Merge branch 'master' into 2016-02-colorpicker

This commit is contained in:
ocornut 2016-04-26 11:06:24 +02:00
commit 6bcc31e575
12 changed files with 304 additions and 198 deletions

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@ -39,7 +39,7 @@ Demo
----
You should be able to build the examples from sources (tested on Windows/Mac/Linux). If you don't, let me know! If you want to have a quick look at the features of ImGui, you can download Windows binaries of the demo app here.
- [imgui-demo-binaries-20151226.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20151226.zip) (Windows binaries, ImGui 1.47 2015/12/26, 4 executables, 515 KB)
- [imgui-demo-binaries-20160410.zip](http://www.miracleworld.net/imgui/binaries/imgui-demo-binaries-20160410.zip) (Windows binaries, ImGui 1.48+ 2016/04/10, 4 executables, 534 KB)
Gallery

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@ -366,7 +366,7 @@
INFOPLIST_FILE = "imguiex-osx/Info.plist";
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
LIBRARY_SEARCH_PATHS = /usr/local/lib;
MACOSX_DEPLOYMENT_TARGET = 10.11;
MACOSX_DEPLOYMENT_TARGET = 10.7;
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.imguiex.imguiex-osx";
PRODUCT_NAME = "$(TARGET_NAME)";
SDKROOT = macosx;
@ -389,7 +389,7 @@
INFOPLIST_FILE = "imguiex-osx/Info.plist";
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
LIBRARY_SEARCH_PATHS = /usr/local/lib;
MACOSX_DEPLOYMENT_TARGET = 10.11;
MACOSX_DEPLOYMENT_TARGET = 10.7;
PRODUCT_BUNDLE_IDENTIFIER = "org.imgui.example.imguiex.imguiex-osx";
PRODUCT_NAME = "$(TARGET_NAME)";
SDKROOT = macosx;

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@ -53,6 +53,15 @@ 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]);
// Copy and convert all vertices into a single contiguous buffer
CUSTOMVERTEX* vtx_dst;
ImDrawIdx* idx_dst;
@ -91,8 +100,8 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, false );
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
g_pd3dDevice->SetRenderState( D3DRS_BLENDOP, D3DBLENDOP_ADD );
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 );
@ -137,6 +146,12 @@ void ImGui_ImplDX9_RenderDrawLists(ImDrawData* draw_data)
}
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]);
}
IMGUI_API LRESULT ImGui_ImplDX9_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)

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@ -1,6 +1,10 @@
// ImGui GLFW binding with OpenGL
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// If your context is GL3/GL3 then prefer using the code in opengl3_example.
// You *might* use this code with a GL3/GL4 context but make sure you disable the programmable pipeline by calling "glUseProgram(0)" before ImGui::Render().
// We cannot do that from GL2 code because the function doesn't exist.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.

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@ -1,6 +1,10 @@
// ImGui GLFW binding with OpenGL
// In this binding, ImTextureID is used to store an OpenGL 'GLuint' texture identifier. Read the FAQ about ImTextureID in imgui.cpp.
// If your context is GL3/GL3 then prefer using the code in opengl3_example.
// You *might* use this code with a GL3/GL4 context but make sure you disable the programmable pipeline by calling "glUseProgram(0)" before ImGui::Render().
// We cannot do that from GL2 code because the function doesn't exist.
// You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this.
// If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
// If you are new to ImGui, see examples/README.txt and documentation at the top of imgui.cpp.

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@ -10,7 +10,7 @@
int main(int, char**)
{
// Setup SDL
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;

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@ -10,7 +10,7 @@
int main(int, char**)
{
// Setup SDL
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER) != 0)
{
printf("Error: %s\n", SDL_GetError());
return -1;

208
imgui.cpp
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@ -152,8 +152,9 @@
Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
Also read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2016/04/09 (1.49) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to ColorEdit*() functions
- 2016/04/xx (1.49) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to ColorEdit*() functions
replaced ColorEdit4() third parameter 'bool show_alpha=true' to 'ImGuiColorEditFlags flags=0x01' where ImGuiColorEditFlags_Alpha=0x01 for dodgy compatibility
- 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDraw::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
- 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref github issue #337).
- 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
- 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
@ -536,9 +537,10 @@
- style: try to make PushStyleVar() more robust to incorrect parameters (to be more friendly to edit & continues situation).
- style/opt: PopStyleVar could be optimized by having GetStyleVar returns the type, using a table mapping stylevar enum to data type.
- style: global scale setting.
- style: WindowPadding needs to be EVEN needs the 0.5 multiplier probably have a subtle effect on clip rectangle
- text: simple markup language for color change?
- font: dynamic font atlas to avoid baking huge ranges into bitmap and make scaling easier.
- font: helper to add glyph redirect/replacements (e.g. redirect alternate apostrophe unicode code points to ascii one, etc.)
- font: fix AddRemapChar() to work before font has been built.
- log: LogButtons() options for specifying depth and/or hiding depth slider
- log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
- log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
@ -558,9 +560,9 @@
- style editor: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space? (#438)
- style editor: color child window height expressed in multiple of line height.
- remote: make a system like RemoteImGui first-class citizen/project (#75)
!- demo: custom render demo pushes a clipping rectangle past parent window bounds. expose ImGui::PushClipRect() from imgui_internal.h?
- drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack.
- examples: directx9/directx11: save/restore device state more thoroughly.
- examples: directx9: save/restore device state more thoroughly.
- examples: window minimize, maximize (#583)
- optimization: use another hash function than crc32, e.g. FNV1a
- optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
- optimization: turn some the various stack vectors into statically-sized arrays
@ -633,7 +635,6 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window);
static void ClearSetNextWindowData();
static void CheckStacksSize(ImGuiWindow* window, bool write);
static void Scrollbar(ImGuiWindow* window, bool horizontal);
static bool CloseWindowButton(bool* p_opened);
static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list);
static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window);
@ -1575,6 +1576,7 @@ ImGuiWindow::ImGuiWindow(const char* name)
MoveID = GetID("#MOVE");
Flags = 0;
IndexWithinParent = 0;
PosFloat = Pos = ImVec2(0.0f, 0.0f);
Size = SizeFull = ImVec2(0.0f, 0.0f);
SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);
@ -2305,7 +2307,7 @@ static int ChildWindowComparer(const void* lhs, const void* rhs)
return d;
if (int d = (a->Flags & ImGuiWindowFlags_ComboBox) - (b->Flags & ImGuiWindowFlags_ComboBox))
return d;
return 0;
return (a->IndexWithinParent - b->IndexWithinParent);
}
static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window)
@ -2339,9 +2341,13 @@ static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDr
return;
}
// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
IM_ASSERT(draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
IM_ASSERT(draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = 2 bytes = 64K vertices)
// If this assert triggers because you are drawing lots of stuff manually, A) workaround by calling BeginChild()/EndChild() to put your draw commands in multiple draw lists, B) #define ImDrawIdx to a 'unsigned int' in imconfig.h and render accordingly.
IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); // Sanity check. Bug or mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
IM_ASSERT((int64_t)draw_list->_VtxCurrentIdx <= ((int64_t)1L << (sizeof(ImDrawIdx)*8))); // Too many vertices in same ImDrawList. See comment above.
out_render_list.push_back(draw_list);
@ -2363,22 +2369,11 @@ static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiW
}
}
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_existing_clip_rect)
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
{
ImGuiWindow* window = GetCurrentWindow();
ImRect cr(clip_rect_min, clip_rect_max);
if (intersect_with_existing_clip_rect)
{
// Clip our argument with the current clip rect
cr.Clip(window->ClipRect);
}
cr.Max.x = ImMax(cr.Min.x, cr.Max.x);
cr.Max.y = ImMax(cr.Min.y, cr.Max.y);
IM_ASSERT(cr.Min.x <= cr.Max.x && cr.Min.y <= cr.Max.y);
window->ClipRect = cr;
window->DrawList->PushClipRect(ImVec4(cr.Min.x, cr.Min.y, cr.Max.x, cr.Max.y));
window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
window->ClipRect = window->DrawList->_ClipRectStack.back();
}
void ImGui::PopClipRect()
@ -3372,7 +3367,7 @@ bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border,
ImGuiWindowFlags flags = ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow;
const ImVec2 content_avail = ImGui::GetContentRegionAvail();
ImVec2 size = ImRound(size_arg);
ImVec2 size = ImFloor(size_arg);
if (size.x <= 0.0f)
{
if (size.x == 0.0f)
@ -3696,6 +3691,7 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
if (first_begin_of_the_frame)
{
window->Active = true;
window->IndexWithinParent = 0;
window->BeginCount = 0;
window->DrawList->Clear();
window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
@ -3826,7 +3822,10 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
// Position child window
if (flags & ImGuiWindowFlags_ChildWindow)
{
window->IndexWithinParent = parent_window->DC.ChildWindows.Size;
parent_window->DC.ChildWindows.push_back(window);
}
if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup))
{
window->Pos = window->PosFloat = parent_window->DC.CursorPos;
@ -4007,6 +4006,8 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
{
ImRect menu_bar_rect = window->MenuBarRect();
window->DrawList->AddRectFilled(menu_bar_rect.GetTL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, 1|2);
if (flags & ImGuiWindowFlags_ShowBorders)
window->DrawList->AddLine(menu_bar_rect.GetBL()-ImVec2(0,0), menu_bar_rect.GetBR()-ImVec2(0,0), GetColorU32(ImGuiCol_Border));
}
// Scrollbars
@ -4076,7 +4077,12 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
if (!(flags & ImGuiWindowFlags_NoTitleBar))
{
if (p_opened != NULL)
CloseWindowButton(p_opened);
{
const float pad = 2.0f;
const float rad = (window->TitleBarHeight() - pad*2.0f) * 0.5f;
if (CloseButton(window->GetID("#CLOSE"), window->Rect().GetTR() + ImVec2(-pad - rad, pad + rad), rad))
*p_opened = false;
}
const ImVec2 text_size = CalcTextSize(name, NULL, true);
if (!(flags & ImGuiWindowFlags_NoCollapse))
@ -4113,9 +4119,9 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_
const ImRect title_bar_rect = window->TitleBarRect();
const float border_size = window->BorderSize;
ImRect clip_rect;
clip_rect.Min.x = title_bar_rect.Min.x + 0.5f + ImMax(border_size, window->WindowPadding.x*0.5f);
clip_rect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + 0.5f + border_size;
clip_rect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x - ImMax(border_size, window->WindowPadding.x*0.5f);
clip_rect.Min.x = title_bar_rect.Min.x + ImMax(border_size, (float)(int)(window->WindowPadding.x*0.5f));
clip_rect.Min.y = title_bar_rect.Max.y + window->MenuBarHeight() + border_size;
clip_rect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x - ImMax(border_size, (float)(int)(window->WindowPadding.x*0.5f));
clip_rect.Max.y = window->Pos.y + window->Size.y - border_size - window->ScrollbarSizes.y;
PushClipRect(clip_rect.Min, clip_rect.Max, true);
@ -4188,14 +4194,14 @@ static void Scrollbar(ImGuiWindow* window, bool horizontal)
? ImRect(window->Pos.x + border_size, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - other_scrollbar_size_w - border_size, window_rect.Max.y - border_size)
: ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size);
if (!horizontal)
bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() - border_size : 0.0f);
bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f);
float window_rounding = (window->Flags & ImGuiWindowFlags_ChildWindow) ? style.ChildWindowRounding : style.WindowRounding;
int window_rounding_corners;
if (horizontal)
window_rounding_corners = 8 | (other_scrollbar ? 0 : 4);
else
window_rounding_corners = ((window->Flags & ImGuiWindowFlags_NoTitleBar) ? 2 : 0) | (other_scrollbar ? 0 : 4);
window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? 2 : 0) | (other_scrollbar ? 0 : 4);
window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_ScrollbarBg), window_rounding, window_rounding_corners);
bb.Reduce(ImVec2(ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f)));
@ -5383,13 +5389,11 @@ bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)
}
// Upper-right button to close a window.
static bool CloseWindowButton(bool* p_opened)
bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
{
ImGuiWindow* window = ImGui::GetCurrentWindow();
const ImGuiID id = window->GetID("#CLOSE");
const float size = window->TitleBarHeight() - 4.0f;
const ImRect bb(window->Rect().GetTR() + ImVec2(-2.0f-size,2.0f), window->Rect().GetTR() + ImVec2(-2.0f,2.0f+size));
const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius));
bool hovered, held;
bool pressed = ImGui::ButtonBehavior(bb, id, &hovered, &held);
@ -5397,18 +5401,15 @@ static bool CloseWindowButton(bool* p_opened)
// Render
const ImU32 col = ImGui::GetColorU32((held && hovered) ? ImGuiCol_CloseButtonActive : hovered ? ImGuiCol_CloseButtonHovered : ImGuiCol_CloseButton);
const ImVec2 center = bb.GetCenter();
window->DrawList->AddCircleFilled(center, ImMax(2.0f,size*0.5f), col, 16);
window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), col, 12);
const float cross_extent = (size * 0.5f * 0.7071f) - 1.0f;
const float cross_extent = (radius * 0.7071f) - 1.0f;
if (hovered)
{
window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), ImGui::GetColorU32(ImGuiCol_Text));
window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), ImGui::GetColorU32(ImGuiCol_Text));
}
if (p_opened != NULL && pressed)
*p_opened = false;
return pressed;
}
@ -5716,65 +5717,6 @@ bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display
return opened;
}
void ImGui::Bullet()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiState& g = *GImGui;
const ImGuiStyle& style = g.Style;
const float line_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));
ItemSize(bb);
if (!ItemAdd(bb, NULL))
{
ImGui::SameLine(0, style.FramePadding.x*2);
return;
}
// Render
const float bullet_size = g.FontSize*0.15f;
window->DrawList->AddCircleFilled(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), bullet_size, GetColorU32(ImGuiCol_Text));
// Stay on same line
ImGui::SameLine(0, style.FramePadding.x*2);
}
// Text with a little bullet aligned to the typical tree node.
void ImGui::BulletTextV(const char* fmt, va_list args)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiState& g = *GImGui;
const ImGuiStyle& style = g.Style;
const char* text_begin = g.TempBuffer;
const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
const ImVec2 label_size = CalcTextSize(text_begin, text_end, true);
const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it
const float line_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y))); // Empty text doesn't add padding
ItemSize(bb);
if (!ItemAdd(bb, NULL))
return;
// Render
const float bullet_size = g.FontSize*0.15f;
window->DrawList->AddCircleFilled(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), bullet_size, GetColorU32(ImGuiCol_Text));
RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end);
}
void ImGui::BulletText(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
BulletTextV(fmt, args);
va_end(args);
}
// If returning 'true' the node is open and the user is responsible for calling TreePop
bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)
{
@ -5896,6 +5838,65 @@ ImGuiID ImGui::GetID(const void* ptr_id)
return GImGui->CurrentWindow->GetID(ptr_id);
}
void ImGui::Bullet()
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiState& g = *GImGui;
const ImGuiStyle& style = g.Style;
const float line_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));
ItemSize(bb);
if (!ItemAdd(bb, NULL))
{
ImGui::SameLine(0, style.FramePadding.x*2);
return;
}
// Render
const float bullet_size = g.FontSize*0.15f;
window->DrawList->AddCircleFilled(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), bullet_size, GetColorU32(ImGuiCol_Text));
// Stay on same line
ImGui::SameLine(0, style.FramePadding.x*2);
}
// Text with a little bullet aligned to the typical tree node.
void ImGui::BulletTextV(const char* fmt, va_list args)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
ImGuiState& g = *GImGui;
const ImGuiStyle& style = g.Style;
const char* text_begin = g.TempBuffer;
const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
const ImVec2 label_size = CalcTextSize(text_begin, text_end, true);
const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it
const float line_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y))); // Empty text doesn't add padding
ItemSize(bb);
if (!ItemAdd(bb, NULL))
return;
// Render
const float bullet_size = g.FontSize*0.15f;
window->DrawList->AddCircleFilled(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), bullet_size, GetColorU32(ImGuiCol_Text));
RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end);
}
void ImGui::BulletText(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
BulletTextV(fmt, args);
va_end(args);
}
static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, const char* display_format, char* buf, int buf_size)
{
if (data_type == ImGuiDataType_Int)
@ -7792,10 +7793,11 @@ bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2
draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf, buf+edit_state.CurLenA, 0.0f, is_multiline ? NULL : &clip_rect);
// Draw blinking cursor
ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll;
bool cursor_is_visible = (g.InputTextState.CursorAnim <= 0.0f) || fmodf(g.InputTextState.CursorAnim, 1.20f) <= 0.80f;
if (cursor_is_visible)
draw_window->DrawList->AddLine(cursor_screen_pos + ImVec2(0.0f,-g.FontSize+0.5f), cursor_screen_pos + ImVec2(0.0f,-1.5f), GetColorU32(ImGuiCol_Text));
ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll;
ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y-g.FontSize+0.5f, cursor_screen_pos.x, cursor_screen_pos.y-1.5f);
if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))
draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.Max, GetColorU32(ImGuiCol_Text));
// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
if (is_editable)
@ -8421,7 +8423,7 @@ bool ImGui::BeginMenuBar()
ImGui::BeginGroup(); // Save position
ImGui::PushID("##menubar");
ImRect rect = window->MenuBarRect();
PushClipRect(ImVec2(rect.Min.x+0.5f, rect.Min.y-0.5f+window->BorderSize), ImVec2(rect.Max.x+0.5f, rect.Max.y-0.5f), false);
PushClipRect(ImVec2(rect.Min.x, rect.Min.y + window->BorderSize), ImVec2(rect.Max.x, rect.Max.y), false);
window->DC.CursorPos = ImVec2(rect.Min.x + window->DC.MenuBarOffsetX, rect.Min.y);// + g.Style.FramePadding.y);
window->DC.LayoutType = ImGuiLayoutType_Horizontal;
window->DC.MenuBarAppending = true;
@ -8970,6 +8972,7 @@ bool ImGui::IsRectVisible(const ImVec2& size)
return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
}
// 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.)
void ImGui::BeginGroup()
{
ImGuiWindow* window = GetCurrentWindow();
@ -9213,7 +9216,6 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
{
if (g.ActiveIdIsJustActivated)
g.ActiveClickDeltaToCenter.x = x - g.IO.MousePos.x;
x = GetDraggedColumnOffset(i);
SetColumnOffset(i, x);
}
@ -9511,8 +9513,8 @@ void ImGui::ShowMetricsWindow(bool* opened)
ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
clip_rect.Round(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, ImColor(255,255,0));
vtxs_rect.Round(); overlay_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, ImColor(255,0,255));
clip_rect.Floor(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, ImColor(255,255,0));
vtxs_rect.Floor(); overlay_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, ImColor(255,0,255));
}
if (!draw_opened)
continue;

64
imgui.h
View File

@ -187,14 +187,14 @@ namespace ImGui
IMGUI_API void PopButtonRepeat();
// Cursor / Layout
IMGUI_API void BeginGroup(); // lock horizontal starting position. once closing a group it is seen as a single item (so you can use IsItemHovered() on a group, SameLine() between groups, etc.
IMGUI_API void EndGroup();
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 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 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
IMGUI_API float GetCursorPosX(); // "
IMGUI_API float GetCursorPosY(); // "
@ -369,6 +369,10 @@ namespace ImGui
IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
IMGUI_API void LogText(const char* fmt, ...) IM_PRINTFARGS(1); // pass text data straight to log (without being displayed)
// Clipping
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
IMGUI_API void PopClipRect();
// Utilities
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
@ -712,7 +716,7 @@ struct ImGuiIO
ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
// Advanced/subtle behaviors
// Advanced/subtle behaviors
bool WordMovementUsesAltKey; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl
bool ShortcutsUseSuperKey; // = defined(__APPLE__) // OS X style: Shortcuts using Cmd/Super instead of Ctrl
bool DoubleClickSelectsWord; // = defined(__APPLE__) // OS X style: Double click selects by word instead of selecting whole text
@ -885,8 +889,8 @@ struct ImGuiTextFilter
const char* end() const { return e; }
bool empty() const { return b == e; }
char front() const { return *b; }
static bool isblank(char c) { return c == ' ' || c == '\t'; }
void trim_blanks() { while (b < e && isblank(*b)) b++; while (e > b && isblank(*(e-1))) e--; }
static bool is_blank(char c) { return c == ' ' || c == '\t'; }
void trim_blanks() { while (b < e && is_blank(*b)) b++; while (e > b && is_blank(*(e-1))) e--; }
IMGUI_API void split(char separator, ImVector<TextRange>& out);
};
@ -1133,7 +1137,7 @@ struct ImDrawList
ImDrawList() { _OwnerName = NULL; Clear(); }
~ImDrawList() { ClearFreeMemory(); }
IMGUI_API void PushClipRect(const ImVec4& clip_rect); // Scissoring. Note that the values are (x1,y1,x2,y2) and NOT (x1,y1,w,h). This is passed down to your render function but not used for CPU-side clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRectFullScreen();
IMGUI_API void PopClipRect();
IMGUI_API void PushTextureID(const ImTextureID& texture_id);
@ -1144,6 +1148,8 @@ struct ImDrawList
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F, float thickness = 1.0f); // a: upper-left, b: lower-right
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F); // a: upper-left, b: lower-right
IMGUI_API void AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
IMGUI_API void AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
IMGUI_API void AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f);
@ -1185,9 +1191,9 @@ struct ImDrawList
IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
IMGUI_API void UpdateClipRect();
IMGUI_API void UpdateTextureID();
};
@ -1289,15 +1295,6 @@ struct ImFontAtlas
// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
struct ImFont
{
// Members: Settings
float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
float Scale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
ImVec2 DisplayOffset; // = (0.0f,1.0f) // Offset font rendering by xx pixels
ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
ImFontConfig* ConfigData; // // Pointer within ImFontAtlas->ConfigData
int ConfigDataCount; //
// Members: Runtime data
struct Glyph
{
ImWchar Codepoint;
@ -1305,29 +1302,44 @@ struct ImFont
float X0, Y0, X1, Y1;
float U0, V0, U1, V1; // Texture coordinates
};
float Ascent, Descent; // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
ImFontAtlas* ContainerAtlas; // What we has been loaded into
ImVector<Glyph> Glyphs;
// Members: Hot ~62/78 bytes
float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
float Scale; // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
ImVec2 DisplayOffset; // = (0.f,1.f) // Offset font rendering by xx pixels
ImVector<Glyph> Glyphs; // // All glyphs.
ImVector<float> IndexXAdvance; // // Sparse. Glyphs->XAdvance in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
ImVector<short> IndexLookup; // // Sparse. Index glyphs by Unicode code-point.
const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
float FallbackXAdvance; //
ImVector<float> IndexXAdvance; // Sparse. Glyphs->XAdvance directly indexable (more cache-friendly that reading from Glyphs, for CalcTextSize functions which are often bottleneck in large UI)
ImVector<int> IndexLookup; // Sparse. Index glyphs by Unicode code-point.
float FallbackXAdvance; // == FallbackGlyph->XAdvance
ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found. Only set via SetFallbackChar()
// Members: Cold ~18/26 bytes
short ConfigDataCount; // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
ImFontConfig* ConfigData; // // Pointer within ContainerAtlas->ConfigData
ImFontAtlas* ContainerAtlas; // // What we has been loaded into
float Ascent, Descent; // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
// Methods
IMGUI_API ImFont();
IMGUI_API ~ImFont();
IMGUI_API void Clear();
IMGUI_API void BuildLookupTable();
IMGUI_API const Glyph* FindGlyph(unsigned short c) const;
IMGUI_API const Glyph* FindGlyph(ImWchar c) const;
IMGUI_API void SetFallbackChar(ImWchar c);
float GetCharAdvance(unsigned short c) const { return ((int)c < IndexXAdvance.Size) ? IndexXAdvance[(int)c] : FallbackXAdvance; }
bool IsLoaded() const { return ContainerAtlas != NULL; }
float GetCharAdvance(ImWchar c) const { return ((int)c < IndexXAdvance.Size) ? IndexXAdvance[(int)c] : FallbackXAdvance; }
bool IsLoaded() const { return ContainerAtlas != NULL; }
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const;
IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
// Private
IMGUI_API void GrowIndex(int new_size);
IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
};
//---- Include imgui_user.h at the end of imgui.h

View File

@ -268,7 +268,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
if (ImGui::CollapsingHeader("Widgets"))
{
if (ImGui::TreeNode("Tree"))
if (ImGui::TreeNode("Trees"))
{
for (int i = 0; i < 5; i++)
{
@ -412,7 +412,7 @@ void ImGui::ShowTestWindow(bool* p_opened)
for (int i = 0; i < 16; i++)
{
ImGui::PushID(i);
if (ImGui::Selectable("Me", &selected[i], 0, ImVec2(50,50)))
if (ImGui::Selectable("Sailor", &selected[i], 0, ImVec2(50,50)))
{
int x = i % 4, y = i / 4;
if (x > 0) selected[i - 1] ^= 1;
@ -1862,7 +1862,7 @@ static void ShowExampleAppCustomRendering(bool* opened)
points.pop_back();
}
}
draw_list->PushClipRect(ImVec4(canvas_pos.x, canvas_pos.y, canvas_pos.x+canvas_size.x, canvas_pos.y+canvas_size.y)); // clip lines within the canvas (if we resize it, etc.)
draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x+canvas_size.x, canvas_pos.y+canvas_size.y)); // clip lines within the canvas (if we resize it, etc.)
for (int i = 0; i < points.Size - 1; i += 2)
draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i+1].x, canvas_pos.y + points[i+1].y), 0xFF00FFFF, 2.0f);
draw_list->PopClipRect();

View File

@ -214,20 +214,33 @@ void ImDrawList::UpdateTextureID()
#undef GetCurrentClipRect
#undef GetCurrentTextureId
// Scissoring. The values in clip_rect are x1, y1, x2, y2. Only apply to rendering! Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
void ImDrawList::PushClipRect(const ImVec4& clip_rect)
// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
{
_ClipRectStack.push_back(clip_rect);
ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
if (intersect_with_current_clip_rect && _ClipRectStack.Size)
{
ImVec4 current = _ClipRectStack.Data[_ClipRectStack.Size-1];
if (cr.x < current.x) cr.x = current.x;
if (cr.y < current.y) cr.y = current.y;
if (cr.z > current.z) cr.z = current.z;
if (cr.w > current.w) cr.w = current.w;
}
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();
}
void ImDrawList::PushClipRectFullScreen()
{
PushClipRect(GNullClipRect);
// FIXME-OPT: This would be more correct but we're not supposed to access ImGuiState from here?
//ImGuiState& g = *GImGui;
//PushClipRect(GetVisibleRect());
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?
}
void ImDrawList::PopClipRect()
@ -823,6 +836,30 @@ void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32
PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left);
}
void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness)
{
if ((col >> 24) == 0)
return;
PathLineTo(a);
PathLineTo(b);
PathLineTo(c);
PathLineTo(d);
PathStroke(col, true, thickness);
}
void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)
{
if ((col >> 24) == 0)
return;
PathLineTo(a);
PathLineTo(b);
PathLineTo(c);
PathLineTo(d);
PathFill(col);
}
void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness)
{
if ((col >> 24) == 0)
@ -894,14 +931,6 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back()); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
// reserve vertices for worse case (over-reserving is useful and easily amortized)
const int char_count = (int)(text_end - text_begin);
const int vtx_count_max = char_count * 4;
const int idx_count_max = char_count * 6;
const int vtx_begin = VtxBuffer.Size;
const int idx_begin = IdxBuffer.Size;
PrimReserve(idx_count_max, vtx_count_max);
ImVec4 clip_rect = _ClipRectStack.back();
if (cpu_fine_clip_rect)
{
@ -910,18 +939,7 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);
clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);
}
font->RenderText(font_size, pos, col, clip_rect, text_begin, text_end, this, wrap_width, cpu_fine_clip_rect != NULL);
// give back unused vertices
// FIXME-OPT: clean this up
VtxBuffer.resize((int)(_VtxWritePtr - VtxBuffer.Data));
IdxBuffer.resize((int)(_IdxWritePtr - IdxBuffer.Data));
int vtx_unused = vtx_count_max - (VtxBuffer.Size - vtx_begin);
int idx_unused = idx_count_max - (IdxBuffer.Size - idx_begin);
CmdBuffer.back().ElemCount -= idx_unused;
_VtxWritePtr -= vtx_unused;
_IdxWritePtr -= idx_unused;
_VtxCurrentIdx = (unsigned int)VtxBuffer.Size;
font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL);
}
void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
@ -1204,7 +1222,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_d
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
IM_ASSERT(font_cfg.FontData == NULL);
font_cfg.FontDataOwnedByAtlas = true;
return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, font_cfg_template, glyph_ranges);
return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges);
}
ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
@ -1670,20 +1688,15 @@ void ImFont::BuildLookupTable()
for (int i = 0; i != Glyphs.Size; i++)
max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
IM_ASSERT(Glyphs.Size < 32*1024);
IndexXAdvance.clear();
IndexXAdvance.resize(max_codepoint + 1);
IndexLookup.clear();
IndexLookup.resize(max_codepoint + 1);
for (int i = 0; i < max_codepoint + 1; i++)
{
IndexXAdvance[i] = -1.0f;
IndexLookup[i] = -1;
}
GrowIndex(max_codepoint + 1);
for (int i = 0; i < Glyphs.Size; i++)
{
int codepoint = (int)Glyphs[i].Codepoint;
IndexXAdvance[codepoint] = Glyphs[i].XAdvance;
IndexLookup[codepoint] = i;
IndexLookup[codepoint] = (short)i;
}
// Create a glyph to handle TAB
@ -1697,7 +1710,7 @@ void ImFont::BuildLookupTable()
tab_glyph.Codepoint = '\t';
tab_glyph.XAdvance *= 4;
IndexXAdvance[(int)tab_glyph.Codepoint] = (float)tab_glyph.XAdvance;
IndexLookup[(int)tab_glyph.Codepoint] = (int)(Glyphs.Size-1);
IndexLookup[(int)tab_glyph.Codepoint] = (short)(Glyphs.Size-1);
}
FallbackGlyph = NULL;
@ -1714,13 +1727,43 @@ void ImFont::SetFallbackChar(ImWchar c)
BuildLookupTable();
}
void ImFont::GrowIndex(int new_size)
{
IM_ASSERT(IndexXAdvance.Size == IndexLookup.Size);
int old_size = IndexLookup.Size;
if (new_size <= old_size)
return;
IndexXAdvance.resize(new_size);
IndexLookup.resize(new_size);
for (int i = old_size; i < new_size; i++)
{
IndexXAdvance[i] = -1.0f;
IndexLookup[i] = (short)-1;
}
}
void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
{
IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
int index_size = IndexLookup.Size;
if (dst < index_size && IndexLookup.Data[dst] == -1 && !overwrite_dst) // 'dst' already exists
return;
if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op
return;
GrowIndex(dst + 1);
IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : -1;
IndexXAdvance[dst] = (src < index_size) ? IndexXAdvance.Data[src] : 1.0f;
}
const ImFont::Glyph* ImFont::FindGlyph(unsigned short c) const
{
if (c < IndexLookup.Size)
{
const int i = IndexLookup[c];
const short i = IndexLookup[c];
if (i != -1)
return &Glyphs[i];
return &Glyphs.Data[i];
}
return FallbackGlyph;
}
@ -1916,7 +1959,23 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
return text_size;
}
void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width, bool cpu_fine_clip) const
void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const
{
if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded.
return;
if (const Glyph* glyph = FindGlyph(c))
{
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
pos.x = (float)(int)pos.x + DisplayOffset.x;
pos.y = (float)(int)pos.y + DisplayOffset.y;
ImVec2 pos_tl(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale);
ImVec2 pos_br(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale);
draw_list->PrimReserve(6, 4);
draw_list->PrimRectUV(pos_tl, pos_br, ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
}
}
void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
{
if (!text_end)
text_end = text_begin + strlen(text_begin);
@ -1934,14 +1993,22 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
const bool word_wrap_enabled = (wrap_width > 0.0f);
const char* word_wrap_eol = NULL;
ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
// Skip non-visible lines
const char* s = text_begin;
if (!word_wrap_enabled && y + line_height < clip_rect.y)
while (s < text_end && *s != '\n') // Fast-forward to next line
s++;
// Reserve vertices for remaining worse case (over-reserving is useful and easily amortized)
const int vtx_count_max = (int)(text_end - s) * 4;
const int idx_count_max = (int)(text_end - s) * 6;
const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max;
draw_list->PrimReserve(idx_count_max, vtx_count_max);
ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
while (s < text_end)
{
if (word_wrap_enabled)
@ -2010,11 +2077,10 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
if (c != ' ' && c != '\t')
{
// We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
float y1 = (float)(y + glyph->Y0 * scale);
float y2 = (float)(y + glyph->Y1 * scale);
float x1 = (float)(x + glyph->X0 * scale);
float x2 = (float)(x + glyph->X1 * scale);
float x1 = x + glyph->X0 * scale;
float x2 = x + glyph->X1 * scale;
float y1 = y + glyph->Y0 * scale;
float y2 = y + glyph->Y1 * scale;
if (x1 <= clip_rect.z && x2 >= clip_rect.x)
{
// Render a character
@ -2073,9 +2139,13 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
x += char_width;
}
// Give back unused vertices
draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data));
draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data));
draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
draw_list->_VtxWritePtr = vtx_write;
draw_list->_VtxCurrentIdx = vtx_current_idx;
draw_list->_IdxWritePtr = idx_write;
draw_list->_VtxCurrentIdx = (unsigned int)draw_list->VtxBuffer.Size;
}
//-----------------------------------------------------------------------------

View File

@ -136,7 +136,7 @@ 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 ImVec2 ImRound(ImVec2 v) { return ImVec2((float)(int)v.x, (float)(int)v.y); }
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.
// 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.
@ -232,7 +232,7 @@ struct IMGUI_API ImRect
void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
void Reduce(const ImVec2& amount) { Min.x += amount.x; Min.y += amount.y; Max.x -= amount.x; Max.y -= amount.y; }
void Clip(const ImRect& clip) { if (Min.x < clip.Min.x) Min.x = clip.Min.x; if (Min.y < clip.Min.y) Min.y = clip.Min.y; if (Max.x > clip.Max.x) Max.x = clip.Max.x; if (Max.y > clip.Max.y) Max.y = clip.Max.y; }
void Round() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
ImVec2 GetClosestPoint(ImVec2 p, bool on_edge) const
{
if (!on_edge && Contains(p))
@ -593,8 +593,9 @@ struct IMGUI_API ImGuiDrawContext
struct IMGUI_API ImGuiWindow
{
char* Name;
ImGuiID ID;
ImGuiWindowFlags Flags;
ImGuiID ID; // == ImHash(Name)
ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
int IndexWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
ImVec2 PosFloat;
ImVec2 Pos; // Position rounded-up to nearest pixel
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
@ -635,8 +636,8 @@ struct IMGUI_API ImGuiWindow
ImGuiStorage StateStorage;
float FontWindowScale; // Scale multiplier per-window
ImDrawList* DrawList;
ImGuiWindow* RootWindow;
ImGuiWindow* RootNonPopupWindow;
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.
// Focus
int FocusIdxAllCounter; // Start at -1 and increase as assigned via FocusItemRegister()
@ -709,11 +710,9 @@ namespace ImGui
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.
IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_existing_clip_rect = true);
IMGUI_API void PopClipRect();
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0,0), ImGuiButtonFlags flags = 0);
IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos, float radius);
IMGUI_API bool SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, ImGuiSliderFlags flags = 0);
IMGUI_API bool SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power);