Merge branch 'master' into docking
# Conflicts: # docs/CHANGELOG.txt # examples/imgui_impl_dx11.cpp # imgui.cpp
This commit is contained in:
commit
aedcd2fb1a
@ -98,6 +98,22 @@ Other changes:
|
||||
to make the examples main.cpp easier to read.
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.73 WIP (In Progress)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Other Changes:
|
||||
- ColorPicker: Made rendering aware of global style alpha of the picker can be faded out. (#2711)
|
||||
Note that some elements won't accurately fade down with the same intensity, and the color wheel
|
||||
when enabled will have small overlap glitches with (style.Alpha < 1.0).
|
||||
- TabBar: fixed ScrollToBar request creating bouncing loop when tab is larger than available space.
|
||||
- Backends: DX11: Fixed GSGetShader() call not passing an initialized instance count,
|
||||
would generally make the debug layer complain (Added in 1.72).
|
||||
- Backends: Vulkan: Added support for specifying multisample count.
|
||||
Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values
|
||||
to use, default is non-multisampled as before. (#2705, #2706) [@vilya]
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.72b (Released 2019-07-31)
|
||||
-----------------------------------------------------------------------
|
||||
|
@ -1,5 +1,5 @@
|
||||
-----------------------------------------------------------------------
|
||||
dear imgui, v1.72b
|
||||
dear imgui, v1.73 WIP
|
||||
-----------------------------------------------------------------------
|
||||
examples/README.txt
|
||||
(This is the README file for the examples/ folder. See docs/ for more documentation)
|
||||
|
@ -13,6 +13,7 @@
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface.
|
||||
// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled).
|
||||
// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore.
|
||||
// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
@ -214,7 +215,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
|
||||
ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
|
||||
ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
|
||||
ctx->PSGetSamplers(0, 1, &old.PSSampler);
|
||||
old.PSInstancesCount = old.VSInstancesCount = 256;
|
||||
old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256;
|
||||
ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
|
||||
ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
|
||||
ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
|
||||
|
@ -507,9 +507,9 @@ bool ImGui_ImplDX12_CreateDeviceObjects()
|
||||
|
||||
// Create the input layout
|
||||
static D3D12_INPUT_ELEMENT_DESC local_layout[] = {
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)IM_OFFSETOF(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)IM_OFFSETOF(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
psoDesc.InputLayout = { local_layout, 3 };
|
||||
}
|
||||
|
@ -23,6 +23,7 @@
|
||||
|
||||
// CHANGELOG
|
||||
// (minor and older changes stripped away, please see git history for details)
|
||||
// 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before.
|
||||
// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
|
||||
// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
|
||||
// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount().
|
||||
@ -737,7 +738,10 @@ bool ImGui_ImplVulkan_CreateDeviceObjects()
|
||||
|
||||
VkPipelineMultisampleStateCreateInfo ms_info = {};
|
||||
ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
|
||||
ms_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
if (v->MSAASamples != 0)
|
||||
ms_info.rasterizationSamples = v->MSAASamples;
|
||||
else
|
||||
ms_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
|
||||
|
||||
VkPipelineColorBlendAttachmentState color_attachment[1] = {};
|
||||
color_attachment[0].blendEnable = VK_TRUE;
|
||||
|
@ -38,6 +38,7 @@ struct ImGui_ImplVulkan_InitInfo
|
||||
VkDescriptorPool DescriptorPool;
|
||||
uint32_t MinImageCount; // >= 2
|
||||
uint32_t ImageCount; // >= MinImageCount
|
||||
VkSampleCountFlagBits MSAASamples; // >= VK_SAMPLE_COUNT_1_BIT
|
||||
const VkAllocationCallbacks* Allocator;
|
||||
void (*CheckVkResultFn)(VkResult err);
|
||||
};
|
||||
|
78
imgui.cpp
78
imgui.cpp
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.72b
|
||||
// dear imgui, v1.73 WIP
|
||||
// (main code and documentation)
|
||||
|
||||
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
|
||||
@ -4789,7 +4789,7 @@ bool ImGui::IsMouseDoubleClicked(int button)
|
||||
return g.IO.MouseDoubleClicked[button];
|
||||
}
|
||||
|
||||
// [Internal] This doesn't test if the button is presed
|
||||
// [Internal] This doesn't test if the button is pressed
|
||||
bool ImGui::IsMouseDragPastThreshold(int button, float lock_threshold)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -5230,7 +5230,7 @@ static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
|
||||
return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
|
||||
}
|
||||
|
||||
static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)
|
||||
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
|
||||
@ -5263,7 +5263,7 @@ static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)
|
||||
return new_size;
|
||||
}
|
||||
|
||||
static ImVec2 CalcContentSize(ImGuiWindow* window)
|
||||
static ImVec2 CalcWindowContentSize(ImGuiWindow* window)
|
||||
{
|
||||
if (window->Collapsed)
|
||||
if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
|
||||
@ -5277,7 +5277,7 @@ static ImVec2 CalcContentSize(ImGuiWindow* window)
|
||||
return sz;
|
||||
}
|
||||
|
||||
static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
|
||||
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiStyle& style = g.Style;
|
||||
@ -5308,7 +5308,7 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
|
||||
|
||||
// When the window cannot fit all contents (either because of constraints, either because screen is too small),
|
||||
// we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
|
||||
ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit);
|
||||
ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
|
||||
bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
|
||||
bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
|
||||
if (will_have_scrollbar_x)
|
||||
@ -5321,8 +5321,10 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
|
||||
|
||||
ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window)
|
||||
{
|
||||
ImVec2 size_contents = CalcContentSize(window);
|
||||
return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents));
|
||||
ImVec2 size_contents = CalcWindowContentSize(window);
|
||||
ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents);
|
||||
ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
|
||||
return size_final;
|
||||
}
|
||||
|
||||
static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
|
||||
@ -5339,7 +5341,7 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co
|
||||
ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left
|
||||
ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
|
||||
ImVec2 size_expected = pos_max - pos_min;
|
||||
ImVec2 size_constrained = CalcSizeAfterConstraint(window, size_expected);
|
||||
ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
|
||||
*out_pos = pos_min;
|
||||
if (corner_norm.x == 0.0f)
|
||||
out_pos->x -= (size_constrained.x - size_expected.x);
|
||||
@ -5420,7 +5422,7 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
|
||||
if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0)
|
||||
{
|
||||
// Manual auto-fit when double-clicking
|
||||
size_target = CalcSizeAfterConstraint(window, size_auto_fit);
|
||||
size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
|
||||
ret_auto_fit = true;
|
||||
ClearActiveID();
|
||||
}
|
||||
@ -5475,7 +5477,7 @@ static bool ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
|
||||
g.NavDisableMouseHover = true;
|
||||
resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
|
||||
// FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
|
||||
size_target = CalcSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);
|
||||
size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);
|
||||
}
|
||||
}
|
||||
|
||||
@ -5930,7 +5932,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
// UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
|
||||
|
||||
// Update contents size from last frame for auto-fitting (or use explicit size)
|
||||
window->ContentSize = CalcContentSize(window);
|
||||
window->ContentSize = CalcWindowContentSize(window);
|
||||
if (window->HiddenFramesCanSkipItems > 0)
|
||||
window->HiddenFramesCanSkipItems--;
|
||||
if (window->HiddenFramesCannotSkipItems > 0)
|
||||
@ -6002,7 +6004,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
// SIZE
|
||||
|
||||
// Calculate auto-fit size, handle automatic resize
|
||||
const ImVec2 size_auto_fit = CalcSizeAutoFit(window, window->ContentSize);
|
||||
const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSize);
|
||||
bool use_current_size_for_scrollbar_x = window_just_created;
|
||||
bool use_current_size_for_scrollbar_y = window_just_created;
|
||||
if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
|
||||
@ -6038,7 +6040,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
|
||||
}
|
||||
|
||||
// Apply minimum/maximum window size constraints and final size
|
||||
window->SizeFull = CalcSizeAfterConstraint(window, window->SizeFull);
|
||||
window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
|
||||
window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
|
||||
|
||||
// Decoration size
|
||||
@ -7879,22 +7881,33 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s
|
||||
}
|
||||
|
||||
// Scroll to keep newly navigated item fully into view
|
||||
void ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)
|
||||
ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
|
||||
//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
|
||||
if (window_rect.Contains(item_rect))
|
||||
return;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
|
||||
SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f);
|
||||
else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
|
||||
SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
|
||||
if (item_rect.Min.y < window_rect.Min.y)
|
||||
SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);
|
||||
else if (item_rect.Max.y >= window_rect.Max.y)
|
||||
SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);
|
||||
ImVec2 delta_scroll;
|
||||
if (!window_rect.Contains(item_rect))
|
||||
{
|
||||
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
|
||||
SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f);
|
||||
else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
|
||||
SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
|
||||
if (item_rect.Min.y < window_rect.Min.y)
|
||||
SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);
|
||||
else if (item_rect.Max.y >= window_rect.Max.y)
|
||||
SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);
|
||||
|
||||
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false);
|
||||
delta_scroll = next_scroll - window->Scroll;
|
||||
}
|
||||
|
||||
// Also scroll parent window to keep us into view if necessary
|
||||
if (window->Flags & ImGuiWindowFlags_ChildWindow)
|
||||
delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll));
|
||||
|
||||
return delta_scroll;
|
||||
}
|
||||
|
||||
float ImGui::GetScrollX()
|
||||
@ -9221,16 +9234,11 @@ static void ImGui::NavUpdateMoveResult()
|
||||
if (g.NavLayer == 0)
|
||||
{
|
||||
ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
|
||||
ScrollToBringRectIntoView(result->Window, rect_abs);
|
||||
ImVec2 delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs);
|
||||
|
||||
// Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
|
||||
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
|
||||
ImVec2 delta_scroll = result->Window->Scroll - next_scroll;
|
||||
result->RectRel.Translate(delta_scroll);
|
||||
|
||||
// Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy).
|
||||
if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
|
||||
ScrollToBringRectIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
|
||||
// Offset our result position so mouse position can be applied immediately after in NavUpdate()
|
||||
result->RectRel.TranslateX(-delta_scroll.x);
|
||||
result->RectRel.TranslateY(-delta_scroll.y);
|
||||
}
|
||||
|
||||
ClearActiveID();
|
||||
|
6
imgui.h
6
imgui.h
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.72b
|
||||
// dear imgui, v1.73 WIP
|
||||
// (headers)
|
||||
|
||||
// See imgui.cpp file for documentation.
|
||||
@ -47,8 +47,8 @@ Index of this file:
|
||||
|
||||
// Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
|
||||
#define IMGUI_VERSION "1.72b"
|
||||
#define IMGUI_VERSION_NUM 17202
|
||||
#define IMGUI_VERSION "1.73 WIP"
|
||||
#define IMGUI_VERSION_NUM 17203
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
#define IMGUI_HAS_VIEWPORT 1 // Viewport WIP branch
|
||||
#define IMGUI_HAS_DOCK 1 // Docking WIP branch
|
||||
|
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.72b
|
||||
// dear imgui, v1.73 WIP
|
||||
// (demo code)
|
||||
|
||||
// Message to the person tempted to delete this file when integrating Dear ImGui into their code base:
|
||||
|
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.72b
|
||||
// dear imgui, v1.73 WIP
|
||||
// (drawing and font code)
|
||||
|
||||
/*
|
||||
|
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.72b
|
||||
// dear imgui, v1.73 WIP
|
||||
// (internal structures/api)
|
||||
|
||||
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
|
||||
@ -1702,7 +1702,7 @@ namespace ImGui
|
||||
IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y);
|
||||
IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f);
|
||||
IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f);
|
||||
IMGUI_API void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
|
||||
IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect);
|
||||
|
||||
// Basic Accessors
|
||||
inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; }
|
||||
|
@ -1,4 +1,4 @@
|
||||
// dear imgui, v1.72b
|
||||
// dear imgui, v1.73 WIP
|
||||
// (widgets code)
|
||||
|
||||
/*
|
||||
@ -4412,17 +4412,19 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU
|
||||
}
|
||||
|
||||
// Helper for ColorPicker4()
|
||||
static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w)
|
||||
static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha)
|
||||
{
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK);
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE);
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK);
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE);
|
||||
ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha);
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8));
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8));
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8));
|
||||
ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8));
|
||||
}
|
||||
|
||||
// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
|
||||
// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.)
|
||||
// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..)
|
||||
// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0)
|
||||
bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
@ -4672,17 +4674,22 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
||||
}
|
||||
}
|
||||
|
||||
ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
|
||||
ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
|
||||
ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, 1.0f));
|
||||
const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha);
|
||||
const ImU32 col_black = IM_COL32(0,0,0,style_alpha8);
|
||||
const ImU32 col_white = IM_COL32(255,255,255,style_alpha8);
|
||||
const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8);
|
||||
const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) };
|
||||
|
||||
ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
|
||||
ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
|
||||
ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!!
|
||||
|
||||
const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) };
|
||||
ImVec2 sv_cursor_pos;
|
||||
|
||||
if (flags & ImGuiColorEditFlags_PickerHueWheel)
|
||||
{
|
||||
// Render Hue Wheel
|
||||
const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).
|
||||
const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).
|
||||
const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);
|
||||
for (int n = 0; n < 6; n++)
|
||||
{
|
||||
@ -4690,13 +4697,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
||||
const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;
|
||||
const int vert_start_idx = draw_list->VtxBuffer.Size;
|
||||
draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);
|
||||
draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness);
|
||||
draw_list->PathStroke(col_white, false, wheel_thickness);
|
||||
const int vert_end_idx = draw_list->VtxBuffer.Size;
|
||||
|
||||
// Paint colors over existing vertices
|
||||
ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);
|
||||
ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);
|
||||
ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]);
|
||||
ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n+1]);
|
||||
}
|
||||
|
||||
// Render Cursor + preview on Hue Wheel
|
||||
@ -4706,8 +4713,8 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
||||
float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
|
||||
int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);
|
||||
draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);
|
||||
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments);
|
||||
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments);
|
||||
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, col_midgrey, hue_cursor_segments);
|
||||
draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments);
|
||||
|
||||
// Render SV triangle (rotated according to hue)
|
||||
ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);
|
||||
@ -4717,46 +4724,46 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
|
||||
draw_list->PrimReserve(6, 6);
|
||||
draw_list->PrimVtx(tra, uv_white, hue_color32);
|
||||
draw_list->PrimVtx(trb, uv_white, hue_color32);
|
||||
draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE);
|
||||
draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS);
|
||||
draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK);
|
||||
draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS);
|
||||
draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f);
|
||||
draw_list->PrimVtx(trc, uv_white, col_white);
|
||||
draw_list->PrimVtx(tra, uv_white, 0);
|
||||
draw_list->PrimVtx(trb, uv_white, col_white);
|
||||
draw_list->PrimVtx(trc, uv_white, 0);
|
||||
draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f);
|
||||
sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));
|
||||
}
|
||||
else if (flags & ImGuiColorEditFlags_PickerHueBar)
|
||||
{
|
||||
// Render SV Square
|
||||
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE);
|
||||
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK);
|
||||
RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f);
|
||||
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white);
|
||||
draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black);
|
||||
RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);
|
||||
sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
|
||||
sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
|
||||
|
||||
// Render Hue Bar
|
||||
for (int i = 0; i < 6; ++i)
|
||||
draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]);
|
||||
draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]);
|
||||
float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f);
|
||||
RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
|
||||
RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f);
|
||||
RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
|
||||
}
|
||||
|
||||
// Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
|
||||
float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;
|
||||
draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12);
|
||||
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12);
|
||||
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12);
|
||||
draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12);
|
||||
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, col_midgrey, 12);
|
||||
draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12);
|
||||
|
||||
// Render alpha bar
|
||||
if (alpha_bar)
|
||||
{
|
||||
float alpha = ImSaturate(col[3]);
|
||||
ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
|
||||
RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
|
||||
draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK);
|
||||
RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
|
||||
draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK);
|
||||
float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f);
|
||||
RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
|
||||
RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f);
|
||||
RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);
|
||||
}
|
||||
|
||||
EndGroup();
|
||||
@ -6686,7 +6693,7 @@ static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
|
||||
float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f);
|
||||
float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f);
|
||||
tab_bar->ScrollingTargetDistToVisibility = 0.0f;
|
||||
if (tab_bar->ScrollingTarget > tab_x1)
|
||||
if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= tab_bar->BarRect.GetWidth()))
|
||||
{
|
||||
tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f);
|
||||
tab_bar->ScrollingTarget = tab_x1;
|
||||
|
@ -1,4 +1,4 @@
|
||||
dear imgui, v1.72b
|
||||
dear imgui, v1.73 WIP
|
||||
(Font Readme)
|
||||
|
||||
---------------------------------------
|
||||
|
Loading…
Reference in New Issue
Block a user