mirror of https://github.com/bkaradzic/bgfx
Updated ImGui.
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// If you work for a company, please consider financial support, see README. For individuals: https://www.patreon.com/imgui
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// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
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// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
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// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
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// to a better solution or official support for them.
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/*
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- Minimize setup and maintenance
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- Minimize state storage on user side
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- Portable, minimize dependencies, run on target (consoles, phones, etc.)
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- Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,
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- Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,
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opening a tree node for the first time, etc. but a typical frame should not allocate anything)
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Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes:
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HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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- Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h)
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- Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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- Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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likely be a comment about it. Please report any issue to the GitHub page!
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- Try to keep your copy of dear imgui reasonably up to date.
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GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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- Run and study the examples and demo to get acquainted with the library.
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- Add the Dear ImGui source files to your projects, using your preferred build system.
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- Add the Dear ImGui source files to your projects, using your preferred build system.
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It is recommended you build the .cpp files as part of your project and not as a library.
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- You can later customize the imconfig.h file to tweak some compilation time behavior, such as integrating imgui types with your own maths types.
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- You may be able to grab and copy a ready made imgui_impl_*** file from the examples/ folder.
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- When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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- Init: retrieve the ImGuiIO structure with ImGui::GetIO() and fill the fields marked 'Settings': at minimum you need to set io.DisplaySize
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(application resolution). Later on you will fill your keyboard mapping, clipboard handlers, and other advanced features but for a basic
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(application resolution). Later on you will fill your keyboard mapping, clipboard handlers, and other advanced features but for a basic
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integration you don't need to worry about it all.
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- Init: call io.Fonts->GetTexDataAsRGBA32(...), it will build the font atlas texture, then load the texture pixels into graphics memory.
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- Every frame:
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(Even if you don't render, call Render() and ignore the callback, or call EndFrame() instead. Otherwise some features will break)
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- All rendering information are stored into command-lists until ImGui::Render() is called.
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- Dear ImGui never touches or knows about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you provide.
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- Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases
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- Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" phases
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of your own application.
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- Refer to the examples applications in the examples/ folder for instruction on how to setup your code.
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- A minimal application skeleton may be:
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// Most of your application code here
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MyGameUpdate(); // may use any ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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MyGameRender(); // may use any ImGui functions as well!
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// Render & swap video buffers
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ImGui::Render();
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MyImGuiRenderFunction(ImGui::GetDrawData());
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}
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else
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{
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// The texture for the draw call is specified by pcmd->TextureId.
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// The vast majority of draw calls with use the imgui texture atlas, which value you have set yourself during initialization.
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// The texture for the draw call is specified by pcmd->TextureId.
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// The vast majority of draw calls with use the imgui texture atlas, which value you have set yourself during initialization.
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MyEngineBindTexture(pcmd->TextureId);
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// We are using scissoring to clip some objects. All low-level graphics API supports it.
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// If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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// If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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// (some elements visible outside their bounds) but you can fix that once everywhere else works!
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MyEngineScissor((int)pcmd->ClipRect.x, (int)pcmd->ClipRect.y, (int)(pcmd->ClipRect.z - pcmd->ClipRect.x), (int)(pcmd->ClipRect.w - pcmd->ClipRect.y));
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}
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- The examples/ folders contains many functional implementation of the pseudo-code above.
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- When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated.
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- When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated.
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They tell you if ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the rest of your application.
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In both cases you need to pass on the inputs to imgui. Read the FAQ below for more information about those flags.
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- Please read the FAQ above. Amusingly, it is called a FAQ because people frequently have the same issues!
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- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
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- Gamepad:
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- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
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- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame().
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- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame().
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Note that io.NavInputs[] is cleared by EndFrame().
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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, 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
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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
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to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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- Keyboard:
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- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
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- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
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NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
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- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag
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will be set. For more advanced uses, you may want to read from:
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Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
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Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
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When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2018/05/03 (1.61) - DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
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- 2018/05/03 (1.61) - DragInt(): The default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
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If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
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To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
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If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
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- 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
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If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
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- 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
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consistent with other functions. Kept redirection functions (will obsolete).
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- 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
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- 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some binding ahead of merging the Nav branch).
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- 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
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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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- 2018/02/18 (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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- 2018/02/07 (1.60) - reorganized context handling to be more explicit,
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- YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
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removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
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- 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
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- 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
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- 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
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- 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
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- 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
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- 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
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- 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
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- renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
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- renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
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- 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
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- 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
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- 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
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- 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal.
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- 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
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If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you.
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- 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
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If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you.
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If your TitleBg/TitleBgActive alpha was <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
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This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color.
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ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col)
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======================================
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Q: How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
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A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure.
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A: You can read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags from the ImGuiIO structure.
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- When 'io.WantCaptureMouse' is set, imgui wants to use your mouse state, and you may want to discard/hide the inputs from the rest of your application.
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- When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application.
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- When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
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This is because imgui needs to detect that you clicked in the void to unfocus its windows.
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Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!).
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It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs.
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Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also
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Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also
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perfectly fine, as the bool toggle fairly rarely. If you have on a touch device, you might find use for an early call to NewFrameUpdateHoveredWindowAndCaptureFlags().
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Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically
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Note: Text input widget releases focus on "Return KeyDown", so the subsequent "Return KeyUp" event that your application receive will typically
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have 'io.WantCaptureKeyboard=false'. Depending on your application logic it may or not be inconvenient. You might want to track which key-downs
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were targeted for Dear ImGui, e.g. with an array of bool, and filter out the corresponding key-ups.)
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You may call ImGui::ShowMetricsWindow() to explore active draw lists and visualize/understand how the draw data is generated.
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It is your responsibility to get textures uploaded to your GPU.
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Q: How can I have multiple widgets with the same label or without a label?
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Q: How can I have multiple widgets with the same label or without a label?
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A: A primer on labels and the ID Stack...
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- Elements that are typically not clickable, such as Text() items don't need an ID.
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- Interactive widgets require state to be carried over multiple frames (most typically Dear ImGui
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often needs to remember what is the "active" widget). To do so they need a unique ID. Unique ID
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often needs to remember what is the "active" widget). To do so they need a unique ID. Unique ID
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are typically derived from a string label, an integer index or a pointer.
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Button("OK"); // Label = "OK", ID = top of id stack + hash of "OK"
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Checkbox("##On", &b); // Label = "", ID = top of id stack + hash of "##On" (no label!)
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- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
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you to animate labels. For example you may want to include varying information in a window title bar,
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you to animate labels. For example you may want to include varying information in a window title bar,
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but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
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Button("Hello###ID"; // Label = "Hello", ID = top of id stack + hash of "ID"
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Begin(buf); // Variable label, ID = hash of "MyGame"
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- Solving ID conflict in a more general manner:
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Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts
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Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts
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within the same window. This is the most convenient way of distinguishing ID when iterating and
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creating many UI elements programmatically.
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You can push a pointer, a string or an integer value into the ID stack.
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creating many UI elements programmatically.
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You can push a pointer, a string or an integer value into the ID stack.
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Remember that ID are formed from the concatenation of _everything_ in the ID stack!
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for (int i = 0; i < 100; i++)
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Depending on your use cases you may want to use strings, indices or pointers as ID.
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e.g. when following a single pointer that may change over time, using a static string as ID
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will preserve your node open/closed state when the targeted object change.
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e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
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e.g. when displaying a list of objects, using indices or pointers as ID will preserve the
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node open/closed state differently. See what makes more sense in your situation!
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Q: How can I load a different font than the default?
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io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
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(default is ProggyClean.ttf, rendered at size 13, embedded in dear imgui's source code)
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New programmers: remember that in C/C++ and most programming languages if you want to use a
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New programmers: remember that in C/C++ and most programming languages if you want to use a
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backslash \ within a string literal, you need to write it double backslash "\\":
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io.Fonts->AddFontFromFileTTF("MyDataFolder\MyFontFile.ttf", size_in_pixels); // WRONG (you are escape the M here!)
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io.Fonts->AddFontFromFileTTF("MyDataFolder\\MyFontFile.ttf", size_in_pixels); // CORRECT
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Q: How can I easily use icons in my application?
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A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you
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main font. Then you can refer to icons within your strings. Read 'How can I load multiple fonts?'
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main font. Then you can refer to icons within your strings. Read 'How can I load multiple fonts?'
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and the file 'misc/fonts/README.txt' for instructions and useful header files.
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Q: How can I load multiple fonts?
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io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
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Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
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A: When loading a font, pass custom Unicode ranges to specify the glyphs to load.
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A: When loading a font, pass custom Unicode ranges to specify the glyphs to load.
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// Add default Japanese ranges
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
|
||||
|
||||
// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
|
||||
ImVector<ImWchar> ranges;
|
||||
ImFontAtlas::GlyphRangesBuilder builder;
|
||||
|
@ -617,19 +617,19 @@
|
|||
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);
|
||||
|
||||
All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8
|
||||
by using the u8"hello" syntax. Specifying literal in your source code using a local code page
|
||||
All your strings needs to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8
|
||||
by using the u8"hello" syntax. Specifying literal in your source code using a local code page
|
||||
(such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
|
||||
Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
|
||||
|
||||
Text input: it is up to your application to pass the right character code by calling
|
||||
io.AddInputCharacter(). The applications in examples/ are doing that. For languages relying
|
||||
Text input: it is up to your application to pass the right character code by calling
|
||||
io.AddInputCharacter(). The applications in examples/ are doing that. For languages relying
|
||||
on an Input Method Editor (IME), on Windows you can copy the Hwnd of your application in the
|
||||
io.ImeWindowHandle field. The default implementation of io.ImeSetInputScreenPosFn() will set
|
||||
your Microsoft IME position correctly.
|
||||
|
||||
Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
|
||||
A: - You can create a dummy window. Call SetNextWindowBgAlpha(0.0f), call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flags.
|
||||
A: - You can create a dummy window. Call SetNextWindowBgAlpha(0.0f), call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flags.
|
||||
Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
|
||||
- You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows.
|
||||
- You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData.
|
||||
|
@ -639,18 +639,18 @@
|
|||
Also make sure your orthographic projection matrix and io.DisplaySize matches your actual framebuffer dimension.
|
||||
|
||||
Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
|
||||
A: You are probably mishandling the clipping rectangles in your render function.
|
||||
A: You are probably mishandling the clipping rectangles in your render function.
|
||||
Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height).
|
||||
|
||||
Q: How can I help?
|
||||
A: - If you are experienced with Dear ImGui and C++, look at the github issues, or TODO.txt and see how you want/can help!
|
||||
- Convince your company to fund development time! Individual users: you can also become a Patron (patreon.com/imgui) or donate on PayPal! See README.
|
||||
- Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
|
||||
- Disclose your usage of dear imgui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
|
||||
You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1269). Visuals are ideal as they inspire other programmers.
|
||||
But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions.
|
||||
- If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately).
|
||||
|
||||
- tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window.
|
||||
- tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window.
|
||||
this is also useful to set yourself in the context of another window (to get/set other settings)
|
||||
- tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug".
|
||||
- tip: the ImGuiOnceUponAFrame helper will allow run the block of code only once a frame. You can use it to quickly add custom UI in the middle
|
||||
|
@ -794,8 +794,8 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
|
|||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Current context pointer. Implicitly used by all ImGui functions. Always assumed to be != NULL.
|
||||
// CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext().
|
||||
// If you use DLL hotreloading you might need to call SetCurrentContext() after reloading code from this file.
|
||||
// CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext().
|
||||
// If you use DLL hotreloading you might need to call SetCurrentContext() after reloading code from this file.
|
||||
// ImGui functions are not thread-safe because of this pointer. If you want thread-safety to allow N threads to access N different contexts, you can:
|
||||
// - Change this variable to use thread local storage. You may #define GImGui in imconfig.h for that purpose. Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
|
||||
// - Having multiple instances of the ImGui code compiled inside different namespace (easiest/safest, if you have a finite number of contexts)
|
||||
|
@ -804,7 +804,7 @@ ImGuiContext* GImGui = NULL;
|
|||
#endif
|
||||
|
||||
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
|
||||
// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file.
|
||||
// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file.
|
||||
// Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
|
||||
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
|
||||
static void* MallocWrapper(size_t size, void* user_data) { (void)user_data; return malloc(size); }
|
||||
|
@ -968,7 +968,7 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
|
|||
//-----------------------------------------------------------------------------
|
||||
|
||||
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
|
||||
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
|
||||
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
|
||||
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
|
||||
|
||||
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
|
||||
|
@ -1050,8 +1050,8 @@ char* ImStrdup(const char *str)
|
|||
const char* ImStrchrRange(const char* str, const char* str_end, char c)
|
||||
{
|
||||
for ( ; str < str_end; str++)
|
||||
if (*str == c)
|
||||
return str;
|
||||
if (*str == c)
|
||||
return str;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
@ -1120,7 +1120,7 @@ static const char* ImAtoi(const char* src, TYPE* output)
|
|||
return src;
|
||||
}
|
||||
|
||||
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
|
||||
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
|
||||
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
|
||||
// B) When buf==NULL vsnprintf() will return the output size.
|
||||
#ifndef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
|
||||
|
@ -1390,30 +1390,30 @@ ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
|
|||
return out;
|
||||
}
|
||||
|
||||
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
|
||||
{
|
||||
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
|
||||
{
|
||||
ImGuiStyle& style = GImGui->Style;
|
||||
ImVec4 c = style.Colors[idx];
|
||||
c.w *= style.Alpha * alpha_mul;
|
||||
return ColorConvertFloat4ToU32(c);
|
||||
ImVec4 c = style.Colors[idx];
|
||||
c.w *= style.Alpha * alpha_mul;
|
||||
return ColorConvertFloat4ToU32(c);
|
||||
}
|
||||
|
||||
ImU32 ImGui::GetColorU32(const ImVec4& col)
|
||||
{
|
||||
{
|
||||
ImGuiStyle& style = GImGui->Style;
|
||||
ImVec4 c = col;
|
||||
c.w *= style.Alpha;
|
||||
return ColorConvertFloat4ToU32(c);
|
||||
ImVec4 c = col;
|
||||
c.w *= style.Alpha;
|
||||
return ColorConvertFloat4ToU32(c);
|
||||
}
|
||||
|
||||
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
|
||||
{
|
||||
{
|
||||
ImGuiStyle& style = GImGui->Style;
|
||||
return style.Colors[idx];
|
||||
}
|
||||
|
||||
ImU32 ImGui::GetColorU32(ImU32 col)
|
||||
{
|
||||
{
|
||||
float style_alpha = GImGui->Style.Alpha;
|
||||
if (style_alpha >= 1.0f)
|
||||
return col;
|
||||
|
@ -1562,9 +1562,9 @@ static ImVector<ImGuiStorage::Pair>::iterator LowerBound(ImVector<ImGuiStorage::
|
|||
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
|
||||
void ImGuiStorage::BuildSortByKey()
|
||||
{
|
||||
struct StaticFunc
|
||||
{
|
||||
static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs)
|
||||
struct StaticFunc
|
||||
{
|
||||
static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs)
|
||||
{
|
||||
// We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
|
||||
if (((const Pair*)lhs)->key > ((const Pair*)rhs)->key) return +1;
|
||||
|
@ -1875,8 +1875,8 @@ float ImGuiMenuColumns::CalcExtraSpace(float avail_w)
|
|||
|
||||
static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height)
|
||||
{
|
||||
// Set cursor position and a few other things so that SetScrollHere() and Columns() can work when seeking cursor.
|
||||
// FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
|
||||
// Set cursor position and a few other things so that SetScrollHere() and Columns() can work when seeking cursor.
|
||||
// FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
|
||||
// The clipper should probably have a 4th step to display the last item in a regular manner.
|
||||
ImGui::SetCursorPosY(pos_y);
|
||||
ImGuiWindow* window = ImGui::GetCurrentWindow();
|
||||
|
@ -1920,8 +1920,8 @@ bool ImGuiListClipper::Step()
|
|||
{
|
||||
if (ItemsCount == 0 || ImGui::GetCurrentWindowRead()->SkipItems)
|
||||
{
|
||||
ItemsCount = -1;
|
||||
return false;
|
||||
ItemsCount = -1;
|
||||
return false;
|
||||
}
|
||||
if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height.
|
||||
{
|
||||
|
@ -2220,9 +2220,9 @@ static ImGuiDir inline NavScoreItemGetQuadrant(float dx, float dy)
|
|||
|
||||
static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
|
||||
{
|
||||
if (a1 < b0)
|
||||
if (a1 < b0)
|
||||
return a1 - b0;
|
||||
if (b1 < a0)
|
||||
if (b1 < a0)
|
||||
return a0 - b1;
|
||||
return 0.0f;
|
||||
}
|
||||
|
@ -2272,22 +2272,22 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
|
|||
// Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
|
||||
ImGuiDir quadrant;
|
||||
float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
|
||||
if (dbx != 0.0f || dby != 0.0f)
|
||||
{
|
||||
if (dbx != 0.0f || dby != 0.0f)
|
||||
{
|
||||
// For non-overlapping boxes, use distance between boxes
|
||||
dax = dbx;
|
||||
day = dby;
|
||||
dist_axial = dist_box;
|
||||
quadrant = NavScoreItemGetQuadrant(dbx, dby);
|
||||
}
|
||||
else if (dcx != 0.0f || dcy != 0.0f)
|
||||
{
|
||||
}
|
||||
else if (dcx != 0.0f || dcy != 0.0f)
|
||||
{
|
||||
// For overlapping boxes with different centers, use distance between centers
|
||||
dax = dcx;
|
||||
day = dcy;
|
||||
dist_axial = dist_center;
|
||||
quadrant = NavScoreItemGetQuadrant(dcx, dcy);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
|
||||
|
@ -2320,27 +2320,27 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
|
|||
|
||||
// Is it in the quadrant we're interesting in moving to?
|
||||
bool new_best = false;
|
||||
if (quadrant == g.NavMoveDir)
|
||||
if (quadrant == g.NavMoveDir)
|
||||
{
|
||||
// Does it beat the current best candidate?
|
||||
if (dist_box < result->DistBox)
|
||||
if (dist_box < result->DistBox)
|
||||
{
|
||||
result->DistBox = dist_box;
|
||||
result->DistCenter = dist_center;
|
||||
return true;
|
||||
}
|
||||
if (dist_box == result->DistBox)
|
||||
}
|
||||
if (dist_box == result->DistBox)
|
||||
{
|
||||
// Try using distance between center points to break ties
|
||||
if (dist_center < result->DistCenter)
|
||||
if (dist_center < result->DistCenter)
|
||||
{
|
||||
result->DistCenter = dist_center;
|
||||
new_best = true;
|
||||
}
|
||||
else if (dist_center == result->DistCenter)
|
||||
}
|
||||
else if (dist_center == result->DistCenter)
|
||||
{
|
||||
// Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
|
||||
// (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
|
||||
// Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
|
||||
// (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
|
||||
// this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
|
||||
if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
|
||||
new_best = true;
|
||||
|
@ -2443,7 +2443,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
|
|||
ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
|
||||
#if IMGUI_DEBUG_NAV_SCORING
|
||||
// [DEBUG] Score all items in NavWindow at all times
|
||||
if (!g.NavMoveRequest)
|
||||
if (!g.NavMoveRequest)
|
||||
g.NavMoveDir = g.NavMoveDirLast;
|
||||
bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest;
|
||||
#else
|
||||
|
@ -2481,7 +2481,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
|
|||
{
|
||||
// Navigation processing runs prior to clipping early-out
|
||||
// (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
|
||||
// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests unfortunately, but it is still limited to one window.
|
||||
// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests unfortunately, but it is still limited to one window.
|
||||
// it may not scale very well for windows with ten of thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
|
||||
// We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick)
|
||||
window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask;
|
||||
|
@ -2535,14 +2535,14 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
|
|||
if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)
|
||||
return false;
|
||||
|
||||
// Test if interactions on this window are blocked by an active popup or modal
|
||||
// Test if interactions on this window are blocked by an active popup or modal
|
||||
if (!IsWindowContentHoverable(window, flags))
|
||||
return false;
|
||||
|
||||
// Test if the item is disabled
|
||||
if (window->DC.ItemFlags & ImGuiItemFlags_Disabled)
|
||||
return false;
|
||||
|
||||
|
||||
// Special handling for the 1st item after Begin() which represent the title bar. When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect tht case.
|
||||
if (window->DC.LastItemId == window->MoveId && window->WriteAccessed)
|
||||
return false;
|
||||
|
@ -3322,7 +3322,7 @@ static void ImGui::NavUpdate()
|
|||
//g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
|
||||
g.NavScoringCount = 0;
|
||||
#if IMGUI_DEBUG_NAV_RECTS
|
||||
if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList()->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
|
||||
if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList()->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
|
||||
if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames == 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); g.OverlayDrawList.AddCircleFilled(p, 3.0f, col); g.OverlayDrawList.AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
|
||||
#endif
|
||||
}
|
||||
|
@ -3332,7 +3332,7 @@ static void ImGui::UpdateMovingWindow()
|
|||
ImGuiContext& g = *GImGui;
|
||||
if (g.MovingWindow != NULL)
|
||||
{
|
||||
// We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
|
||||
// We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
|
||||
// We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
|
||||
KeepAliveID(g.ActiveId);
|
||||
IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);
|
||||
|
@ -3583,7 +3583,7 @@ void ImGui::NewFrame()
|
|||
// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
|
||||
UpdateMovingWindow();
|
||||
NewFrameUpdateHoveredWindowAndCaptureFlags();
|
||||
|
||||
|
||||
if (GetFrontMostPopupModal() != NULL)
|
||||
g.ModalWindowDarkeningRatio = ImMin(g.ModalWindowDarkeningRatio + g.IO.DeltaTime * 6.0f, 1.0f);
|
||||
else
|
||||
|
@ -3680,7 +3680,7 @@ static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*
|
|||
static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
|
||||
{
|
||||
ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
|
||||
float x, y;
|
||||
float x, y;
|
||||
int i;
|
||||
if (sscanf(line, "Pos=%f,%f", &x, &y) == 2) settings->Pos = ImVec2(x, y);
|
||||
else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) settings->Size = ImMax(ImVec2(x, y), GImGui->Style.WindowMinSize);
|
||||
|
@ -3881,7 +3881,7 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
|
|||
}
|
||||
else
|
||||
{
|
||||
*type_end = 0; // Overwrite first ']'
|
||||
*type_end = 0; // Overwrite first ']'
|
||||
name_start++; // Skip second '['
|
||||
}
|
||||
entry_handler = FindSettingsHandler(type_start);
|
||||
|
@ -3996,7 +3996,7 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
|
|||
// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
|
||||
// If this assert triggers because you are drawing lots of stuff manually:
|
||||
// A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use the Metrics window to inspect draw list contents.
|
||||
// B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes.
|
||||
// B) If you need/want meshes with more than 64K vertices, uncomment the '#define ImDrawIdx unsigned int' line in imconfig.h to set the index size to 4 bytes.
|
||||
// You'll need to handle the 4-bytes indices to your renderer. For example, the OpenGL example code detect index size at compile-time by doing:
|
||||
// glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
|
||||
// Your own engine or render API may use different parameters or function calls to specify index sizes. 2 and 4 bytes indices are generally supported by most API.
|
||||
|
@ -4090,7 +4090,7 @@ void ImGui::EndFrame()
|
|||
}
|
||||
|
||||
// Hide implicit "Debug" window if it hasn't been used
|
||||
IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin()/End() calls
|
||||
IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin()/End() calls, did you forget to call end on g.CurrentWindow->Name?
|
||||
if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
|
||||
g.CurrentWindow->Active = false;
|
||||
End();
|
||||
|
@ -4436,8 +4436,8 @@ void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
|
|||
b = ImVec2(-0.500f,+0.866f) * r;
|
||||
c = ImVec2(-0.500f,-0.866f) * r;
|
||||
break;
|
||||
case ImGuiDir_None:
|
||||
case ImGuiDir_COUNT:
|
||||
case ImGuiDir_None:
|
||||
case ImGuiDir_COUNT:
|
||||
IM_ASSERT(0);
|
||||
break;
|
||||
}
|
||||
|
@ -4476,7 +4476,7 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl
|
|||
if (id != g.NavId)
|
||||
return;
|
||||
if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
|
||||
return;
|
||||
return;
|
||||
ImGuiWindow* window = ImGui::GetCurrentWindow();
|
||||
if (window->DC.NavHideHighlightOneFrame)
|
||||
return;
|
||||
|
@ -4943,7 +4943,7 @@ void ImGui::OpenPopupEx(ImGuiID id)
|
|||
|
||||
// Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
|
||||
// would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
|
||||
// situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
|
||||
// situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
|
||||
if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
|
||||
g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
|
||||
else
|
||||
|
@ -5164,7 +5164,7 @@ void ImGui::EndPopup()
|
|||
|
||||
// Make all menus and popups wrap around for now, may need to expose that policy.
|
||||
NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY);
|
||||
|
||||
|
||||
End();
|
||||
}
|
||||
|
||||
|
@ -5207,7 +5207,7 @@ bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool a
|
|||
|
||||
bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button)
|
||||
{
|
||||
if (!str_id)
|
||||
if (!str_id)
|
||||
str_id = "void_context";
|
||||
ImGuiID id = GImGui->CurrentWindow->GetID(str_id);
|
||||
if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
|
||||
|
@ -5359,7 +5359,7 @@ static ImRect FindAllowedExtentRectForWindow(ImGuiWindow*)
|
|||
r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
|
||||
return r_screen;
|
||||
}
|
||||
|
||||
|
||||
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
|
||||
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
|
||||
static ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default)
|
||||
|
@ -5803,7 +5803,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
|||
// Automatically disable manual moving/resizing when NoInputs is set
|
||||
if (flags & ImGuiWindowFlags_NoInputs)
|
||||
flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
|
||||
|
||||
|
||||
if (flags & ImGuiWindowFlags_NavFlattened)
|
||||
IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
|
||||
|
||||
|
@ -5999,7 +5999,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
|||
|
||||
// SCROLLBAR STATUS
|
||||
|
||||
// Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size).
|
||||
// Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size).
|
||||
if (!window->Collapsed)
|
||||
{
|
||||
// When reading the current size we need to read it after size constraints have been applied
|
||||
|
@ -6197,7 +6197,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
|||
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), rounding, ~0, 3.0f);
|
||||
}
|
||||
|
||||
// Store a backup of SizeFull which we will use next frame to decide if we need scrollbars.
|
||||
// Store a backup of SizeFull which we will use next frame to decide if we need scrollbars.
|
||||
window->SizeFullAtLastBegin = window->SizeFull;
|
||||
|
||||
// Update various regions. Variables they depends on are set above in this function.
|
||||
|
@ -6297,7 +6297,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
|||
ImRect text_r = title_bar_rect;
|
||||
float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
|
||||
float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
|
||||
if (style.WindowTitleAlign.x > 0.0f)
|
||||
if (style.WindowTitleAlign.x > 0.0f)
|
||||
pad_right = ImLerp(pad_right, pad_left, style.WindowTitleAlign.x);
|
||||
text_r.Min.x += pad_left;
|
||||
text_r.Max.x -= pad_right;
|
||||
|
@ -6590,7 +6590,7 @@ void ImGui::FocusFrontMostActiveWindow(ImGuiWindow* ignore_window)
|
|||
for (int i = g.Windows.Size - 1; i >= 0; i--)
|
||||
if (g.Windows[i] != ignore_window && g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))
|
||||
{
|
||||
ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(g.Windows[i]);
|
||||
ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(g.Windows[i]);
|
||||
FocusWindow(focus_window);
|
||||
return;
|
||||
}
|
||||
|
@ -6891,7 +6891,7 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
|
|||
case ImGuiCol_ModalWindowDarkening: return "ModalWindowDarkening";
|
||||
case ImGuiCol_DragDropTarget: return "DragDropTarget";
|
||||
case ImGuiCol_NavHighlight: return "NavHighlight";
|
||||
case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
|
||||
case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
|
||||
}
|
||||
IM_ASSERT(0);
|
||||
return "Unknown";
|
||||
|
@ -7738,7 +7738,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
|
|||
ClearActiveID();
|
||||
}
|
||||
|
||||
// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
|
||||
// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
|
||||
// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
|
||||
if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true))
|
||||
pressed = true;
|
||||
|
@ -8191,7 +8191,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
|
|||
const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y);
|
||||
bool is_open = TreeNodeBehaviorIsOpen(id, flags);
|
||||
|
||||
// Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.
|
||||
// Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.
|
||||
// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
|
||||
// This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.
|
||||
if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
|
||||
|
@ -8755,7 +8755,7 @@ const char* ImParseFormatFindEnd(const char* fmt)
|
|||
const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a'));
|
||||
for (char c; (c = *fmt) != 0; fmt++)
|
||||
{
|
||||
if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0)
|
||||
if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0)
|
||||
return fmt + 1;
|
||||
if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0)
|
||||
return fmt + 1;
|
||||
|
@ -9037,19 +9037,19 @@ bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type
|
|||
case ImGuiDataType_S32:
|
||||
IM_ASSERT(*(const ImS32*)v_min >= IM_S32_MIN/2 && *(const ImS32*)v_max <= IM_S32_MAX/2);
|
||||
return SliderBehaviorT<ImS32, ImS32, float >(bb, id, data_type, (ImS32*)v, *(const ImS32*)v_min, *(const ImS32*)v_max, format, power, flags);
|
||||
case ImGuiDataType_U32:
|
||||
IM_ASSERT(*(const ImU32*)v_min <= IM_U32_MAX/2);
|
||||
case ImGuiDataType_U32:
|
||||
IM_ASSERT(*(const ImU32*)v_min <= IM_U32_MAX/2);
|
||||
return SliderBehaviorT<ImU32, ImS32, float >(bb, id, data_type, (ImU32*)v, *(const ImU32*)v_min, *(const ImU32*)v_max, format, power, flags);
|
||||
case ImGuiDataType_S64:
|
||||
case ImGuiDataType_S64:
|
||||
IM_ASSERT(*(const ImS64*)v_min >= IM_S64_MIN/2 && *(const ImS64*)v_max <= IM_S64_MAX/2);
|
||||
return SliderBehaviorT<ImS64, ImS64, double>(bb, id, data_type, (ImS64*)v, *(const ImS64*)v_min, *(const ImS64*)v_max, format, power, flags);
|
||||
case ImGuiDataType_U64:
|
||||
case ImGuiDataType_U64:
|
||||
IM_ASSERT(*(const ImU64*)v_min <= IM_U64_MAX/2);
|
||||
return SliderBehaviorT<ImU64, ImS64, double>(bb, id, data_type, (ImU64*)v, *(const ImU64*)v_min, *(const ImU64*)v_max, format, power, flags);
|
||||
case ImGuiDataType_Float:
|
||||
IM_ASSERT(*(const float*)v_min >= -FLT_MAX/2.0f && *(const float*)v_max <= FLT_MAX/2.0f);
|
||||
return SliderBehaviorT<float, float, float >(bb, id, data_type, (float*)v, *(const float*)v_min, *(const float*)v_max, format, power, flags);
|
||||
case ImGuiDataType_Double:
|
||||
case ImGuiDataType_Double:
|
||||
IM_ASSERT(*(const double*)v_min >= -DBL_MAX/2.0f && *(const double*)v_max <= DBL_MAX/2.0f);
|
||||
return SliderBehaviorT<double,double,double>(bb, id, data_type, (double*)v, *(const double*)v_min, *(const double*)v_max, format, power, flags);
|
||||
case ImGuiDataType_COUNT: break;
|
||||
|
@ -9059,7 +9059,7 @@ bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type
|
|||
}
|
||||
|
||||
// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was "%.0f".
|
||||
// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls.
|
||||
// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls.
|
||||
// To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?!
|
||||
static const char* PatchFormatStringFloatToInt(const char* fmt)
|
||||
{
|
||||
|
@ -9360,7 +9360,7 @@ static bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed
|
|||
{
|
||||
g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v);
|
||||
}
|
||||
|
||||
|
||||
// Lose zero sign for float/double
|
||||
if (v_cur == (TYPE)-0)
|
||||
v_cur = (TYPE)0;
|
||||
|
@ -10434,18 +10434,18 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
|||
edit_state.OnKeyPressed((int)c);
|
||||
}
|
||||
else if (IsKeyPressedMap(ImGuiKey_Escape))
|
||||
{
|
||||
clear_active_id = cancel_edit = true;
|
||||
{
|
||||
clear_active_id = cancel_edit = true;
|
||||
}
|
||||
else if (is_undo || is_redo)
|
||||
{
|
||||
{
|
||||
edit_state.OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);
|
||||
edit_state.ClearSelection();
|
||||
edit_state.ClearSelection();
|
||||
}
|
||||
else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A))
|
||||
{
|
||||
edit_state.SelectAll();
|
||||
edit_state.CursorFollow = true;
|
||||
else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A))
|
||||
{
|
||||
edit_state.SelectAll();
|
||||
edit_state.CursorFollow = true;
|
||||
}
|
||||
else if (is_cut || is_copy)
|
||||
{
|
||||
|
@ -10604,7 +10604,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
|
|||
|
||||
// Render
|
||||
// Select which buffer we are going to display. When ImGuiInputTextFlags_NoLiveEdit is set 'buf' might still be the old value. We set buf to NULL to prevent accidental usage from now on.
|
||||
const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempTextBuffer.Data : buf; buf = NULL;
|
||||
const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempTextBuffer.Data : buf; buf = NULL;
|
||||
|
||||
RenderNavHighlight(frame_bb, id);
|
||||
if (!is_multiline)
|
||||
|
@ -11022,7 +11022,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
|
|||
|
||||
if ((pressed || g.NavActivateId == id) && !popup_open)
|
||||
{
|
||||
if (window->DC.NavLayerCurrent == 0)
|
||||
if (window->DC.NavLayerCurrent == 0)
|
||||
window->NavLastIds[0] = id;
|
||||
OpenPopupEx(id);
|
||||
popup_open = true;
|
||||
|
@ -11223,9 +11223,11 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
|
|||
return false;
|
||||
}
|
||||
|
||||
// We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
|
||||
ImGuiButtonFlags button_flags = 0;
|
||||
if (flags & ImGuiSelectableFlags_Menu) button_flags |= ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_NoHoldingActiveID;
|
||||
if (flags & ImGuiSelectableFlags_MenuItem) button_flags |= ImGuiButtonFlags_PressedOnRelease;
|
||||
if (flags & ImGuiSelectableFlags_NoHoldingActiveID) button_flags |= ImGuiButtonFlags_NoHoldingActiveID;
|
||||
if (flags & ImGuiSelectableFlags_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick;
|
||||
if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease;
|
||||
if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;
|
||||
if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
|
||||
bool hovered, held;
|
||||
|
@ -11381,7 +11383,7 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo
|
|||
ImVec2 pos = window->DC.CursorPos;
|
||||
ImVec2 label_size = CalcTextSize(label, NULL, true);
|
||||
|
||||
ImGuiSelectableFlags flags = ImGuiSelectableFlags_MenuItem | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
|
||||
ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
|
||||
bool pressed;
|
||||
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
|
||||
{
|
||||
|
@ -11468,7 +11470,7 @@ bool ImGui::BeginMenuBar()
|
|||
IM_ASSERT(!window->DC.MenuBarAppending);
|
||||
BeginGroup(); // Save position
|
||||
PushID("##menubar");
|
||||
|
||||
|
||||
// We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
|
||||
// We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
|
||||
ImRect bar_rect = window->MenuBarRect();
|
||||
|
@ -11555,7 +11557,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
|
|||
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
|
||||
PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
|
||||
float w = label_size.x;
|
||||
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
|
||||
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
|
||||
PopStyleVar();
|
||||
window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
|
||||
}
|
||||
|
@ -11565,7 +11567,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
|
|||
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
|
||||
float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame
|
||||
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
|
||||
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
|
||||
pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
|
||||
if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
|
||||
RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right);
|
||||
if (!enabled) PopStyleColor();
|
||||
|
@ -11680,7 +11682,7 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags
|
|||
|
||||
int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
|
||||
BeginTooltipEx(0, true);
|
||||
|
||||
|
||||
const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text;
|
||||
if (text_end > text)
|
||||
{
|
||||
|
@ -11784,7 +11786,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
|
|||
|
||||
if (flags & ImGuiColorEditFlags_NoAlpha)
|
||||
flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf);
|
||||
|
||||
|
||||
ImVec4 col_without_alpha(col.x, col.y, col.z, 1.0f);
|
||||
float grid_step = ImMin(size.x, size.y) / 2.99f;
|
||||
float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);
|
||||
|
@ -11924,7 +11926,7 @@ static void ColorPickerOptionsPopup(ImGuiColorEditFlags flags, const float* ref_
|
|||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
// Edit colors components (each component in 0.0f..1.0f range).
|
||||
// Edit colors components (each component in 0.0f..1.0f range).
|
||||
// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
|
||||
// With typical options: Left-click on colored square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.
|
||||
bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)
|
||||
|
@ -11951,7 +11953,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
|
|||
// Context menu: display and modify options (before defaults are applied)
|
||||
if (!(flags & ImGuiColorEditFlags_NoOptions))
|
||||
ColorEditOptionsPopup(col, flags);
|
||||
|
||||
|
||||
// Read stored options
|
||||
if (!(flags & ImGuiColorEditFlags__InputsMask))
|
||||
flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputsMask);
|
||||
|
@ -12058,7 +12060,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
|
|||
}
|
||||
if (!(flags & ImGuiColorEditFlags_NoOptions))
|
||||
OpenPopupOnItemClick("context");
|
||||
|
||||
|
||||
if (BeginPopup("picker"))
|
||||
{
|
||||
picker_active_window = g.CurrentWindow;
|
||||
|
@ -12085,7 +12087,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
|
|||
// Convert back
|
||||
if (picker_active_window == NULL)
|
||||
{
|
||||
if (!value_changed_as_float)
|
||||
if (!value_changed_as_float)
|
||||
for (int n = 0; n < 4; n++)
|
||||
f[n] = i[n] / 255.0f;
|
||||
if (flags & ImGuiColorEditFlags_HSV)
|
||||
|
@ -12158,7 +12160,7 @@ static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2
|
|||
|
||||
// ColorPicker
|
||||
// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
|
||||
// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..)
|
||||
// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..)
|
||||
bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
@ -12180,7 +12182,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
|||
|
||||
// Read stored options
|
||||
if (!(flags & ImGuiColorEditFlags__PickerMask))
|
||||
flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask;
|
||||
flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask;
|
||||
IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check that only 1 is selected
|
||||
if (!(flags & ImGuiColorEditFlags_NoOptions))
|
||||
flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar);
|
||||
|
@ -12203,7 +12205,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
|||
float wheel_r_outer = sv_picker_size * 0.50f;
|
||||
float wheel_r_inner = wheel_r_outer - wheel_thickness;
|
||||
ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size*0.5f);
|
||||
|
||||
|
||||
// Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic.
|
||||
float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f);
|
||||
ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point.
|
||||
|
@ -12349,7 +12351,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
|||
{
|
||||
float new_H, new_S, new_V;
|
||||
ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V);
|
||||
if (new_H <= 0 && H > 0)
|
||||
if (new_H <= 0 && H > 0)
|
||||
{
|
||||
if (new_V <= 0 && V != new_V)
|
||||
ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]);
|
||||
|
@ -12364,7 +12366,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
|||
|
||||
const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) };
|
||||
ImVec2 sv_cursor_pos;
|
||||
|
||||
|
||||
if (flags & ImGuiColorEditFlags_PickerHueWheel)
|
||||
{
|
||||
// Render Hue Wheel
|
||||
|
@ -12507,7 +12509,7 @@ void ImGui::VerticalSeparator()
|
|||
ImGuiContext& g = *GImGui;
|
||||
|
||||
float y1 = window->DC.CursorPos.y;
|
||||
float y2 = window->DC.CursorPos.y + window->DC.CurrentLineHeight;
|
||||
float y2 = window->DC.CursorPos.y + window->DC.CurrentLineHeight;
|
||||
const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + 1.0f, y2));
|
||||
ItemSize(ImVec2(bb.GetWidth(), 0.0f));
|
||||
if (!ItemAdd(bb, 0))
|
||||
|
@ -12968,7 +12970,7 @@ void ImGui::EndColumns()
|
|||
KeepAliveID(column_id);
|
||||
if (IsClippedEx(column_rect, column_id, false))
|
||||
continue;
|
||||
|
||||
|
||||
bool hovered = false, held = false;
|
||||
if (!(columns->Flags & ImGuiColumnsFlags_NoResize))
|
||||
{
|
||||
|
@ -13016,7 +13018,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
|
|||
|
||||
if (window->DC.ColumnsSet != NULL)
|
||||
EndColumns();
|
||||
|
||||
|
||||
if (columns_count != 1)
|
||||
BeginColumns(id, columns_count, flags);
|
||||
}
|
||||
|
@ -13122,7 +13124,7 @@ void ImGui::ClearDragDrop()
|
|||
g.DragDropAcceptFrameCount = -1;
|
||||
}
|
||||
|
||||
// Call when current ID is active.
|
||||
// Call when current ID is active.
|
||||
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
|
||||
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
|
||||
{
|
||||
|
@ -13152,8 +13154,8 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
|
|||
}
|
||||
|
||||
// Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image()
|
||||
// We build a throwaway ID based on current ID stack + relative AABB of items in window.
|
||||
// THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
|
||||
// We build a throwaway ID based on current ID stack + relative AABB of items in window.
|
||||
// THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
|
||||
// We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
|
||||
bool is_hovered = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) != 0;
|
||||
if (!is_hovered && (g.ActiveId == 0 || g.ActiveIdWindow != window))
|
||||
|
@ -13332,7 +13334,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
|
|||
ImGuiWindow* window = g.CurrentWindow;
|
||||
ImGuiPayload& payload = g.DragDropPayload;
|
||||
IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
|
||||
IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ?
|
||||
IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ?
|
||||
if (type != NULL && !payload.IsDataType(type))
|
||||
return NULL;
|
||||
|
||||
|
@ -13591,7 +13593,7 @@ void ImGui::ShowMetricsWindow(bool* p_open)
|
|||
ImGuiWindowFlags flags = window->Flags;
|
||||
NodeDrawList(window, window->DrawList, "DrawList");
|
||||
ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y);
|
||||
ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s..)", flags,
|
||||
ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s..)", flags,
|
||||
(flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
|
||||
(flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "");
|
||||
ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetScrollMaxX(window), window->Scroll.y, GetScrollMaxY(window));
|
||||
|
|
|
@ -115,7 +115,7 @@ typedef unsigned __int64 ImU64; // 64-bit unsigned integer
|
|||
#else
|
||||
typedef signed long long ImS64; // 64-bit signed integer
|
||||
typedef unsigned long long ImU64; // 64-bit unsigned integer
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// 2d vector
|
||||
struct ImVec2
|
||||
|
@ -144,7 +144,7 @@ struct ImVec4
|
|||
// In a namespace so that user can add extra functions in your own separate file (please don't modify imgui.cpp/.h)
|
||||
namespace ImGui
|
||||
{
|
||||
// Context creation and access
|
||||
// Context creation and access
|
||||
// All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context.
|
||||
// All those functions are not reliant on the current context.
|
||||
IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
|
||||
|
@ -212,7 +212,7 @@ namespace ImGui
|
|||
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
|
||||
IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg.
|
||||
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, 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 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, 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 SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
|
||||
|
@ -285,11 +285,11 @@ namespace ImGui
|
|||
IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)
|
||||
|
||||
// ID stack/scopes
|
||||
// Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
|
||||
// Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
|
||||
// likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
|
||||
// You can also use the "##foobar" syntax within widget label to distinguish them from each others.
|
||||
// In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
|
||||
// whereas "str_id" denote a string that is only used as an ID and not aimed to be displayed.
|
||||
// You can also use the "##foobar" syntax within widget label to distinguish them from each others.
|
||||
// In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
|
||||
// whereas "str_id" denote a string that is only used as an ID and not aimed to be displayed.
|
||||
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 void* ptr_id);
|
||||
|
@ -333,7 +333,7 @@ namespace ImGui
|
|||
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
|
||||
|
||||
// Widgets: Combo Box
|
||||
// The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it.
|
||||
// The new BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it.
|
||||
// The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose.
|
||||
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
|
||||
IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
|
||||
|
@ -560,12 +560,12 @@ namespace ImGui
|
|||
IMGUI_API void SetClipboardText(const char* text);
|
||||
|
||||
// Settings/.Ini Utilities
|
||||
// The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
|
||||
// The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
|
||||
// Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
|
||||
IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
|
||||
IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
|
||||
IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename);
|
||||
IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
|
||||
IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
|
||||
|
||||
// Memory Utilities
|
||||
// All those functions are not reliant on the current context.
|
||||
|
@ -646,7 +646,7 @@ enum ImGuiTreeNodeFlags_
|
|||
ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
|
||||
ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
|
||||
ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
|
||||
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
|
||||
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
|
||||
ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
|
||||
ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
|
||||
//ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 11, // FIXME: TODO: Extend hit box horizontally even if not framed
|
||||
|
@ -722,7 +722,7 @@ enum ImGuiDragDropFlags_
|
|||
};
|
||||
|
||||
// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
|
||||
#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
|
||||
#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type.
|
||||
#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type.
|
||||
|
||||
// A primary data type
|
||||
|
@ -787,15 +787,15 @@ enum ImGuiNavInput_
|
|||
ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
|
||||
ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
|
||||
ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
|
||||
ImGuiNavInput_DpadRight, //
|
||||
ImGuiNavInput_DpadUp, //
|
||||
ImGuiNavInput_DpadDown, //
|
||||
ImGuiNavInput_DpadRight, //
|
||||
ImGuiNavInput_DpadUp, //
|
||||
ImGuiNavInput_DpadDown, //
|
||||
ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
|
||||
ImGuiNavInput_LStickRight, //
|
||||
ImGuiNavInput_LStickUp, //
|
||||
ImGuiNavInput_LStickDown, //
|
||||
ImGuiNavInput_LStickRight, //
|
||||
ImGuiNavInput_LStickUp, //
|
||||
ImGuiNavInput_LStickDown, //
|
||||
ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
|
||||
ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
|
||||
ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
|
||||
ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
|
||||
ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
|
||||
|
||||
|
@ -816,7 +816,7 @@ enum ImGuiConfigFlags_
|
|||
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
|
||||
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad.
|
||||
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth.
|
||||
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag with io.NavActive is set.
|
||||
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag with io.NavActive is set.
|
||||
ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information back-end
|
||||
ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility.
|
||||
|
||||
|
@ -876,7 +876,7 @@ enum ImGuiCol_
|
|||
ImGuiCol_TextSelectedBg,
|
||||
ImGuiCol_ModalWindowDarkening, // Darken/colorize entire screen behind a modal window, when one is active
|
||||
ImGuiCol_DragDropTarget,
|
||||
ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
|
||||
ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
|
||||
ImGuiCol_NavWindowingHighlight, // Gamepad/keyboard: when holding NavMenu to focus/move/resize windows
|
||||
ImGuiCol_COUNT
|
||||
|
||||
|
@ -934,7 +934,7 @@ enum ImGuiColorEditFlags_
|
|||
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.
|
||||
|
@ -943,7 +943,7 @@ enum ImGuiColorEditFlags_
|
|||
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_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.
|
||||
|
@ -976,7 +976,7 @@ enum ImGuiMouseCursor_
|
|||
};
|
||||
|
||||
// Condition for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
|
||||
// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
|
||||
// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
|
||||
enum ImGuiCond_
|
||||
{
|
||||
ImGuiCond_Always = 1 << 0, // Set the variable
|
||||
|
@ -1080,7 +1080,7 @@ struct ImGuiIO
|
|||
void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning.
|
||||
|
||||
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
|
||||
// [OBSOLETE] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
|
||||
// [OBSOLETE] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now!
|
||||
// You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
|
||||
void (*RenderDrawListsFn)(ImDrawData* data);
|
||||
#else
|
||||
|
@ -1094,7 +1094,7 @@ struct ImGuiIO
|
|||
|
||||
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.
|
||||
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
|
||||
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
|
||||
float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends.
|
||||
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
|
||||
bool KeyCtrl; // Keyboard modifier pressed: Control
|
||||
|
@ -1114,7 +1114,7 @@ struct ImGuiIO
|
|||
// Output - Retrieve after calling NewFrame()
|
||||
//------------------------------------------------------------------
|
||||
|
||||
bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
|
||||
bool WantCaptureMouse; // When io.WantCaptureMouse is true, imgui will use the mouse inputs, do not dispatch them to your main game/application (in both cases, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
|
||||
bool WantCaptureKeyboard; // When io.WantCaptureKeyboard is true, imgui will use the keyboard inputs, do not dispatch them to your main game/application (in both cases, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
|
||||
bool WantTextInput; // Mobile/console: when io.WantTextInput is true, you may display an on-screen keyboard. This is set by ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
|
||||
bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
|
||||
|
@ -1232,7 +1232,7 @@ public:
|
|||
inline void resize(int new_size,const value_type& v){ if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
|
||||
inline void reserve(int new_capacity)
|
||||
{
|
||||
if (new_capacity <= Capacity)
|
||||
if (new_capacity <= Capacity)
|
||||
return;
|
||||
value_type* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));
|
||||
if (Data)
|
||||
|
@ -1477,7 +1477,7 @@ struct ImColor
|
|||
|
||||
// Helper: Manually clip large list of items.
|
||||
// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
|
||||
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
|
||||
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
|
||||
// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
|
||||
// Usage:
|
||||
// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
|
||||
|
@ -1545,7 +1545,7 @@ struct ImDrawVert
|
|||
// 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 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.
|
||||
// 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;
|
||||
#endif
|
||||
|
||||
|
@ -1753,7 +1753,7 @@ struct ImFontAtlas
|
|||
|
||||
// Build atlas, retrieve pixel data.
|
||||
// User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
|
||||
// RGBA32 format is provided for convenience and compatibility, but note that unless you use CustomRect to draw color data, the RGB pixels emitted from Fonts will all be white (~75% of waste).
|
||||
// RGBA32 format is provided for convenience and compatibility, but note that unless you use CustomRect to draw color data, the RGB pixels emitted from Fonts will all be white (~75% of waste).
|
||||
// Pitch = Width * BytesPerPixels
|
||||
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
|
||||
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
|
||||
|
|
|
@ -12,9 +12,9 @@
|
|||
// Thank you,
|
||||
// -Your beloved friend, imgui_demo.cpp (that you won't delete)
|
||||
|
||||
// Message to beginner C/C++ programmers. About the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions.
|
||||
// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code.
|
||||
// A static variable persist across calls, so it is essentially like a global variable but declared inside the scope of the function.
|
||||
// Message to beginner C/C++ programmers. About the meaning of 'static': in this demo code, we frequently we use 'static' variables inside functions.
|
||||
// We do this as a way to gather code and data in the same place, just to make the demo code faster to read, faster to write, and use less code.
|
||||
// A static variable persist across calls, so it is essentially like a global variable but declared inside the scope of the function.
|
||||
// It also happens to be a convenient way of storing simple UI related information as long as your function doesn't need to be reentrant or used in threads.
|
||||
// This might be a pattern you occasionally want to use in your code, but most of the real data you would be editing is likely to be stored outside your function.
|
||||
|
||||
|
@ -272,7 +272,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||
if (ImGui::TreeNode("Basic"))
|
||||
{
|
||||
static int clicked = 0;
|
||||
if (ImGui::Button("Button"))
|
||||
if (ImGui::Button("Button"))
|
||||
clicked++;
|
||||
if (clicked & 1)
|
||||
{
|
||||
|
@ -419,7 +419,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||
if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i))
|
||||
{
|
||||
ImGui::Text("blah blah");
|
||||
ImGui::SameLine();
|
||||
ImGui::SameLine();
|
||||
if (ImGui::SmallButton("button")) { };
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
@ -446,7 +446,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||
{
|
||||
// Node
|
||||
bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);
|
||||
if (ImGui::IsItemClicked())
|
||||
if (ImGui::IsItemClicked())
|
||||
node_clicked = i;
|
||||
if (node_open)
|
||||
{
|
||||
|
@ -554,7 +554,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||
// - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8
|
||||
// - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. Visual Studio save your file as 'UTF-8 without signature')
|
||||
// - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 CHARACTERS IN THIS SOURCE FILE.
|
||||
// Instead we are encoding a few strings with hexadecimal constants. Don't do this in your application!
|
||||
// Instead we are encoding a few strings with hexadecimal constants. Don't do this in your application!
|
||||
// Please use u8"text in any language" in your application!
|
||||
// Note that characters values are preserved even by InputText() if the font cannot be displayed, so you can safely copy & paste garbled characters into another application.
|
||||
ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->LoadFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt for details.");
|
||||
|
@ -580,7 +580,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||
// If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers to ImGui::Image(), and gather width/height through your own functions, etc.
|
||||
// Using ShowMetricsWindow() as a "debugger" to inspect the draw data that are being passed to your render will help you debug issues if you are confused about this.
|
||||
// Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
|
||||
ImTextureID my_tex_id = io.Fonts->TexID;
|
||||
ImTextureID my_tex_id = io.Fonts->TexID;
|
||||
float my_tex_w = (float)io.Fonts->TexWidth;
|
||||
float my_tex_h = (float)io.Fonts->TexHeight;
|
||||
|
||||
|
@ -645,7 +645,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||
}
|
||||
|
||||
// Simplified one-liner Combo() API, using values packed in a single constant string
|
||||
static int item_current_2 = 0;
|
||||
static int item_current_2 = 0;
|
||||
ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");
|
||||
|
||||
// Simplified one-liner Combo() using an array of const char*
|
||||
|
@ -685,7 +685,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||
{
|
||||
char buf[32];
|
||||
sprintf(buf, "Object %d", n);
|
||||
if (ImGui::Selectable(buf, selected == n))
|
||||
if (ImGui::Selectable(buf, selected == n))
|
||||
selected = n;
|
||||
}
|
||||
ImGui::TreePop();
|
||||
|
@ -701,7 +701,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||
if (ImGui::Selectable(buf, selection[n]))
|
||||
{
|
||||
if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held
|
||||
memset(selection, 0, sizeof(selection));
|
||||
memset(selection, 0, sizeof(selection));
|
||||
selection[n] ^= 1;
|
||||
}
|
||||
}
|
||||
|
@ -1007,11 +1007,11 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||
// The DragScalar, InputScalar, SliderScalar functions allow manipulating most common data types: signed/unsigned int/long long and float/double
|
||||
// To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum to pass the type, and argument-by-values are turned into argument-by-address.
|
||||
// This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types.
|
||||
// In practice, if you frequently use a given type that is not covered by the normal API entry points, you may want to wrap it yourself inside a 1 line function
|
||||
// In practice, if you frequently use a given type that is not covered by the normal API entry points, you may want to wrap it yourself inside a 1 line function
|
||||
// which can take typed values argument instead of void*, and then pass their address to the generic function. For example:
|
||||
// bool SliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") { return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); }
|
||||
// Below are helper variables we can take the address of to work-around this:
|
||||
// Note that the SliderScalar function has a maximum usable range of half the natural type maximum, hence the /2 below.
|
||||
// Note that the SliderScalar function has a maximum usable range of half the natural type maximum, hence the /2 below.
|
||||
const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2;
|
||||
const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2;
|
||||
const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2;
|
||||
|
@ -1491,7 +1491,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||
ImGui::BeginChild("scrolling", ImVec2(0, ImGui::GetFrameHeightWithSpacing()*7 + 30), true, ImGuiWindowFlags_HorizontalScrollbar);
|
||||
for (int line = 0; line < lines; line++)
|
||||
{
|
||||
// Display random stuff (for the sake of this trivial demo we are using basic Button+SameLine. If you want to create your own time line for a real application you may be better off
|
||||
// Display random stuff (for the sake of this trivial demo we are using basic Button+SameLine. If you want to create your own time line for a real application you may be better off
|
||||
// manipulating the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets yourself. You may also want to use the lower-level ImDrawList API)
|
||||
int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3);
|
||||
for (int n = 0; n < num_buttons; n++)
|
||||
|
@ -1514,9 +1514,9 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||
ImGui::EndChild();
|
||||
ImGui::PopStyleVar(2);
|
||||
float scroll_x_delta = 0.0f;
|
||||
ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine();
|
||||
ImGui::SmallButton("<<"); if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine();
|
||||
ImGui::Text("Scroll from code"); ImGui::SameLine();
|
||||
ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine();
|
||||
ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine();
|
||||
ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x);
|
||||
if (scroll_x_delta != 0.0f)
|
||||
{
|
||||
|
@ -1933,9 +1933,9 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||
|
||||
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad [beta]", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);
|
||||
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard [beta]", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);
|
||||
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);
|
||||
ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);
|
||||
ImGui::SameLine(); ShowHelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.");
|
||||
ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);
|
||||
ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);
|
||||
ImGui::SameLine(); ShowHelpMarker("Instruct back-end to not alter mouse cursor shape and visibility.");
|
||||
|
||||
if (ImGui::TreeNode("Keyboard, Mouse & Navigation State"))
|
||||
|
@ -2091,7 +2091,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
|||
{
|
||||
ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget.");
|
||||
for (int button = 0; button < 3; button++)
|
||||
ImGui::Text("IsMouseDragging(%d):\n w/ default threshold: %d,\n w/ zero threshold: %d\n w/ large threshold: %d",
|
||||
ImGui::Text("IsMouseDragging(%d):\n w/ default threshold: %d,\n w/ zero threshold: %d\n w/ large threshold: %d",
|
||||
button, ImGui::IsMouseDragging(button), ImGui::IsMouseDragging(button, 0.0f), ImGui::IsMouseDragging(button, 20.0f));
|
||||
ImGui::Button("Drag Me");
|
||||
if (ImGui::IsItemActive())
|
||||
|
@ -2166,7 +2166,7 @@ void ImGui::ShowFontSelector(const char* label)
|
|||
io.FontDefault = io.Fonts->Fonts[n];
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
ImGui::SameLine();
|
||||
ImGui::SameLine();
|
||||
ShowHelpMarker(
|
||||
"- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"
|
||||
"- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
|
||||
|
@ -2195,7 +2195,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
|||
ImGui::ShowFontSelector("Fonts##Selector");
|
||||
|
||||
// Simplified Settings
|
||||
if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"))
|
||||
if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"))
|
||||
style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding
|
||||
{ bool window_border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &window_border)) style.WindowBorderSize = window_border ? 1.0f : 0.0f; }
|
||||
ImGui::SameLine();
|
||||
|
@ -2283,8 +2283,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
|||
filter.Draw("Filter colors", 200);
|
||||
|
||||
static ImGuiColorEditFlags alpha_flags = 0;
|
||||
ImGui::RadioButton("Opaque", &alpha_flags, 0); ImGui::SameLine();
|
||||
ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine();
|
||||
ImGui::RadioButton("Opaque", &alpha_flags, 0); ImGui::SameLine();
|
||||
ImGui::RadioButton("Alpha", &alpha_flags, ImGuiColorEditFlags_AlphaPreview); ImGui::SameLine();
|
||||
ImGui::RadioButton("Both", &alpha_flags, ImGuiColorEditFlags_AlphaPreviewHalf);
|
||||
|
||||
ImGui::BeginChild("#colors", ImVec2(0, 300), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);
|
||||
|
@ -2526,7 +2526,7 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
|
|||
ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0;
|
||||
if (ImGui::Begin("Example: Constrained Resize", p_open, flags))
|
||||
{
|
||||
const char* desc[] =
|
||||
const char* desc[] =
|
||||
{
|
||||
"Resize vertical only",
|
||||
"Resize horizontal only",
|
||||
|
@ -2575,7 +2575,7 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
|
|||
if (ImGui::MenuItem("Top-right", NULL, corner == 1)) corner = 1;
|
||||
if (ImGui::MenuItem("Bottom-left", NULL, corner == 2)) corner = 2;
|
||||
if (ImGui::MenuItem("Bottom-right", NULL, corner == 3)) corner = 3;
|
||||
if (p_open && ImGui::MenuItem("Close")) *p_open = false;
|
||||
if (p_open && ImGui::MenuItem("Close")) *p_open = false;
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
ImGui::End();
|
||||
|
@ -2609,7 +2609,7 @@ static void ShowExampleAppWindowTitles(bool*)
|
|||
ImGui::End();
|
||||
}
|
||||
|
||||
// Demonstrate using the low-level ImDrawList to draw custom shapes.
|
||||
// Demonstrate using the low-level ImDrawList to draw custom shapes.
|
||||
static void ShowExampleAppCustomRendering(bool* p_open)
|
||||
{
|
||||
ImGui::SetNextWindowSize(ImVec2(350,560), ImGuiCond_FirstUseEver);
|
||||
|
|
|
@ -54,6 +54,7 @@
|
|||
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
|
||||
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
|
||||
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
|
||||
#pragma GCC diagnostic ignored "-Wclass-memaccess" // warning: ‘memset/memcpy’ clearing/writing an object of type ‘xxxx’ with no trivial copy-assignment; use assignment or value-initialization instead
|
||||
#endif
|
||||
|
||||
//-------------------------------------------------------------------------
|
||||
|
@ -306,7 +307,7 @@ ImDrawListSharedData::ImDrawListSharedData()
|
|||
FontSize = 0.0f;
|
||||
CurveTessellationTol = 0.0f;
|
||||
ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f);
|
||||
|
||||
|
||||
// Const data
|
||||
for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++)
|
||||
{
|
||||
|
@ -2268,19 +2269,19 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1,
|
|||
Glyphs.resize(Glyphs.Size + 1);
|
||||
ImFontGlyph& glyph = Glyphs.back();
|
||||
glyph.Codepoint = (ImWchar)codepoint;
|
||||
glyph.X0 = x0;
|
||||
glyph.Y0 = y0;
|
||||
glyph.X1 = x1;
|
||||
glyph.X0 = x0;
|
||||
glyph.Y0 = y0;
|
||||
glyph.X1 = x1;
|
||||
glyph.Y1 = y1;
|
||||
glyph.U0 = u0;
|
||||
glyph.V0 = v0;
|
||||
glyph.U1 = u1;
|
||||
glyph.U0 = u0;
|
||||
glyph.V0 = v0;
|
||||
glyph.U1 = u1;
|
||||
glyph.V1 = v1;
|
||||
glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX
|
||||
|
||||
if (ConfigData->PixelSnapH)
|
||||
glyph.AdvanceX = (float)(int)(glyph.AdvanceX + 0.5f);
|
||||
|
||||
|
||||
// Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
|
||||
DirtyLookupTables = true;
|
||||
MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + 1.99f);
|
||||
|
|
|
@ -33,16 +33,25 @@
|
|||
// Forward Declarations
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
struct ImRect;
|
||||
struct ImGuiColMod;
|
||||
struct ImGuiStyleMod;
|
||||
struct ImGuiGroupData;
|
||||
struct ImGuiMenuColumns;
|
||||
struct ImGuiDrawContext;
|
||||
struct ImGuiTextEditState;
|
||||
struct ImGuiPopupRef;
|
||||
struct ImGuiWindow;
|
||||
struct ImGuiWindowSettings;
|
||||
struct ImRect; // An axis-aligned rectangle (2 points)
|
||||
struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
|
||||
struct ImDrawListSharedData; // Data shared between all ImDrawList instances
|
||||
struct ImGuiColMod; // Stacked color modifier, backup of modified data so we can restore it
|
||||
struct ImGuiColumnData; // Storage data for a single column
|
||||
struct ImGuiColumnsSet; // Storage data for a columns set
|
||||
struct ImGuiContext; // Main imgui context
|
||||
struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
|
||||
struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data
|
||||
struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
|
||||
struct ImGuiNavMoveResult; // Result of a directional navigation move query result
|
||||
struct ImGuiNextWindowData; // Storage for SetNexWindow** functions
|
||||
struct ImGuiPopupRef; // Storage for current popup stack
|
||||
struct ImGuiSettingsHandler;
|
||||
struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it
|
||||
struct ImGuiTextEditState; // Internal state of the currently focused/edited text input box
|
||||
struct ImGuiWindow; // Storage for one window
|
||||
struct ImGuiWindowTempData; // Temporary storage for one, that's the data which in theory we could ditch at the end of the frame
|
||||
struct ImGuiWindowSettings; // Storage for window settings stored in .ini file (we keep one of those even if the actual window wasn't instanced during this session)
|
||||
|
||||
typedef int ImGuiLayoutType; // enum: horizontal or vertical // enum ImGuiLayoutType_
|
||||
typedef int ImGuiButtonFlags; // flags: for ButtonEx(), ButtonBehavior() // enum ImGuiButtonFlags_
|
||||
|
@ -228,10 +237,11 @@ enum ImGuiColumnsFlags_
|
|||
enum ImGuiSelectableFlagsPrivate_
|
||||
{
|
||||
// NB: need to be in sync with last value of ImGuiSelectableFlags_
|
||||
ImGuiSelectableFlags_Menu = 1 << 3, // -> PressedOnClick
|
||||
ImGuiSelectableFlags_MenuItem = 1 << 4, // -> PressedOnRelease
|
||||
ImGuiSelectableFlags_Disabled = 1 << 5,
|
||||
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 6
|
||||
ImGuiSelectableFlags_NoHoldingActiveID = 1 << 3,
|
||||
ImGuiSelectableFlags_PressedOnClick = 1 << 4,
|
||||
ImGuiSelectableFlags_PressedOnRelease = 1 << 5,
|
||||
ImGuiSelectableFlags_Disabled = 1 << 6,
|
||||
ImGuiSelectableFlags_DrawFillAvailWidth = 1 << 7
|
||||
};
|
||||
|
||||
enum ImGuiSeparatorFlags_
|
||||
|
@ -371,7 +381,7 @@ struct ImGuiStyleMod
|
|||
ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
|
||||
};
|
||||
|
||||
// Stacked data for BeginGroup()/EndGroup()
|
||||
// Stacked storage data for BeginGroup()/EndGroup()
|
||||
struct ImGuiGroupData
|
||||
{
|
||||
ImVec2 BackupCursorPos;
|
||||
|
@ -385,7 +395,7 @@ struct ImGuiGroupData
|
|||
bool AdvanceCursor;
|
||||
};
|
||||
|
||||
// Simple column measurement currently used for MenuItem() only. This is very short-sighted/throw-away code and NOT a generic helper.
|
||||
// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper.
|
||||
struct IMGUI_API ImGuiMenuColumns
|
||||
{
|
||||
int Count;
|
||||
|
@ -423,7 +433,7 @@ struct IMGUI_API ImGuiTextEditState
|
|||
void OnKeyPressed(int key);
|
||||
};
|
||||
|
||||
// Data saved in imgui.ini file
|
||||
// Windows data saved in imgui.ini file
|
||||
struct ImGuiWindowSettings
|
||||
{
|
||||
char* Name;
|
||||
|
@ -437,7 +447,7 @@ struct ImGuiWindowSettings
|
|||
|
||||
struct ImGuiSettingsHandler
|
||||
{
|
||||
const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
|
||||
const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
|
||||
ImGuiID TypeHash; // == ImHash(TypeName, 0, 0)
|
||||
void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]"
|
||||
void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry
|
||||
|
@ -500,6 +510,7 @@ struct ImGuiColumnsSet
|
|||
}
|
||||
};
|
||||
|
||||
// Data shared between all ImDrawList instances
|
||||
struct IMGUI_API ImDrawListSharedData
|
||||
{
|
||||
ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas
|
||||
|
@ -578,7 +589,7 @@ struct ImGuiNextWindowData
|
|||
}
|
||||
};
|
||||
|
||||
// Main state for ImGui
|
||||
// Main imgui context
|
||||
struct ImGuiContext
|
||||
{
|
||||
bool Initialized;
|
||||
|
@ -639,7 +650,7 @@ struct ImGuiContext
|
|||
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode?
|
||||
ImRect NavScoringRectScreen; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring.
|
||||
int NavScoringCount; // Metrics for debugging
|
||||
ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
|
||||
ImGuiWindow* NavWindowingTarget; // When selecting a window (holding Menu+FocusPrev/Next, or equivalent of CTRL-TAB) this window is temporarily displayed front-most.
|
||||
float NavWindowingHighlightTimer;
|
||||
float NavWindowingHighlightAlpha;
|
||||
bool NavWindowingToggleLayer;
|
||||
|
@ -824,16 +835,16 @@ 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 // FIXME-WIP: Disable interactions but doesn't affect visuals. Should be: grey out and disable interactions with widgets that affect data + view widgets (WIP)
|
||||
ImGuiItemFlags_Disabled = 1 << 2, // false // FIXME-WIP: Disable interactions but doesn't affect visuals. Should be: grey out and disable interactions with widgets that affect data + view widgets (WIP)
|
||||
ImGuiItemFlags_NoNav = 1 << 3, // false
|
||||
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
|
||||
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
|
||||
ImGuiItemFlags_Default_ = ImGuiItemFlags_AllowKeyboardFocus
|
||||
};
|
||||
|
||||
// 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.
|
||||
struct IMGUI_API ImGuiDrawContext
|
||||
// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
|
||||
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
|
||||
struct IMGUI_API ImGuiWindowTempData
|
||||
{
|
||||
ImVec2 CursorPos;
|
||||
ImVec2 CursorPosPrevLine;
|
||||
|
@ -878,7 +889,7 @@ struct IMGUI_API ImGuiDrawContext
|
|||
float ColumnsOffsetX; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
|
||||
ImGuiColumnsSet* ColumnsSet; // Current columns set
|
||||
|
||||
ImGuiDrawContext()
|
||||
ImGuiWindowTempData()
|
||||
{
|
||||
CursorPos = CursorPosPrevLine = CursorStartPos = CursorMaxPos = ImVec2(0.0f, 0.0f);
|
||||
CurrentLineHeight = PrevLineHeight = 0.0f;
|
||||
|
@ -910,7 +921,7 @@ struct IMGUI_API ImGuiDrawContext
|
|||
}
|
||||
};
|
||||
|
||||
// Windows data
|
||||
// Storage for one window
|
||||
struct IMGUI_API ImGuiWindow
|
||||
{
|
||||
char* Name;
|
||||
|
@ -955,7 +966,7 @@ struct IMGUI_API ImGuiWindow
|
|||
ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
|
||||
ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0,0) when positioning from top-left corner; ImVec2(0.5f,0.5f) for centering; ImVec2(1,1) for bottom right.
|
||||
|
||||
ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
|
||||
ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
|
||||
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
|
||||
ImRect ClipRect; // Current clipping rectangle. = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
|
||||
ImRect OuterRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window.
|
||||
|
@ -1007,7 +1018,7 @@ public:
|
|||
ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
|
||||
};
|
||||
|
||||
// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data.
|
||||
// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data.
|
||||
struct ImGuiItemHoveredDataBackup
|
||||
{
|
||||
ImGuiID LastItemId;
|
||||
|
@ -1148,7 +1159,7 @@ 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 ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
|
||||
IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* spc);
|
||||
IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas);
|
||||
IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);
|
||||
|
|
Loading…
Reference in New Issue