Updated ImGui.
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7
3rdparty/ocornut-imgui/imgui.cpp
vendored
7
3rdparty/ocornut-imgui/imgui.cpp
vendored
@ -430,7 +430,8 @@
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ImFontConfig config;
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config.OversampleH = 3;
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config.OversampleV = 1;
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config.GlyphExtraSpacing.x = 1.0f;
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config.GlyphOffset.y -= 2.0f; // Move everything by 2 pixels up
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config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters
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io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, &config);
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// Combine multiple fonts into one (e.g. for icon fonts)
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@ -505,6 +506,7 @@
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- input text multi-line: way to dynamically grow the buffer without forcing the user to initially allocate for worse case (follow up on #200)
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- input text multi-line: line numbers? status bar? (follow up on #200)
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- input text multi-line: behave better when user changes input buffer while editing is active (even though it is illegal behavior). namely, the change of buffer can create a scrollbar glitch (#725)
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- input text multi-line: better horizontal scrolling support (#383, #1224)
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- input text: allow centering/positioning text so that ctrl+clicking Drag or Slider keeps the textual value at the same pixel position.
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- input number: optional range min/max for Input*() functions
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- input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
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@ -641,6 +643,7 @@
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// Clang warnings with -Weverything
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#ifdef __clang__
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#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning : unknown warning group '-Wformat-pedantic *' // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great!
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#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
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#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
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#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning : format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
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@ -8136,7 +8139,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
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select_start_offset.y = searches_result_line_number[1] * g.FontSize;
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}
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// Calculate text height
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// Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)
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if (is_multiline)
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text_size = ImVec2(size.x, line_count * g.FontSize);
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}
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15
3rdparty/ocornut-imgui/imgui.h
vendored
15
3rdparty/ocornut-imgui/imgui.h
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@ -120,10 +120,12 @@ namespace ImGui
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IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render().
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IMGUI_API void Render(); // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.
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IMGUI_API void Shutdown();
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IMGUI_API void ShowUserGuide(); // help block
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IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block. you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
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IMGUI_API void ShowTestWindow(bool* p_open = NULL); // test window demonstrating ImGui features
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IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // metrics window for debugging ImGui (browse draw commands, individual vertices, window list, etc.)
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// Demo/Debug/Info
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IMGUI_API void ShowTestWindow(bool* p_open = NULL); // create demo/test window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
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IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create metrics window. display ImGui internals: browse window list, draw commands, individual vertices, basic internal state, etc.
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IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
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IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
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// Window
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IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false).
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@ -467,7 +469,7 @@ namespace ImGui
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IMGUI_API ImGuiContext* GetCurrentContext();
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IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
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// Obsolete (will be removed)
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// Obsolete functions (Will be removed! Also see 'API BREAKING CHANGES' section in imgui.cpp)
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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static inline bool CollapsingHeader(const char* label, const char* str_id, bool framed = true, bool default_open = false) { (void)str_id; (void)framed; ImGuiTreeNodeFlags default_open_flags = 1<<5; return CollapsingHeader(label, (default_open ? default_open_flags : 0)); } // OBSOLETE 1.49+
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static inline ImFont* GetWindowFont() { return GetFont(); } // OBSOLETE 1.48+
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@ -1156,6 +1158,7 @@ struct ImDrawVert
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// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
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// 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.
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// The type has to be described within the macro (you can either declare the struct or use a typedef)
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// 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.
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IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
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#endif
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@ -1281,7 +1284,7 @@ struct ImFontConfig
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float SizePixels; // // Size in pixels for rasterizer
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int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
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bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
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ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs
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ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
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ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input
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const ImWchar* GlyphRanges; // // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
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bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
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2
3rdparty/ocornut-imgui/imgui_demo.cpp
vendored
2
3rdparty/ocornut-imgui/imgui_demo.cpp
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@ -15,7 +15,7 @@
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#include <ctype.h> // toupper, isprint
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#include <math.h> // sqrtf, powf, cosf, sinf, floorf, ceilf
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#include <stdio.h> // vsnprintf, sscanf, printf
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#include <stdlib.h> // NULL, malloc, free, qsort, atoi
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#include <stdlib.h> // NULL, malloc, free, atoi
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#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
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#include <stddef.h> // intptr_t
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#else
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19
3rdparty/ocornut-imgui/imgui_draw.cpp
vendored
19
3rdparty/ocornut-imgui/imgui_draw.cpp
vendored
@ -361,13 +361,13 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count)
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ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size-1];
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draw_cmd.ElemCount += idx_count;
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int vtx_buffer_size = VtxBuffer.Size;
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VtxBuffer.resize(vtx_buffer_size + vtx_count);
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_VtxWritePtr = VtxBuffer.Data + vtx_buffer_size;
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int vtx_buffer_old_size = VtxBuffer.Size;
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VtxBuffer.resize(vtx_buffer_old_size + vtx_count);
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_VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size;
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int idx_buffer_size = IdxBuffer.Size;
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IdxBuffer.resize(idx_buffer_size + idx_count);
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_IdxWritePtr = IdxBuffer.Data + idx_buffer_size;
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int idx_buffer_old_size = IdxBuffer.Size;
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IdxBuffer.resize(idx_buffer_old_size + idx_count);
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_IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
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}
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// Fully unrolled with inline call to keep our debug builds decently fast.
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@ -935,7 +935,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
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if (text_begin == text_end)
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return;
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// Note: This is one of the few instance of breaking the encapsulation of ImDrawList, as we pull this from ImGui state, but it is just SO useful.
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// IMPORTANT: This is one of the few instance of breaking the encapsulation of ImDrawList, as we pull this from ImGui state, but it is just SO useful.
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// Might just move Font/FontSize to ImDrawList?
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if (font == NULL)
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font = GImGui->Font;
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@ -957,7 +957,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
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void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
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{
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AddText(GImGui->Font, GImGui->FontSize, pos, col, text_begin, text_end);
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AddText(NULL, 0.0f, pos, col, text_begin, text_end);
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}
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void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col)
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@ -2169,8 +2169,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
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}
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}
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// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug build.
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// Inlined here:
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// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
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{
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idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);
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idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);
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