Updated ImGui.

This commit is contained in:
Branimir Karadžić 2016-05-15 09:23:51 -07:00
parent 4adecab397
commit 0abfc0b47f
3 changed files with 13 additions and 10 deletions

View File

@ -9512,12 +9512,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
continue;
}
ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %-4d %s vtx, tex = %p, clip_rect = (%.0f,%.0f)..(%.0f,%.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
if (show_clip_rects && ImGui::IsItemHovered())
{
ImRect clip_rect = pcmd->ClipRect;
ImRect vtxs_rect;
ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
clip_rect.Floor(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255));
@ -9525,20 +9525,22 @@ void ImGui::ShowMetricsWindow(bool* p_open)
}
if (!pcmd_node_open)
continue;
for (int i = elem_offset; i+2 < elem_offset + (int)pcmd->ElemCount; i += 3)
ImGuiListClipper clipper(pcmd->ElemCount/3, ImGui::GetTextLineHeight()*3 + ImGui::GetStyle().ItemSpacing.y); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
for (int prim = clipper.DisplayStart, vtx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++)
{
ImVec2 triangles_pos[3];
char buf[300], *buf_p = buf;
for (int n = 0; n < 3; n++)
ImVec2 triangles_pos[3];
for (int n = 0; n < 3; n++, vtx_i++)
{
ImDrawVert& v = draw_list->VtxBuffer[(draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data[i+n] : i+n];
ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[vtx_i] : vtx_i];
triangles_pos[n] = v.pos;
buf_p += sprintf(buf_p, "vtx %04d { pos = (%8.2f,%8.2f), uv = (%.6f,%.6f), col = %08X }\n", i+n, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
buf_p += sprintf(buf_p, "%s %04d { pos = (%8.2f,%8.2f), uv = (%.6f,%.6f), col = %08X }\n", (n == 0) ? "vtx" : " ", vtx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
}
ImGui::Selectable(buf, false);
if (ImGui::IsItemHovered())
overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f, false); // Add triangle without AA, more readable for large-thin triangle
}
clipper.End();
ImGui::TreePop();
}
overlay_draw_list->PopClipRect();

View File

@ -261,8 +261,8 @@ namespace ImGui
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 ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true);
IMGUI_API bool ColorEdit3(const char* label, float col[3]);
IMGUI_API bool ColorEdit4(const char* label, float col[4], bool show_alpha = 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 should be obsoleted.
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));
@ -271,6 +271,7 @@ namespace ImGui
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)
// 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
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 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);
@ -793,7 +794,7 @@ struct ImGuiIO
// Functions
IMGUI_API void AddInputCharacter(ImWchar c); // Helper to add a new character into InputCharacters[]
IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Helper to add new characters into InputCharacters[] from an UTF-8 string
IMGUI_API void ClearInputCharacters() { InputCharacters[0] = 0; } // Helper to clear the text input buffer
inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Helper to clear the text input buffer
//------------------------------------------------------------------
// Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application

View File

@ -2440,7 +2440,7 @@ static void ShowExampleAppLongText(bool* p_open)
{
// Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper.
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));
ImGuiListClipper clipper(lines, ImGui::GetTextLineHeight());
ImGuiListClipper clipper(lines, ImGui::GetTextLineHeightWithSpacing()); // Here we changed spacing is zero anyway so we could use GetTextLineHeight(), but _WithSpacing() is typically more correct
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
ImGui::Text("%i The quick brown fox jumps over the lazy dog\n", i);
clipper.End();