mirror of https://github.com/ocornut/imgui
Demo: Rework Clipping section. Fix for static analysis. Added bindings in Readme.
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@ -68,9 +68,10 @@ Other Changes:
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by modifying the 'style.CircleSegmentMaxError' value. [@ShironekoBen]
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- ImDrawList: Fixed minor bug introduced in 1.75 where AddCircle() with 12 segments would generate
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an extra vertex. (This bug was mistakenly marked as fixed in earlier 1.77 release). [@ShironekoBen]
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- Demo: Improve "Custom Rendering"->"Canvas" demo with a grid, scrolling and context menu.
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- Demo: Improved "Custom Rendering"->"Canvas" demo with a grid, scrolling and context menu.
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Also showcase using InvisibleButton() will multiple mouse buttons flags.
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- Demo: Tweak "Child Windows" section.
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- Demo: Improved "Layout & Scrolling" -> "Clipping" section.
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- Demo: Improved "Layout & Scrolling" -> "Child Windows" section.
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- Style Editor: Added preview of circle auto-tessellation when editing the corresponding value.
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- Backends: OpenGL3: Added support for glad2 loader. (#3330) [@moritz-h]
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@ -113,8 +113,8 @@ Officially maintained bindings (in repository):
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- Frameworks: Emscripten, Allegro5, Marmalade.
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Third-party bindings (see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings/) page):
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- Languages: C, C#/.Net, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
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- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SFML, Sokol, Unity, Unreal Engine 4, vtk, Win32 GDI, WxWidgets.
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- Languages: C, C# and: Beef, ChaiScript, D, Go, Haskell, Haxe/hxcpp, Java, JavaScript, Julia, Kotlin, Lua, Odin, Pascal, PureBasic, Python, Ruby, Rust, Swift...
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- Frameworks: AGS/Adventure Game Studio, Amethyst, bsf, Cinder, Cocos2d-x, Diligent Engine, Flexium, GML/Game Maker Studio2, Godot, GTK3+OpenGL3, Irrlicht Engine, LÖVE+LUA, Magnum, NanoRT, Nim Game Lib, Ogre, openFrameworks, OSG/OpenSceneGraph, Orx, Photoshop, px_render, Qt/QtDirect3D, SFML, Sokol, Unity, Unreal Engine 4, vtk, Win32 GDI, WxWidgets.
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- Note that C bindings ([cimgui](https://github.com/cimgui/cimgui)) are auto-generated, you can use its json/lua output to generate bindings for other languages.
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Also see [Wiki](https://github.com/ocornut/imgui/wiki) for more links and ideas.
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@ -393,6 +393,8 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
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- backends: bgfx: https://gist.github.com/RichardGale/6e2b74bc42b3005e08397236e4be0fd0
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- backends: mscriptem: with refactored examples, we could provide a direct imgui_impl_emscripten platform layer (see eg. https://github.com/floooh/sokol-samples/blob/master/html5/imgui-emsc.cc#L42)
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- bindings: ways to use clang ast dump to generate bindings or helpers for bindings? (e.g. clang++ -Xclang -ast-dump=json imgui.h)
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- optimization: replace vsnprintf with stb_printf? using IMGUI_USE_STB_SPRINTF.(#1038)
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- optimization: add clipping for multi-component widgets (SliderFloatX, ColorEditX, etc.). one problem is that nav branch can't easily clip parent group when there is a move request.
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- optimization: add a flag to disable most of rendering, for the case where the user expect to skip it (#335)
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@ -3373,8 +3373,8 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
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if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
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g.MovingWindow = NULL;
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// Cancel moving if clicked over an item which was disabled or inhibited by popups
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if (g.HoveredId == 0 && g.HoveredIdDisabled)
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// Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
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if (g.HoveredIdDisabled)
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g.MovingWindow = NULL;
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}
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else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL)
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@ -2684,23 +2684,66 @@ static void ShowDemoWindowLayout()
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if (ImGui::TreeNode("Clipping"))
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{
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static ImVec2 size(100, 100), offset(50, 20);
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ImGui::TextWrapped(
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"On a per-widget basis we are occasionally clipping text CPU-side if it won't fit in its frame. "
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"Otherwise we are doing coarser clipping + passing a scissor rectangle to the renderer. "
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"The system is designed to try minimizing both execution and CPU/GPU rendering cost.");
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static ImVec2 size(100.0f, 100.0f);
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static ImVec2 offset(30.0f, 30.0f);
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ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f");
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ImGui::TextWrapped("(Click and drag)");
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ImVec2 pos = ImGui::GetCursorScreenPos();
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ImVec4 clip_rect(pos.x, pos.y, pos.x + size.x, pos.y + size.y);
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ImGui::InvisibleButton("##empty", size);
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if (ImGui::IsItemActive() && ImGui::IsMouseDragging(0))
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ImGui::TextWrapped("(Click and drag to scroll)");
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for (int n = 0; n < 3; n++)
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{
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offset.x += ImGui::GetIO().MouseDelta.x;
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offset.y += ImGui::GetIO().MouseDelta.y;
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if (n > 0)
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ImGui::SameLine();
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ImGui::PushID(n);
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ImGui::BeginGroup(); // Lock X position
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ImGui::InvisibleButton("##empty", size);
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if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left))
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{
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offset.x += ImGui::GetIO().MouseDelta.x;
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offset.y += ImGui::GetIO().MouseDelta.y;
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}
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const ImVec2 p0 = ImGui::GetItemRectMin();
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const ImVec2 p1 = ImGui::GetItemRectMax();
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const char* text_str = "Line 1 hello\nLine 2 clip me!";
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const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y);
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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switch (n)
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{
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case 0:
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HelpMarker(
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"Using ImGui::PushClipRect():\n"
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"Will alter ImGui hit-testing logic + ImDrawList rendering.\n"
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"(use this if you want your clipping rectangle to affect interactions)");
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ImGui::PushClipRect(p0, p1, true);
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draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
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draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);
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ImGui::PopClipRect();
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break;
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case 1:
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HelpMarker(
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"Using ImDrawList::PushClipRect():\n"
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"Will alter ImDrawList rendering only.\n"
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"(use this as a shortcut if you are only using ImDrawList calls)");
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draw_list->PushClipRect(p0, p1, true);
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draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
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draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);
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draw_list->PopClipRect();
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break;
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case 2:
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HelpMarker(
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"Using ImDrawList::AddText() with a fine ClipRect:\n"
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"Will alter only this specific ImDrawList::AddText() rendering.\n"
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"(this is often used internally to avoid altering the clipping rectangle and minimize draw calls)");
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ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert.
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draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));
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draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect);
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break;
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}
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ImGui::EndGroup();
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ImGui::PopID();
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}
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ImGui::GetWindowDrawList()->AddRectFilled(pos, ImVec2(pos.x + size.x, pos.y + size.y), IM_COL32(90, 90, 120, 255));
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ImGui::GetWindowDrawList()->AddText(ImGui::GetFont(), ImGui::GetFontSize()*2.0f, ImVec2(pos.x + offset.x, pos.y + offset.y), IM_COL32_WHITE, "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect);
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ImGui::TreePop();
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}
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}
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