Updated ImGui.
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14
3rdparty/ocornut-imgui/imgui.cpp
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14
3rdparty/ocornut-imgui/imgui.cpp
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@ -19,7 +19,7 @@
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- Read first
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- How to update to a newer version of Dear ImGui
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- Getting started with integrating Dear ImGui in your code/engine
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- Using gamepad/keyboard navigation [BETA]
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- Using gamepad/keyboard navigation controls [BETA]
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- API BREAKING CHANGES (read me when you update!)
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- ISSUES & TODO LIST
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- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
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@ -76,7 +76,8 @@
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- ESCAPE to revert text to its original value.
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- You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
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- Controls are automatically adjusted for OSX to match standard OSX text editing operations.
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- Gamepad navigation: see suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at goo.gl/9LgVZW.
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- General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard.
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- General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at goo.gl/9LgVZW.
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PROGRAMMER GUIDE
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@ -210,9 +211,9 @@
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They tell you if ImGui intends to use your inputs. So for example, if 'io.WantCaptureMouse' is set you would typically want to hide
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mouse inputs from the rest of your application. Read the FAQ below for more information about those flags.
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USING GAMEPAD/KEYBOARD NAVIGATION [BETA]
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USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS [BETA]
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- Ask questions and report issues at https://github.com/ocornut/imgui/issues/787
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- The gamepad/keyboard navigation is in Beta. Ask questions and report issues at https://github.com/ocornut/imgui/issues/787
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- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
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- Keyboard:
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- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeyDown[] + io.KeyMap[] arrays.
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@ -227,13 +228,13 @@
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- See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values:
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0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks.
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- We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone.
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Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, maybe a power curve, etc.).
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Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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- You can download PNG/PSD files depicting the gamepad controls for common controllers at: goo.gl/9LgVZW.
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- If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo to toggle the target.
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Please reach out if you think the game vs navigation input sharing could be improved.
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- Mouse:
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- PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
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- Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (in your console/tablet/phone app) to share your PC mouse/keyboard.
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- Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard.
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- On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavMoveMouse flag.
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Enabling ImGuiConfigFlags_NavMoveMouse instructs dear imgui to move your mouse cursor along with navigation movements.
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When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantMoveMouse' to notify you that it wants the mouse cursor to be moved.
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@ -250,6 +251,7 @@
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Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
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Also read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2018/03/08 (1.60) - Changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
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- 2018/03/03 (1.60) - Renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
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- 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
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- 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
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11
3rdparty/ocornut-imgui/imgui.h
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11
3rdparty/ocornut-imgui/imgui.h
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@ -458,7 +458,7 @@ namespace ImGui
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// Drag and Drop
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// [BETA API] Missing Demo code. API may evolve.
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IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
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IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 12 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
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IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
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IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
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IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive an item. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
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IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
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@ -753,7 +753,7 @@ enum ImGuiNavInput_
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ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
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// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
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// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) may be directly reading from io.KeyDown[] instead of io.NavInputs[].
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// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeyDown[] instead of io.NavInputs[].
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ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
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ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
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ImGuiNavInput_KeyRight_, // move right
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@ -1350,7 +1350,7 @@ struct ImGuiPayload
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ImGuiID SourceId; // Source item id
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ImGuiID SourceParentId; // Source parent id (if available)
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int DataFrameCount; // Data timestamp
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char DataType[12 + 1]; // Data type tag (short user-supplied string, 12 characters max)
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char DataType[32+1]; // Data type tag (short user-supplied string, 32 characters max)
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bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
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bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
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@ -1631,7 +1631,7 @@ struct ImFontConfig
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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.
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// [Internal]
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char Name[32]; // Name (strictly to ease debugging)
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char Name[40]; // Name (strictly to ease debugging)
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ImFont* DstFont;
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IMGUI_API ImFontConfig();
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@ -1765,7 +1765,7 @@ struct ImFont
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// Members: Hot ~62/78 bytes
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float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
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float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
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ImVec2 DisplayOffset; // = (0.f,1.f) // Offset font rendering by xx pixels
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ImVec2 DisplayOffset; // = (0.f,0.f) // Offset font rendering by xx pixels
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ImVector<ImFontGlyph> Glyphs; // // All glyphs.
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ImVector<float> IndexAdvanceX; // // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
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ImVector<unsigned short> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
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@ -1778,6 +1778,7 @@ struct ImFont
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ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData
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ImFontAtlas* ContainerAtlas; // // What we has been loaded into
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float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
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bool DirtyLookupTables;
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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)
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// Methods
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3rdparty/ocornut-imgui/imgui_draw.cpp
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17
3rdparty/ocornut-imgui/imgui_draw.cpp
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@ -1527,6 +1527,7 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
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const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
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ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, GetGlyphRangesDefault());
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font->DisplayOffset.y = 1.0f;
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return font;
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}
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@ -1545,7 +1546,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels,
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// Store a short copy of filename into into the font name for convenience
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const char* p;
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for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
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snprintf(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels);
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ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels);
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}
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return AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg, glyph_ranges);
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}
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@ -1819,13 +1820,15 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
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ImFontConfig& cfg = atlas->ConfigData[input_i];
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ImFontTempBuildData& tmp = tmp_array[input_i];
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ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true)
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if (cfg.MergeMode)
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dst_font->BuildLookupTable();
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const float font_scale = stbtt_ScaleForPixelHeight(&tmp.FontInfo, cfg.SizePixels);
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int unscaled_ascent, unscaled_descent, unscaled_line_gap;
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stbtt_GetFontVMetrics(&tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
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const float ascent = unscaled_ascent * font_scale;
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const float descent = unscaled_descent * font_scale;
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const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));
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const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
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ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
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const float off_x = cfg.GlyphOffset.x;
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const float off_y = cfg.GlyphOffset.y + (float)(int)(dst_font->Ascent + 0.5f);
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@ -1962,7 +1965,8 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
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// Build all fonts lookup tables
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for (int i = 0; i < atlas->Fonts.Size; i++)
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atlas->Fonts[i]->BuildLookupTable();
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if (atlas->Fonts[i]->DirtyLookupTables)
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atlas->Fonts[i]->BuildLookupTable();
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}
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// Retrieve list of range (2 int per range, values are inclusive)
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@ -2138,7 +2142,7 @@ ImFont::ImFont()
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{
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Scale = 1.0f;
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FallbackChar = (ImWchar)'?';
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DisplayOffset = ImVec2(0.0f, 1.0f);
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DisplayOffset = ImVec2(0.0f, 0.0f);
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ClearOutputData();
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}
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@ -2167,6 +2171,7 @@ void ImFont::ClearOutputData()
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ConfigData = NULL;
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ContainerAtlas = NULL;
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Ascent = Descent = 0.0f;
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DirtyLookupTables = true;
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MetricsTotalSurface = 0;
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}
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@ -2179,6 +2184,7 @@ void ImFont::BuildLookupTable()
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IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
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IndexAdvanceX.clear();
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IndexLookup.clear();
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DirtyLookupTables = false;
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GrowIndex(max_codepoint + 1);
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for (int i = 0; i < Glyphs.Size; i++)
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{
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@ -2243,6 +2249,7 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
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glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f);
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// Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
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DirtyLookupTables = true;
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MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + 1.99f);
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}
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2
3rdparty/ocornut-imgui/imgui_internal.h
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2
3rdparty/ocornut-imgui/imgui_internal.h
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@ -662,7 +662,7 @@ struct ImGuiContext
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ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
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int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source
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ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly
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unsigned char DragDropPayloadBufLocal[8];
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unsigned char DragDropPayloadBufLocal[8]; // Local buffer for small payloads
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// Widget state
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ImGuiTextEditState InputTextState;
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