mirror of https://github.com/bkaradzic/bgfx
Updated ImGui.
This commit is contained in:
parent
2814ee8bb7
commit
df42d7e0eb
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.72b
|
||||
// dear imgui, v1.73 WIP
|
||||
// (main code and documentation)
|
||||
|
||||
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
|
||||
|
@ -4441,7 +4441,7 @@ bool ImGui::IsMouseDoubleClicked(int button)
|
|||
return g.IO.MouseDoubleClicked[button];
|
||||
}
|
||||
|
||||
// [Internal] This doesn't test if the button is presed
|
||||
// [Internal] This doesn't test if the button is pressed
|
||||
bool ImGui::IsMouseDragPastThreshold(int button, float lock_threshold)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.72b
|
||||
// dear imgui, v1.73 WIP
|
||||
// (headers)
|
||||
|
||||
// See imgui.cpp file for documentation.
|
||||
|
@ -46,8 +46,8 @@ Index of this file:
|
|||
|
||||
// Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
|
||||
#define IMGUI_VERSION "1.72b"
|
||||
#define IMGUI_VERSION_NUM 17202
|
||||
#define IMGUI_VERSION "1.73 WIP"
|
||||
#define IMGUI_VERSION_NUM 17203
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
|
||||
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.72b
|
||||
// dear imgui, v1.73 WIP
|
||||
// (demo code)
|
||||
|
||||
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.72b
|
||||
// dear imgui, v1.73 WIP
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.72b
|
||||
// dear imgui, v1.73 WIP
|
||||
// (internal structures/api)
|
||||
|
||||
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
// dear imgui, v1.72b
|
||||
// dear imgui, v1.73 WIP
|
||||
// (widgets code)
|
||||
|
||||
/*
|
||||
|
@ -4417,17 +4417,19 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU
|
|||
}
|
||||
|
||||
// Helper for ColorPicker4()
|
||||
static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w)
|
||||
static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha)
|
||||
{
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK);
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE);
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK);
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE);
|
||||
ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha);
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8));
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8));
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8));
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8));
|
||||
}
|
||||
|
||||
// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
|
||||
// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.)
|
||||
// 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: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0)
|
||||
bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
|
@ -4677,17 +4679,22 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
|||
}
|
||||
}
|
||||
|
||||
ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
|
||||
ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
|
||||
ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, 1.0f));
|
||||
const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha);
|
||||
const ImU32 col_black = IM_COL32(0,0,0,style_alpha8);
|
||||
const ImU32 col_white = IM_COL32(255,255,255,style_alpha8);
|
||||
const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8);
|
||||
const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) };
|
||||
|
||||
ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
|
||||
ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
|
||||
ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!!
|
||||
|
||||
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
|
||||
const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).
|
||||
const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).
|
||||
const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);
|
||||
for (int n = 0; n < 6; n++)
|
||||
{
|
||||
|
@ -4695,13 +4702,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
|||
const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;
|
||||
const int vert_start_idx = draw_list->VtxBuffer.Size;
|
||||
draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);
|
||||
draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness);
|
||||
draw_list->PathStroke(col_white, false, wheel_thickness);
|
||||
const int vert_end_idx = draw_list->VtxBuffer.Size;
|
||||
|
||||
// Paint colors over existing vertices
|
||||
ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);
|
||||
ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);
|
||||
ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]);
|
||||
ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n+1]);
|
||||
}
|
||||
|
||||
// Render Cursor + preview on Hue Wheel
|
||||
|
@ -4711,8 +4718,8 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
|||
float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
|
||||
int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);
|
||||
draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);
|
||||
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments);
|
||||
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments);
|
||||
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, col_midgrey, hue_cursor_segments);
|
||||
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments);
|
||||
|
||||
// Render SV triangle (rotated according to hue)
|
||||
ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);
|
||||
|
@ -4722,46 +4729,46 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
|||
draw_list->PrimReserve(6, 6);
|
||||
draw_list->PrimVtx(tra, uv_white, hue_color32);
|
||||
draw_list->PrimVtx(trb, uv_white, hue_color32);
|
||||
draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE);
|
||||
draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS);
|
||||
draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK);
|
||||
draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS);
|
||||
draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f);
|
||||
draw_list->PrimVtx(trc, uv_white, col_white);
|
||||
draw_list->PrimVtx(tra, uv_white, 0);
|
||||
draw_list->PrimVtx(trb, uv_white, col_white);
|
||||
draw_list->PrimVtx(trc, uv_white, 0);
|
||||
draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f);
|
||||
sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));
|
||||
}
|
||||
else if (flags & ImGuiColorEditFlags_PickerHueBar)
|
||||
{
|
||||
// Render SV Square
|
||||
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE);
|
||||
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK);
|
||||
RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f);
|
||||
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white);
|
||||
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black);
|
||||
RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);
|
||||
sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
|
||||
sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
|
||||
|
||||
// Render Hue Bar
|
||||
for (int i = 0; i < 6; ++i)
|
||||
draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]);
|
||||
draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]);
|
||||
float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f);
|
||||
RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
|
||||
RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f);
|
||||
RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
|
||||
}
|
||||
|
||||
// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
|
||||
float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;
|
||||
draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12);
|
||||
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12);
|
||||
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12);
|
||||
draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12);
|
||||
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, col_midgrey, 12);
|
||||
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12);
|
||||
|
||||
// Render alpha bar
|
||||
if (alpha_bar)
|
||||
{
|
||||
float alpha = ImSaturate(col[3]);
|
||||
ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
|
||||
RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
|
||||
draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK);
|
||||
RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
|
||||
draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK);
|
||||
float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f);
|
||||
RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
|
||||
RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f);
|
||||
RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
|
||||
}
|
||||
|
||||
EndGroup();
|
||||
|
|
Loading…
Reference in New Issue