, disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
IMGUI_API bool IsRootWindowFocused(); // is current root window focused (root = top-most parent of a child, otherwise self) IMGUI_API bool IsRootWindowFocused(); // is current root window focused (root = top-most parent of a child, otherwise self)
IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
IMGUI_API bool IsRootWindowOrAnyChildHovered(); // is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup) IMGUI_API bool IsRootWindowOrAnyChildHovered(); // is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup)
IMGUI_API bool IsAnyWindowHovered(); // is mouse hovering any visible window
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window
IMGUI_API float GetTime(); IMGUI_API float GetTime();
IMGUI_API int GetFrameCount(); IMGUI_API int GetFrameCount();
IMGUI_API const char* GetStyleColName(ImGuiCol idx); IMGUI_API const char* GetStyleColorName(ImGuiCol idx);
IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items IMGUI_API ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can. IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.
@ -427,23 +452,23 @@ namespace ImGui
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
// Inputs // Inputs
IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
IMGUI_API bool IsKeyDown(int key_index); // key_index into the keys_down[] array, imgui doesn't know the semantic of each entry, uses your own indices! IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]!
IMGUI_API bool IsKeyPressed(int key_index, bool repeat = true); // uses user's key indices as stored in the keys_down[] array. if repeat=true. uses io.KeyRepeatDelay / KeyRepeatRate IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(int key_index); // " IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)..
IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
IMGUI_API bool IsMouseDown(int button); // is mouse button held IMGUI_API bool IsMouseDown(int button); // is mouse button held
IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down) IMGUI_API bool IsMouseClicked(int button, bool repeat = false); // did mouse button clicked (went from !Down to Down)
IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime. IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down) IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window). disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any visible window
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into
IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_API void ResetMouseDragDelta(int button = 0); // IMGUI_API void ResetMouseDragDelta(int button = 0); //
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
IMGUI_API void CaptureKeyboardFromApp(bool capture = true); // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application handle). e.g. force capture keyboard when your widget is being hovered. IMGUI_API void CaptureKeyboardFromApp(bool capture = true); // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application handle). e.g. force capture keyboard when your widget is being hovered.
IMGUI_API void CaptureMouseFromApp(bool capture = true); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application handle). IMGUI_API void CaptureMouseFromApp(bool capture = true); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application handle).
@ -462,14 +487,16 @@ namespace ImGui
IMGUI_API ImGuiContext* GetCurrentContext(); IMGUI_API ImGuiContext* GetCurrentContext();
IMGUI_API void SetCurrentContext(ImGuiContext* ctx); IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
// Obsolete (will be removed) // Obsolete functions (Will be removed! Also see 'API BREAKING CHANGES' section in imgui.cpp)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
static inline bool IsItemHoveredRect() { return IsItemRectHovered(); } // OBSOLETE 1.51+
static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETE 1.51+. This was partly broken. You probably wanted to use ImGui::GetIO().WantCaptureMouse instead.
static inline bool IsMouseHoveringAnyWindow() { return IsAnyWindowHovered(); } // OBSOLETE 1.51+
static inline bool IsMouseHoveringWindow() { return IsWindowRectHovered(); } // OBSOLETE 1.51+
static inline bool CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1<<5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); } // OBSOLETE 1.49+ static inline bool CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1<<5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); } // OBSOLETE 1.49+
static inline ImFont* GetWindowFont() { return GetFont(); } // OBSOLETE 1.48+ static inline ImFont* GetWindowFont() { return GetFont(); } // OBSOLETE 1.48+
static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETE 1.48+ static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETE 1.48+
static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETE 1.42+ static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETE 1.42+
static inline bool GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); } // OBSOLETE 1.39+
static inline bool IsRectClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.39+
#endif #endif
} // namespace ImGui } // namespace ImGui
@ -496,9 +523,7 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
// [Internal] // [Internal]
ImGuiWindowFlags_ChildWindow = 1 << 20, // Don't use! For internal use by BeginChild() ImGuiWindowFlags_ChildWindow = 1 << 22, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 21, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 22, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_ComboBox = 1 << 23, // Don't use! For internal use by ComboBox() ImGuiWindowFlags_ComboBox = 1 << 23, // Don't use! For internal use by ComboBox()
ImGuiWindowFlags_Tooltip = 1 << 24, // Don't use! For internal use by BeginTooltip() ImGuiWindowFlags_Tooltip = 1 << 24, // Don't use! For internal use by BeginTooltip()
ImGuiWindowFlags_Popup = 1 << 25, // Don't use! For internal use by BeginPopup() ImGuiWindowFlags_Popup = 1 << 25, // Don't use! For internal use by BeginPopup()
@ -521,7 +546,7 @@ enum ImGuiInputTextFlags_
ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Call user function every time. User code may query cursor position, modify text buffer. ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Call user function every time. User code may query cursor position, modify text buffer.
ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character. ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, allow exiting edition by pressing Enter. Ctrl+Enter to add new line (by default adds new lines with Enter). ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
@ -596,8 +621,8 @@ enum ImGuiCol_
ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgHovered,
ImGuiCol_FrameBgActive, ImGuiCol_FrameBgActive,
ImGuiCol_TitleBg, ImGuiCol_TitleBg,
ImGuiCol_TitleBgCollapsed,
ImGuiCol_TitleBgActive, ImGuiCol_TitleBgActive,
ImGuiCol_TitleBgCollapsed,
ImGuiCol_MenuBarBg, ImGuiCol_MenuBarBg,
ImGuiCol_ScrollbarBg, ImGuiCol_ScrollbarBg,
ImGuiCol_ScrollbarGrab, ImGuiCol_ScrollbarGrab,
@ -613,9 +638,9 @@ enum ImGuiCol_
ImGuiCol_Header, ImGuiCol_Header,
ImGuiCol_HeaderHovered, ImGuiCol_HeaderHovered,
ImGuiCol_HeaderActive, ImGuiCol_HeaderActive,
ImGuiCol_Column, ImGuiCol_Separator,
ImGuiCol_ColumnHovered, ImGuiCol_SeparatorHovered,
ImGuiCol_ColumnActive, ImGuiCol_SeparatorActive,
ImGuiCol_ResizeGrip, ImGuiCol_ResizeGrip,
ImGuiCol_ResizeGripHovered, ImGuiCol_ResizeGripHovered,
ImGuiCol_ResizeGripActive, ImGuiCol_ResizeGripActive,
@ -629,36 +654,62 @@ enum ImGuiCol_
ImGuiCol_TextSelectedBg, ImGuiCol_TextSelectedBg,
ImGuiCol_ModalWindowDarkening, // darken entire screen when a modal window is active ImGuiCol_ModalWindowDarkening, // darken entire screen when a modal window is active
ImGuiCol_COUNT ImGuiCol_COUNT
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive
#endif
}; };
// Enumeration for PushStyleVar() / PopStyleVar() // Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
// NB: the enum only refers to fields of ImGuiStyle() which makes sense to be pushed/poped in UI code. Feel free to add others. // NB: the enum only refers to fields of ImGuiStyle which makes sense to be pushed/poped inside UI code. During initialization, feel free to just poke into ImGuiStyle directly.
// NB: if changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
enum ImGuiStyleVar_ enum ImGuiStyleVar_
{ {
ImGuiStyleVar_Alpha, // float // Enum name ......................// Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
ImGuiStyleVar_WindowPadding, // ImVec2 ImGuiStyleVar_Alpha, // float Alpha
ImGuiStyleVar_WindowRounding, // float ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
ImGuiStyleVar_WindowMinSize, // ImVec2 ImGuiStyleVar_WindowRounding, // float WindowRounding
ImGuiStyleVar_ChildWindowRounding, // float ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
ImGuiStyleVar_FramePadding, // ImVec2 ImGuiStyleVar_ChildWindowRounding, // float ChildWindowRounding
ImGuiStyleVar_FrameRounding, // float ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
ImGuiStyleVar_ItemSpacing, // ImVec2 ImGuiStyleVar_FrameRounding, // float FrameRounding
ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
ImGuiStyleVar_IndentSpacing, // float ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
ImGuiStyleVar_GrabMinSize, // float ImGuiStyleVar_IndentSpacing, // float IndentSpacing
ImGuiStyleVar_ButtonTextAlign, // flags ImGuiAlign_* ImGuiStyleVar_GrabMinSize, // float GrabMinSize
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
ImGuiStyleVar_Count_ ImGuiStyleVar_Count_
}; };
// Enumeration for ColorEditMode() // Enumeration for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
// FIXME-OBSOLETE: Will be replaced by future color/picker api enum ImGuiColorEditFlags_
enum ImGuiColorEditMode_
{ {
ImGuiColorEditMode_UserSelect = -2, ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (read 3 components from the input pointer).
ImGuiColorEditMode_UserSelectShowButton = -1, ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square.
ImGuiColorEditMode_RGB = 0, ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
ImGuiColorEditMode_HSV = 1, ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs)
ImGuiColorEditMode_HEX = 2 ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square).
ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead.
// User Options (right-click on widget to change some of them). You can set application defaults using SetColorEditOptions(). The idea is that you probably don't want to override them in most of your calls, let the user choose and/or call SetColorEditOptions() during startup.
ImGuiColorEditFlags_AlphaBar = 1 << 9, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
ImGuiColorEditFlags_AlphaPreview = 1 << 10, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 11, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
ImGuiColorEditFlags_HDR = 1 << 12, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
ImGuiColorEditFlags_RGB = 1 << 13, // [Inputs] // ColorEdit: choose one among RGB/HSV/HEX. ColorPicker: choose any combination using RGB/HSV/HEX.
ImGuiColorEditFlags_HSV = 1 << 14, // [Inputs] // "
ImGuiColorEditFlags_HEX = 1 << 15, // [Inputs] // "
ImGuiColorEditFlags_Uint8 = 1 << 16, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
ImGuiColorEditFlags_Float = 1 << 17, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
ImGuiColorEditFlags_PickerHueBar = 1 << 18, // [PickerMode] // ColorPicker: bar for Hue, rectangle for Sat/Value.
ImGuiColorEditFlags_PickerHueWheel = 1 << 19, // [PickerMode] // ColorPicker: wheel for Hue, triangle for Sat/Value.
// Internals/Masks
ImGuiColorEditFlags__InputsMask = ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_HSV|ImGuiColorEditFlags_HEX,
ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_Float,
ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel|ImGuiColorEditFlags_PickerHueBar,
ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8|ImGuiColorEditFlags_RGB|ImGuiColorEditFlags_PickerHueBar // Change application default using SetColorEditOptions()
}; };
// Enumeration for GetMouseCursor() // Enumeration for GetMouseCursor()
@ -676,13 +727,18 @@ enum ImGuiMouseCursor_
}; };
// Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions // Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
// All those functions treat 0 as a shortcut to ImGuiSetCond_Always // All those functions treat 0 as a shortcut to ImGuiCond_Always
enum ImGuiSetCond_ enum ImGuiCond_
{ {
ImGuiSetCond_Always = 1 << 0, // Set the variable ImGuiCond_Always = 1 << 0, // Set the variable
ImGuiSetCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed) ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call with succeed)
ImGuiSetCond_FirstUseEver = 1 << 2, // Set the variable if the window has no saved data (if doesn't exist in the .ini file) ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the window has no saved data (if doesn't exist in the .ini file)
ImGuiSetCond_Appearing = 1 << 3 // Set the variable if the window is appearing after being hidden/inactive (or the first time) ImGuiCond_Appearing = 1 << 3 // Set the variable if the window is appearing after being hidden/inactive (or the first time)
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiSetCond_Always = ImGuiCond_Always, ImGuiSetCond_Once = ImGuiCond_Once, ImGuiSetCond_FirstUseEver = ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing = ImGuiCond_Appearing
#endif
}; };
struct ImGuiStyle struct ImGuiStyle
@ -733,7 +789,7 @@ struct ImGuiIO
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
float KeyRepeatRate; // = 0.020f // When holding a key/button, rate at which it repeats, in seconds. float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
void* UserData; // = NULL // Store your own data for retrieval by callbacks. void* UserData; // = NULL // Store your own data for retrieval by callbacks.
ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array. ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
@ -748,7 +804,7 @@ struct ImGuiIO
bool OSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl bool OSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl
//------------------------------------------------------------------ //------------------------------------------------------------------
// User Functions // Settings (User Functions)
//------------------------------------------------------------------ //------------------------------------------------------------------
// Rendering function, will be called in Render(). // Rendering function, will be called in Render().
@ -776,7 +832,7 @@ struct ImGuiIO
// Input - Fill before calling NewFrame() // Input - Fill before calling NewFrame()
//------------------------------------------------------------------ //------------------------------------------------------------------
ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.) ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text. float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
@ -799,6 +855,7 @@ struct ImGuiIO
bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input). Use to hide mouse from the rest of your application bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input). Use to hide mouse from the rest of your application
bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application
bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array. Use to activate on screen keyboard if your system needs one bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array. Use to activate on screen keyboard if your system needs one
bool WantMoveMouse; // [BETA-NAV] MousePos has been altered. back-end should reposition mouse on next frame. used only if 'NavMovesMouse=true'.
float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames float Framerate; // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
int MetricsAllocs; // Number of active memory allocations int MetricsAllocs; // Number of active memory allocations
int MetricsRenderVertices; // Vertices output during last call to Render() int MetricsRenderVertices; // Vertices output during last call to Render()
@ -865,15 +922,16 @@ public:
inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size-1]; } inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size-1]; }
inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
inline int _grow_capacity(int new_size) { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > new_size ? new_capacity : new_size; } inline int _grow_capacity(int size) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > size ? new_capacity : size; }
inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
inline void resize(int new_size, const T& v){ if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) Data[n] = v; Size = new_size; }
inline void reserve(int new_capacity) inline void reserve(int new_capacity)
{ {
if (new_capacity <= Capacity) return; if (new_capacity <= Capacity) return;
T* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type)); T* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(T));
if (Data) if (Data)
memcpy(new_data, Data, (size_t)Size * sizeof(value_type)); memcpy(new_data, Data, (size_t)Size * sizeof(T));
ImGui::MemFree(Data); ImGui::MemFree(Data);
Data = new_data; Data = new_data;
Capacity = new_capacity; Capacity = new_capacity;
@ -886,15 +944,11 @@ public:
inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; } inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); Data[off] = v; Size++; return Data + off; }
}; };
// Helper: execute a block of code at maximum once a frame // Helper: execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
// Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
// Usage: // Usage:
// IMGUI_ONCE_UPON_A_FRAME // static ImGuiOnceUponAFrame oaf;
// { // if (oaf)
// // code block will be executed one per frame // ImGui::Text("This will be called only once per frame");
// }
// Attention! the macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf##__LINE__; if (imgui_oaf##__LINE__)
struct ImGuiOnceUponAFrame struct ImGuiOnceUponAFrame
{ {
ImGuiOnceUponAFrame() { RefFrame = -1; } ImGuiOnceUponAFrame() { RefFrame = -1; }
@ -902,6 +956,11 @@ struct ImGuiOnceUponAFrame
operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
}; };
// Helper macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Will obsolete
#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf)
#endif
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
struct ImGuiTextFilter struct ImGuiTextFilter
{ {
@ -925,11 +984,11 @@ struct ImGuiTextFilter
ImVector<TextRange> Filters; ImVector<TextRange> Filters;
int CountGrep; int CountGrep;
ImGuiTextFilter(const char* default_filter = ""); IMGUI_API ImGuiTextFilter(const char* default_filter = "");
~ImGuiTextFilter() {} ~ImGuiTextFilter() {}
void Clear() { InputBuf[0] = 0; Build(); } void Clear() { InputBuf[0] = 0; Build(); }
bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
bool PassFilter(const char* text, const char* text_end = NULL) const; IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
bool IsActive() const { return !Filters.empty(); } bool IsActive() const { return !Filters.empty(); }
IMGUI_API void Build(); IMGUI_API void Build();
}; };
@ -947,17 +1006,17 @@ struct ImGuiTextBuffer
bool empty() { return Buf.Size <= 1; } bool empty() { return Buf.Size <= 1; }
void clear() { Buf.clear(); Buf.push_back(0); } void clear() { Buf.clear(); Buf.push_back(0); }
const char* c_str() const { return Buf.Data; } const char* c_str() const { return Buf.Data; }
IMGUI_API void append(const char* fmt, ...) IM_PRINTFARGS(2); IMGUI_API void append(const char* fmt, ...) IM_FMTARGS(2);
IMGUI_API void appendv(const char* fmt, va_list args); IMGUI_API void appendv(const char* fmt, va_list args) IM_FMTLIST(2);
}; };
// Helper: Simple Key->value storage // Helper: Simple Key->value storage
// Typically you don't have to worry about this since a storage is held within each Window. // Typically you don't have to worry about this since a storage is held within each Window.
// We use it to e.g. store collapse state for a tree (Int 0/1), store color edit options. // We use it to e.g. store collapse state for a tree (Int 0/1), store color edit options.
// You can use it as custom user storage for temporary values. // This is optimized for efficient reading (dichotomy into a contiguous buffer), rare writing (typically tied to user interactions)
// Declare your own storage if: // You can use it as custom user storage for temporary values. Declare your own storage if, for example:
// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). // - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
// - You want to store custom debug data easily without adding or editing structures in your code. // - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. // Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
struct ImGuiStorage struct ImGuiStorage
{ {
@ -1020,8 +1079,8 @@ struct ImGuiTextEditCallbackData
int SelectionEnd; // // Read-write int SelectionEnd; // // Read-write
// NB: Helper functions for text manipulation. Calling those function loses selection. // NB: Helper functions for text manipulation. Calling those function loses selection.
void DeleteChars(int pos, int bytes_count); IMGUI_API void DeleteChars(int pos, int bytes_count);
void InsertChars(int pos, const char* text, const char* text_end = NULL); IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
bool HasSelection() const { return SelectionStart != SelectionEnd; } bool HasSelection() const { return SelectionStart != SelectionEnd; }
}; };
@ -1050,14 +1109,14 @@ struct ImGuiSizeConstraintCallbackData
#define IM_COL32_A_MASK 0xFF000000 #define IM_COL32_A_MASK 0xFF000000
#endif #endif
#define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT)) #define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white #define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black #define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black #define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float) // ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API. // Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. // **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. // **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
struct ImColor struct ImColor
{ {
ImVec4 Value; ImVec4 Value;
@ -1070,8 +1129,8 @@ struct ImColor
inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
inline operator ImVec4() const { return Value; } inline operator ImVec4() const { return Value; }
// FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }
static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); } static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r,g,b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r,g,b,a); }
}; };
@ -1145,6 +1204,7 @@ struct ImDrawVert
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. // The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
// The type has to be described within the macro (you can either declare the struct or use a typedef) // The type has to be described within the macro (you can either declare the struct or use a typedef)
// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif #endif
@ -1161,11 +1221,12 @@ struct ImDrawChannel
// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future. // At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives. // If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list. // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions). // All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), however you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
// Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions).
struct ImDrawList struct ImDrawList
{ {
// This is what you have to render // This is what you have to render
ImVector<ImDrawCmd> CmdBuffer; // Commands. Typically 1 command = 1 gpu draw call. ImVector<ImDrawCmd> CmdBuffer; // Commands. Typically 1 command = 1 GPU draw call.
ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those ImVector<ImDrawIdx> IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
ImVector<ImDrawVert> VtxBuffer; // Vertex buffer. ImVector<ImDrawVert> VtxBuffer; // Vertex buffer.
@ -1188,6 +1249,8 @@ struct ImDrawList
IMGUI_API void PopClipRect(); IMGUI_API void PopClipRect();
IMGUI_API void PushTextureID(const ImTextureID& texture_id); IMGUI_API void PushTextureID(const ImTextureID& texture_id);
IMGUI_API void PopTextureID(); IMGUI_API void PopTextureID();
inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
// Primitives // Primitives
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
@ -1202,7 +1265,8 @@ struct ImDrawList
IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), ImU32 col = 0xFFFFFFFF); IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased); IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0); IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
@ -1211,7 +1275,7 @@ struct ImDrawList
inline void PathClear() { _Path.resize(0); } inline void PathClear() { _Path.resize(0); }
inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); } inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
inline void PathFill(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); } inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); }
inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); } inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); }
IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10); IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
@ -1255,40 +1319,41 @@ struct ImDrawData
// Functions // Functions
ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; } ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; }
IMGUI_API void DeIndexAllBuffers(); // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! IMGUI_API void DeIndexAllBuffers(); // For backward compatibility or convenience: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. IMGUI_API void ScaleClipRects(const ImVec2& sc); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
}; };
struct ImFontConfig struct ImFontConfig
{ {
void* FontData; // // TTF data void* FontData; // // TTF/OTF data
int FontDataSize; // // TTF data size int FontDataSize; // // TTF/OTF data size
bool FontDataOwnedByAtlas; // true // TTF data ownership taken by the container ImFontAtlas (will delete memory itself). Set to true bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
int FontNo; // 0 // Index of font within TTF file int FontNo; // 0 // Index of font within TTF/OTF file
float SizePixels; // // Size in pixels for rasterizer float SizePixels; // // Size in pixels for rasterizer.
int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
const ImWchar* GlyphRanges; // // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
bool MergeGlyphCenterV; // false // When merging (multiple ImFontInput for one ImFont), vertically center new glyphs instead of aligning their baseline bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
// [Internal] // [Internal]
char Name[32]; // Name (strictly for debugging) char Name[32]; // Name (strictly to ease debugging)
ImFont* DstFont; ImFont* DstFont;
IMGUI_API ImFontConfig(); IMGUI_API ImFontConfig();
}; };
// Load and rasterize multiple TTF fonts into a same texture. // Load and rasterize multiple TTF/OTF fonts into a same texture.
// Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering. // Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.
// We also add custom graphic data into the texture that serves for ImGui. // We also add custom graphic data into the texture that serves for ImGui.
// 1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you. // 1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you.
// 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. // 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// 3. Upload the pixels data into a texture within your graphics system. // 3. Upload the pixels data into a texture within your graphics system.
// 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture. // 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
// 5. Call ClearTexData() to free textures memory on the heap. // IMPORTANT: If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the ImFont is build (when calling GetTextData*** or Build()). We only copy the pointer, not the data.
// NB: If you use a 'glyph_ranges' array you need to make sure that your array persist up until the ImFont is cleared. We only copy the pointer, not the data.
struct ImFontAtlas struct ImFontAtlas
{ {
IMGUI_API ImFontAtlas(); IMGUI_API ImFontAtlas();
@ -1296,9 +1361,9 @@ struct ImFontAtlas
IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
IMGUI_API ImFont* AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build() IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_ttf_data' still owned by caller. Compress with binary_to_compressed_c.cpp IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp
IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_ttf_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 paramaeter IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 paramaeter
IMGUI_API void ClearTexData(); // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory. IMGUI_API void ClearTexData(); // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
IMGUI_API void ClearInputData(); // Clear the input TTF data (inc sizes, glyph ranges) IMGUI_API void ClearInputData(); // Clear the input TTF data (inc sizes, glyph ranges)
IMGUI_API void ClearFonts(); // Clear the ImGui-side font data (glyphs storage, UV coordinates) IMGUI_API void ClearFonts(); // Clear the ImGui-side font data (glyphs storage, UV coordinates)
@ -1311,10 +1376,10 @@ struct ImFontAtlas
// Pitch = Width * BytesPerPixels // Pitch = Width * BytesPerPixels
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
void SetTexID(void* id) { TexID = id; } void SetTexID(ImTextureID id) { TexID = id; }
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
// NB: Make sure that your string are UTF-8 and NOT in your local code page. See FAQ for details. // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
@ -1322,21 +1387,47 @@ struct ImFontAtlas
IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
// Helpers to build glyph ranges from text data. Feed all your application strings/characters to it then call BuildRanges().
struct GlyphRangesBuilder
{
ImVector<unsigned char> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
GlyphRangesBuilder() { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); }
bool GetBit(int n) { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; }
void SetBit(int n) { UsedChars[n >> 3] |= 1 << (n & 7); } // Set bit 'c' in the array
void AddChar(ImWchar c) { SetBit(c); } // Add character
IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault) to force add all of ASCII/Latin+Ext
IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
};
// Members // Members
// (Access texture data via GetTexData*() calls which will setup a default font for you.) // (Access texture data via GetTexData*() calls which will setup a default font for you.)
void* TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It ia passed back to you during rendering. ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
int TexWidth; // Texture width calculated during Build(). int TexWidth; // Texture width calculated during Build().
int TexHeight; // Texture height calculated during Build(). int TexHeight; // Texture height calculated during Build().
int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1.
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
// Private // [Private] User rectangle for packing custom texture data into the atlas.
struct CustomRect
{
unsigned int ID; // Input // User ID. <0x10000 for font mapped data (WIP/UNSUPPORTED), >=0x10000 for other texture data
unsigned short Width, Height; // Input // Desired rectangle dimension
unsigned short X, Y; // Output // Packed position in Atlas
CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; }
bool IsPacked() const { return X != 0xFFFF; }
};
// [Private] Members
ImVector<CustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
ImVector<ImFontConfig> ConfigData; // Internal data ImVector<ImFontConfig> ConfigData; // Internal data
IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions. IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions.
IMGUI_API void RenderCustomTexData(int pass, void* rects); IMGUI_API int CustomRectRegister(unsigned int id, int width, int height);
IMGUI_API void CustomRectCalcUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
}; };
// Font runtime data and rendering // Font runtime data and rendering
@ -1367,6 +1458,7 @@ struct ImFont
ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData
ImFontAtlas* ContainerAtlas; // // What we has been loaded into ImFontAtlas* ContainerAtlas; // // What we has been loaded into
float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
int MetricsTotalSurface;// // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
// Methods // Methods
IMGUI_API ImFont(); IMGUI_API ImFont();

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@ -1,9 +1,11 @@
// dear imgui, v1.50 WIP // dear imgui, v1.52 WIP
// (internals) // (internals)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
// Implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators) // Implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)
// #define IMGUI_DEFINE_MATH_OPERATORS // #define IMGUI_DEFINE_MATH_OPERATORS
// Define IM_PLACEMENT_NEW() macro helper.
// #define IMGUI_DEFINE_PLACEMENT_NEW
#pragma once #pragma once
@ -46,6 +48,7 @@ typedef int ImGuiLayoutType; // enum ImGuiLayoutType_
typedef int ImGuiButtonFlags; // enum ImGuiButtonFlags_ typedef int ImGuiButtonFlags; // enum ImGuiButtonFlags_
typedef int ImGuiTreeNodeFlags; // enum ImGuiTreeNodeFlags_ typedef int ImGuiTreeNodeFlags; // enum ImGuiTreeNodeFlags_
typedef int ImGuiSliderFlags; // enum ImGuiSliderFlags_ typedef int ImGuiSliderFlags; // enum ImGuiSliderFlags_
typedef int ImGuiItemFlags; // enum ImGuiItemFlags_
//------------------------------------------------------------------------- //-------------------------------------------------------------------------
// STB libraries // STB libraries
@ -90,10 +93,16 @@ IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, cons
IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings IMGUI_API ImU32 ImHash(const void* data, int data_size, ImU32 seed = 0); // Pass data_size==0 for zero-terminated strings
IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* out_file_size = NULL, int padding_bytes = 0); IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int* out_file_size = NULL, int padding_bytes = 0);
IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode); IMGUI_API FILE* ImFileOpen(const char* filename, const char* file_open_mode);
IMGUI_API bool ImIsPointInTriangle(const ImVec2& p, const ImVec2& a, const ImVec2& b, const ImVec2& c);
static inline bool ImCharIsSpace(int c) { return c == ' ' || c == '\t' || c == 0x3000; } static inline bool ImCharIsSpace(int c) { return c == ' ' || c == '\t' || c == 0x3000; }
static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
// Helpers: Geometry
IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
// Helpers: String // Helpers: String
IMGUI_API int ImStricmp(const char* str1, const char* str2); IMGUI_API int ImStricmp(const char* str1, const char* str2);
IMGUI_API int ImStrnicmp(const char* str1, const char* str2, int count); IMGUI_API int ImStrnicmp(const char* str1, const char* str2, int count);
@ -101,8 +110,8 @@ IMGUI_API char* ImStrdup(const char* str);
IMGUI_API int ImStrlenW(const ImWchar* str); IMGUI_API int ImStrlenW(const ImWchar* str);
IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line
IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);
IMGUI_API int ImFormatString(char* buf, int buf_size, const char* fmt, ...) IM_PRINTFARGS(3); IMGUI_API int ImFormatString(char* buf, int buf_size, const char* fmt, ...) IM_FMTARGS(3);
IMGUI_API int ImFormatStringV(char* buf, int buf_size, const char* fmt, va_list args); IMGUI_API int ImFormatStringV(char* buf, int buf_size, const char* fmt, va_list args) IM_FMTLIST(3);
// Helpers: Math // Helpers: Math
// We are keeping those not leaking to the user by default, in the case the user has implicit cast operators between ImVec2 and its own types (when IM_VEC2_CLASS_EXTRA is defined) // We are keeping those not leaking to the user by default, in the case the user has implicit cast operators between ImVec2 and its own types (when IM_VEC2_CLASS_EXTRA is defined)
@ -130,13 +139,18 @@ static inline int ImClamp(int v, int mn, int mx)
static inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } static inline float ImClamp(float v, float mn, float mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx) { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); } static inline ImVec2 ImClamp(const ImVec2& f, const ImVec2& mn, ImVec2 mx) { return ImVec2(ImClamp(f.x,mn.x,mx.x), ImClamp(f.y,mn.y,mx.y)); }
static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
static inline void ImSwap(float& a, float& b) { float tmp = a; a = b; b = tmp; }
static inline int ImLerp(int a, int b, float t) { return (int)(a + (b - a) * t); }
static inline float ImLerp(float a, float b, float t) { return a + (b - a) * t; } static inline float ImLerp(float a, float b, float t) { return a + (b - a) * t; }
static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); }
static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; } static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; } static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / sqrtf(d); return fail_value; } static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / sqrtf(d); return fail_value; }
static inline float ImFloor(float f) { return (float)(int)f; } static inline float ImFloor(float f) { return (float)(int)f; }
static inline ImVec2 ImFloor(ImVec2 v) { return ImVec2((float)(int)v.x, (float)(int)v.y); } static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)v.x, (float)(int)v.y); }
static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions. // Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
@ -171,6 +185,15 @@ enum ImGuiSliderFlags_
ImGuiSliderFlags_Vertical = 1 << 0 ImGuiSliderFlags_Vertical = 1 << 0
}; };
enum ImGuiColumnsFlags_
{
// Default: 0
ImGuiColumnsFlags_NoBorder = 1 << 0, // Disable column dividers
ImGuiColumnsFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers
ImGuiColumnsFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns
ImGuiColumnsFlags_NoForceWithinWindow = 1 << 3 // Disable forcing columns to fit within window
};
enum ImGuiSelectableFlagsPrivate_ enum ImGuiSelectableFlagsPrivate_
{ {
// NB: need to be in sync with last value of ImGuiSelectableFlags_ // NB: need to be in sync with last value of ImGuiSelectableFlags_
@ -197,15 +220,24 @@ enum ImGuiDataType
{ {
ImGuiDataType_Int, ImGuiDataType_Int,
ImGuiDataType_Float, ImGuiDataType_Float,
ImGuiDataType_Float2, ImGuiDataType_Float2
};
enum ImGuiDir
{
ImGuiDir_None = -1,
ImGuiDir_Left = 0,
ImGuiDir_Right = 1,
ImGuiDir_Up = 2,
ImGuiDir_Down = 3
}; };
enum ImGuiCorner enum ImGuiCorner
{ {
ImGuiCorner_TopLeft = 1 << 0, // 1 ImGuiCorner_TopLeft = 1 << 0, // 1
ImGuiCorner_TopRight = 1 << 1, // 2 ImGuiCorner_TopRight = 1 << 1, // 2
ImGuiCorner_BottomRight = 1 << 2, // 4 ImGuiCorner_BotRight = 1 << 2, // 4
ImGuiCorner_BottomLeft = 1 << 3, // 8 ImGuiCorner_BotLeft = 1 << 3, // 8
ImGuiCorner_All = 0x0F ImGuiCorner_All = 0x0F
}; };
@ -236,8 +268,8 @@ struct IMGUI_API ImRect
void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; } void Add(const ImRect& rhs) { if (Min.x > rhs.Min.x) Min.x = rhs.Min.x; if (Min.y > rhs.Min.y) Min.y = rhs.Min.y; if (Max.x < rhs.Max.x) Max.x = rhs.Max.x; if (Max.y < rhs.Max.y) Max.y = rhs.Max.y; }
void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
void Reduce(const ImVec2& amount) { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; } void Translate(const ImVec2& v) { Min.x += v.x; Min.y += v.y; Max.x += v.x; Max.y += v.y; }
void Clip(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; } void ClipWith(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; } void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
{ {
@ -286,6 +318,7 @@ struct ImGuiGroupData
struct ImGuiColumnData struct ImGuiColumnData
{ {
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
ImRect ClipRect;
//float IndentX; //float IndentX;
}; };
@ -366,8 +399,8 @@ struct ImGuiContext
ImGuiIO IO; ImGuiIO IO;
ImGuiStyle Style; ImGuiStyle Style;
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize() float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Size of characters. float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvWhitePixel ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvWhitePixel
float Time; float Time;
@ -376,9 +409,9 @@ struct ImGuiContext
int FrameCountRendered; int FrameCountRendered;
ImVector<ImGuiWindow*> Windows; ImVector<ImGuiWindow*> Windows;
ImVector<ImGuiWindow*> WindowsSortBuffer; ImVector<ImGuiWindow*> WindowsSortBuffer;
ImGuiWindow* CurrentWindow; // Being drawn into
ImVector<ImGuiWindow*> CurrentWindowStack; ImVector<ImGuiWindow*> CurrentWindowStack;
ImGuiWindow* FocusedWindow; // Will catch keyboard inputs ImGuiWindow* CurrentWindow; // Being drawn into
ImGuiWindow* NavWindow; // Nav/focused window for navigation
ImGuiWindow* HoveredWindow; // Will catch mouse inputs ImGuiWindow* HoveredWindow; // Will catch mouse inputs
ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only)
ImGuiID HoveredId; // Hovered widget ImGuiID HoveredId; // Hovered widget
@ -386,9 +419,10 @@ struct ImGuiContext
ImGuiID HoveredIdPreviousFrame; ImGuiID HoveredIdPreviousFrame;
ImGuiID ActiveId; // Active widget ImGuiID ActiveId; // Active widget
ImGuiID ActiveIdPreviousFrame; ImGuiID ActiveIdPreviousFrame;
bool ActiveIdIsAlive; bool ActiveIdIsAlive; // Active widget has been seen this frame
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdAllowOverlap; // Set only by active widget bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow; ImGuiWindow* ActiveIdWindow;
ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window. ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window.
@ -406,17 +440,17 @@ struct ImGuiContext
ImVec2 SetNextWindowSizeVal; ImVec2 SetNextWindowSizeVal;
ImVec2 SetNextWindowContentSizeVal; ImVec2 SetNextWindowContentSizeVal;
bool SetNextWindowCollapsedVal; bool SetNextWindowCollapsedVal;
ImGuiSetCond SetNextWindowPosCond; ImGuiCond SetNextWindowPosCond;
ImGuiSetCond SetNextWindowSizeCond; ImGuiCond SetNextWindowSizeCond;
ImGuiSetCond SetNextWindowContentSizeCond; ImGuiCond SetNextWindowContentSizeCond;
ImGuiSetCond SetNextWindowCollapsedCond; ImGuiCond SetNextWindowCollapsedCond;
ImRect SetNextWindowSizeConstraintRect; // Valid if 'SetNextWindowSizeConstraint' is true ImRect SetNextWindowSizeConstraintRect; // Valid if 'SetNextWindowSizeConstraint' is true
ImGuiSizeConstraintCallback SetNextWindowSizeConstraintCallback; ImGuiSizeConstraintCallback SetNextWindowSizeConstraintCallback;
void* SetNextWindowSizeConstraintCallbackUserData; void* SetNextWindowSizeConstraintCallbackUserData;
bool SetNextWindowSizeConstraint; bool SetNextWindowSizeConstraint;
bool SetNextWindowFocus; bool SetNextWindowFocus;
bool SetNextTreeNodeOpenVal; bool SetNextTreeNodeOpenVal;
ImGuiSetCond SetNextTreeNodeOpenCond; ImGuiCond SetNextTreeNodeOpenCond;
// Render // Render
ImDrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user ImDrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user
@ -430,15 +464,16 @@ struct ImGuiContext
ImGuiTextEditState InputTextState; ImGuiTextEditState InputTextState;
ImFont InputTextPasswordFont; ImFont InputTextPasswordFont;
ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
ImGuiStorage ColorEditModeStorage; // Store user selection of color edit mode ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
ImVec4 ColorPickerRef;
float DragCurrentValue; // Currently dragged value, always float, not rounded by end-user precision settings float DragCurrentValue; // Currently dragged value, always float, not rounded by end-user precision settings
ImVec2 DragLastMouseDelta; ImVec2 DragLastMouseDelta;
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
float DragSpeedScaleSlow; float DragSpeedScaleSlow;
float DragSpeedScaleFast; float DragSpeedScaleFast;
ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
char Tooltip[1024]; int TooltipOverrideCount;
char* PrivateClipboard; // If no custom clipboard handler is defined ImVector<char> PrivateClipboard; // If no custom clipboard handler is defined
ImVec2 OsImePosRequest, OsImePosSet; // Cursor position request & last passed to the OS Input Method Editor ImVec2 OsImePosRequest, OsImePosSet; // Cursor position request & last passed to the OS Input Method Editor
// Logging // Logging
@ -452,8 +487,9 @@ struct ImGuiContext
float FramerateSecPerFrame[120]; // calculate estimate of framerate for user float FramerateSecPerFrame[120]; // calculate estimate of framerate for user
int FramerateSecPerFrameIdx; int FramerateSecPerFrameIdx;
float FramerateSecPerFrameAccum; float FramerateSecPerFrameAccum;
int CaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags int WantCaptureMouseNextFrame; // explicit capture via CaptureInputs() sets those flags
int CaptureKeyboardNextFrame; int WantCaptureKeyboardNextFrame;
int WantTextInputNextFrame;
char TempBuffer[1024*3+1]; // temporary text buffer char TempBuffer[1024*3+1]; // temporary text buffer
ImGuiContext() ImGuiContext()
@ -467,7 +503,7 @@ struct ImGuiContext
FrameCount = 0; FrameCount = 0;
FrameCountEnded = FrameCountRendered = -1; FrameCountEnded = FrameCountRendered = -1;
CurrentWindow = NULL; CurrentWindow = NULL;
FocusedWindow = NULL; NavWindow = NULL;
HoveredWindow = NULL; HoveredWindow = NULL;
HoveredRootWindow = NULL; HoveredRootWindow = NULL;
HoveredId = 0; HoveredId = 0;
@ -500,14 +536,14 @@ struct ImGuiContext
SetNextTreeNodeOpenCond = 0; SetNextTreeNodeOpenCond = 0;
ScalarAsInputTextId = 0; ScalarAsInputTextId = 0;
ColorEditOptions = ImGuiColorEditFlags__OptionsDefault;
DragCurrentValue = 0.0f; DragCurrentValue = 0.0f;
DragLastMouseDelta = ImVec2(0.0f, 0.0f); DragLastMouseDelta = ImVec2(0.0f, 0.0f);
DragSpeedDefaultRatio = 1.0f / 100.0f; DragSpeedDefaultRatio = 1.0f / 100.0f;
DragSpeedScaleSlow = 0.01f; DragSpeedScaleSlow = 1.0f / 100.0f;
DragSpeedScaleFast = 10.0f; DragSpeedScaleFast = 10.0f;
ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f); ScrollbarClickDeltaToGrabCenter = ImVec2(0.0f, 0.0f);
memset(Tooltip, 0, sizeof(Tooltip)); TooltipOverrideCount = 0;
PrivateClipboard = NULL;
OsImePosRequest = OsImePosSet = ImVec2(-1.0f, -1.0f); OsImePosRequest = OsImePosSet = ImVec2(-1.0f, -1.0f);
ModalWindowDarkeningRatio = 0.0f; ModalWindowDarkeningRatio = 0.0f;
@ -524,11 +560,22 @@ struct ImGuiContext
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
FramerateSecPerFrameIdx = 0; FramerateSecPerFrameIdx = 0;
FramerateSecPerFrameAccum = 0.0f; FramerateSecPerFrameAccum = 0.0f;
CaptureMouseNextFrame = CaptureKeyboardNextFrame = -1; WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
memset(TempBuffer, 0, sizeof(TempBuffer)); memset(TempBuffer, 0, sizeof(TempBuffer));
} }
}; };
// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
enum ImGuiItemFlags_
{
ImGuiItemFlags_AllowKeyboardFocus = 1 << 0, // true
ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
//ImGuiItemFlags_Disabled = 1 << 2, // false // All widgets appears are disabled
//ImGuiItemFlags_AllowNavDefaultFocus = 1 << 3, // true
//ImGuiItemFlags_SelectableDontClosePopup = 1 << 4, // false // MenuItem/Selectable() automatically closes current Popup window
ImGuiItemFlags_Default_ = ImGuiItemFlags_AllowKeyboardFocus
};
// Transient per-window data, reset at the beginning of the frame // Transient per-window data, reset at the beginning of the frame
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered. // FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiDrawContext is quite tenuous and could be reconsidered.
struct IMGUI_API ImGuiDrawContext struct IMGUI_API ImGuiDrawContext
@ -554,16 +601,13 @@ struct IMGUI_API ImGuiDrawContext
ImGuiLayoutType LayoutType; ImGuiLayoutType LayoutType;
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
ImGuiItemFlags ItemFlags; // == ItemFlagsStack.back() [empty == ImGuiItemFlags_Default]
float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window
float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f] float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f]
bool AllowKeyboardFocus; // == AllowKeyboardFocusStack.back() [empty == true] ImVector<ImGuiItemFlags>ItemFlagsStack;
bool ButtonRepeat; // == ButtonRepeatStack.back() [empty == false]
ImVector<float> ItemWidthStack; ImVector<float> ItemWidthStack;
ImVector<float> TextWrapPosStack; ImVector<float> TextWrapPosStack;
ImVector<bool> AllowKeyboardFocusStack;
ImVector<bool> ButtonRepeatStack;
ImVector<ImGuiGroupData>GroupStack; ImVector<ImGuiGroupData>GroupStack;
ImGuiColorEditMode ColorEditMode;
int StackSizesBackup[6]; // Store size of various stacks for asserting int StackSizesBackup[6]; // Store size of various stacks for asserting
float IndentX; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) float IndentX; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
@ -574,9 +618,10 @@ struct IMGUI_API ImGuiDrawContext
float ColumnsMinX; float ColumnsMinX;
float ColumnsMaxX; float ColumnsMaxX;
float ColumnsStartPosY; float ColumnsStartPosY;
float ColumnsStartMaxPosX; // Backup of CursorMaxPos
float ColumnsCellMinY; float ColumnsCellMinY;
float ColumnsCellMaxY; float ColumnsCellMaxY;
bool ColumnsShowBorders; ImGuiColumnsFlags ColumnsFlags;
ImGuiID ColumnsSetId; ImGuiID ColumnsSetId;
ImVector<ImGuiColumnData> ColumnsData; ImVector<ImGuiColumnData> ColumnsData;
@ -595,10 +640,8 @@ struct IMGUI_API ImGuiDrawContext
StateStorage = NULL; StateStorage = NULL;
LayoutType = ImGuiLayoutType_Vertical; LayoutType = ImGuiLayoutType_Vertical;
ItemWidth = 0.0f; ItemWidth = 0.0f;
ButtonRepeat = false; ItemFlags = ImGuiItemFlags_Default_;
AllowKeyboardFocus = true;
TextWrapPos = -1.0f; TextWrapPos = -1.0f;
ColorEditMode = ImGuiColorEditMode_RGB;
memset(StackSizesBackup, 0, sizeof(StackSizesBackup)); memset(StackSizesBackup, 0, sizeof(StackSizesBackup));
IndentX = 0.0f; IndentX = 0.0f;
@ -608,8 +651,9 @@ struct IMGUI_API ImGuiDrawContext
ColumnsCount = 1; ColumnsCount = 1;
ColumnsMinX = ColumnsMaxX = 0.0f; ColumnsMinX = ColumnsMaxX = 0.0f;
ColumnsStartPosY = 0.0f; ColumnsStartPosY = 0.0f;
ColumnsStartMaxPosX = 0.0f;
ColumnsCellMinY = ColumnsCellMaxY = 0.0f; ColumnsCellMinY = ColumnsCellMaxY = 0.0f;
ColumnsShowBorders = true; ColumnsFlags = 0;
ColumnsSetId = 0; ColumnsSetId = 0;
} }
}; };
@ -620,7 +664,7 @@ struct IMGUI_API ImGuiWindow
char* Name; char* Name;
ImGuiID ID; // == ImHash(Name) ImGuiID ID; // == ImHash(Name)
ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
int IndexWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. int OrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
ImVec2 PosFloat; ImVec2 PosFloat;
ImVec2 Pos; // Position rounded-up to nearest pixel ImVec2 Pos; // Position rounded-up to nearest pixel
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
@ -640,16 +684,18 @@ struct IMGUI_API ImGuiWindow
bool WasActive; bool WasActive;
bool Accessed; // Set to true when any widget access the current window bool Accessed; // Set to true when any widget access the current window
bool Collapsed; // Set when collapsing window to become only title-bar bool Collapsed; // Set when collapsing window to become only title-bar
bool SkipItems; // == Visible && !Collapsed bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) int BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
int AutoFitFramesX, AutoFitFramesY; int AutoFitFramesX, AutoFitFramesY;
bool AutoFitOnlyGrows; bool AutoFitOnlyGrows;
int AutoFitChildAxises;
int AutoPosLastDirection; int AutoPosLastDirection;
int HiddenFrames; int HiddenFrames;
int SetWindowPosAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowPos() call will succeed with this particular flag. ImGuiCond SetWindowPosAllowFlags; // store condition flags for next SetWindowPos() call.
int SetWindowSizeAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowSize() call will succeed with this particular flag. ImGuiCond SetWindowSizeAllowFlags; // store condition flags for next SetWindowSize() call.
int SetWindowCollapsedAllowFlags; // bit ImGuiSetCond_*** specify if SetWindowCollapsed() call will succeed with this particular flag. ImGuiCond SetWindowCollapsedAllowFlags; // store condition flags for next SetWindowCollapsed() call.
bool SetWindowPosCenterWanted; bool SetWindowPosCenterWanted;
ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
@ -662,9 +708,9 @@ struct IMGUI_API ImGuiWindow
ImGuiStorage StateStorage; ImGuiStorage StateStorage;
float FontWindowScale; // Scale multiplier per-window float FontWindowScale; // Scale multiplier per-window
ImDrawList* DrawList; ImDrawList* DrawList;
ImGuiWindow* RootWindow; // If we are a child window, this is pointing to the first non-child parent window. Else point to ourself. ImGuiWindow* ParentWindow; // Immediate parent in the window stack *regardless* of whether this window is a child window or not)
ImGuiWindow* RootNonPopupWindow; // If we are a child window, this is pointing to the first non-child non-popup parent window. Else point to ourself. ImGuiWindow* RootWindow; // Generally point to ourself. If we are a child window, this is pointing to the first non-child parent window.
ImGuiWindow* ParentWindow; // If we are a child window, this is pointing to our parent window. Else point to NULL. ImGuiWindow* RootNonPopupWindow; // Generally point to ourself. Used to display TitleBgActive color and for selecting which window to use for NavWindowing
// Navigation / Focus // Navigation / Focus
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister() int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
@ -707,6 +753,7 @@ namespace ImGui
IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
IMGUI_API void FocusWindow(ImGuiWindow* window); IMGUI_API void FocusWindow(ImGuiWindow* window);
IMGUI_API void Initialize();
IMGUI_API void EndFrame(); // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead! IMGUI_API void EndFrame(); // Ends the ImGui frame. Automatically called by Render()! you most likely don't need to ever call that yourself directly. If you don't need to render you can call EndFrame() but you'll have wasted CPU already. If you don't need to render, don't create any windows instead!
IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
@ -719,23 +766,39 @@ namespace ImGui
IMGUI_API bool ItemAdd(const ImRect& bb, const ImGuiID* id); IMGUI_API bool ItemAdd(const ImRect& bb, const ImGuiID* id);
IMGUI_API bool IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when_logged); IMGUI_API bool IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when_logged);
IMGUI_API bool IsHovered(const ImRect& bb, ImGuiID id, bool flatten_childs = false); IMGUI_API bool IsHovered(const ImRect& bb, ImGuiID id, bool flatten_childs = false);
IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, bool is_active, bool tab_stop = true); // Return true if focus is requested IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop = true); // Return true if focus is requested
IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); IMGUI_API void FocusableItemUnregister(ImGuiWindow* window);
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_x, float default_y);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
IMGUI_API void PopItemFlag();
IMGUI_API void OpenPopupEx(const char* str_id, bool reopen_existing); IMGUI_API void OpenPopupEx(ImGuiID id, bool reopen_existing);
IMGUI_API bool IsPopupOpen(ImGuiID id);
// NB: All position are in absolute pixels coordinates (not window coordinates) IMGUI_API int CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_delay, float repeat_rate);
// FIXME: All those functions are a mess and needs to be refactored into something decent. AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION.
// We need: a sort of symbol library, preferably baked into font atlas when possible + decent text rendering helpers. // FIXME-WIP: New Columns API
IMGUI_API void BeginColumns(const char* id, int count, ImGuiColumnsFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
IMGUI_API void EndColumns(); // close columns
IMGUI_API void PushColumnClipRect(int column_index = -1);
// FIXME-WIP: New Combo API
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, float popup_opened_height);
IMGUI_API void EndCombo();
// NB: All position are in absolute pixels coordinates (never using window coordinates internally)
// AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.
IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL); IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0,0), const ImRect* clip_rect = NULL);
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, int rounding_corners_flags = ~0);
IMGUI_API void RenderCollapseTriangle(ImVec2 pos, bool is_open, float scale = 1.0f); IMGUI_API void RenderCollapseTriangle(ImVec2 pos, bool is_open, float scale = 1.0f);
IMGUI_API void RenderBullet(ImVec2 pos); IMGUI_API void RenderBullet(ImVec2 pos);
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col); IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col);
IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
@ -756,6 +819,8 @@ namespace ImGui
IMGUI_API bool InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags); IMGUI_API bool InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags);
IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision); IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision);
IMGUI_API void ColorTooltip(const char* text, const float col[4], ImGuiColorEditFlags flags);
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
IMGUI_API void TreePushRawID(ImGuiID id); IMGUI_API void TreePushRawID(ImGuiID id);
@ -767,6 +832,15 @@ namespace ImGui
} // namespace ImGui } // namespace ImGui
// ImFontAtlas internals
IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* spc);
IMGUI_API void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);
IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride);
#ifdef __clang__ #ifdef __clang__
#pragma clang diagnostic pop #pragma clang diagnostic pop
#endif #endif