Merge branch 'master' into viewport

# Conflicts:
#	imgui.cpp
#	imgui.h
#	imgui_internal.h
This commit is contained in:
omar 2019-01-07 21:28:29 +01:00
commit 5af930f97a
19 changed files with 283 additions and 214 deletions

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@ -1 +0,0 @@
Please read https://github.com/ocornut/imgui/issues/2261

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@ -1,12 +0,0 @@
(Click "Preview" to turn any http URL into a clickable link)
1. PLEASE CAREFULLY READ:
https://github.com/ocornut/imgui/issues/2261
2. PLEASE MAKE SURE YOU HAVE READ:
https://github.com/ocornut/imgui/issues/2261
3. DID I MENTION YOU SHOULD READ THIS?
https://github.com/ocornut/imgui/issues/2261
(Clear this form before submitting your PR)

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@ -79,6 +79,7 @@ Breaking Changes:
The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names.
- Made it illegal to call Begin("") with an empty string. This somehow accidentally worked before but had various
undesirable side-effect as the window would have ID zero. In particular it is causing problems in viewport/docking branches.
- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete).
Other Changes:
@ -91,30 +92,36 @@ Other Changes:
- Demo: Added "Documents" example app showcasing possible use for tabs.
This feature was merged from the Docking branch in order to allow the use of regular tabs in your code.
(It does not provide the docking/splitting/merging of windows available in the Docking branch)
- Added ImGuiWindowFlags_UnsavedDocument window flag to append '*' to title without altering
the ID, as a convenience to avoid using the ### operator.
- Added ImGuiWindowFlags_UnsavedDocument window flag to append '*' to title without altering the ID,
as a convenience to avoid using the ### operator. In the Docking branch this also has an effect on tab closing behavior.
- Window, Focus, Popup: Fixed an issue where closing a popup by clicking another window with the _NoMove flag would refocus
the parent window of the popup instead of the newly clicked window.
- Window: Contents size is preserved while a window collapsed. Fix auto-resizing window losing their size for one frame when uncollapsed.
- Window: Contents size is preserved while a window contents is hidden (unless it is hidden for resizing purpose).
- Window: Resizing windows from edge is now enabled by default (io.ConfigWindowsResizeFromEdges=true). Note that
it only works _if_ the back-end sets ImGuiBackendFlags_HasMouseCursors, which the standard back-end do.
- Window: Added io.ConfigWindowsMoveFromTitleBarOnly option. Still is ignored by window with no title bars (often popups).
it only works _if_ the back-end sets ImGuiBackendFlags_HasMouseCursors, which the standard back-ends do.
- Window: Added io.ConfigWindowsMoveFromTitleBarOnly option. This is ignored by window with no title bars (often popups).
This affects clamping window within the visible area: with this option enabled title bars need to be visible. (#899)
- Window: Fixed using SetNextWindowPos() on a child window (which wasn't really documented) position the cursor as expected
in the parent window, so there is no mismatch between the layout in parent and the position of the child window.
- InputFloat: When using ImGuiInputTextFlags_ReadOnly the step buttons are disabled. (#2257)
- Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function itself
at the call site (instead of being reported in EndFrame). Past the assert, they don't lead to crashes any more. (#1651)
- Error recovery: Missing calls to End(), pass the assert, should not lead to crashes or to the fallback Debug window
appearing on screen, (#1651).
- Nav: Fixed an keyboard issue where holding Activate/Space for longer than two frames on a button would unnecessary
keep the focus on the parent window, which could steal it from newly appearing windows. (#787)
- Error recovery: Extraneous/undesired calls to End() are now being caught by an assert in the End() function closer
to the user call site (instead of being reported in EndFrame). Past the assert, they don't lead to crashes any more. (#1651)
Missing calls to End(), past the assert, should not lead to crashes or to the fallback Debug window appearing on screen.
Those changes makes it easier to integrate dear imgui with a scripting language allowing, given asserts are redirected
into e.g. an error log and stopping the script execution.
- IO: Added BackendPlatformUserData, BackendRendererUserData, BackendLanguageUserData void* for storage use by back-ends.
- IO: Renamed InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
- IO: AddInputCharacter() goes into a queue which can receive as many characters as needed during the frame. This is useful
for automation to not have an upper limit on typing speed. Will later transition key/mouse to use the event queue later.
- Style: Tweaked default value of style.DisplayWindowPadding from (20,20) to (19,19) so the default style as a value
which is the same as the title bar height.
- Demo: "Simple Layout" and "Style Editor" are now using tabs.
- Demo: Added a few more things under "Child windows" (changing ImGuiCol_ChildBg, positioning child, using IsItemHovered after a child).
- Examples: DirectX10/11/12: Made imgui_impl_dx10/dx11/dx12.cpp link d3dcompiler.lib from the .cpp file
to ease integration.
- Examples: DirectX10/11/12: Made imgui_impl_dx10/dx11/dx12.cpp link d3dcompiler.lib from the .cpp file to ease integration.
- Examples: Allegro 5: Properly destroy globals on shutdown to allow for restart. (#2262) [@DomRe]
-----------------------------------------------------------------------
@ -800,6 +807,7 @@ Breaking Changes:
- Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382)
- Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382)
- Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency.
- Renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete).
Other Changes:

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@ -127,7 +127,8 @@ Languages: (third-party bindings)
- Pascal: [imgui-pas](https://github.com/dpethes/imgui-pas)
- PureBasic: [pb-cimgui](https://github.com/hippyau/pb-cimgui)
- Python [CyImGui](https://github.com/chromy/cyimgui) or [pyimgui](https://github.com/swistakm/pyimgui)
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs)
- Ruby: [ruby-imgui](https://github.com/vaiorabbit/ruby-imgui)
- Rust: [imgui-rs](https://github.com/Gekkio/imgui-rs) or [imgui-rust](https://github.com/nsf/imgui-rust)
- Swift [swift-imgui](https://github.com/mnmly/Swift-imgui)
Frameworks:
@ -205,7 +206,7 @@ See the [Wiki](https://github.com/ocornut/imgui/wiki) for more references and [B
Support Forums
--------------
If you have issues with: compiling, linking, adding fonts, running or displaying Dear ImGui, or wiring inputs: please post on the Discourse forum: https://discourse.dearimgui.org.
If you have issues with: compiling, linking, adding fonts, running or displaying Dear ImGui, or wiring inputs: please post on the Discourse forums: https://discourse.dearimgui.org.
For any other questions, bug reports, requests, feedback, you may post on https://github.com/ocornut/imgui/issues. Please read and fill the New Issue template carefully.
@ -273,9 +274,9 @@ Support dear imgui
**How can I help?**
- You may participate in the Discourse and GitHub [issues trackers](https://github.com/ocornut/imgui/issues).
- You may participate in the [Discourse forums](https://discourse.dearimgui.org) and the GitHub [issues tracker](https://github.com/ocornut/imgui/issues).
- You may help with development and submit pull requests! Please understand that by submitting a PR you are also submitting a request for the maintainer to review your code and then take over its maintenance forever. PR should be crafted both in the interest in the end-users and also to ease the maintainer into understanding and accepting it.
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the Wiki for some more ideas.
- See [Help wanted](https://github.com/ocornut/imgui/wiki/Help-Wanted) on the [Wiki](https://github.com/ocornut/imgui/wiki/) for some more ideas.
- Convince your company to financially support this project.
**How can I help financing further development of Dear ImGui?**

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@ -31,6 +31,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
- window: freeze window flag: if not focused/hovered, return false, render with previous ImDrawList. and/or reduce refresh rate.
- window: investigate better auto-positioning for new windows.
- window/child: the first draw command of a child window could be moved into the current draw command of the parent window (unless child+tooltip?).
- scrolling: while holding down a scrollbar, try to keep the same contents visible (at least while not moving mouse)
- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
- scrolling/style: shadows on scrollable areas to denote that there is more contents

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@ -0,0 +1,6 @@
(Click "Preview" to turn any http URL into a clickable link)
PLEASE CAREFULLY READ:
https://github.com/ocornut/imgui/issues/2261
(Clear this template before submitting your PR)

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@ -231,14 +231,16 @@
TargetAttributes = {
8307E7C320E9F9C900473790 = {
CreatedOnToolsVersion = 9.4.1;
ProvisioningStyle = Automatic;
};
8307E7D920E9F9C900473790 = {
CreatedOnToolsVersion = 9.4.1;
ProvisioningStyle = Automatic;
};
};
};
buildConfigurationList = 8307E7B920E9F9C700473790 /* Build configuration list for PBXProject "example_apple_metal" */;
compatibilityVersion = "Xcode 9.3";
compatibilityVersion = "Xcode 8.0";
developmentRegion = en;
hasScannedForEncodings = 0;
knownRegions = (
@ -444,10 +446,7 @@
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/iOS/Info-iOS.plist";
IPHONEOS_DEPLOYMENT_TARGET = 10.0;
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/Frameworks",
);
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-ios";
PRODUCT_NAME = example_apple_metal;
SDKROOT = iphoneos;
@ -463,10 +462,7 @@
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/iOS/Info-iOS.plist";
IPHONEOS_DEPLOYMENT_TARGET = 10.0;
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/Frameworks",
);
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks";
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-ios";
PRODUCT_NAME = example_apple_metal;
SDKROOT = iphoneos;
@ -483,11 +479,8 @@
COMBINE_HIDPI_IMAGES = YES;
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/macOS/Info-macOS.plist";
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/../Frameworks",
);
MACOSX_DEPLOYMENT_TARGET = 10.13;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos";
PRODUCT_NAME = example_apple_metal;
SDKROOT = macosx;
@ -502,11 +495,8 @@
COMBINE_HIDPI_IMAGES = YES;
DEVELOPMENT_TEAM = "";
INFOPLIST_FILE = "$(SRCROOT)/macOS/Info-macOS.plist";
LD_RUNPATH_SEARCH_PATHS = (
"$(inherited)",
"@executable_path/../Frameworks",
);
MACOSX_DEPLOYMENT_TARGET = 10.13;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.apple-metal-macos";
PRODUCT_NAME = example_apple_metal;
SDKROOT = macosx;

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@ -135,11 +135,12 @@
TargetAttributes = {
4080A96A20B029B00036BA46 = {
CreatedOnToolsVersion = 9.3.1;
ProvisioningStyle = Automatic;
};
};
};
buildConfigurationList = 4080A96620B029B00036BA46 /* Build configuration list for PBXProject "example_apple_opengl2" */;
compatibilityVersion = "Xcode 9.3";
compatibilityVersion = "Xcode 8.0";
developmentRegion = en;
hasScannedForEncodings = 0;
knownRegions = (
@ -286,6 +287,7 @@
isa = XCBuildConfiguration;
buildSettings = {
CODE_SIGN_STYLE = Automatic;
MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_NAME = "$(TARGET_NAME)";
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
USER_HEADER_SEARCH_PATHS = ../..;
@ -296,6 +298,7 @@
isa = XCBuildConfiguration;
buildSettings = {
CODE_SIGN_STYLE = Automatic;
MACOSX_DEPLOYMENT_TARGET = 10.12;
PRODUCT_NAME = "$(TARGET_NAME)";
SYSTEM_HEADER_SEARCH_PATHS = ../libs/gl3w;
USER_HEADER_SEARCH_PATHS = ../..;

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@ -280,9 +280,14 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display)
void ImGui_ImplAllegro5_Shutdown()
{
ImGui_ImplAllegro5_InvalidateDeviceObjects();
g_Display = NULL;
// Destroy last known clipboard data
g_Display = NULL;
g_Time = 0.0;
if (g_VertexDecl)
al_destroy_vertex_decl(g_VertexDecl);
g_VertexDecl = NULL;
if (g_ClipboardTextData)
al_free(g_ClipboardTextData);
g_ClipboardTextData = NULL;

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@ -19,7 +19,7 @@
#include "imgui_impl_metal.h"
#import <Metal/Metal.h>
#import <QuartzCore/CAMetalLayer.h>
// #import <QuartzCore/CAMetalLayer.h> // Not suported in XCode 9.2. Maybe a macro to detect the SDK version can be used (something like #if MACOS_SDK >= 10.13 ...)
#import <simd/simd.h>
#pragma mark - Support classes

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@ -374,6 +374,8 @@ CODE
- 2018/XX/XX (1.XX) - removed io.DisplayVisibleMin, io.DisplayVisibleMax settings (they were used to clip within the (0,0)..DisplaySize range, I don't know of anyone using it)
- 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
- 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete).
- 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
- 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
- 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
@ -390,6 +392,9 @@ CODE
- 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
- 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
- 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
- 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.).
old binding will still work as is, however prefer using the separated bindings as they will be updated to be multi-viewport conformant.
when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call.
- 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
- 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
- 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
@ -438,6 +443,7 @@ CODE
removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
- 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
- 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
- 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete).
- 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
- 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
- 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
@ -829,7 +835,7 @@ CODE
// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
ImVector<ImWchar> ranges;
ImFontAtlas::GlyphRangesBuilder builder;
ImFontGlyphRangesBuilder builder;
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
@ -1186,22 +1192,23 @@ ImGuiIO::ImGuiIO()
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
void ImGuiIO::AddInputCharacter(ImWchar c)
{
const int n = ImStrlenW(InputCharacters);
if (n + 1 < IM_ARRAYSIZE(InputCharacters))
{
InputCharacters[n] = c;
InputCharacters[n+1] = '\0';
}
InputQueueCharacters.push_back(c);
}
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
{
// We can't pass more wchars than ImGuiIO::InputCharacters[] can hold so don't convert more
const int wchars_buf_len = sizeof(ImGuiIO::InputCharacters) / sizeof(ImWchar);
ImWchar wchars[wchars_buf_len];
ImTextStrFromUtf8(wchars, wchars_buf_len, utf8_chars, NULL);
for (int i = 0; i < wchars_buf_len && wchars[i] != 0; i++)
AddInputCharacter(wchars[i]);
while (*utf8_chars != 0)
{
unsigned int c = 0;
utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
if (c > 0 && c <= 0xFFFF)
InputQueueCharacters.push_back((ImWchar)c);
}
}
void ImGuiIO::ClearInputCharacters()
{
InputQueueCharacters.resize(0);
}
//-----------------------------------------------------------------------------
@ -2560,6 +2567,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
}
}
// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring.
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
@ -3898,7 +3906,7 @@ void ImGui::EndFrame()
// Clear Input data for next frame
g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
g.IO.InputQueueCharacters.resize(0);
memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
}
@ -5160,6 +5168,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Position child window
if (flags & ImGuiWindowFlags_ChildWindow)
{
IM_ASSERT(parent_window->Active);
window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
parent_window->DC.ChildWindows.push_back(window);
if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
@ -6936,7 +6945,7 @@ void ImGui::OpenPopupEx(ImGuiID id)
popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
//printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id);
//IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id);
if (g.OpenPopupStack.Size < current_stack_size + 1)
{
g.OpenPopupStack.push_back(popup_ref);
@ -8437,7 +8446,7 @@ static void ImGui::NavUpdate()
ImGuiContext& g = *GImGui;
g.IO.WantSetMousePos = false;
#if 0
if (g.NavScoringCount > 0) printf("[%05d] NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
#endif
// Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)

224
imgui.h
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@ -13,11 +13,12 @@ Index of this file:
// Forward declarations and basic types
// ImGui API (Dear ImGui end-user API)
// Flags & Enumerations
// ImVector
// ImGuiStyle
// ImGuiIO
// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
// Obsolete functions
// Helpers (ImVector, ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData)
// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFont)
// Platform interface for multi-viewport support (ImGuiPlatformMonitor, ImGuiPlatformIO, ImGuiViewport)
@ -87,15 +88,17 @@ Index of this file:
// Forward declarations and basic types
//-----------------------------------------------------------------------------
struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()
struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)
struct ImDrawData; // All draw command lists required to render the frame
struct ImDrawChannel; // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit()
struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
struct ImFontConfig; // Configuration data when adding a font or merging fonts
struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
#ifndef ImTextureID
typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
@ -111,8 +114,8 @@ struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bou
struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
struct ImGuiStorage; // Helper for key->value storage
struct ImGuiStyle; // Runtime data for styling/colors
struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
struct ImGuiViewport; // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports)
struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform back-end via altered viewport flags and parent/child info)
@ -653,7 +656,7 @@ namespace ImGui
IMGUI_API bool IsMouseDoubleClicked(int button); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
IMGUI_API bool IsMouseReleased(int button); // did mouse button released (went from Down to !Down)
IMGUI_API bool IsMouseDragging(int button = 0, float lock_threshold = -1.0f); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); //
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse position at the time of opening popup we have BeginPopup() into
@ -826,8 +829,9 @@ enum ImGuiTabBarFlags_
ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
ImGuiTabBarFlags_NoTabListPopupButton = 1 << 3,
ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4,
ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 5, // Resize tabs when they don't fit
ImGuiTabBarFlags_FittingPolicyScroll = 1 << 6, // Add scroll buttons when tabs don't fit
ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown
};
@ -1068,8 +1072,9 @@ enum ImGuiCol_
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg, ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive
, ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg
, ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63]
, ImGuiCol_ChildWindowBg = ImGuiCol_ChildBg // [renamed in 1.53]
, ImGuiCol_Column = ImGuiCol_Separator, ImGuiCol_ColumnHovered = ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive = ImGuiCol_SeparatorActive // [renamed in 1.51]
//ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered, // [unused since 1.60+] the close button now uses regular button colors.
//ImGuiCol_ComboBg, // [unused since 1.53+] ComboBg has been merged with PopupBg, so a redirect isn't accurate.
#endif
@ -1182,6 +1187,77 @@ enum ImGuiCond_
#endif
};
//-----------------------------------------------------------------------------
// Helper: ImVector<>
// Lightweight std::vector<>-like class to avoid dragging dependencies (also: some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
// You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our data structures are relying on it.
// Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
// do NOT use this class as a std::vector replacement in your own code!
//-----------------------------------------------------------------------------
template<typename T>
class ImVector
{
public:
int Size;
int Capacity;
T* Data;
typedef T value_type;
typedef value_type* iterator;
typedef const value_type* const_iterator;
inline ImVector() { Size = Capacity = 0; Data = NULL; }
inline ~ImVector() { if (Data) ImGui::MemFree(Data); }
inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(value_type)); return *this; }
inline bool empty() const { return Size == 0; }
inline int size() const { return Size; }
inline int capacity() const { return Capacity; }
inline value_type& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
inline const value_type& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
inline iterator begin() { return Data; }
inline const_iterator begin() const { return Data; }
inline iterator end() { return Data + Size; }
inline const_iterator end() const { return Data + Size; }
inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
inline void swap(ImVector<value_type>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
inline void resize(int new_size,const value_type& v){ if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
inline void reserve(int new_capacity)
{
if (new_capacity <= Capacity)
return;
value_type* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));
if (Data)
{
memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
ImGui::MemFree(Data);
}
Data = new_data;
Capacity = new_capacity;
}
// NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
inline void push_front(const value_type& v) { if (Size == 0) push_back(v); else insert(Data, v); }
inline iterator erase(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
inline iterator erase(const_iterator it, const_iterator it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(value_type)); Size -= (int)count; return Data + off; }
inline iterator erase_unsorted(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(value_type)); Size--; return Data + off; }
inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
inline bool contains(const value_type& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
inline int index_from_pointer(const_iterator it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; }
};
//-----------------------------------------------------------------------------
// ImGuiStyle
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
@ -1297,7 +1373,7 @@ struct ImGuiIO
// You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this.
void (*RenderDrawListsFn)(ImDrawData* data);
#else
// This is only here to keep ImGuiIO the same size, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
// This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h.
void* RenderDrawListsFnUnused;
#endif
@ -1315,13 +1391,12 @@ struct ImGuiIO
bool KeyAlt; // Keyboard modifier pressed: Alt
bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
ImWchar InputCharacters[16+1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs (keyboard keys will be auto-mapped and be written here by ImGui::NewFrame, all values will be cleared back to zero in ImGui::EndFrame)
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
// Functions
IMGUI_API void AddInputCharacter(ImWchar c); // Add new character into InputCharacters[]
IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars); // Add new characters into InputCharacters[] from an UTF-8 string
inline void ClearInputCharacters() { InputCharacters[0] = 0; } // Clear the text input buffer manually
IMGUI_API void AddInputCharacter(ImWchar c); // Queue new character input
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string
IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually
//------------------------------------------------------------------
// Output - Retrieve after calling NewFrame()
@ -1361,6 +1436,7 @@ struct ImGuiIO
float KeysDownDurationPrev[512]; // Previous duration the key has been down
float NavInputsDownDuration[ImGuiNavInput_COUNT];
float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper.
IMGUI_API ImGuiIO();
};
@ -1450,6 +1526,7 @@ struct ImGuiWindowClass
//-----------------------------------------------------------------------------
// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
//-----------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
@ -1457,14 +1534,14 @@ namespace ImGui
{
// OBSOLETED in 1.66 (from Sep 2018)
static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); }
// OBSOLETED in 1.63 (from Aug 2018)
// OBSOLETED in 1.63 (between Aug 2018 and Sept 2018)
static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); }
// OBSOLETED in 1.61 (from Apr 2018)
// OBSOLETED in 1.61 (between Apr 2018 and Aug 2018)
IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'!
IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0);
IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0);
// OBSOLETED in 1.60 (from Dec 2017)
// OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }
static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
static inline ImVec2 CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = 0.f) { (void)on_edge; (void)outward; IM_ASSERT(0); return pos; }
@ -1485,7 +1562,7 @@ namespace ImGui
static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }
static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }
}
typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent
typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETE in 1.63 (from Aug 2018): made the names consistent
typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
#endif
@ -1493,71 +1570,6 @@ typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData;
// Helpers
//-----------------------------------------------------------------------------
// Helper: Lightweight std::vector<> like class to avoid dragging dependencies (also: Windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
// *Important* Our implementation does NOT call C++ constructors/destructors. This is intentional, we do not require it but you have to be mindful of that. Do _not_ use this class as a std::vector replacement in your code!
template<typename T>
class ImVector
{
public:
int Size;
int Capacity;
T* Data;
typedef T value_type;
typedef value_type* iterator;
typedef const value_type* const_iterator;
inline ImVector() { Size = Capacity = 0; Data = NULL; }
inline ~ImVector() { if (Data) ImGui::MemFree(Data); }
inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(value_type)); return *this; }
inline bool empty() const { return Size == 0; }
inline int size() const { return Size; }
inline int capacity() const { return Capacity; }
inline value_type& operator[](int i) { IM_ASSERT(i < Size); return Data[i]; }
inline const value_type& operator[](int i) const { IM_ASSERT(i < Size); return Data[i]; }
inline void clear() { if (Data) { Size = Capacity = 0; ImGui::MemFree(Data); Data = NULL; } }
inline iterator begin() { return Data; }
inline const_iterator begin() const { return Data; }
inline iterator end() { return Data + Size; }
inline const_iterator end() const { return Data + Size; }
inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
inline void swap(ImVector<value_type>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity/2) : 8; return new_capacity > sz ? new_capacity : sz; }
inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
inline void resize(int new_size,const value_type& v){ if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
inline void reserve(int new_capacity)
{
if (new_capacity <= Capacity)
return;
value_type* new_data = (value_type*)ImGui::MemAlloc((size_t)new_capacity * sizeof(value_type));
if (Data)
{
memcpy(new_data, Data, (size_t)Size * sizeof(value_type));
ImGui::MemFree(Data);
}
Data = new_data;
Capacity = new_capacity;
}
// NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
inline void push_back(const value_type& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
inline void push_front(const value_type& v) { if (Size == 0) push_back(v); else insert(Data, v); }
inline iterator erase(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(value_type)); Size--; return Data + off; }
inline iterator erase(const_iterator it, const_iterator it_last){ IM_ASSERT(it >= Data && it < Data+Size && it_last > it && it_last <= Data+Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(value_type)); Size -= (int)count; return Data + off; }
inline iterator erase_unsorted(const_iterator it) { IM_ASSERT(it >= Data && it < Data+Size); const ptrdiff_t off = it - Data; if (it < Data+Size-1) memcpy(Data + off, Data + Size - 1, sizeof(value_type)); Size--; return Data + off; }
inline iterator insert(const_iterator it, const value_type& v) { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(value_type)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
inline bool contains(const value_type& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
inline int index_from_pointer(const_iterator it) const { IM_ASSERT(it >= Data && it <= Data+Size); const ptrdiff_t off = it - Data; return (int)off; }
};
// Helper: IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() macros to call MemAlloc + Placement New, Placement Delete + MemFree
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
// Defining a custom placement new() with a dummy parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
@ -1578,15 +1590,15 @@ struct ImGuiOnceUponAFrame
};
// Helper: Macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Will obsolete
#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
#define IMGUI_ONCE_UPON_A_FRAME static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf) // OBSOLETED in 1.51, will remove!
#endif
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
struct ImGuiTextFilter
{
IMGUI_API ImGuiTextFilter(const char* default_filter = "");
IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
IMGUI_API void Build();
void Clear() { InputBuf[0] = 0; Build(); }
@ -1939,7 +1951,7 @@ struct ImDrawData
};
//-----------------------------------------------------------------------------
// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFont)
// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
//-----------------------------------------------------------------------------
struct ImFontConfig
@ -1976,6 +1988,19 @@ struct ImFontGlyph
float U0, V0, U1, V1; // Texture coordinates
};
// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
struct ImFontGlyphRangesBuilder
{
ImVector<unsigned char> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); }
bool GetBit(int n) const { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; }
void SetBit(int n) { UsedChars[n >> 3] |= 1 << (n & 7); } // Set bit 'c' in the array
void AddChar(ImWchar c) { SetBit(c); } // Add character
IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
};
enum ImFontAtlasFlags_
{
ImFontAtlasFlags_None = 0,
@ -2032,7 +2057,7 @@ struct ImFontAtlas
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
// NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
// NB: Consider using GlyphRangesBuilder to build glyph ranges from textual data.
// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
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
@ -2041,19 +2066,6 @@ struct ImFontAtlas
IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
// Helpers to build glyph ranges from text data. Feed your application strings/characters to it then call BuildRanges().
struct GlyphRangesBuilder
{
ImVector<unsigned char> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
GlyphRangesBuilder() { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); }
bool GetBit(int n) const { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; }
void SetBit(int n) { UsedChars[n >> 3] |= 1 << (n & 7); } // Set bit 'c' in the array
void AddChar(ImWchar c) { SetBit(c); } // Add character
IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
};
//-------------------------------------------
// Custom Rectangles/Glyphs API
//-------------------------------------------
@ -2102,6 +2114,10 @@ struct ImFontAtlas
ImVector<CustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
ImVector<ImFontConfig> ConfigData; // Internal data
int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETE 1.67+
#endif
};
// Font runtime data and rendering

View File

@ -3409,10 +3409,15 @@ struct ExampleAppLog
{
ImGuiTextBuffer Buf;
ImGuiTextFilter Filter;
ImVector<int> LineOffsets; // Index to lines offset
ImVector<int> LineOffsets; // Index to lines offset. We maintain this with AddLog() calls, allowing us to have a random access on lines
bool ScrollToBottom;
void Clear() { Buf.clear(); LineOffsets.clear(); }
void Clear()
{
Buf.clear();
LineOffsets.clear();
LineOffsets.push_back(0);
}
void AddLog(const char* fmt, ...) IM_FMTARGS(2)
{
@ -3423,13 +3428,12 @@ struct ExampleAppLog
va_end(args);
for (int new_size = Buf.size(); old_size < new_size; old_size++)
if (Buf[old_size] == '\n')
LineOffsets.push_back(old_size);
LineOffsets.push_back(old_size + 1);
ScrollToBottom = true;
}
void Draw(const char* title, bool* p_open = NULL)
{
ImGui::SetNextWindowSize(ImVec2(500,400), ImGuiCond_FirstUseEver);
if (!ImGui::Begin(title, p_open))
{
ImGui::End();
@ -3442,24 +3446,47 @@ struct ExampleAppLog
Filter.Draw("Filter", -100.0f);
ImGui::Separator();
ImGui::BeginChild("scrolling", ImVec2(0,0), false, ImGuiWindowFlags_HorizontalScrollbar);
if (copy) ImGui::LogToClipboard();
if (copy)
ImGui::LogToClipboard();
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
const char* buf = Buf.begin();
const char* buf_end = Buf.end();
if (Filter.IsActive())
{
const char* buf_begin = Buf.begin();
const char* line = buf_begin;
for (int line_no = 0; line != NULL; line_no++)
for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
{
const char* line_end = (line_no < LineOffsets.Size) ? buf_begin + LineOffsets[line_no] : NULL;
if (Filter.PassFilter(line, line_end))
ImGui::TextUnformatted(line, line_end);
line = line_end && line_end[1] ? line_end + 1 : NULL;
const char* line_start = buf + LineOffsets[line_no];
const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
if (Filter.PassFilter(line_start, line_end))
ImGui::TextUnformatted(line_start, line_end);
}
}
else
{
ImGui::TextUnformatted(Buf.begin());
// The simplest and easy way to display the entire buffer:
// ImGui::TextUnformatted(buf_begin, buf_end);
// And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward to skip non-visible lines.
// Here we instead demonstrate using the clipper to only process lines that are within the visible area.
// If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them on your side is recommended.
// Using ImGuiListClipper requires A) random access into your data, and B) items all being the same height,
// both of which we can handle since we an array pointing to the beginning of each line of text.
// When using the filter (in the block of code above) we don't have random access into the data to display anymore, which is why we don't use the clipper.
// Storing or skimming through the search result would make it possible (and would be recommended if you want to search through tens of thousands of entries)
ImGuiListClipper clipper;
clipper.Begin(LineOffsets.Size);
while (clipper.Step())
{
for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
{
const char* line_start = buf + LineOffsets[line_no];
const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
ImGui::TextUnformatted(line_start, line_end);
}
}
clipper.End();
}
ImGui::PopStyleVar();
if (ScrollToBottom)
ImGui::SetScrollHereY(1.0f);
@ -3474,15 +3501,23 @@ static void ShowExampleAppLog(bool* p_open)
{
static ExampleAppLog log;
// Demo: add random items (unless Ctrl is held)
static double last_time = -1.0;
double time = ImGui::GetTime();
if (time - last_time >= 0.20f && !ImGui::GetIO().KeyCtrl)
// For the demo: add a debug button before the normal log window contents
// We take advantage of the fact that multiple calls to Begin()/End() are appending to the same window.
ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
ImGui::Begin("Example: Log", p_open);
if (ImGui::SmallButton("Add 5 entries"))
{
const char* random_words[] = { "system", "info", "warning", "error", "fatal", "notice", "log" };
log.AddLog("[%s] Hello, time is %.1f, frame count is %d\n", random_words[rand() % IM_ARRAYSIZE(random_words)], time, ImGui::GetFrameCount());
last_time = time;
static int counter = 0;
for (int n = 0; n < 5; n++)
{
const char* categories[3] = { "info", "warn", "error" };
const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" };
log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n",
ImGui::GetFrameCount(), categories[counter % IM_ARRAYSIZE(categories)], ImGui::GetTime(), words[counter % IM_ARRAYSIZE(words)]);
counter++;
}
}
ImGui::End();
log.Draw("Example: Log", p_open);
}

View File

@ -12,7 +12,8 @@ Index of this file:
// [SECTION] Helpers ShadeVertsXXX functions
// [SECTION] ImFontConfig
// [SECTION] ImFontAtlas
// [SECTION] ImFontAtlas glyph ranges helpers + GlyphRangesBuilder
// [SECTION] ImFontAtlas glyph ranges helpers
// [SECTION] ImFontGlyphRangesBuilder
// [SECTION] ImFont
// [SECTION] Internal Render Helpers
// [SECTION] Decompression code
@ -2092,7 +2093,7 @@ static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short*
}
//-------------------------------------------------------------------------
// [SECTION] ImFontAtlas glyph ranges helpers + GlyphRangesBuilder
// [SECTION] ImFontAtlas glyph ranges helpers
//-------------------------------------------------------------------------
const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
@ -2100,7 +2101,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
// Store 2500 regularly used characters for Simplified Chinese.
// Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8
// This table covers 97.97% of all characters used during the month in July, 1987.
// You can use ImFontAtlas::GlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
// You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
// (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
static const short accumulative_offsets_from_0x4E00[] =
{
@ -2166,7 +2167,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
// 1946 common ideograms code points for Japanese
// Sourced from http://theinstructionlimit.com/common-kanji-character-ranges-for-xna-spritefont-rendering
// FIXME: Source a list of the revised 2136 Joyo Kanji list from 2010 and rebuild this.
// You can use ImFontAtlas::GlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
// You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
// (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
static const short accumulative_offsets_from_0x4E00[] =
{
@ -2244,7 +2245,11 @@ const ImWchar* ImFontAtlas::GetGlyphRangesThai()
return &ranges[0];
}
void ImFontAtlas::GlyphRangesBuilder::AddText(const char* text, const char* text_end)
//-----------------------------------------------------------------------------
// [SECTION] ImFontGlyphRangesBuilder
//-----------------------------------------------------------------------------
void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
{
while (text_end ? (text < text_end) : *text)
{
@ -2258,14 +2263,14 @@ void ImFontAtlas::GlyphRangesBuilder::AddText(const char* text, const char* text
}
}
void ImFontAtlas::GlyphRangesBuilder::AddRanges(const ImWchar* ranges)
void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
{
for (; ranges[0]; ranges += 2)
for (ImWchar c = ranges[0]; c <= ranges[1]; c++)
AddChar(c);
}
void ImFontAtlas::GlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
{
for (int n = 0; n < 0x10000; n++)
if (GetBit(n))
@ -2959,8 +2964,9 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im
// FIXME: Rendering an ellipsis "..." is a surprisingly tricky problem for us... we cannot rely on font glyph having it,
// and regular dot are typically too wide. If we render a dot/shape ourselves it comes with the risk that it wouldn't match
// the boldness or positioning of what the font uses...
void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImFont* font, ImVec2 pos, int count, ImU32 col)
void ImGui::RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col)
{
ImFont* font = draw_list->_Data->Font;
pos.y += (float)(int)(font->DisplayOffset.y + font->Ascent + 0.5f - 1.0f);
for (int dot_n = 0; dot_n < count; dot_n++)
draw_list->AddRectFilled(ImVec2(pos.x + dot_n * 2.0f, pos.y), ImVec2(pos.x + dot_n * 2.0f + 1.0f, pos.y + 1.0f), col);

View File

@ -102,7 +102,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe
#define IM_NEWLINE "\n"
#endif
//#define IMGUI_DEBUG_LOG(FMT,...) printf("[%05d] " FMT, GImGui->FrameCount, __VA_ARGS__)
#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
@ -1445,7 +1445,7 @@ namespace ImGui
// Render helpers (those functions don't access any ImGui state!)
IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImFont* font, ImVec2 pos, int count, ImU32 col);
IMGUI_API void RenderPixelEllipsis(ImDrawList* draw_list, ImVec2 pos, int count, ImU32 col);
// Widgets
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);

View File

@ -488,7 +488,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
g.NavActivateId = id; // This is so SetActiveId assign a Nav source
SetActiveID(id, window);
if (!(flags & ImGuiButtonFlags_NoNavFocus))
if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
}
@ -3127,7 +3127,7 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)
ImGuiContext& g = *GImGui;
const ImGuiIO& io = g.IO;
ImGuiIO& io = g.IO;
const ImGuiStyle& style = g.Style;
const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
@ -3312,22 +3312,22 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
if (edit_state.SelectedAllMouseLock && !io.MouseDown[0])
edit_state.SelectedAllMouseLock = false;
if (io.InputCharacters[0])
if (io.InputQueueCharacters.Size > 0)
{
// Process text input (before we check for Return because using some IME will effectively send a Return?)
// We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
bool ignore_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
if (!ignore_inputs && is_editable && !user_nav_input_start)
for (int n = 0; n < IM_ARRAYSIZE(io.InputCharacters) && io.InputCharacters[n]; n++)
for (int n = 0; n < io.InputQueueCharacters.Size; n++)
{
// Insert character if they pass filtering
unsigned int c = (unsigned int)io.InputCharacters[n];
unsigned int c = (unsigned int)io.InputQueueCharacters[n];
if (InputTextFilterCharacter(&c, flags, callback, callback_user_data))
edit_state.OnKeyPressed((int)c);
}
// Consume characters
memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
io.InputQueueCharacters.resize(0);
}
}
@ -5852,7 +5852,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
g.CurrentTabBar.push_back(tab_bar);
if (tab_bar->CurrFrameVisible == g.FrameCount)
{
//printf("[%05d] BeginTabBarEx already called this frame\n", g.FrameCount);
//IMGUI_DEBUG_LOG("BeginTabBarEx already called this frame\n", g.FrameCount);
IM_ASSERT(0);
return true;
}
@ -6246,6 +6246,7 @@ void ImGui::EndTabItem()
IM_ASSERT(g.CurrentTabBar.Size > 0 && "Needs to be called between BeginTabBar() and EndTabBar()!");
ImGuiTabBar* tab_bar = g.CurrentTabBar.back();
IM_ASSERT(tab_bar->LastTabItemIdx >= 0 && "Needs to be called between BeginTabItem() and EndTabItem()");
ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
if (!(tab->Flags & ImGuiTabItemFlags_NoPushId))
g.CurrentWindow->IDStack.pop_back();
@ -6427,7 +6428,8 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
// Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer)
if (g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > 0.50f)
SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip))
SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
return tab_contents_visible;
}
@ -6547,7 +6549,7 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb,
const float ellipsis_x = text_pixel_clip_bb.Min.x + label_size_clipped_x + 1.0f;
if (!close_button_visible && ellipsis_x + ellipsis_width <= bb.Max.x)
RenderPixelEllipsis(draw_list, g.Font, ImVec2(ellipsis_x, text_pixel_clip_bb.Min.y), ellipsis_dot_count, GetColorU32(ImGuiCol_Text));
RenderPixelEllipsis(draw_list, ImVec2(ellipsis_x, text_pixel_clip_bb.Min.y), ellipsis_dot_count, GetColorU32(ImGuiCol_Text));
}
else
{

View File

@ -119,8 +119,8 @@ Mind the fact that some graphics drivers have texture size limitation.
If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
Some solutions:
- 1) Reduce glyphs ranges by calculating them from source localization data. You can use ImFont::GlyphRangesBuilder for this purpose,
this will be the biggest win.
- 1) Reduce glyphs ranges by calculating them from source localization data.
You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
- 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
- 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
- 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
@ -177,11 +177,11 @@ Also note that correct sRGB space blending will have an important effect on your
BUILDING CUSTOM GLYPH RANGES
---------------------------------------
You can use the ImFontAtlas::GlyphRangesBuilder helper to create glyph ranges based on text input.
You can use the ImFontGlyphRangesBuilder helper to create glyph ranges based on text input.
For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
ImVector<ImWchar> ranges;
ImFontAtlas::GlyphRangesBuilder builder;
ImFontGlyphRangesBuilder builder;
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges

View File

@ -33,7 +33,7 @@
</Type>
<Type Name="ImGuiWindow">
<DisplayString>{{Name={Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags &amp; 0x01000000)?1:0,d} Popup {(Flags &amp; 0x04000000)?1:0,d}}</DisplayString>
<DisplayString>{{Name {Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags &amp; 0x01000000)?1:0,d} Popup {(Flags &amp; 0x04000000)?1:0,d} Hidden {(Hidden)?1:0,d}}</DisplayString>
</Type>
</AutoVisualizer>