Merge branch 'master' into 2016-02-colorpicker

This commit is contained in:
ocornut 2016-05-29 19:07:23 +02:00
commit 3ddb50a925
21 changed files with 1731 additions and 1197 deletions

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@ -95,12 +95,15 @@ Frequently Asked Question (FAQ)
The library started its life and is best known as "ImGui" only due to the fact that I didn't give it a proper name when I released it. However, the term IMGUI (immediate-mode graphical user interface) was coined before and is being used in variety of other situations. It seemed confusing and unfair to hog the name. To reduce the ambiguity without affecting existing codebases, I have decided on an alternate, longer name "dear imgui" that people can use to refer to this specific library in ambiguous situations.
<b>How do I update to a newer version of ImGui?</b>
<br><b>Can I have multiple widgets with the same label? Can I have widget without a label? (Yes)</b>
<br><b>What is ImTextureID and how do I display an image?</b>
<br><b>I integrated ImGui in my engine and the text or lines are blurry..</b>
<br><b>I integrated ImGui in my engine and some elements are disappearing when I move windows around..</b>
<br><b>How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs.</b>
<br><b>How can I tell when ImGui wants my mouse/keyboard inputs and when I can pass them to my application?</b>
<br><b>How can I load a different font than the default?</b>
<br><b>How can I load multiple fonts?</b>
<br><b>How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?</b>
<br><b>How can I use the drawing facilities without an ImGui window? (using ImDrawList API)</b>
See the FAQ in imgui.cpp for answers.

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@ -71,7 +71,7 @@ apple_example/
sdl_opengl_example/
SDL2 + OpenGL example.
sdl_opengl_example/
sdl_opengl3_example/
SDL2 + OpenGL3 example.
allegro5_example/

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@ -34,6 +34,7 @@ static ID3D10SamplerState* g_pFontSampler = NULL;
static ID3D10ShaderResourceView*g_pFontTextureView = NULL;
static ID3D10RasterizerState* g_pRasterizerState = NULL;
static ID3D10BlendState* g_pBlendState = NULL;
static ID3D10DepthStencilState* g_pDepthStencilState = NULL;
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
struct VERTEX_CONSTANT_BUFFER
@ -125,6 +126,8 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
ID3D10BlendState* BlendState;
FLOAT BlendFactor[4];
UINT SampleMask;
UINT StencilRef;
ID3D10DepthStencilState* DepthStencilState;
ID3D10ShaderResourceView* PSShaderResource;
ID3D10SamplerState* PSSampler;
ID3D10PixelShader* PS;
@ -141,6 +144,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
ctx->RSGetState(&old.RS);
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
ctx->PSGetSamplers(0, 1, &old.PSSampler);
ctx->PSGetShader(&old.PS);
@ -176,6 +180,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
ctx->RSSetState(g_pRasterizerState);
// Render command lists
@ -208,6 +213,7 @@ void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data)
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release();
@ -337,6 +343,12 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
if (g_pFontSampler)
ImGui_ImplDX10_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
{
static const char* vertexShader =
@ -447,6 +459,20 @@ bool ImGui_ImplDX10_CreateDeviceObjects()
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
}
// Create depth-stencil State
{
D3D10_DEPTH_STENCIL_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.DepthEnable = false;
desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D10_COMPARISON_ALWAYS;
desc.StencilEnable = false;
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
}
ImGui_ImplDX10_CreateFontsTexture();
return true;
@ -463,6 +489,7 @@ void ImGui_ImplDX10_InvalidateDeviceObjects()
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }

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@ -5,7 +5,6 @@
#include "imgui_impl_dx10.h"
#include <d3d10_1.h>
#include <d3d10.h>
#include <d3dcompiler.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#include <tchar.h>
@ -63,27 +62,6 @@ HRESULT CreateDeviceD3D(HWND hWnd)
if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
return E_FAIL;
// Setup rasterizer
{
D3D10_RASTERIZER_DESC RSDesc;
memset(&RSDesc, 0, sizeof(D3D10_RASTERIZER_DESC));
RSDesc.FillMode = D3D10_FILL_SOLID;
RSDesc.CullMode = D3D10_CULL_NONE;
RSDesc.FrontCounterClockwise = FALSE;
RSDesc.DepthBias = 0;
RSDesc.SlopeScaledDepthBias = 0.0f;
RSDesc.DepthBiasClamp = 0;
RSDesc.DepthClipEnable = TRUE;
RSDesc.ScissorEnable = TRUE;
RSDesc.AntialiasedLineEnable = FALSE;
RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
ID3D10RasterizerState* pRState = NULL;
g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
g_pd3dDevice->RSSetState(pRState);
pRState->Release();
}
CreateRenderTarget();
return S_OK;

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@ -34,6 +34,7 @@ static ID3D11SamplerState* g_pFontSampler = NULL;
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
static ID3D11RasterizerState* g_pRasterizerState = NULL;
static ID3D11BlendState* g_pBlendState = NULL;
static ID3D11DepthStencilState* g_pDepthStencilState = NULL;
static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
struct VERTEX_CONSTANT_BUFFER
@ -127,6 +128,8 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
ID3D11BlendState* BlendState;
FLOAT BlendFactor[4];
UINT SampleMask;
UINT StencilRef;
ID3D11DepthStencilState* DepthStencilState;
ID3D11ShaderResourceView* PSShaderResource;
ID3D11SamplerState* PSSampler;
ID3D11PixelShader* PS;
@ -145,6 +148,7 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
ctx->RSGetState(&old.RS);
ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
ctx->PSGetSamplers(0, 1, &old.PSSampler);
old.PSInstancesCount = old.VSInstancesCount = 256;
@ -181,6 +185,7 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
// Setup render state
const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
ctx->RSSetState(g_pRasterizerState);
// Render command lists
@ -213,6 +218,7 @@ void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
@ -339,6 +345,12 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
if (g_pFontSampler)
ImGui_ImplDX11_InvalidateDeviceObjects();
// By using D3DCompile() from <d3dcompiler.h> / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A)
// If you would like to use this DX11 sample code but remove this dependency you can:
// 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [prefered solution]
// 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL.
// See https://github.com/ocornut/imgui/pull/638 for sources and details.
// Create the vertex shader
{
static const char* vertexShader =
@ -448,6 +460,20 @@ bool ImGui_ImplDX11_CreateDeviceObjects()
g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
}
// Create depth-stencil State
{
D3D11_DEPTH_STENCIL_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.DepthEnable = false;
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
desc.StencilEnable = false;
desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
desc.BackFace = desc.FrontFace;
g_pd3dDevice->CreateDepthStencilState(&desc, &g_pDepthStencilState);
}
ImGui_ImplDX11_CreateFontsTexture();
return true;
@ -464,6 +490,7 @@ void ImGui_ImplDX11_InvalidateDeviceObjects()
if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
if (g_pDepthStencilState) { g_pDepthStencilState->Release(); g_pDepthStencilState = NULL; }
if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }

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@ -4,7 +4,6 @@
#include <imgui.h>
#include "imgui_impl_dx11.h"
#include <d3d11.h>
#include <d3dcompiler.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#include <tchar.h>
@ -65,27 +64,6 @@ HRESULT CreateDeviceD3D(HWND hWnd)
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 1, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
return E_FAIL;
// Setup rasterizer
{
D3D11_RASTERIZER_DESC RSDesc;
memset(&RSDesc, 0, sizeof(D3D11_RASTERIZER_DESC));
RSDesc.FillMode = D3D11_FILL_SOLID;
RSDesc.CullMode = D3D11_CULL_NONE;
RSDesc.FrontCounterClockwise = FALSE;
RSDesc.DepthBias = 0;
RSDesc.SlopeScaledDepthBias = 0.0f;
RSDesc.DepthBiasClamp = 0;
RSDesc.DepthClipEnable = TRUE;
RSDesc.ScissorEnable = TRUE;
RSDesc.AntialiasedLineEnable = FALSE;
RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;
ID3D11RasterizerState* pRState = NULL;
g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
g_pd3dDeviceContext->RSSetState(pRState);
pRState->Release();
}
CreateRenderTarget();
return S_OK;

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@ -1,3 +1,3 @@
@REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler.
mkdir Debug
cl /nologo /Zi /MD /I ..\.. /I "%DXSDK_DIR%/Include" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx9_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib d3dx9d.lib
cl /nologo /Zi /MD /I ..\.. /I "%DXSDK_DIR%/Include" /D UNICODE /D _UNICODE *.cpp ..\..\*.cpp /FeDebug/directx9_example.exe /FoDebug/ /link /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib

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@ -86,7 +86,7 @@
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
@ -99,7 +99,7 @@
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
@ -116,7 +116,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x86;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>
@ -133,7 +133,7 @@
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalLibraryDirectories>$(DXSDK_DIR)Lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>d3d9.lib;d3dx9d.lib;dxerr.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalDependencies>d3d9.lib;%(AdditionalDependencies)</AdditionalDependencies>
<SubSystem>Console</SubSystem>
</Link>
</ItemDefinitionGroup>

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@ -10,7 +10,7 @@
#include "imgui_impl_dx9.h"
// DirectX
#include <d3dx9.h>
#include <d3d9.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
@ -26,9 +26,9 @@ static int g_VertexBufferSize = 5000, g_IndexBufferSize = 1
struct CUSTOMVERTEX
{
D3DXVECTOR3 pos;
D3DCOLOR col;
D3DXVECTOR2 uv;
float pos[3];
D3DCOLOR col;
float uv[2];
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
@ -37,6 +37,11 @@ struct CUSTOMVERTEX
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
{
// Avoid rendering when minimized
ImGuiIO& io = ImGui::GetIO();
if (io.DisplaySize.x <= 0.0f || io.DisplaySize.y <= 0.0f)
return;
// Create and grow buffers if needed
if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
{
@ -53,14 +58,10 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
return;
}
// Backup some DX9 state (not all!)
// FIXME: Backup/restore everything else
D3DRENDERSTATETYPE last_render_state_to_backup[] = { D3DRS_CULLMODE, D3DRS_LIGHTING, D3DRS_ZENABLE, D3DRS_ALPHABLENDENABLE, D3DRS_ALPHATESTENABLE, D3DRS_BLENDOP, D3DRS_SRCBLEND, D3DRS_DESTBLEND, D3DRS_SCISSORTESTENABLE };
DWORD last_render_state_values[ARRAYSIZE(last_render_state_to_backup)] = { 0 };
IDirect3DPixelShader9* last_ps; g_pd3dDevice->GetPixelShader( &last_ps );
IDirect3DVertexShader9* last_vs; g_pd3dDevice->GetVertexShader( &last_vs );
for (int n = 0; n < ARRAYSIZE(last_render_state_to_backup); n++)
g_pd3dDevice->GetRenderState(last_render_state_to_backup[n], &last_render_state_values[n]);
// Backup the DX9 state
IDirect3DStateBlock9* d3d9_state_block = NULL;
if (g_pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
return;
// Copy and convert all vertices into a single contiguous buffer
CUSTOMVERTEX* vtx_dst;
@ -75,12 +76,12 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
const ImDrawVert* vtx_src = &cmd_list->VtxBuffer[0];
for (int i = 0; i < cmd_list->VtxBuffer.size(); i++)
{
vtx_dst->pos.x = vtx_src->pos.x;
vtx_dst->pos.y = vtx_src->pos.y;
vtx_dst->pos.z = 0.0f;
vtx_dst->pos[0] = vtx_src->pos.x;
vtx_dst->pos[1] = vtx_src->pos.y;
vtx_dst->pos[2] = 0.0f;
vtx_dst->col = (vtx_src->col & 0xFF00FF00) | ((vtx_src->col & 0xFF0000)>>16) | ((vtx_src->col & 0xFF) << 16); // RGBA --> ARGB for DirectX9
vtx_dst->uv.x = vtx_src->uv.x;
vtx_dst->uv.y = vtx_src->uv.y;
vtx_dst->uv[0] = vtx_src->uv.x;
vtx_dst->uv[1] = vtx_src->uv.y;
vtx_dst++;
vtx_src++;
}
@ -89,38 +90,47 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
}
g_pVB->Unlock();
g_pIB->Unlock();
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
g_pd3dDevice->SetIndices( g_pIB );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
g_pd3dDevice->SetIndices(g_pIB);
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
// Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing
g_pd3dDevice->SetPixelShader( NULL );
g_pd3dDevice->SetVertexShader( NULL );
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
g_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, false );
g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
g_pd3dDevice->SetPixelShader(NULL);
g_pd3dDevice->SetVertexShader(NULL);
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, false);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, true);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
// Setup orthographic projection matrix
D3DXMATRIXA16 mat;
D3DXMatrixIdentity(&mat);
g_pd3dDevice->SetTransform( D3DTS_WORLD, &mat );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &mat );
D3DXMatrixOrthoOffCenterLH( &mat, 0.5f, ImGui::GetIO().DisplaySize.x+0.5f, ImGui::GetIO().DisplaySize.y+0.5f, 0.5f, -1.0f, +1.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &mat );
// Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
{
const float L = 0.5f, R = io.DisplaySize.x+0.5f, T = 0.5f, B = io.DisplaySize.y+0.5f;
D3DMATRIX mat_identity = { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } };
D3DMATRIX mat_projection =
{
2.0f/(R-L), 0.0f, 0.0f, 0.0f,
0.0f, 2.0f/(T-B), 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
(L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f,
};
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
}
// Render command lists
int vtx_offset = 0;
@ -138,20 +148,18 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
else
{
const RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->TextureId );
g_pd3dDevice->SetScissorRect( &r );
g_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3 );
g_pd3dDevice->SetTexture(0, (LPDIRECT3DTEXTURE9)pcmd->TextureId);
g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, vtx_offset, 0, (UINT)cmd_list->VtxBuffer.size(), idx_offset, pcmd->ElemCount/3);
}
idx_offset += pcmd->ElemCount;
}
vtx_offset += cmd_list->VtxBuffer.size();
}
// Restore some modified DX9 state (not all!)
g_pd3dDevice->SetPixelShader( last_ps );
g_pd3dDevice->SetVertexShader( last_vs );
for (int n = 0; n < ARRAYSIZE(last_render_state_to_backup); n++)
g_pd3dDevice->SetRenderState(last_render_state_to_backup[n], last_render_state_values[n]);
// Restore the DX9 state
d3d9_state_block->Apply();
d3d9_state_block->Release();
}
IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
@ -256,7 +264,7 @@ static bool ImGui_ImplDX9_CreateFontsTexture()
// Upload texture to graphics system
g_FontTexture = NULL;
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8B8G8R8, D3DPOOL_DEFAULT, &g_FontTexture) < 0)
if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
return false;
D3DLOCKED_RECT tex_locked_rect;
if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)

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@ -3,7 +3,7 @@
#include <imgui.h>
#include "imgui_impl_dx9.h"
#include <d3dx9.h>
#include <d3d9.h>
#define DIRECTINPUT_VERSION 0x0800
#include <dinput.h>
#include <tchar.h>

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@ -46,6 +46,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
// Backup GL state
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
@ -111,6 +112,7 @@ void ImGui_ImplGlfwGL3_RenderDrawLists(ImDrawData* draw_data)
// Restore modified GL state
glUseProgram(last_program);
glActiveTexture(last_active_texture);
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);

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@ -101,7 +101,7 @@ void ImGui_ImplGlfw_RenderDrawLists(ImDrawData* draw_data)
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);

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@ -40,6 +40,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
// Backup GL state
GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program);
GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);
GLint last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, &last_active_texture);
GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer);
GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer);
GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array);
@ -105,6 +106,7 @@ void ImGui_ImplSdlGL3_RenderDrawLists(ImDrawData* draw_data)
// Restore modified GL state
glUseProgram(last_program);
glActiveTexture(last_active_texture);
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindVertexArray(last_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer);
@ -328,6 +330,8 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
SDL_VERSION(&wmInfo.version);
SDL_GetWindowWMInfo(window, &wmInfo);
io.ImeWindowHandle = wmInfo.info.win.window;
#else
(void)window;
#endif
return true;

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@ -90,7 +90,7 @@ void ImGui_ImplSdl_RenderDrawLists(ImDrawData* draw_data)
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindTexture(GL_TEXTURE_2D, last_texture);
glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
@ -218,6 +218,8 @@ bool ImGui_ImplSdl_Init(SDL_Window* window)
SDL_VERSION(&wmInfo.version);
SDL_GetWindowWMInfo(window, &wmInfo);
io.ImeWindowHandle = wmInfo.info.win.window;
#else
(void)window;
#endif
return true;

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@ -1,9 +1,13 @@
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' that you can use without any external files.
Those are only provided as a convenience, you can load your own .TTF files.
The files in this folder are only provided as a convenience, you can use any of your own .TTF files.
Fonts are rasterized in a single texture at the time of calling either of io.Fonts.GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
If you want to use icons in ImGui, a good idea is to merge an icon font within your main font, and refer to icons directly in your strings.
You can use headers files with definitions for popular icon fonts codepoints, by Juliette Foucaut, at https://github.com/juliettef/IconFontCppHeaders
---------------------------------
LOADING INSTRUCTIONS
---------------------------------
@ -35,10 +39,10 @@
Combine two fonts into one:
// Load main font
// Load a first font
io.Fonts->AddFontDefault();
// Add character ranges and merge into main font
// Add character ranges and merge into the previous font
// The ranges array is not copied by the AddFont* functions and is used lazily
// so ensure it is available for duration of font usage
static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // will not be copied by AddFont* so keep in scope.
@ -63,6 +67,16 @@
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
font->DisplayOffset.y += 1; // Render 1 pixel down
---------------------------------
REMAP CODEPOINTS
---------------------------------
All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese CP-1251 for Cyrillic) will not work.
In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
You can also try to remap your local codepage characters to their Unicode codepoint using font->AddRemapChar(), but international users may have problems reading/editing your source code.
---------------------------------
EMBED A FONT IN SOURCE CODE
---------------------------------
@ -75,8 +89,9 @@
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
---------------------------------
INCLUDED FONT FILES
FONT FILES INCLUDED IN THIS FOLDER
---------------------------------
Cousine-Regular.ttf
@ -102,6 +117,7 @@
Copyright (c) 2012, Jonathan Pinhorn
SIL OPEN FONT LICENSE Version 1.1
---------------------------------
LINKS
---------------------------------
@ -109,6 +125,7 @@
Icon fonts
https://fortawesome.github.io/Font-Awesome/
https://github.com/SamBrishes/kenney-icon-font
https://design.google.com/icons/
Typefaces for source code beautification
https://github.com/chrissimpkins/codeface

1969
imgui.cpp

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201
imgui.h
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@ -52,8 +52,10 @@ struct ImGuiStorage; // Simple custom key value storage
struct ImGuiStyle; // Runtime data for styling/colors
struct ImGuiTextFilter; // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
struct ImGuiTextBuffer; // Text buffer for logging/accumulating text
struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom callbacks (advanced)
struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom ImGuiTextEditCallback (rare/advanced use)
struct ImGuiSizeConstraintCallbackData;// Structure used to constraint window size in custom ways when using custom ImGuiSizeConstraintCallback (rare/advanced use)
struct ImGuiListClipper; // Helper to manually clip large list of items
struct ImGuiContext; // ImGui context (opaque)
// Enumerations (declared as int for compatibility and to not pollute the top of this file)
typedef unsigned int ImU32;
@ -70,7 +72,9 @@ typedef int ImGuiWindowFlags; // window flags for Begin*() // e
typedef int ImGuiSetCond; // condition flags for Set*() // enum ImGuiSetCond_
typedef int ImGuiInputTextFlags; // flags for InputText*() // enum ImGuiInputTextFlags_
typedef int ImGuiSelectableFlags; // flags for Selectable() // enum ImGuiSelectableFlags_
typedef int ImGuiTreeNodeFlags; // flags for TreeNode*(), Collapsing*() // enum ImGuiTreeNodeFlags_
typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
typedef void (*ImGuiSizeConstraintCallback)(ImGuiSizeConstraintCallbackData* data);
// Others helpers at bottom of the file:
// class ImVector<> // Lightweight std::vector like class.
@ -108,16 +112,16 @@ namespace ImGui
IMGUI_API void Render(); // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.
IMGUI_API void Shutdown();
IMGUI_API void ShowUserGuide(); // help block
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // style editor block
IMGUI_API void ShowTestWindow(bool* opened = NULL); // test window demonstrating ImGui features
IMGUI_API void ShowMetricsWindow(bool* opened = NULL); // metrics window for debugging ImGui
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)
IMGUI_API void ShowTestWindow(bool* p_open = NULL); // test window demonstrating ImGui features
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // metrics window for debugging ImGui
// Window
IMGUI_API bool Begin(const char* name, bool* p_opened = 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_opened' creates a widget on the upper-right to close the window (which sets your bool to false).
IMGUI_API bool Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // OBSOLETE. this is the older/longer API. the extra parameters aren't very relevant. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! might obsolete this API eventually.
IMGUI_API void End(); // finish appending to current window, pop it off the window stack.
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
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).
IMGUI_API bool Begin(const char* name, bool* p_open, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // OBSOLETE. this is the older/longer API. the extra parameters aren't very relevant. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! might obsolete this API eventually.
IMGUI_API void End(); // finish appending to current window, pop it off the window stack.
IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0); // "
IMGUI_API void EndChild();
IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
@ -136,14 +140,15 @@ namespace ImGui
IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set next window position. call before Begin()
IMGUI_API void SetNextWindowPosCenter(ImGuiSetCond cond = 0); // set next window position to be centered on screen. call before Begin()
IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeConstraintCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()
IMGUI_API void SetNextWindowContentWidth(float width); // set next window content width (enforce the range of horizontal scrollbar). call before Begin()
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set next window collapsed state. call before Begin()
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0); // set current window position - call within Begin()/End(). may incur tearing
IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0); // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing
IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0); // set current window collapsed state
IMGUI_API void SetWindowFocus(); // set current window to be focused / front-most
IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiSetCond 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, ImGuiSetCond 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, ImGuiSetCond 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 SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0); // set named window position.
IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0); // set named window collapsed state
@ -157,7 +162,7 @@ namespace ImGui
IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()]
IMGUI_API void SetScrollHere(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
IMGUI_API void SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget
IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use negative 'offset' to access previous widgets.
IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
IMGUI_API ImGuiStorage* GetStateStorage();
@ -189,10 +194,11 @@ namespace ImGui
// Cursor / Layout
IMGUI_API void Separator(); // horizontal line
IMGUI_API void SameLine(float pos_x = 0.0f, float spacing_w = -1.0f); // call between widgets or groups to layout them horizontally
IMGUI_API void Spacing(); // add spacing
IMGUI_API void NewLine(); // undo a SameLine()
IMGUI_API void Spacing(); // add vertical spacing
IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size
IMGUI_API void Indent(); // move content position toward the right by style.IndentSpacing pixels
IMGUI_API void Unindent(); // move content position back to the left (cancel Indent)
IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if >0
IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if >0
IMGUI_API void BeginGroup(); // lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
IMGUI_API void EndGroup();
IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
@ -202,7 +208,7 @@ namespace ImGui
IMGUI_API void SetCursorPosX(float x); // "
IMGUI_API void SetCursorPosY(float y); // "
IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize]
IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize]
IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets
IMGUI_API float GetTextLineHeight(); // height of font == GetWindowFontSize()
@ -210,7 +216,7 @@ namespace ImGui
IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y
// Columns
// You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress.
// You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress and rather lacking.
IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
IMGUI_API void NextColumn(); // next column
IMGUI_API int GetColumnIndex(); // get current column index
@ -243,15 +249,14 @@ namespace ImGui
IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_PRINTFARGS(2); // display text+label aligned the same way as value+label widgets
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance you by the same distance as an empty TreeNode() call.
IMGUI_API void BulletText(const char* fmt, ...) IM_PRINTFARGS(1);
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
IMGUI_API void BulletText(const char* fmt, ...) IM_PRINTFARGS(1); // shortcut for Bullet()+Text()
IMGUI_API void BulletTextV(const char* fmt, va_list args);
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0));
IMGUI_API bool SmallButton(const char* label);
IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0)); // button
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0)
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size);
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false);
IMGUI_API bool Checkbox(const char* label, bool* v);
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
IMGUI_API bool RadioButton(const char* label, bool active);
@ -260,7 +265,7 @@ namespace ImGui
IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1); // separate items with \0, end item-list with \0\0
IMGUI_API bool Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
IMGUI_API bool ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true);
IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); // click on colored squared to open a color picker, right-click for options
IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); // click on colored squared to open a color picker, right-click for options. Hint: 'float col[3]' function argument is same as 'float* col'. You can pass address of first element out of a contiguous set, e.g. &myvector.x
IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0x01); // 0x01 = ImGuiColorEditFlags_Alpha = very dodgily backward compatible with 'bool show_alpha=true'
IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0x01);
@ -271,6 +276,7 @@ namespace ImGui
IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
// Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)
// For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, remember than a 'float v[3]' function argument is the same as 'float* v'. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f); // If v_min >= v_max we have no bound
IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
@ -308,15 +314,24 @@ namespace ImGui
IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
// Widgets: Trees
IMGUI_API bool TreeNode(const char* str_label_id); // if returning 'true' the node is open and the user is responsible for calling TreePop().
IMGUI_API bool TreeNode(const char* label); // if returning 'true' the node is open and the tree id is pushed into the id stack. user is responsible for calling TreePop().
IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_PRINTFARGS(2); // read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_PRINTFARGS(2); // "
IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args); // "
IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args); // "
IMGUI_API void TreePush(const char* str_id = NULL); // already called by TreeNode(), but you can call Push/Pop yourself for layouting purpose
IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3);
IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_PRINTFARGS(3);
IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args);
IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args);
IMGUI_API void TreePush(const char* str_id = NULL); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call Push/Pop yourself for layout purpose
IMGUI_API void TreePush(const void* ptr_id = NULL); // "
IMGUI_API void TreePop();
IMGUI_API void SetNextTreeNodeOpened(bool opened, ImGuiSetCond cond = 0); // set next tree node/collapsing header to be opened.
IMGUI_API void TreePop(); // ~ Unindent()+PopId()
IMGUI_API void TreeAdvanceToLabelPos(); // advance cursor x position by GetTreeNodeToLabelSpacing()
IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceeding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
IMGUI_API void SetNextTreeNodeOpen(bool is_open, ImGuiSetCond cond = 0); // set next TreeNode/CollapsingHeader open state.
IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header
// Widgets: Selectable / Lists
IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0)); // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
@ -353,15 +368,15 @@ namespace ImGui
// Popups
IMGUI_API void OpenPopup(const char* str_id); // mark popup as open. popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
IMGUI_API bool BeginPopup(const char* str_id); // return true if popup if opened and start outputting to it. only call EndPopup() if BeginPopup() returned true!
IMGUI_API bool BeginPopupModal(const char* name, bool* p_opened = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside)
IMGUI_API bool BeginPopup(const char* str_id); // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returned true!
IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags extra_flags = 0); // modal dialog (can't close them by clicking outside)
IMGUI_API bool BeginPopupContextItem(const char* str_id, int mouse_button = 1); // helper to open and begin popup when clicked on last item. read comments in .cpp!
IMGUI_API bool BeginPopupContextWindow(bool also_over_items = true, const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked on current window.
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, int mouse_button = 1); // helper to open and begin popup when clicked in void (no window).
IMGUI_API void EndPopup();
IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.
// Logging: all text output from interface is redirected to tty/file/clipboard. Tree nodes are automatically opened.
// Logging: all text output from interface is redirected to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
IMGUI_API void LogToTTY(int max_depth = -1); // start logging to tty
IMGUI_API void LogToFile(int max_depth = -1, const char* filename = NULL); // start logging to file
IMGUI_API void LogToClipboard(int max_depth = -1); // start logging to OS clipboard
@ -377,6 +392,7 @@ namespace ImGui
IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
IMGUI_API bool IsItemHoveredRect(); // was the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
IMGUI_API bool IsItemClicked(int mouse_button = 0); // was the last item clicked? (e.g. button/node just clicked on)
IMGUI_API bool IsItemVisible(); // was the last item visible? (aka not out of sight due to clipping/scrolling.)
IMGUI_API bool IsAnyItemHovered();
IMGUI_API bool IsAnyItemActive();
@ -386,8 +402,9 @@ namespace ImGui
IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
IMGUI_API bool IsWindowHovered(); // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
IMGUI_API bool IsWindowFocused(); // is current window focused
IMGUI_API bool IsRootWindowFocused(); // is current root window focused (top parent window in case of child windows)
IMGUI_API bool IsRootWindowFocused(); // is current root window focused (root = top-most parent of a child, otherwise self)
IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
IMGUI_API bool IsRootWindowOrAnyChildHovered(); // is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup)
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle of given size starting from cursor pos is visible (not clipped). to perform coarse clipping on user's side (as an optimization)
IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window
IMGUI_API float GetTime();
@ -433,17 +450,20 @@ namespace ImGui
IMGUI_API const char* GetClipboardText();
IMGUI_API void SetClipboardText(const char* text);
// Internal state/context access - if you want to use multiple ImGui context, or share context between modules (e.g. DLL), or allocate the memory yourself
// Internal context access - if you want to use multiple context, share context between modules (e.g. DLL). There is a default context created and active by default.
// 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.
IMGUI_API const char* GetVersion();
IMGUI_API void* GetInternalState();
IMGUI_API size_t GetInternalStateSize();
IMGUI_API void SetInternalState(void* state, bool construct = false);
IMGUI_API ImGuiContext* CreateContext(void* (*malloc_fn)(size_t) = NULL, void (*free_fn)(void*) = NULL);
IMGUI_API void DestroyContext(ImGuiContext* ctx);
IMGUI_API ImGuiContext* GetCurrentContext();
IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
// Obsolete (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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+
static inline ImFont* GetWindowFont() { return GetFont(); } // OBSOLETE 1.48+
static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETE 1.48+
static inline void OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpened(open, 0); } // OBSOLETE 1.34+
static inline void OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpen(open, 0); } // OBSOLETE 1.34+
static inline bool GetWindowIsFocused() { return ImGui::IsWindowFocused(); } // OBSOLETE 1.36+
static inline bool GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); } // OBSOLETE 1.39+
static inline ImVec2 GetItemBoxMin() { return GetItemRectMin(); } // OBSOLETE 1.36+
@ -512,6 +532,24 @@ enum ImGuiInputTextFlags_
ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
};
// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
enum ImGuiTreeNodeFlags_
{
ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader)
ImGuiTreeNodeFlags_AllowOverlapMode = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
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_Bullet = 1 << 9, // Display a bullet instead of arrow
//ImGuITreeNodeFlags_SpanAllAvailWidth = 1 << 10, // FIXME: TODO: Extend hit box horizontally even if not framed
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 11, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoAutoOpenOnLog
};
// Flags for ImGui::Selectable()
enum ImGuiSelectableFlags_
{
@ -672,7 +710,7 @@ struct ImGuiStyle
ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines
ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
float IndentSpacing; // Horizontal indentation when e.g. entering a tree node
float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar
float ScrollbarRounding; // Radius of grab corners for scrollbar
@ -705,7 +743,7 @@ struct ImGuiIO
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds. (for actions where 'repeat' is active)
float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
float KeyRepeatRate; // = 0.020f // When holding a key/button, rate at which it repeats, in seconds.
void* UserData; // = NULL // Store your own data for retrieval by callbacks.
@ -764,7 +802,7 @@ struct ImGuiIO
// Functions
IMGUI_API void AddInputCharacter(ImWchar c); // Helper to add a new character into InputCharacters[]
IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Helper to add new characters into InputCharacters[] from an UTF-8 string
IMGUI_API void ClearInputCharacters() { InputCharacters[0] = 0; } // Helper to clear the text input buffer
inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Helper to clear the text input buffer
//------------------------------------------------------------------
// Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application
@ -924,7 +962,7 @@ struct ImGuiTextBuffer
IMGUI_API void appendv(const char* fmt, va_list args);
};
// Helper: Key->value storage
// Helper: Simple Key->value storage
// - Store collapse state for a tree (Int 0/1)
// - Store color edit options (Int using values in ImGuiColorEditMode enum).
// - Custom user storage for temporary values.
@ -932,6 +970,7 @@ struct ImGuiTextBuffer
// Declare your own storage if:
// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
// - You want to store custom debug data easily without adding or editing structures in your code.
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
struct ImGuiStorage
{
struct Pair
@ -946,10 +985,12 @@ struct ImGuiStorage
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
// - Set***() functions find pair, insertion on demand if missing.
// - Sorted insertion is costly but should amortize. A typical frame shouldn't need to insert any new pair.
// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
IMGUI_API void Clear();
IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
IMGUI_API void SetInt(ImGuiID key, int val);
IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
IMGUI_API void SetBool(ImGuiID key, bool val);
IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
IMGUI_API void SetFloat(ImGuiID key, float val);
IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
@ -961,7 +1002,8 @@ struct ImGuiStorage
// float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
// - You can also use this to quickly create temporary editable values during a session of using Edit&Continue, without restarting your application.
IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0);
IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
// Use on your own storage if you know only integer are being stored (open/close all tree nodes)
@ -996,7 +1038,18 @@ struct ImGuiTextEditCallbackData
bool HasSelection() const { return SelectionStart != SelectionEnd; }
};
// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
struct ImGuiSizeConstraintCallbackData
{
void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
ImVec2 Pos; // Read-only. Window position, for reference.
ImVec2 CurrentSize; // Read-only. Current window size.
ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
};
// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
// Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
// None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats.
struct ImColor
@ -1017,36 +1070,33 @@ struct ImColor
};
// Helper: Manually clip large list of items.
// If you are displaying thousands of even spaced items and you have a random access to the list, you can perform clipping yourself to save on CPU.
// 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.
// 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(count, ImGui::GetTextLineHeightWithSpacing());
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) // display only visible items
// ImGui::Text("line number %d", i);
// clipper.End();
// NB: 'count' is only used to clamp the result, if you don't know your count you can use INT_MAX
// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced.
// while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// ImGui::Text("line number %d", i);
// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
struct ImGuiListClipper
{
float StartPosY;
float ItemsHeight;
int ItemsCount, DisplayStart, DisplayEnd;
int ItemsCount, StepNo, DisplayStart, DisplayEnd;
ImGuiListClipper() { ItemsHeight = 0.0f; ItemsCount = DisplayStart = DisplayEnd = -1; }
ImGuiListClipper(int count, float height) { ItemsCount = -1; Begin(count, height); }
~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // user forgot to call End()
// items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing().
// If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
~ImGuiListClipper() { IM_ASSERT(ItemsCount == -1); } // Assert if user forgot to call End() or Step() until false.
void Begin(int count, float height) // items_height: generally pass GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing()
{
IM_ASSERT(ItemsCount == -1);
ItemsCount = count;
ItemsHeight = height;
ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + DisplayStart * ItemsHeight); // advance cursor
}
void End()
{
IM_ASSERT(ItemsCount >= 0);
ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (ItemsCount - DisplayEnd) * ItemsHeight); // advance cursor
ItemsCount = -1;
}
IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
};
//-----------------------------------------------------------------------------
@ -1062,12 +1112,8 @@ struct ImGuiListClipper
// Draw callbacks for advanced uses.
// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
// Draw callback may be useful for example, if you want to render a complex 3D scene inside a UI element, change your GPU render state, etc.
// The expected behavior from your rendering loop is:
// if (cmd.UserCallback != NULL)
// cmd.UserCallback(parent_list, cmd);
// else
// RenderTriangles()
// Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) cmd.UserCallback(parent_list, cmd); else RenderTriangles()'
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
// Typically, 1 command = 1 gpu draw call (unless command is a callback)
@ -1082,7 +1128,7 @@ struct ImDrawCmd
ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = -8192.0f; ClipRect.z = ClipRect.w = +8192.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; }
};
// Vertex index (override with, e.g. '#define ImDrawIdx unsigned int' in ImConfig)
// Vertex index (override with '#define ImDrawIdx unsigned int' inside in imconfig.h)
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx;
#endif
@ -1223,7 +1269,7 @@ struct ImFontConfig
int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
bool PixelSnapH; // false // Align every character to pixel boundary (if enabled, set OversampleH/V to 1)
ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs
const ImWchar* GlyphRanges; // // List of Unicode range (2 value per range, values are inclusive, zero-terminated list)
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.
bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs).
bool MergeGlyphCenterV; // false // When merging (multiple ImFontInput for one ImFont), vertically center new glyphs instead of aligning their baseline
@ -1242,6 +1288,7 @@ struct ImFontConfig
// 3. Upload the pixels data into a texture within your graphics system.
// 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
// 5. Call ClearTexData() to free textures memory on the heap.
// NB: If you use a 'glyph_ranges' array you need to make sure that your array persist up until the ImFont is cleared. We only copy the pointer, not the data.
struct ImFontAtlas
{
IMGUI_API ImFontAtlas();
@ -1267,7 +1314,7 @@ struct ImFontAtlas
void SetTexID(void* id) { TexID = id; }
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
// (Those functions could be static but aren't so most users don't have to refer to the ImFontAtlas:: name ever if in their code; just using io.Fonts->)
// NB: Make sure that your string are UTF-8 and NOT in your local code page. See FAQ for details.
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs

View File

@ -25,13 +25,17 @@
#define snprintf _snprintf
#endif
#ifdef __clang__
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning : 'xx' is deprecated: The POSIX name for this item.. // for strdup used in demo code (so user can copy & paste the code)
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
#pragma clang diagnostic ignored "-Wformat-security" // warning : warning: format string is not a string literal
#endif
#ifdef __GNUC__
#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning : declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier //
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
#pragma GCC diagnostic ignored "-Wformat-security" // warning : format string is not a string literal (potentially insecure)
#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
#endif
// Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n.
@ -42,6 +46,7 @@
#endif
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR)/sizeof(*_ARR)))
#define IM_MAX(_A,_B) (((_A) >= (_B)) ? (_A) : (_B))
//-----------------------------------------------------------------------------
// DEMO CODE
@ -49,15 +54,16 @@
#ifndef IMGUI_DISABLE_TEST_WINDOWS
static void ShowExampleAppConsole(bool* opened);
static void ShowExampleAppLog(bool* opened);
static void ShowExampleAppLayout(bool* opened);
static void ShowExampleAppPropertyEditor(bool* opened);
static void ShowExampleAppLongText(bool* opened);
static void ShowExampleAppAutoResize(bool* opened);
static void ShowExampleAppFixedOverlay(bool* opened);
static void ShowExampleAppManipulatingWindowTitle(bool* opened);
static void ShowExampleAppCustomRendering(bool* opened);
static void ShowExampleAppConsole(bool* p_open);
static void ShowExampleAppLog(bool* p_open);
static void ShowExampleAppLayout(bool* p_open);
static void ShowExampleAppPropertyEditor(bool* p_open);
static void ShowExampleAppLongText(bool* p_open);
static void ShowExampleAppAutoResize(bool* p_open);
static void ShowExampleAppConstrainedResize(bool* p_open);
static void ShowExampleAppFixedOverlay(bool* p_open);
static void ShowExampleAppManipulatingWindowTitle(bool* p_open);
static void ShowExampleAppCustomRendering(bool* p_open);
static void ShowExampleAppMainMenuBar();
static void ShowExampleMenuFile();
@ -91,7 +97,7 @@ void ImGui::ShowUserGuide()
}
// Demonstrate most ImGui features (big function!)
void ImGui::ShowTestWindow(bool* p_opened)
void ImGui::ShowTestWindow(bool* p_open)
{
// Examples apps
static bool show_app_main_menu_bar = false;
@ -101,6 +107,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
static bool show_app_property_editor = false;
static bool show_app_long_text = false;
static bool show_app_auto_resize = false;
static bool show_app_constrained_resize = false;
static bool show_app_fixed_overlay = false;
static bool show_app_manipulating_window_title = false;
static bool show_app_custom_rendering = false;
@ -116,6 +123,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor);
if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text);
if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize);
if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize);
if (show_app_fixed_overlay) ShowExampleAppFixedOverlay(&show_app_fixed_overlay);
if (show_app_manipulating_window_title) ShowExampleAppManipulatingWindowTitle(&show_app_manipulating_window_title);
if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
@ -150,7 +158,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse;
if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar;
ImGui::SetNextWindowSize(ImVec2(550,680), ImGuiSetCond_FirstUseEver);
if (!ImGui::Begin("ImGui Demo", p_opened, window_flags))
if (!ImGui::Begin("ImGui Demo", p_open, window_flags))
{
// Early out if the window is collapsed, as an optimization.
ImGui::End();
@ -179,6 +187,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
ImGui::MenuItem("Property editor", NULL, &show_app_property_editor);
ImGui::MenuItem("Long text display", NULL, &show_app_long_text);
ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize);
ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize);
ImGui::MenuItem("Simple overlay", NULL, &show_app_fixed_overlay);
ImGui::MenuItem("Manipulating window title", NULL, &show_app_manipulating_window_title);
ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering);
@ -217,47 +226,6 @@ void ImGui::ShowTestWindow(bool* p_opened)
ImGui::TreePop();
}
if (ImGui::TreeNode("Fonts", "Fonts (%d)", ImGui::GetIO().Fonts->Fonts.Size))
{
ImGui::SameLine(); ShowHelpMarker("Tip: Load fonts with io.Fonts->AddFontFromFileTTF()\nbefore calling io.Fonts->GetTex* functions.");
ImFontAtlas* atlas = ImGui::GetIO().Fonts;
if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
{
ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128));
ImGui::TreePop();
}
ImGui::PushItemWidth(100);
for (int i = 0; i < atlas->Fonts.Size; i++)
{
ImFont* font = atlas->Fonts[i];
ImGui::BulletText("Font %d: \'%s\', %.2f px, %d glyphs", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size);
ImGui::TreePush((void*)(intptr_t)i);
if (i > 0) { ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) { atlas->Fonts[i] = atlas->Fonts[0]; atlas->Fonts[0] = font; } }
ImGui::PushFont(font);
ImGui::Text("The quick brown fox jumps over the lazy dog");
ImGui::PopFont();
if (ImGui::TreeNode("Details"))
{
ImGui::DragFloat("font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale only this font
ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar);
for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
{
ImFontConfig* cfg = &font->ConfigData[config_i];
ImGui::BulletText("Input %d: \'%s\'\nOversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
}
ImGui::TreePop();
}
ImGui::TreePop();
}
static float window_scale = 1.0f;
ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale only this window
ImGui::DragFloat("global scale", &ImGui::GetIO().FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale everything
ImGui::PopItemWidth();
ImGui::SetWindowFontScale(window_scale);
ImGui::TreePop();
}
if (ImGui::TreeNode("Logging"))
{
ImGui::TextWrapped("The logging API redirects all text output so you can easily capture the content of a window or a block. Tree nodes can be automatically expanded. You can also call ImGui::LogText() to output directly to the log without a visual output.");
@ -270,16 +238,84 @@ void ImGui::ShowTestWindow(bool* p_opened)
{
if (ImGui::TreeNode("Trees"))
{
for (int i = 0; i < 5; i++)
if (ImGui::TreeNode("Basic trees"))
{
if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i))
for (int i = 0; i < 5; i++)
if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i))
{
ImGui::Text("blah blah");
ImGui::SameLine();
if (ImGui::SmallButton("print")) printf("Child %d pressed", i);
ImGui::TreePop();
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Advanced, with Selectable nodes"))
{
ShowHelpMarker("This is a more standard looking tree with selectable nodes.\nClick to select, CTRL+Click to toggle, click on arrows or double-click to open.");
static bool align_label_with_current_x_position = false;
ImGui::Checkbox("Align label with current X position)", &align_label_with_current_x_position);
ImGui::Text("Hello!");
if (align_label_with_current_x_position)
ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());
static int selection_mask = (1 << 2); // Dumb representation of what may be user-side selection state. You may carry selection state inside or outside your objects in whatever format you see fit.
int node_clicked = -1; // Temporary storage of what node we have clicked to process selection at the end of the loop. May be a pointer to your own node type, etc.
ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, ImGui::GetFontSize()*3); // Increase spacing to differentiate leaves from expanded contents.
for (int i = 0; i < 6; i++)
{
ImGui::Text("blah blah");
ImGui::SameLine();
if (ImGui::SmallButton("print"))
printf("Child %d pressed", i);
ImGui::TreePop();
// Disable the default open on single-click behavior and pass in Selected flag according to our selection state.
ImGuiTreeNodeFlags node_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ((selection_mask & (1 << i)) ? ImGuiTreeNodeFlags_Selected : 0);
if (i < 3)
{
// Node
bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);
if (ImGui::IsItemClicked())
node_clicked = i;
if (node_open)
{
ImGui::Text("Blah blah\nBlah Blah");
ImGui::TreePop();
}
}
else
{
// Leaf: The only reason we have a TreeNode at all is to allow selection of the leaf. Otherwise we can use BulletText() or TreeAdvanceToLabelPos()+Text().
ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags | ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen, "Selectable Leaf %d", i);
if (ImGui::IsItemClicked())
node_clicked = i;
}
}
if (node_clicked != -1)
{
// Update selection state. Process outside of tree loop to avoid visual inconsistencies during the clicking-frame.
if (ImGui::GetIO().KeyCtrl)
selection_mask ^= (1 << node_clicked); // CTRL+click to toggle
else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, this commented bit preserve selection when clicking on item that is part of the selection
selection_mask = (1 << node_clicked); // Click to single-select
}
ImGui::PopStyleVar();
if (align_label_with_current_x_position)
ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());
ImGui::TreePop();
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Collapsing Headers"))
{
static bool closable_group = true;
if (ImGui::CollapsingHeader("Header"))
{
ImGui::Checkbox("Enable extra group", &closable_group);
for (int i = 0; i < 5; i++)
ImGui::Text("Some content %d", i);
}
if (ImGui::CollapsingHeader("Header with a close button", &closable_group))
{
for (int i = 0; i < 5; i++)
ImGui::Text("More content %d", i);
}
ImGui::TreePop();
}
@ -372,14 +408,14 @@ void ImGui::ShowTestWindow(bool* p_opened)
static int pressed_count = 0;
for (int i = 0; i < 8; i++)
{
if (i > 0)
ImGui::SameLine();
ImGui::PushID(i);
int frame_padding = -1 + i; // -1 = uses default padding
if (ImGui::ImageButton(tex_id, ImVec2(32,32), ImVec2(0,0), ImVec2(32.0f/tex_w,32/tex_h), frame_padding, ImColor(0,0,0,255)))
pressed_count += 1;
ImGui::PopID();
ImGui::SameLine();
}
ImGui::NewLine();
ImGui::Text("Pressed %d times.", pressed_count);
ImGui::TreePop();
}
@ -692,7 +728,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
if (i > 0) ImGui::SameLine();
ImGui::PushID(i);
ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40);
ImGui::VSliderFloat("##v", ImVec2(40,160), &values[i], 0.0f, 1.0f, "%.2f");
ImGui::VSliderFloat("##v", ImVec2(40,160), &values[i], 0.0f, 1.0f, "%.2f\nsec");
ImGui::PopStyleVar();
ImGui::PopID();
}
@ -997,9 +1033,9 @@ void ImGui::ShowTestWindow(bool* p_opened)
if (ImGui::TreeNode("Node##1")) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
ImGui::AlignFirstTextHeightToWidgets(); // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget. Otherwise you can use SmallButton (smaller fit).
bool tree_opened = ImGui::TreeNode("Node##2"); // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content.
bool node_open = ImGui::TreeNode("Node##2"); // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add child content.
ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2");
if (tree_opened) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
if (node_open) { for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); } // Dummy tree data
// Bullet
ImGui::Button("Button##3");
@ -1019,9 +1055,11 @@ void ImGui::ShowTestWindow(bool* p_opened)
static bool track = true;
static int track_line = 50, scroll_to_px = 200;
ImGui::Checkbox("Track", &track);
ImGui::PushItemWidth(100);
ImGui::SameLine(130); track |= ImGui::DragInt("##line", &track_line, 0.25f, 0, 99, "Line %.0f");
bool scroll_to = ImGui::Button("Scroll To");
ImGui::SameLine(130); scroll_to |= ImGui::DragInt("##pos_y", &scroll_to_px, 1.00f, 0, 9999, "y = %.0f px");
ImGui::PopItemWidth();
if (scroll_to) track = false;
for (int i = 0; i < 5; i++)
@ -1204,7 +1242,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
ImGui::EndPopup();
}
static ImVec4 color = ImColor(1.0f, 0.0f, 1.0f, 1.0f);
static ImVec4 color = ImColor(0.8f, 0.5f, 1.0f, 1.0f);
ImGui::ColorButton(color);
if (ImGui::BeginPopupContextItem("color context menu"))
{
@ -1230,6 +1268,9 @@ void ImGui::ShowTestWindow(bool* p_opened)
ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n");
ImGui::Separator();
//static int dummy_i = 0;
//ImGui::Combo("Combo", &dummy_i, "Delete\0Delete harder\0");
static bool dont_ask_me_next_time = false;
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0,0));
ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time);
@ -1388,9 +1429,9 @@ void ImGui::ShowTestWindow(bool* p_opened)
ImGui::TreePop();
}
bool node_opened = ImGui::TreeNode("Tree within single cell");
bool node_open = ImGui::TreeNode("Tree within single cell");
ImGui::SameLine(); ShowHelpMarker("NB: Tree node must be poped before ending the cell.\nThere's no storage of state per-cell.");
if (node_opened)
if (node_open)
{
ImGui::Columns(2, "tree items");
ImGui::Separator();
@ -1537,9 +1578,11 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
{
ImGuiStyle& style = ImGui::GetStyle();
const ImGuiStyle def; // Default style
// You can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it compares to the default style)
const ImGuiStyle default_style; // Default style
if (ImGui::Button("Revert Style"))
style = ref ? *ref : def;
style = ref ? *ref : default_style;
if (ref)
{
ImGui::SameLine();
@ -1594,7 +1637,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
{
const ImVec4& col = style.Colors[i];
const char* name = ImGui::GetStyleColName(i);
if (!output_only_modified || memcmp(&col, (ref ? &ref->Colors[i] : &def.Colors[i]), sizeof(ImVec4)) != 0)
if (!output_only_modified || memcmp(&col, (ref ? &ref->Colors[i] : &default_style.Colors[i]), sizeof(ImVec4)) != 0)
ImGui::LogText("style.Colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, 22 - (int)strlen(name), "", col.x, col.y, col.z, col.w);
}
ImGui::LogFinish();
@ -1622,9 +1665,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
continue;
ImGui::PushID(i);
ImGui::ColorEdit4(name, (float*)&style.Colors[i], color_edit_flags | ImGuiColorEditFlags_Alpha | ImGuiColorEditFlags_NoOptions);
if (memcmp(&style.Colors[i], (ref ? &ref->Colors[i] : &def.Colors[i]), sizeof(ImVec4)) != 0)
if (memcmp(&style.Colors[i], (ref ? &ref->Colors[i] : &default_style.Colors[i]), sizeof(ImVec4)) != 0)
{
ImGui::SameLine(); if (ImGui::Button("Revert")) style.Colors[i] = ref ? ref->Colors[i] : def.Colors[i];
ImGui::SameLine(); if (ImGui::Button("Revert")) style.Colors[i] = ref ? ref->Colors[i] : default_style.Colors[i];
if (ref) { ImGui::SameLine(); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i]; }
}
ImGui::PopID();
@ -1635,6 +1678,47 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::TreePop();
}
if (ImGui::TreeNode("Fonts", "Fonts (%d)", ImGui::GetIO().Fonts->Fonts.Size))
{
ImGui::SameLine(); ShowHelpMarker("Tip: Load fonts with io.Fonts->AddFontFromFileTTF()\nbefore calling io.Fonts->GetTex* functions.");
ImFontAtlas* atlas = ImGui::GetIO().Fonts;
if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
{
ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0,0), ImVec2(1,1), ImColor(255,255,255,255), ImColor(255,255,255,128));
ImGui::TreePop();
}
ImGui::PushItemWidth(100);
for (int i = 0; i < atlas->Fonts.Size; i++)
{
ImFont* font = atlas->Fonts[i];
ImGui::BulletText("Font %d: \'%s\', %.2f px, %d glyphs", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size);
ImGui::TreePush((void*)(intptr_t)i);
if (i > 0) { ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) { atlas->Fonts[i] = atlas->Fonts[0]; atlas->Fonts[0] = font; } }
ImGui::PushFont(font);
ImGui::Text("The quick brown fox jumps over the lazy dog");
ImGui::PopFont();
if (ImGui::TreeNode("Details"))
{
ImGui::DragFloat("font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale only this font
ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
ImGui::Text("Fallback character: '%c' (%d)", font->FallbackChar, font->FallbackChar);
for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
{
ImFontConfig* cfg = &font->ConfigData[config_i];
ImGui::BulletText("Input %d: \'%s\'\nOversample: (%d,%d), PixelSnapH: %d", config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH);
}
ImGui::TreePop();
}
ImGui::TreePop();
}
static float window_scale = 1.0f;
ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale only this window
ImGui::DragFloat("global scale", &ImGui::GetIO().FontGlobalScale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale everything
ImGui::PopItemWidth();
ImGui::SetWindowFontScale(window_scale);
ImGui::TreePop();
}
ImGui::PopItemWidth();
}
@ -1716,9 +1800,9 @@ static void ShowExampleMenuFile()
if (ImGui::MenuItem("Quit", "Alt+F4")) {}
}
static void ShowExampleAppAutoResize(bool* opened)
static void ShowExampleAppAutoResize(bool* p_open)
{
if (!ImGui::Begin("Example: Auto-resizing window", opened, ImGuiWindowFlags_AlwaysAutoResize))
if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize))
{
ImGui::End();
return;
@ -1732,10 +1816,47 @@ static void ShowExampleAppAutoResize(bool* opened)
ImGui::End();
}
static void ShowExampleAppFixedOverlay(bool* opened)
static void ShowExampleAppConstrainedResize(bool* p_open)
{
struct CustomConstraints // Helper functions to demonstrate programmatic constraints
{
static void Square(ImGuiSizeConstraintCallbackData* data) { data->DesiredSize = ImVec2(IM_MAX(data->DesiredSize.x, data->DesiredSize.y), IM_MAX(data->DesiredSize.x, data->DesiredSize.y)); }
static void Step(ImGuiSizeConstraintCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); }
};
static int type = 0;
if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only
if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only
if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100
if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(300, 0), ImVec2(400, FLT_MAX)); // Width 300-400
if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square
if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)100);// Fixed Step
if (ImGui::Begin("Example: Constrained Resize", p_open))
{
const char* desc[] =
{
"Resize vertical only",
"Resize horizontal only",
"Width > 100, Height > 100",
"Width 300-400",
"Custom: Always Square",
"Custom: Fixed Steps (100)",
};
ImGui::Combo("Constraint", &type, desc, IM_ARRAYSIZE(desc));
if (ImGui::Button("200x200")) ImGui::SetWindowSize(ImVec2(200,200)); ImGui::SameLine();
if (ImGui::Button("500x500")) ImGui::SetWindowSize(ImVec2(500,500)); ImGui::SameLine();
if (ImGui::Button("800x200")) ImGui::SetWindowSize(ImVec2(800,200));
for (int i = 0; i < 10; i++)
ImGui::Text("Hello, sailor! Making this line long enough for the example.");
}
ImGui::End();
}
static void ShowExampleAppFixedOverlay(bool* p_open)
{
ImGui::SetNextWindowPos(ImVec2(10,10));
if (!ImGui::Begin("Example: Fixed Overlay", opened, ImVec2(0,0), 0.3f, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoSavedSettings))
if (!ImGui::Begin("Example: Fixed Overlay", p_open, ImVec2(0,0), 0.3f, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoSavedSettings))
{
ImGui::End();
return;
@ -1746,10 +1867,8 @@ static void ShowExampleAppFixedOverlay(bool* opened)
ImGui::End();
}
static void ShowExampleAppManipulatingWindowTitle(bool* opened)
static void ShowExampleAppManipulatingWindowTitle(bool*)
{
(void)opened;
// By default, Windows are uniquely identified by their title.
// You can use the "##" and "###" markers to manipulate the display/ID. Read FAQ at the top of this file!
@ -1773,10 +1892,10 @@ static void ShowExampleAppManipulatingWindowTitle(bool* opened)
ImGui::End();
}
static void ShowExampleAppCustomRendering(bool* opened)
static void ShowExampleAppCustomRendering(bool* p_open)
{
ImGui::SetNextWindowSize(ImVec2(350,560), ImGuiSetCond_FirstUseEver);
if (!ImGui::Begin("Example: Custom rendering", opened))
if (!ImGui::Begin("Example: Custom rendering", p_open))
{
ImGui::End();
return;
@ -1925,10 +2044,10 @@ struct ExampleAppConsole
ScrollToBottom = true;
}
void Draw(const char* title, bool* opened)
void Draw(const char* title, bool* p_open)
{
ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiSetCond_FirstUseEver);
if (!ImGui::Begin(title, opened))
if (!ImGui::Begin(title, p_open))
{
ImGui::End();
return;
@ -1941,7 +2060,8 @@ struct ExampleAppConsole
if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine();
if (ImGui::SmallButton("Add Dummy Error")) AddLog("[error] something went wrong"); ImGui::SameLine();
if (ImGui::SmallButton("Clear")) ClearLog();
if (ImGui::SmallButton("Clear")) ClearLog(); ImGui::SameLine();
if (ImGui::SmallButton("Scroll to bottom")) ScrollToBottom = true;
//static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); }
ImGui::Separator();
@ -1952,24 +2072,33 @@ struct ExampleAppConsole
ImGui::PopStyleVar();
ImGui::Separator();
// Display every line as a separate entry so we can change their color or add custom widgets. If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
// NB- if you have thousands of entries this approach may be too inefficient. You can seek and display only the lines that are visible - CalcListClipping() is a helper to compute this information.
// If your items are of variable size you may want to implement code similar to what CalcListClipping() does. Or split your data into fixed height items to allow random-seeking into your list.
ImGui::BeginChild("ScrollingRegion", ImVec2(0,-ImGui::GetItemsLineHeightWithSpacing()), false, ImGuiWindowFlags_HorizontalScrollbar);
if (ImGui::BeginPopupContextWindow())
{
if (ImGui::Selectable("Clear")) ClearLog();
ImGui::EndPopup();
}
// Display every line as a separate entry so we can change their color or add custom widgets. If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
// NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping to only process visible items.
// You can seek and display only the lines that are visible using the ImGuiListClipper helper, if your elements are evenly spaced and you have cheap random access to the elements.
// To use the clipper we could replace the 'for (int i = 0; i < Items.Size; i++)' loop with:
// ImGuiListClipper clipper(Items.Size);
// while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// However take note that you can not use this code as is if a filter is active because it breaks the 'cheap random-access' property. We would need random-access on the post-filtered list.
// A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices that passed the filtering test, recomputing this array when user changes the filter,
// and appending newly elements as they are inserted. This is left as a task to the user until we can manage to improve this example code!
// If your items are of variable size you may want to implement code similar to what ImGuiListClipper does. Or split your data into fixed height items to allow random-seeking into your list.
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4,1)); // Tighten spacing
for (int i = 0; i < Items.Size; i++)
{
const char* item = Items[i];
if (!filter.PassFilter(item))
continue;
ImVec4 col = ImColor(255,255,255); // A better implementation may store a type per-item. For the sample let's just parse the text.
if (strstr(item, "[error]")) col = ImColor(255,100,100);
else if (strncmp(item, "# ", 2) == 0) col = ImColor(255,200,150);
ImVec4 col = ImVec4(1.0f,1.0f,1.0f,1.0f); // A better implementation may store a type per-item. For the sample let's just parse the text.
if (strstr(item, "[error]")) col = ImColor(1.0f,0.4f,0.4f,1.0f);
else if (strncmp(item, "# ", 2) == 0) col = ImColor(1.0f,0.78f,0.58f,1.0f);
ImGui::PushStyleColor(ImGuiCol_Text, col);
ImGui::TextUnformatted(item);
ImGui::PopStyleColor();
@ -2132,7 +2261,7 @@ struct ExampleAppConsole
// A better implementation would preserve the data on the current input line along with cursor position.
if (prev_history_pos != HistoryPos)
{
data->CursorPos = data->SelectionStart = data->SelectionEnd = data->BufTextLen = (int)snprintf(data->Buf, data->BufSize, "%s", (HistoryPos >= 0) ? History[HistoryPos] : "");
data->CursorPos = data->SelectionStart = data->SelectionEnd = data->BufTextLen = (int)snprintf(data->Buf, (size_t)data->BufSize, "%s", (HistoryPos >= 0) ? History[HistoryPos] : "");
data->BufDirty = true;
}
}
@ -2141,10 +2270,10 @@ struct ExampleAppConsole
}
};
static void ShowExampleAppConsole(bool* opened)
static void ShowExampleAppConsole(bool* p_open)
{
static ExampleAppConsole console;
console.Draw("Example: Console", opened);
console.Draw("Example: Console", p_open);
}
// Usage:
@ -2173,10 +2302,10 @@ struct ExampleAppLog
ScrollToBottom = true;
}
void Draw(const char* title, bool* p_opened = NULL)
void Draw(const char* title, bool* p_open = NULL)
{
ImGui::SetNextWindowSize(ImVec2(500,400), ImGuiSetCond_FirstUseEver);
ImGui::Begin(title, p_opened);
ImGui::Begin(title, p_open);
if (ImGui::Button("Clear")) Clear();
ImGui::SameLine();
bool copy = ImGui::Button("Copy");
@ -2211,7 +2340,7 @@ struct ExampleAppLog
}
};
static void ShowExampleAppLog(bool* opened)
static void ShowExampleAppLog(bool* p_open)
{
static ExampleAppLog log;
@ -2225,19 +2354,19 @@ static void ShowExampleAppLog(bool* opened)
last_time = time;
}
log.Draw("Example: Log", opened);
log.Draw("Example: Log", p_open);
}
static void ShowExampleAppLayout(bool* opened)
static void ShowExampleAppLayout(bool* p_open)
{
ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiSetCond_FirstUseEver);
if (ImGui::Begin("Example: Layout", opened, ImGuiWindowFlags_MenuBar))
if (ImGui::Begin("Example: Layout", p_open, ImGuiWindowFlags_MenuBar))
{
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("File"))
{
if (ImGui::MenuItem("Close")) *opened = false;
if (ImGui::MenuItem("Close")) *p_open = false;
ImGui::EndMenu();
}
ImGui::EndMenuBar();
@ -2273,10 +2402,10 @@ static void ShowExampleAppLayout(bool* opened)
ImGui::End();
}
static void ShowExampleAppPropertyEditor(bool* opened)
static void ShowExampleAppPropertyEditor(bool* p_open)
{
ImGui::SetNextWindowSize(ImVec2(430,450), ImGuiSetCond_FirstUseEver);
if (!ImGui::Begin("Example: Property editor", opened))
if (!ImGui::Begin("Example: Property editor", p_open))
{
ImGui::End();
return;
@ -2290,16 +2419,16 @@ static void ShowExampleAppPropertyEditor(bool* opened)
struct funcs
{
static void ShowDummyObject(const char* prefix, ImU32 uid)
static void ShowDummyObject(const char* prefix, int uid)
{
ImGui::PushID(uid); // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID.
ImGui::AlignFirstTextHeightToWidgets(); // Text and Tree nodes are less high than regular widgets, here we add vertical spacing to make the tree lines equal high.
bool is_opened = ImGui::TreeNode("Object", "%s_%u", prefix, uid);
bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid);
ImGui::NextColumn();
ImGui::AlignFirstTextHeightToWidgets();
ImGui::Text("my sailor is rich");
ImGui::NextColumn();
if (is_opened)
if (node_open)
{
static float dummy_members[8] = { 0.0f,0.0f,1.0f,3.1416f,100.0f,999.0f };
for (int i = 0; i < 8; i++)
@ -2307,7 +2436,7 @@ static void ShowExampleAppPropertyEditor(bool* opened)
ImGui::PushID(i); // Use field index as identifier.
if (i < 2)
{
ShowDummyObject("Child", ImGui::GetID("foo"));
ShowDummyObject("Child", 424242);
}
else
{
@ -2345,10 +2474,10 @@ static void ShowExampleAppPropertyEditor(bool* opened)
ImGui::End();
}
static void ShowExampleAppLongText(bool* opened)
static void ShowExampleAppLongText(bool* p_open)
{
ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiSetCond_FirstUseEver);
if (!ImGui::Begin("Example: Long text display", opened))
if (!ImGui::Begin("Example: Long text display", p_open))
{
ImGui::End();
return;
@ -2379,10 +2508,10 @@ static void ShowExampleAppLongText(bool* opened)
{
// Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper.
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));
ImGuiListClipper clipper(lines, ImGui::GetTextLineHeight());
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
ImGui::Text("%i The quick brown fox jumps over the lazy dog\n", i);
clipper.End();
ImGuiListClipper clipper(lines);
while (clipper.Step())
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
ImGui::PopStyleVar();
break;
}
@ -2390,7 +2519,7 @@ static void ShowExampleAppLongText(bool* opened)
// Multiple calls to Text(), not clipped (slow)
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0,0));
for (int i = 0; i < lines; i++)
ImGui::Text("%i The quick brown fox jumps over the lazy dog\n", i);
ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);
ImGui::PopStyleVar();
break;
}
@ -2402,7 +2531,7 @@ static void ShowExampleAppLongText(bool* opened)
#else
void ImGui::ShowTestWindow(bool*) {}
void ImGui::ShowUserGuide(bool*) {}
void ImGui::ShowStyleEditor(bool*) {}
void ImGui::ShowUserGuide() {}
void ImGui::ShowStyleEditor(ImGuiStyle*) {}
#endif

View File

@ -37,10 +37,11 @@
#pragma clang diagnostic ignored "-Wfloat-equal" // warning : comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
//#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier //
#endif
#ifdef __GNUC__
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning : macro name is a reserved identifier //
#elif defined(__GNUC__)
#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
#endif
//-------------------------------------------------------------------------
@ -58,7 +59,7 @@ namespace IMGUI_STB_NAMESPACE
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration
#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration
#endif
#ifdef __clang__
@ -68,6 +69,11 @@ namespace IMGUI_STB_NAMESPACE
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#endif
#ifdef __GNUC__
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits]
#endif
#define STBRP_ASSERT(x) IM_ASSERT(x)
#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
#define STBRP_STATIC
@ -86,6 +92,10 @@ namespace IMGUI_STB_NAMESPACE
#endif
#include "stb_truetype.h"
#ifdef __GNUC__
#pragma GCC diagnostic pop
#endif
#ifdef __clang__
#pragma clang diagnostic pop
#endif
@ -228,10 +238,6 @@ void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_
}
cr.z = ImMax(cr.x, cr.z);
cr.w = ImMax(cr.y, cr.w);
cr.x = (float)(int)(cr.x + 0.5f); // Round (expecting to round down). Ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
cr.y = (float)(int)(cr.y + 0.5f);
cr.z = (float)(int)(cr.z + 0.5f);
cr.w = (float)(int)(cr.w + 0.5f);
_ClipRectStack.push_back(cr);
UpdateClipRect();
@ -240,7 +246,7 @@ void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_
void ImDrawList::PushClipRectFullScreen()
{
PushClipRect(ImVec2(GNullClipRect.x, GNullClipRect.y), ImVec2(GNullClipRect.z, GNullClipRect.w));
//PushClipRect(GetVisibleRect()); // FIXME-OPT: This would be more correct but we're not supposed to access ImGuiState from here?
//PushClipRect(GetVisibleRect()); // FIXME-OPT: This would be more correct but we're not supposed to access ImGuiContext from here?
}
void ImDrawList::PopClipRect()
@ -1135,7 +1141,8 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
ConfigData.push_back(*font_cfg);
ImFontConfig& new_font_cfg = ConfigData.back();
new_font_cfg.DstFont = Fonts.back();
if (!new_font_cfg.DstFont)
new_font_cfg.DstFont = Fonts.back();
if (!new_font_cfg.FontDataOwnedByAtlas)
{
new_font_cfg.FontData = ImGui::MemAlloc(new_font_cfg.FontDataSize);
@ -1145,7 +1152,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
// Invalidate texture
ClearTexData();
return Fonts.back();
return new_font_cfg.DstFont;
}
// Default font TTF is compressed with stb_compress then base85 encoded (see extra_fonts/binary_to_compressed_c.cpp for encoder)
@ -1660,7 +1667,7 @@ ImFont::~ImFont()
// If you want to delete fonts you need to do it between Render() and NewFrame().
// FIXME-CLEANUP
/*
ImGuiState& g = *GImGui;
ImGuiContext& g = *GImGui;
if (g.Font == this)
g.Font = NULL;
*/

View File

@ -33,7 +33,6 @@ struct ImGuiTextEditState;
struct ImGuiIniData;
struct ImGuiMouseCursorData;
struct ImGuiPopupRef;
struct ImGuiState;
struct ImGuiWindow;
typedef int ImGuiLayoutType; // enum ImGuiLayoutType_
@ -71,7 +70,7 @@ namespace ImGuiStb
// Context
//-----------------------------------------------------------------------------
extern IMGUI_API ImGuiState* GImGui;
extern IMGUI_API ImGuiContext* GImGui; // current implicit ImGui context pointer
//-----------------------------------------------------------------------------
// Helpers
@ -136,6 +135,7 @@ static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t)
static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; }
static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; }
static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / sqrtf(d); return fail_value; }
static inline float ImFloor(float f) { return (float)(int)f; }
static inline ImVec2 ImFloor(ImVec2 v) { return ImVec2((float)(int)v.x, (float)(int)v.y); }
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
@ -144,7 +144,7 @@ static inline ImVec2 ImFloor(ImVec2 v)
struct ImPlacementNewDummy {};
inline void* operator new(size_t, ImPlacementNewDummy, void* ptr) { return ptr; }
inline void operator delete(void*, ImPlacementNewDummy, void*) {}
#define IM_PLACEMENT_NEW(_PTR) new(ImPlacementNewDummy() ,_PTR)
#define IM_PLACEMENT_NEW(_PTR) new(ImPlacementNewDummy(), _PTR)
#endif
//-----------------------------------------------------------------------------
@ -154,20 +154,16 @@ inline void operator delete(void*, ImPlacementNewDummy, void*) {}
enum ImGuiButtonFlags_
{
ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat
ImGuiButtonFlags_PressedOnClick = 1 << 1, // return pressed on click (default requires click+release)
ImGuiButtonFlags_PressedOnRelease = 1 << 2, // return pressed on release (default requires click+release)
ImGuiButtonFlags_PressedOnDoubleClick = 1 << 3, // return pressed on double-click (default requires click+release)
ImGuiButtonFlags_FlattenChilds = 1 << 4, // allow interaction even if a child window is overlapping
ImGuiButtonFlags_DontClosePopups = 1 << 5, // disable automatically closing parent popup on press
ImGuiButtonFlags_Disabled = 1 << 6, // disable interaction
ImGuiButtonFlags_AlignTextBaseLine = 1 << 7, // vertically align button to match text baseline - ButtonEx() only
ImGuiButtonFlags_NoKeyModifiers = 1 << 8 // disable interaction if a key modifier is held
};
enum ImGuiTreeNodeFlags_
{
ImGuiTreeNodeFlags_DefaultOpen = 1 << 0,
ImGuiTreeNodeFlags_NoAutoExpandOnLog = 1 << 1
ImGuiButtonFlags_PressedOnClickRelease = 1 << 1, // (default) return pressed on click+release on same item (default if no PressedOn** flag is set)
ImGuiButtonFlags_PressedOnClick = 1 << 2, // return pressed on click (default requires click+release)
ImGuiButtonFlags_PressedOnRelease = 1 << 3, // return pressed on release (default requires click+release)
ImGuiButtonFlags_PressedOnDoubleClick = 1 << 4, // return pressed on double-click (default requires click+release)
ImGuiButtonFlags_FlattenChilds = 1 << 5, // allow interaction even if a child window is overlapping
ImGuiButtonFlags_DontClosePopups = 1 << 6, // disable automatically closing parent popup on press
ImGuiButtonFlags_Disabled = 1 << 7, // disable interaction
ImGuiButtonFlags_AlignTextBaseLine = 1 << 8, // vertically align button to match text baseline - ButtonEx() only
ImGuiButtonFlags_NoKeyModifiers = 1 << 9, // disable interaction if a key modifier is held
ImGuiButtonFlags_AllowOverlapMode = 1 << 10 // require previous frame HoveredId to either match id or be null before being usable
};
enum ImGuiSliderFlags_
@ -278,7 +274,7 @@ struct ImGuiColumnData
//float IndentX;
};
// Simple column measurement currently used for MenuItem() only. This is very short-sighted for now 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 ImGuiSimpleColumns
{
int Count;
@ -287,9 +283,9 @@ struct IMGUI_API ImGuiSimpleColumns
float Pos[8], NextWidths[8];
ImGuiSimpleColumns();
void Update(int count, float spacing, bool clear);
float DeclColumns(float w0, float w1, float w2);
float CalcExtraSpace(float avail_w);
void Update(int count, float spacing, bool clear);
float DeclColumns(float w0, float w1, float w2);
float CalcExtraSpace(float avail_w);
};
// Internal state of the currently focused/edited text input box
@ -349,7 +345,7 @@ struct ImGuiPopupRef
};
// Main state for ImGui
struct ImGuiState
struct ImGuiContext
{
bool Initialized;
ImGuiIO IO;
@ -378,14 +374,16 @@ struct ImGuiState
bool ActiveIdIsAlive;
bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
bool ActiveIdAllowOverlap; // Set only by active widget
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow;
ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window. Pointer is only valid if ActiveID is the "#MOVE" identifier of a window.
ImGuiWindow* MovedWindow; // Track the child window we clicked on to move a window.
ImGuiID MovedWindowMoveId; // == MovedWindow->RootWindow->MoveId
ImVector<ImGuiIniData> Settings; // .ini Settings
float SettingsDirtyTimer; // Save .ini settinngs on disk when time reaches zero
float SettingsDirtyTimer; // Save .ini Settings on disk when time reaches zero
ImVector<ImGuiColMod> ColorModifiers; // Stack for PushStyleColor()/PopStyleColor()
ImVector<ImGuiStyleMod> StyleModifiers; // Stack for PushStyleVar()/PopStyleVar()
ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont()
ImVector<ImGuiPopupRef> OpenedPopupStack; // Which popups are open (persistent)
ImVector<ImGuiPopupRef> OpenPopupStack; // Which popups are open (persistent)
ImVector<ImGuiPopupRef> CurrentPopupStack; // Which level of BeginPopup() we are in (reset every frame)
// Storage for SetNexWindow** and SetNextTreeNode*** functions
@ -397,9 +395,13 @@ struct ImGuiState
ImGuiSetCond SetNextWindowSizeCond;
ImGuiSetCond SetNextWindowContentSizeCond;
ImGuiSetCond SetNextWindowCollapsedCond;
ImRect SetNextWindowSizeConstraintRect; // Valid if 'SetNextWindowSizeConstraint' is true
ImGuiSizeConstraintCallback SetNextWindowSizeConstraintCallback;
void* SetNextWindowSizeConstraintCallbackUserData;
bool SetNextWindowSizeConstraint;
bool SetNextWindowFocus;
bool SetNextTreeNodeOpenedVal;
ImGuiSetCond SetNextTreeNodeOpenedCond;
bool SetNextTreeNodeOpenVal;
ImGuiSetCond SetNextTreeNodeOpenCond;
// Render
ImDrawData RenderDrawData; // Main ImDrawData instance to pass render information to the user
@ -414,13 +416,12 @@ struct ImGuiState
ImFont InputTextPasswordFont;
ImGuiID ScalarAsInputTextId; // Temporary text input when CTRL+clicking on a slider, etc.
ImGuiStorage ColorEditModeStorage; // Store user selection of color edit mode
ImVec2 ActiveClickDeltaToCenter;
float DragCurrentValue; // Currently dragged value, always float, not rounded by end-user precision settings
ImVec2 DragLastMouseDelta;
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
float DragSpeedScaleSlow;
float DragSpeedScaleFast;
ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
ImVec2 ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
char Tooltip[1024];
char* PrivateClipboard; // If no custom clipboard handler is defined
ImVec2 OsImePosRequest, OsImePosSet; // Cursor position request & last passed to the OS Input Method Editor
@ -440,7 +441,7 @@ struct ImGuiState
int CaptureKeyboardNextFrame;
char TempBuffer[1024*3+1]; // temporary text buffer
ImGuiState()
ImGuiContext()
{
Initialized = false;
Font = NULL;
@ -462,8 +463,10 @@ struct ImGuiState
ActiveIdIsAlive = false;
ActiveIdIsJustActivated = false;
ActiveIdAllowOverlap = false;
ActiveIdClickOffset = ImVec2(-1,-1);
ActiveIdWindow = NULL;
MovedWindow = NULL;
MovedWindowMoveId = 0;
SettingsDirtyTimer = 0.0f;
SetNextWindowPosVal = ImVec2(0.0f, 0.0f);
@ -474,11 +477,12 @@ struct ImGuiState
SetNextWindowContentSizeCond = 0;
SetNextWindowCollapsedCond = 0;
SetNextWindowFocus = false;
SetNextTreeNodeOpenedVal = false;
SetNextTreeNodeOpenedCond = 0;
SetNextWindowSizeConstraintCallback = NULL;
SetNextWindowSizeConstraintCallbackUserData = NULL;
SetNextTreeNodeOpenVal = false;
SetNextTreeNodeOpenCond = 0;
ScalarAsInputTextId = 0;
ActiveClickDeltaToCenter = ImVec2(0.0f, 0.0f);
DragCurrentValue = 0.0f;
DragLastMouseDelta = ImVec2(0.0f, 0.0f);
DragSpeedDefaultRatio = 0.01f;
@ -602,6 +606,7 @@ struct IMGUI_API ImGuiWindow
ImVec2 SizeFull; // Size when non collapsed
ImVec2 SizeContents; // Size of contents (== extents reach of the drawing cursor) from previous frame
ImVec2 SizeContentsExplicit; // Size of contents explicitly set by the user via SetNextWindowContentSize()
ImRect ContentsRegionRect; // Maximum visible content position in window coordinates. ~~ (SizeContentsExplicit ? SizeContentsExplicit : Size - ScrollbarSizes) - CursorStartPos, per axis
ImVec2 WindowPadding; // Window padding at the time of begin. We need to lock it, in particular manipulation of the ShowBorder would have an effect
ImGuiID MoveID; // == window->GetID("#MOVE")
ImVec2 Scroll;
@ -629,7 +634,7 @@ struct IMGUI_API ImGuiWindow
ImGuiDrawContext DC; // Temporary per-window data, reset at the beginning of the frame
ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack
ImRect ClipRect; // = DrawList->clip_rect_stack.back(). Scissoring / clipping rectangle. x1, y1, x2, y2.
ImRect ClippedWindowRect; // = ClipRect just after setup in Begin()
ImRect WindowRectClipped; // = WindowRect just after setup in Begin(). == window->Rect() for root window.
int LastFrameActive;
float ItemWidthDefault;
ImGuiSimpleColumns MenuColumns; // Simplified columns storage for menu items
@ -637,7 +642,8 @@ struct IMGUI_API ImGuiWindow
float FontWindowScale; // Scale multiplier per-window
ImDrawList* DrawList;
ImGuiWindow* RootWindow; // If we are a child window, this is pointing to the first non-child parent window. Else point to ourself.
ImGuiWindow* RootNonPopupWindow; // If we are a child widnow, this is pointing to the first non-child non-popup parent window. Else point to ourself.
ImGuiWindow* RootNonPopupWindow; // If we are a child window, this is pointing to the first non-child non-popup parent window. Else point to ourself.
ImGuiWindow* ParentWindow; // If we are a child window, this is pointing to our parent window. Else point to NULL.
// Focus
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
@ -673,8 +679,8 @@ namespace ImGui
// If this ever crash because g.CurrentWindow is NULL it means that either
// - ImGui::NewFrame() has never been called, which is illegal.
// - You are calling ImGui functions after ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
inline ImGuiWindow* GetCurrentWindowRead() { ImGuiState& g = *GImGui; return g.CurrentWindow; }
inline ImGuiWindow* GetCurrentWindow() { ImGuiState& g = *GImGui; g.CurrentWindow->Accessed = true; return g.CurrentWindow; }
inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->Accessed = true; return g.CurrentWindow; }
IMGUI_API ImGuiWindow* GetParentWindow();
IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
IMGUI_API void FocusWindow(ImGuiWindow* window);
@ -701,12 +707,14 @@ namespace ImGui
inline IMGUI_API ImU32 GetColorU32(const ImVec4& col) { ImVec4 c = col; c.w *= GImGui->Style.Alpha; return ImGui::ColorConvertFloat4ToU32(c); }
// NB: All position are in absolute pixels coordinates (not window coordinates)
// FIXME: Refactor all RenderText* functions into one.
// FIXME: All those functions are a mess and needs to be refactored into something decent. Avoid use outside of imgui.cpp!
// We need: a sort of symbol library, preferably baked into font atlas when possible + decent text rendering helpers.
IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align = ImGuiAlign_Default, const ImVec2* clip_min = NULL, const ImVec2* clip_max = NULL);
IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
IMGUI_API void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
IMGUI_API void RenderCollapseTriangle(ImVec2 pos, bool is_open, float scale = 1.0f, bool shadow = false);
IMGUI_API void RenderBullet(ImVec2 pos);
IMGUI_API void RenderCheckMark(ImVec2 pos, ImU32 col);
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
@ -728,7 +736,9 @@ namespace ImGui
IMGUI_API bool InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags);
IMGUI_API bool InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision);
IMGUI_API bool TreeNodeBehaviorIsOpened(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextTreeNodeOpened() data, if any. May return true when logging
IMGUI_API void TreePushRawID(ImGuiID id);
IMGUI_API void PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size);

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@ -268,9 +268,9 @@ STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height,
}
// find minimum y position if it starts at x1
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
static int stbrp__skyline_find_min_y(stbrp_context *, stbrp_node *first, int x0, int width, int *pwaste)
{
(void)c;
//(void)c;
stbrp_node *node = first;
int x1 = x0 + width;
int min_y, visited_width, waste_area;